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Ideas for Augments!


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1 hour ago, asem.harbi said:

good idea but I don't think it's suit to apply in the game, can you explain your idea clearly when you need this and with which weapon<<<

Basically due to mm i feel like this is needed.suppose u use rail and Lcr but mm puts u in a smaller map .now u have scout alt and u wanna equip it .instead of self -destructing and wasting time going to the garage u press the alt key and the augments u have for the turret is seen .u select an augment with the up or down key and press enter .voila! Easy access .and plus u wont self destruct too and can change alts per minute .

Edited by sharifsahaf
It is applicable for all turrets

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now I understand you yes nice idea, and maybe this happens to me because I too have LCR alteration  but I usually change the turret totally in this situation and thank you again for clarification?

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6 hours ago, asem.harbi said:

now I understand you yes nice idea, and maybe this happens to me because I too have LCR alteration  but I usually change the turret totally in this situation and thank you again for clarification?

anytime mate

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I think that in PRO battles, instead of disabling all augments at once, you should be able to control turret and hull augments separately. The reason for this is because, take for example, a Polygon CP battle. One team might have 3 players with heat immunity, and since firebird with compact fuel tanks is such a popular choice, they would have a huge advantage, since they could just sit by the point, and it would take a long time to kill them. This way, teams would have an equal chance, and they could still use turret augments, but their wouldn't be one team with heat immunity destroying the other team. Please look into this.

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Alteration (not gonna say Augment) for Vulcan

Cryo Band

Price: 245,000 Crystals

Container Rarity: Epic

+ Bullets freeze target (at a similar rate to Incendiary Band)

- Shooting for a while causes your tank to freeze

- Damage: -20%

 

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5 hours ago, At_Shin said:

Also, freezed enemies are so slow that they will not be able to get out of the way from cryo vulcun's non-stop firing.

I thought about this, hence the reduced damage (even less than Shooting Speed Regulator). Maybe it could be even lower?

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1 hour ago, At_Shin said:

I think shooting seed regulator reduces the bullet damage by 15% and also reduces rate of fire by 15%. So, the net damage reduction could be reduced by 30%.

@TheCongoSpidercan confirm this.

Percentage should be multiplied. So net dps reduced is 22.5%

Edit: math was wrong. Actually damage reduction is 27.75% which is actually pretty close to 30?

Edited by coconuttree

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1 hour ago, At_Shin said:

I think shooting seed regulator reduces the bullet damage by 15% and also reduces rate of fire by 15%. So, the net damage reduction could be reduced by 30%.

@TheCongoSpidercan confirm this.

Bullet damage stays the same. It's the firing rate that is reduced. 
 

I use SSR when I play on mobile, and honestly, it feels like I kill players in the same time it takes me with Stock. I was considering buying SSR for my Mk1 Vulcan on this account to see if I could catch the decreased firing rate in a video, but I didn't. I could do it on my other Vulcan accounts but they're at Mk8 and it may be harder to see the difference. 

Edited by TheCongoSpider

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7 minutes ago, At_Shin said:

I had tested a SSR Vulcan which did 31 bullet damage as doing 25 bullet damage on the test servers

Hmm, on the real servers, I still do 50 damage per projectile on equal footing. What may confirm that there is a firing rate decrease is that my SSR tends to have a good number of 150 damage ticks mixed in with the 100 and 200 damage ticks while my Stock only has 100 and 200 damage ticks. 

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So I noticed that heat immunity is a thing, and now I'm confused as to why something like that would be so powerful. Like all the Immunity auguments, Heat imminity strikes me as a bit op. 
The ability to fire vulcan forever? Immunity to 2/3 of firebird damage? Why would something so powerful exist?

Also, supples are powerful, right? but the thing is, they are expensive to consistently use, therefore, only paying players can afford them, right? So of course, to balance them, hunter can remove powerups with it's stun. But now STUN IMMUNITY is a thing? WHY? It's basically a giant middle finger to any hunter! I feel like the existence of stun immunity and heat immunity unbalances the game.

My suggestion is to: Nerf heat resistance down from 100% to around 75%. Yes, this is still VERY much overpowered, but it's still notably better than heat resistance, and still causes running vulcan forever to be a danger, along with firebird.

As for Stun Immunity, change it so that it removes powerups, but prevents the freeze. This will give players who use it an advantage against hunter, but hunter's OD still weakens them.

Alternate Solution: Just remove all the Immunities. I'm not joking. They all strike me as REALLY pay to win. Then again, tanki needs money.... so.....

Thanks for your consideration ?

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3 hours ago, fghj240 said:

As for Stun Immunity, change it so that it removes powerups, but prevents the freeze. This will give players who use it an advantage against hunter, but hunter's OD still weakens them.

There is EMP immunity, wich protects our supplies, and  stun immunity only protects us from being stunned, we still lose the supplies.

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1 hour ago, mjmj5558 said:

There is EMP immunity, wich protects our supplies, and  stun immunity only protects us from being stunned, we still lose the supplies.

 

haha. My bad. The description of EMP immunity made it seem like it protected from both.

Heat immunity still stands?

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3 hours ago, fghj240 said:

 

haha. My bad. The description of EMP immunity made it seem like it protected from both.

Heat immunity still stands?

Yeah, and it's OP. I think vulcans, who are using heat immunity, should recive an additional damage nerf.

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On 6/14/2020 at 8:16 AM, fghj240 said:

 

 

On 5/21/2020 at 4:08 AM, sharifsahaf said:

 

 

On 5/11/2020 at 3:04 AM, KillerDiesel said:

 

 

On 5/14/2020 at 4:23 AM, 1M4U said:

 

Topic Merged

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On 5/6/2020 at 12:22 AM, ILiveOnTheChatBox123 said:

 

 

On 5/1/2020 at 9:38 PM, Naboo said:

 

 

On 5/1/2020 at 1:26 AM, KillerDiesel said:

 

 

On 4/25/2020 at 6:47 AM, sensei_tanker said:

 

 

On 6/3/2020 at 2:28 PM, sharifsahaf said:

 

 

On 6/5/2020 at 6:15 PM, CyborgPenguin said:

 

Topic Merged

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Hello!  I would like to recommend changes to a few of the new status effect hull augments (heat immunity, cold immunity), as these are THE MOST unbalanced features in the game right now, in my opinion.  To begin with, the hull augments (minus heavyweight and lightweight construction) in general have no disadvantages to equipping them, they are basically just buffs to your tank, whereas the turret augments have both pros and cons that keep them within the game's balance.  Now that augments can only be obtained through fairly rare container drops and for mountains of crystals or tankoins, they definitely need to have some serious downsides in addition to the buffs to make these not an insane buyer-friendly powerup.  Yes, you can still get them as a free to play player, but I've only collected two since their addition to the game and some buyers had them all within a week (which is fair because the payed money, but still, I'd like to see some equality here).  

 

Secondly, the two hull augments that allow your tank to become immune to heating up or cooling down present a bit of an issue, as again, they have no downside to an immense benefit in battle.  In particular, when used in combination with Vulcan's Incendiary Band augment, the heat immunity augment means you can fire forever with Vulcan and light enemies on fire without suffering any damage yourself.  To fix this, I suggest that the Incendiary Band alteration becomes mutually exclusive with the Heat Immunity augment for hulls, meaning that the two cannot be equipped together.  Additionally, maybe to add a negative effect to the heat and cold immunity augments, damage from Firebird and Freeze would be increased by a percentage (10-25% maybe?) when fighting against enemies equipped with Heat and Cold Immunity Augments, just to make it a little more fair to play against them.  The other hull augments are kind of balanced right now, as their difficulty to obtain cancels out the tremendous benefits that they give. 

 

I hope this made sense, please reach out if you have suggestion or if I posted this in the wrong place.  Thank you!

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This alteration will be for isida. i do not know how to name it, but here are the things that it is going to give : -25% damage, can not heal allies, the damage that you are doing to an enemy will also heal you.

Example ; if you do to an enemy 250 damage per hit, you are going to get healed with 250 health for every heal.

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A hull alteration. Resistance and Immunity to splash damage. Vulcan with a Heat Immunity alt is out there and is very OP so I don't see why this would be a bad idea. With Splash Damage resistance/immunity you could add a powerful alt to your turret for example, sledgehammer on thunder, and not be affected by the splash damage. 

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10 minutes ago, Scorpio said:

A hull alteration. Resistance and Immunity to splash damage. Vulcan with a Heat Immunity alt is out there and is very OP so I don't see why this would be a bad idea. With Splash Damage resistance/immunity you could add a powerful alt to your turret for example, sledgehammer on thunder, and not be affected by the splash damage. 

Well this kind of addresses it... no?

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16 hours ago, mafia_king said:

Isida 

Vampire alteration

+you regenerate the corresponding damage u give 

- decrease In Reload time

-this effect works for every two kills 

Why you stole my alteration name tho?!.. pff Copypaster

 

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On 6/17/2020 at 3:19 PM, XP_Coffee said:

Hello!  I would like to recommend changes to a few of the new status effect hull augments (heat immunity, cold immunity), as these are THE MOST unbalanced features in the game right now, in my opinion.  To begin with, the hull augments (minus heavyweight and lightweight construction) in general have no disadvantages to equipping them, they are basically just buffs to your tank, whereas the turret augments have both pros and cons that keep them within the game's balance.  Now that augments can only be obtained through fairly rare container drops and for mountains of crystals or tankoins, they definitely need to have some serious downsides in addition to the buffs to make these not an insane buyer-friendly powerup.  Yes, you can still get them as a free to play player, but I've only collected two since their addition to the game and some buyers had them all within a week (which is fair because the payed money, but still, I'd like to see some equality here).  

 

Secondly, the two hull augments that allow your tank to become immune to heating up or cooling down present a bit of an issue, as again, they have no downside to an immense benefit in battle.  In particular, when used in combination with Vulcan's Incendiary Band augment, the heat immunity augment means you can fire forever with Vulcan and light enemies on fire without suffering any damage yourself.  To fix this, I suggest that the Incendiary Band alteration becomes mutually exclusive with the Heat Immunity augment for hulls, meaning that the two cannot be equipped together.  Additionally, maybe to add a negative effect to the heat and cold immunity augments, damage from Firebird and Freeze would be increased by a percentage (10-25% maybe?) when fighting against enemies equipped with Heat and Cold Immunity Augments, just to make it a little more fair to play against them.  The other hull augments are kind of balanced right now, as their difficulty to obtain cancels out the tremendous benefits that they give. 

 

I hope this made sense, please reach out if you have suggestion or if I posted this in the wrong place.  Thank you!

HORNET'S overdrive that is the real issue, all others are slight annoyances compared to this OTT hull. 

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