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Ideas for Augments!


Maf
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On 3/31/2020 at 1:24 PM, mjmj5558 said:

Why no helper/moderator replies???

We don't assign a status (e.g. decined/valid) to topics which will be merged. Sometimes we do add our own comment if we have one, but in this case there's nothing to comment since the idea is very straightforward.

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I feel that all of Thunder's alterations are lacklustre in comparison to alterations for other turrets. For example, Railgun has the Large calibre round which gives a 40% damage increase. Firebird has incendiary mix which gives it a DPS value of 1050. Shaft has the heavy capacitors alteration, which gives it 25% more damage. Striker's uranium rocket alteration gives it 50% more damage. I feel Thunder should have an alteration which increases its damage as well. Seeing as there are are so many alterations for turrets which provide more damage, I feel one of these can be adapted to Thunder.  

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Thunder has Sledgehammer, which is effectively increasing its overall damage output. The damage it deals by default is already quite high, so I think adding a damage increasing alt would be rather mundane.

Besides, I think at this point any new alterations for existing turrets will mostly consist of interesting new mechanics which will be sold for real money or tankoins.

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5 minutes ago, Maf said:

Thunder has Jackhammer, which is effectively increasing its overall damage output. The damage it deals by default is already quite high, so I think adding a damage increasing alt would be rather mundane.

Besides, I think at this point any new alterations for existing turrets will mostly consist of interesting new mechanics which will be sold for real money or tankoins.

Well I know the sledgehammer does that, but at what cost? 60% loss in projectile speed, which makes it much harder to fight at range, along with a massive drop-off in damage, which given the number of players that use Thunder protections means you do very little damage. I know that asking for a 40% damage boost is not reasonable due to Thunder's reload, but maybe an alteration can be designed that takes this into account and gives a more reasonable damage boost that'll let Thunder have more power but not make ot broken. I do agree with the second point but hope that isn't the case.

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1 hour ago, LOLKILLERTOTHEDEATH said:

Well I know the sledgehammer does that, but at what cost?

Have you tried it? Sledgehammer is insanely powerful, because most combat happens at short-medium range. You just have to play with it as if it were Rico or Hammer, in which case it becomes far superior compared to its other alterations and default settings.

The only situation where default Thunder is better than Sledgehammer is at medium range, where Sledgehammer's damage has dropped, but default's hasn't.

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5 minutes ago, Maf said:

Have you tried it? Sledgehammer is insanely powerful, because most combat happens at short-medium range. You just have to play with it as if it were Rico or Hammer, in which case it becomes far superior compared to its other alterations and default settings.

The only situation where default Thunder is better than Sledgehammer is at medium range, where Sledgehammer's damage has dropped, but default's hasn't.

I have rather extensively. In fact I did much better without sledgehammer. That's kind of why. Also this was in Gubhaka.

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30 minutes ago, LOLKILLERTOTHEDEATH said:

I have rather extensively. In fact I did much better without sledgehammer. That's kind of why. Also this was in Gubhaka.

OK, maybe I haven't used Thunder for a while. Or it could also be our different play styles.

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I wont judge a turret or hull by playing in DM mode, never. Its less about skills and more about how well one is at stealing kills. Though I do agree with most of what you said about thunder. It does require an alteration which deals specifically with damage because most people have thunder protection these days. Without hornets OD or vikings OD, its only useful for parkour. But then again, having such an alteration may make it unbalanced because when used with hornet/viking, even mk4 can double shot a medium hulls. 

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You have to wonder why turrets like Vulcan, Thunder, Isida, Ricochet and Magnum didn't receive alterations that directly increase their damage per shot. They instead receieved reload-decreasing alterations or alterations that increase their overall damage output under certain conditions. 

 

Sledgehammer Thunder comes to mind for useful alterations. Thunder's base damage is enough to comfortably 2-shot medium hulls, so having a reload that is decreased is much beneficial. I remember trying it in the test server before the projectile speed decrease and I was consistently hitting in the 800s from a good distance away from the target. I was just melting players. Sledgehammer has been powerful since it was created, and even after its most recent nerf, it's still by far the most used Thunder in every battle above Brigadier I play in. It was always a quick 2-shot for them. And they fare much better against protection modules, which are very common for Thunder. It's hard to outrun the shell even at a good distance. The wheel will miss most likely but the damage is there. 

 

Small Calibre Charging Machine feels like a good example of an alteration. That does not give you the ability to 2-shot medium hulls from full HP quickly. SCCM Thunder vs Thunder is comparable to Shaft vs SBE Shaft. 

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5 minutes ago, TheCongoSpider said:

You have to wonder why turrets like Vulcan, Thunder, Isida, Ricochet and Magnum didn't receive alterations that directly increase their damage per shot. They instead receieved reload-decreasing alterations or alterations that increase their overall damage output under certain conditions. 

 

Sledgehammer Thunder comes to mind for useful alterations. Thunder's base damage is enough to comfortably 2-shot medium hulls, so having a reload that is decreased is much beneficial. I remember trying it in the test server before the projectile speed decrease and I was consistently hitting in the 800s from a good distance away from the target. I was just melting players. Sledgehammer has been powerful since it was created, and even after its most recent nerf, it's still by far the most used Thunder in every battle above Brigadier I play in. It was always a quick 2-shot for them. And they fare much better against protection modules, which are very common for Thunder. It's hard to outrun the shell even at a good distance. The wheel will miss most likely but the damage is there. 

 

Small Calibre Charging Machine feels like a good example of an alteration. That does not give you the ability to 2-shot medium hulls from full HP quickly. SCCM Thunder vs Thunder is comparable to Shaft vs SBE Shaft. 

Well Vulcan got incendiary band, which is an indirect damage buff that literally ignores protections with double damage. The only thing that can stop you with incendiary band is probably a titan dome or a solid object. Ricochet doesn't have that bad a problem with alts, because some (such as the plasma torch) let it fire many more projectiles thus dealing more damage. Isida's got the reload per kill which basically means that it too can be extremely powerful. It can be used for endless healing if used properly. Lastly, Placing mines with Magnum does make it much more powerful. As for Thunder, there are loads of protections and no alteration to really help it serve it's purpose as a flanking turret. VUlcan has incendiary band to surpress enemies and lay down cover fire. Ricochet can bounce shots off objects to make kills, Magnums can plant mines to secure a camping area and Isida's can use their alteration to have extra healing power. Yes, Thunder can shoot faster but it's harder to aim and the drop off for damage is a lot.

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23 minutes ago, LOLKILLERTOTHEDEATH said:

incendiary band, which is an indirect damage buff that literally ignores protections with double damage. The only thing that can stop you with incendiary band is probably a titan dome or a solid object.

Or maybe... a fire module?

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I think I can actually get behind this myself; being that I've ran with Thunder for YEARS. All I can do is go into a battle and see that Thunder doesn't perform. Everyone sports protection against it for one thing, that's been a "staple" if you will for the longest. Even with the alterations...you gotta think about what people (at least in my experience) get Thunder for: The splash damage characteristic. But even that becomes of minimal use once people start getting far away, and when they get close, you have to worry about potentially damaging/killing yourself to get out of a tight spot if you get bum rushed. So Thunder's a very "situational" turret. You'd be better off with a Smoky, where you can just pummel the enemy to death with very little drawback, and the critical hits make it all the more "terrifying" for somebody to be trying to contest. But I don't know, I think Thunder is one of those turrets that had it's era and now other turrets are outdoing it. Freeze is another one of those turrets too that's just fallen out of the circle at this point...doesn't Smoky have an alteration where the rounds basically do Freeze's work? And how often do you even see a Freeze in those "top" ranking games? Almost none. Even Isida has taken a blow I feel, ever since they removed the ability to self-heal (which was part of it's specialty), you saw less and less of it. But back to the main point - Thunder has a lot stacked against it...I've seen multiple battles in the short time I've been back playing this game where I might be the only Thunder and the entire enemy team is running 50% Thunder protection...it almost doesn't make any sense. All they need to do next is slap on a Double Armor and you'll be seeing 0's all day long lol it gets to be redundant and boring to see on repeat. This game wants "variety", but the current way things are going? I don't see it, and haven't seen it for a long time.

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38 minutes ago, LOLKILLERTOTHEDEATH said:

Well Vulcan got incendiary band, which is an indirect damage buff that literally ignores protections with double damage. The only thing that can stop you with incendiary band is probably a titan dome or a solid object.

Before the rework, Incendiary Band Vulcan had a 20% direct damage decrease compared to Stock when not overheating. The rework removed the damage decrease from both non-overheating and overheating modes, but its projectile speed was noticeably reduced, thus reducing its damage output compared to Stock. Then it gains ignition when itself is igniting and its damage output is increased. So like I said, it's damage output is increased from Stock under certain conditions. 

 

42 minutes ago, LOLKILLERTOTHEDEATH said:

Ricochet doesn't have that bad a problem with alts, because some (such as the plasma torch) let it fire many more projectiles thus dealing more damage. 

Like I said, it got a reload-decreasing alteration that increases its damage output under certain conditions. 

 

42 minutes ago, LOLKILLERTOTHEDEATH said:

Isida's got the reload per kill which basically means that it too can be extremely powerful. It can be used for endless healing if used properly. 

This alteration has problems stemming to Isida's balance, but can be good nonetheless. It increases your damage output under certain conditions. If that condition isn't met, then you have 33% less damage for an entire clip. 

 

Possible but extremely unlikely. Depends on too many non-user factors and Nanomass Reactor is already inefficient at prioritising healing.

 

49 minutes ago, LOLKILLERTOTHEDEATH said:

Lastly, Placing mines with Magnum does make it much more powerful. 

Its maximum damage per shot is directly decreased. It increases its damage output under certain conditions, that condition being the shot has to miss the target to place a mine. And then someone has to drive over that mine to complete the chain of increased damage output. 

 

51 minutes ago, LOLKILLERTOTHEDEATH said:

As for Thunder, there are loads of protections and no alteration to really help it serve it's purpose as a flanking turret. VUlcan has incendiary band to surpress enemies and lay down cover fire. Ricochet can bounce shots off objects to make kills, Magnums can plant mines to secure a camping area and Isida's can use their alteration to have extra healing power. Yes, Thunder can shoot faster but it's harder to aim and the drop off for damage is a lot.

Both of Thunder's reload-decreasing alterations fare better than Stock in longer engagements, because its damage decrease doesn't outweigh the reload increase in long engagements. I always get killed faster by Sledgehammer when I have both Thunder protection and double armour. I can breathe a sigh of relief knowing I can somewhat take my time if a Stock Thunder is shooting me, but not a Sledgehammer. And I get no rest from them when near all the Thunders I come across are Sledgehammers and I once in a while get breathing room with the occasional Stock or SCCM. 

 

So the direct damage is decreased but the damage output is increased, thankfully now that a proper condition was made. What I can agree on is Thunder feeling slightly lacklustre after the change. The slight decrease in reload it got sort of helped, but the fact that I can dodge the impact force of their projectiles feels wrong, since it wasn't like that since the beginning. And soon the same will happen to Smoky. 

 

 

Oh, and by giving Thunder a "useful" alteration, what exactly do you want from it? Something that is better than Stock, or more fun than Stock? Because I can imagine facing protection modules constantly would get boring fast. 

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9 hours ago, TheCongoSpider said:

Before the rework, Incendiary Band Vulcan had a 20% direct damage decrease compared to Stock when not overheating. The rework removed the damage decrease from both non-overheating and overheating modes, but its projectile speed was noticeably reduced, thus reducing its damage output compared to Stock. Then it gains ignition when itself is igniting and its damage output is increased. So like I said, it's damage output is increased from Stock under certain conditions. 

 

Like I said, it got a reload-decreasing alteration that increases its damage output under certain conditions. 

 

This alteration has problems stemming to Isida's balance, but can be good nonetheless. It increases your damage output under certain conditions. If that condition isn't met, then you have 33% less damage for an entire clip. 

 

Possible but extremely unlikely. Depends on too many non-user factors and Nanomass Reactor is already inefficient at prioritising healing.

 

Its maximum damage per shot is directly decreased. It increases its damage output under certain conditions, that condition being the shot has to miss the target to place a mine. And then someone has to drive over that mine to complete the chain of increased damage output. 

 

Both of Thunder's reload-decreasing alterations fare better than Stock in longer engagements, because its damage decrease doesn't outweigh the reload increase in long engagements. I always get killed faster by Sledgehammer when I have both Thunder protection and double armour. I can breathe a sigh of relief knowing I can somewhat take my time if a Stock Thunder is shooting me, but not a Sledgehammer. And I get no rest from them when near all the Thunders I come across are Sledgehammers and I once in a while get breathing room with the occasional Stock or SCCM. 

 

So the direct damage is decreased but the damage output is increased, thankfully now that a proper condition was made. What I can agree on is Thunder feeling slightly lacklustre after the change. The slight decrease in reload it got sort of helped, but the fact that I can dodge the impact force of their projectiles feels wrong, since it wasn't like that since the beginning. And soon the same will happen to Smoky. 

 

 

Oh, and by giving Thunder a "useful" alteration, what exactly do you want from it? Something that is better than Stock, or more fun than Stock? Because I can imagine facing protection modules constantly would get boring fast. 

Yeah Thunder can deal more damage total, but it's quite a bit harder to do that at medium range because It is harder to hit. Also, you can only deal maximum damage to enemies who are 5 metres (or about the length of 1 Viking) close to you. After that there's a drop-off in damage. Frankly Sledgehammer was far more useful without a projectile speed decrease. I actually used stock Thunder and did far better than when I was using Sledgehammer in a Gubhaka. I understand what you mean by certain conditions, but really for Thunder to be truly effective enemies must be about 0-20 or so metres from the user (otherwise projectile speed makes it quite a bit harder to shoot and often times the damage isn't high enough. Essentially that limits it to close range combat of 0 to 50 or 60 metres, which makes it a somewhat close ranged turret. 

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Just now, sensei_tanker said:

Wouldn't a thunder DPS buff make it insanely OP? Like it's a Gauss lock-on shot every shot. 

Well no. It doesn't need to be like a 40% buff. You can come up with inverse sledge hammer.

Inverse sledgehammer can give a 25% higher damage along with say a 30% longer reload time and the projectile moves 20% faster. 

Or another alteration can be unstable chemical rounds, which can let Thunder do 40% more damage but 1 damage becomes the new min, just like destabilization for Rail.

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2 hours ago, sensei_tanker said:

Wouldn't a thunder DPS buff make it insanely OP? Like it's a Gauss lock-on shot every shot. 

Not if the reload was also increased by 30%. Which would give an m4 thunder a reload time of 2.86 seconds. A 30% damage increase would give the min damage 962 points per hit and max of 1326 points at m4.

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I found this quite annoying.
Magnum's mortar alteration, when someone shots near you, you still recieve full splash damage of normal magnum which is kind of dumb since this alt shoots mines not explosive shells.
So I suggest making splash damage radius litle smaller/nerfing splash damage because shell doesn't explode it just lands and places a mine.

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Shaft alt idea: Stealth Mode.

 

Garage Explanation:

Alteration for tankers who like to remain as hidden as possibile. Shaft's precise aiming system has been removed, in order to delete the laser pointer.

This modification, however, has its drawbacks. The aiming process requires a steady aim and it is more difficult to hit shots.

Also, it is now impossible to stay in aiming mode indefinitely, since the gun will overcharge and automatically fire when reaching full power. 

 

+ Laser Pointer removed.

+ Horizontal and Vertical aiming speed increased by 15%.

 

- Aiming circle now wobbles around and a more precise aiming is required.

- When the gun reaches full charge in aiming mode, it will malfunction and fire a shot. This will automatically reset the aiming process.

 

_____________

This alteration is almost like 2011 Shaft, when it had no laser, and when it was quite harder to play then today. (If I remember correctly, it also had no arcade shot back then)

Edited by 2shots2kills
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GAUSS ALTERATION

 

 

Hydrogen Blast

 

+ 100% Splash damage area

+ 30% Aiming damage

-40% Arcade damage

+20% Reload after aiming shot

+20% To complete the lock on

 

 

Ice 7

(aka The Burning Ice. It's burning the skin because of it's super low temperature)

 

+ Burning effect in arcade mode (1 burning / shot, means +300 damage)

+ Freezing effect in aiming mode

+ Shocks the enemy  for 1 second in aiming mode (just as hunter's overdrive, unable to move)

- Aiming mode deals damage to the person that is under the lock on (no splash damage, but applies Freezing effect and shock to nearby enemies)

+ 20% reload on Arcade mode

 

 

Here comes the exciting part when I introduce my newest idea.

First of all I want to say that this is for Real Money what I'm going to say now.

So they are called ''Forbidden'' alteration. (FOR A FACT!)

If you couldn't figure out, they are forbidden, because they will be very rare,

only available in the Shop, and exteremely strong for a minimum of weakening.

Each turret would have It's own Forbidden Alteration (at least 1)

and some when you buy one of these alterations, some will inculde a ''Forbidden Module''

As I said earlier It will be available in the Shop, The Price should be around 70-99$

 

 

Forbidden Alteration N°1

 

Trinity / Saint Trinity

 

+ Aiming mode shoots 3 times (0,5 sec delay between each shot)

+ 30% Reload after aiming shot

+20% To complete the lock on

 

Forbidden Alteration N°2

 

Toxikum

 

+ Poison* in Aiming mode

-30% Damage in Aiming Mode

-30% Damage in Arcade Mode

-40% To complete the lock on

 

Poison* = It's an effect such as Freezing and Burning.

many people were waiting for such thing as Poison.

 

Poison ability

200 Damage / s

-25% Damage Reduction

The people who are affected by this Poison are unable to heal themselves

nor get healed by Isida or any kind of OD that grants healing such as Mammoth and Dictator 

(Only Juggernaut's Overdrive is a exception. It can erase the Poison and heal itself)

The Level of the Gauss will determinate how many seconds the Poison will affect the enemy.

Gauss Mk1 = 1 sec

Gauss Mk2 = 1 sec

Gauss Mk3 = 2 sec

Gauss Mk4 = 2 sec

Gauss Mk5 = 3 sec

Gauss Mk6 = 4 sec

Gauss Mk7 = 5 sec

Gauss Mk7+ = 5 sec

which means In Mk7 the Poison lasts for 5 seconds. That means the affected tank cannot be healed for 5 seconds,

gets 25% damage reduction and 200x5=1000 damage

 

In Previous V-LOG Tanki has talked about Hull Alterations.

This can be one of the Alterations:)

Protection for Poison, as they said. It would be possible to be fully immune to burning and freezing.

So you could also be immune to this Poison.

and as I mentioned, some of these Alterations also include a ''Forbidden Module''.

This N°2 Forbidden Gauss Alteration would include the Poison immunity, so you instantly get 100% Immunity against this Poison.

(Only If you wear it as Hull Module which we all know you can only use ONE!)

And this bundle also includes Green shot effect (color) for Gauss to show how Poisonous it is.

If possible, when Gauss shoots the Aiming shot, at the target there will be an animation, as instead of just a Green splotch,

a Green skull would appear. ( Once again... If Possible!)

 

This is just the Gauss Forbidden Alteration Ideas ?

If any of the Helpers like it, or wants to hear more I will be telling Firebird and Isida Forbidden Alterations ?

 

If someone says ''Pay to win'' please be patient.

I want to make this Alterations to get as hard as possible.

So there would be a Challange for this with 2 Tiers as the regular challange, Silver and Golden Tier.

There is 100 Level altogether.

5000 Stars to collect in 2 Months!

The Silver Tier would include 50% Protection against the Turret that's in this challange. (No need to upgrade this, its already 50% at any rank)

The Golden Tier would include a new skin called ''God''.

Now, I know tanki doesn't want to Include any kind of God or anything... If It's really that big of a deal,

then call it something else, I can't think of anything at the moment.

These skins would have a Halo above their Turret showing that they are very dangerous and not someone to mess with.

These skins also enchanting the Turret's Attributes by +10% at any Mk level.

 

I know this seems a lot and it is to be honest.

I just hope some of these ideas will make it, if not all at least one.

 

EDIT: I forgot the most Important thing. You can buy the Forbidden Alteration AFTER you finished the ''Challange for a God''

and done both Silver and Golden Tier!

Every 2 Months a new Turret comes in with it's ''God'' skin and 50% Module + Forbidden Alteration if both Tiers fully completed.

Edited by Kyouka

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