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Ideas for Augments!


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Alterations are modifiers that allow a player to alter gameplay features of turrets and hulls while keeping them within the overall game's balance. For example, an augment can weaken one characteristic in favor of strengthening another one.

Yes, thats a straight copy/paste from TankiWiki about augments, but this idea is suggesting to keep the alterations so they weaken the tank in some parts, buff it in other, keep it within the balance. or in other words, the alterations should alter your tank.

Current Augments are plain buffs. Nothing more.

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The wiki description is no longer accurate. The recent changes (and the fact that alterations have been renamed to augments) are a clear indication that the purpose of alts has been shifted.

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Wasp: "Deep Cover"

+May randomly spawn on the enemy team's side disguised as one of them

-Attacking, using supplies, being hit by enemy attacks, or doing anything with the objective drops the disguise and marks the user through walls for five seconds

=User is unaffected by teammates' shots (May tip off the enemy)

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Magnum "Incendiary shells"

Fires shells that upon exploding, ignite enemy tanks nearby.

+ Shells ignite when exploding on a enemy tank (50% of max temp at center of explosion, 10% at maximum range of explosion)

- If shells deals self damage to your tank you will be ignited based your distance from center of explosion

- Reload time: +20%

- Damage: -30%

- Holding at 75% power or higher causes overheat and damage to your tank.

Edited by Englund_gambit

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Ive got 2 ideas actually.

Armour penetrating rounds for shaft (and a few other turrets)

Nowadays people just keep on using DA and its annoying with shaft as you cannot one shot them with your full charged shot. so here is my idea

effects

1) it will neglect any effects of DA (double armour)

2) it will do more damage to those who have protect against shaft but however it will not neglect it completely.

3) it will do 5% more damage in normal circumstances.

4) It will do 20% more damage with DD

Possible nerfs.

1) longer reload time

2) less firerate.

3) longer charge time (for shaft)

4) DD got from drop boxes will last shorter and the smart supply one will consume 3 of its kind.

 

Silencer for shaft

snipers are meant for stealth but surprise surprise shaft is not stealthy by any means.

effects

It has only two effects which are simple yet useful

1) its firing makes no sound

2) its laser is not visible in sniping mode. (higher priority)

Possible nerfs

1) less damage

2) if you aim at someone for more than 5-7 seconds, he sees a cross heir on himself but still doesnt see where the shot is coming from.

3) longer charge time.

4) longer reload.

 

so this is my idea. tho i would like the opinion of @Tidebreaker as he is the leader of an awesome shaft clan and has more experience then me in it.

Edited by spiderman1000
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Reverse adrenaline Price:  245 000 Crystal.png

when the HP is at 100% increases the damage by 100% for one shot

how much HP is above 50% and below 100% increases damage by 25%

 

Edited by Black.L-Antonio
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Changes to Smoky

Overload: Price: 245.000 Crystal.png

adds aiming damage mode

Critical hit excess damage disabled Minus.png

Delay time: + 35% Minus.png 

Min damage sniping mode (HP) 650,00

 Max damage sniping mode (HP): 1300,00

 

 

 

Edited by Black.L-Antonio
Pra tu Dont kkkkk

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10 hours ago, spiderman1000 said:

Ive got 2 ideas actually.

Armour penetrating rounds for shaft (and a few other turrets)

Nowadays people just keep on using DA and its annoying with shaft as you cannot one shot them with your full charged shot. so here is my idea

effects

1) it will neglect any effects of DA (double armour)

2) it will do more damage to those who have protect against shaft but however it will not neglect it completely.

4) It will do 20% more damage with DD (in my point of view, this means that normal dmg + 20% with DD.

Possible nerfs.

1) longer reload time

2) less firerate.

Silencer for shaft

snipers are meant for stealth but surprise surprise shaft is not stealthy by any means.

effects

It has only two effects which are simple yet useful

1) its firing makes no sound

2) its laser is not visible in sniping mode. (higher priority)

Possible nerfs

1) less damage

2) if you aim at someone, he sees a cross heir on himself but still doesnt see where the shot is coming from. (same has to go for gauss.)

4) longer reload.

 

so this is my idea. tho i would like the opinion of @Tidebreaker as he is the leader of an awesome shaft clan and has more experience then me in it.

I think both are really gpod ideas, but they don't need that many nerfs, since almost all augments has positive effect for the turret. I've added my opinipns to the quote.

Edited by mjmj5558
Nerfed the alts.

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1 hour ago, mjmj5558 said:

I think both are really gpod ideas, but they don't need that many nerfs, since almost all augments has positive effect for the turret. I've added my opinipns to the quote.

one word :too powerful .shaft is quite well balanced but remove its laser -it will be a hellhole .and  experienced snipers dont zoom in on a target .they choose a wall or spot slightly away from the target ,charge the shot and then aim and zaap in a split second .And the ignoring modules and da .hahahaha .you want another hornet    OD ?hey @wolverine848 get a load of this, man

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1 hour ago, sharifsahaf said:

one word :too powerful .shaft is quite well balanced but remove its laser -it will be a hellhole .and  experienced snipers dont zoom in on a target .they choose a wall or spot slightly away from the target ,charge the shot and then aim and zaap in a split second .And the ignoring modules and da .hahahaha .you want another hornet    OD ?hey @wolverine848 get a load of this, man

No, but the nerfs that i put there is enough.

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11 hours ago, spiderman1000 said:

Ive got 2 ideas actually.

Armour penetrating rounds for shaft (and a few other turrets)

Nowadays people just keep on using DA and its annoying with shaft as you cannot one shot them with your full charged shot. so here is my idea

effects

1) it will neglect any effects of DA (double armour)

2) it will do more damage to those who have protect against shaft but however it will not neglect it completely.

3) it will do 5% more damage in normal circumstances.

4) It will do 20% more damage with DD

Possible nerfs.

1) longer reload time

2) less firerate.

3) longer charge time (for shaft)

4) DD got from drop boxes will last shorter and the smart supply one will consume 3 of its kind.

 

Silencer for shaft

snipers are meant for stealth but surprise surprise shaft is not stealthy by any means.

effects

It has only two effects which are simple yet useful

1) its firing makes no sound

2) its laser is not visible in sniping mode. (higher priority)

Possible nerfs

1) less damage

2) if you aim at someone for more than 5-7 seconds, he sees a cross heir on himself but still doesnt see where the shot is coming from.

3) longer charge time.

4) longer reload.

 

so this is my idea. tho i would like the opinion of @Tidebreaker as he is the leader of an awesome shaft clan and has more experience then me in it.

1)  So you want to have a permanent Hornet OD?  ?      ?   ?

2) Well how much damage are you giving up to have no laser?

2 hours ago, sharifsahaf said:

one word :too powerful .shaft is quite well balanced but remove its laser -it will be a hellhole .and  experienced snipers dont zoom in on a target .they choose a wall or spot slightly away from the target ,charge the shot and then aim and zaap in a split second .And the ignoring modules and da .hahahaha .you want another hornet    OD ?hey @wolverine848 get a load of this, man

I know... you took the words out of my mouth.

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23 minutes ago, sharifsahaf said:

nope .If you wanna one-shot any tank use heavy capacitors .

For exanple, LCR has 40% more damage for a 20% more reload. Lot's of damage, not really longer reload. Than wwhy is the corrected first idea bad?

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1 minute ago, mjmj5558 said:

For exanple, LCR has 40% more damage for a 20% more reload. Lot's of damage, not really longer reload. Than wwhy is the corrected first idea bad?

LCR has 50% more shot reload. The Wiki was has not updated the numbers correctly as yet.

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2 minutes ago, mjmj5558 said:

For exanple, LCR has 40% more damage for a 20% more reload. Lot's of damage, not really longer reload. Than wwhy is the corrected first idea bad?

Which of the two ideas are you comparing this too?

And LCR still has a range of damage and is not guaranteed to one-shot medium hulls.

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1 minute ago, TheCongoSpider said:

LCR has 50% more shot reload. The Wiki was has not updated the numbers correctly as yet.

You say that the reload is 50% longer? When alts turned into augmets LCR was buffed, and not nerfed!

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9 minutes ago, mjmj5558 said:

You say that the reload is 50% longer? When alts turned into augmets LCR was buffed, and not nerfed!

Yes, It was buffed. 

 

LCR had a 50% penalty to the shot reload and a 20% penalty to the shot delay. The 20% penalty to the shot delay was removed, leaving only the 50% penalty to the shot reload, hence it was buffed. The firing rate was slightly increased. 

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On 7/5/2020 at 3:05 AM, The-Operator219 said:

Wasp: "Deep Cover"

+May randomly spawn on the enemy team's side disguised as one of them

-Attacking, using supplies, being hit by enemy attacks, or doing anything with the objective drops the disguise and marks the user through walls for five seconds

=User is unaffected by teammates' shots (May tip off the enemy)

Very novel idea.

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On 7/5/2020 at 8:05 AM, The-Operator219 said:

Wasp: "Deep Cover"

+May randomly spawn on the enemy team's side disguised as one of them

-Attacking, using supplies, being hit by enemy attacks, or doing anything with the objective drops the disguise and marks the user through walls for five seconds

=User is unaffected by teammates' shots (May tip off the enemy)

randomly deploys a wasp bomb in the defending team base in assault .game over . exactly why this shouldn't be a thing

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8 minutes ago, sharifsahaf said:

randomly deploys a wasp bomb in the defending team base in assault .game over . exactly why this shouldn't be a thing

Randomly deploys a wasp bomb at enemy base destroying all HORNET players, exactly WHY it should be a thing. ?

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