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Ideas for Augments!


Maf
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12 hours ago, Maf said:

There's definitely room for new hulls ?

The Phantom OD is an interesting concept, but the details are definitely questionable. If it were up to me, I'd make the OD last about 5-8 seconds and disable nearby tanks in a short range (like Hopper). It will be visible to Hornet's OD, and will be vunlerable to all damage-dealing ODs, but the only way to actually disable invisibility is with Hunter, unless you have EMP immunity.

Disable nearby tanks? Why? How would going invisible disable nearby tanks. Disabling tanks is an offensive kind of gesture? No. The Cloaking ability is a mix between defensive or maybe black ops at best. Disabling tanks seems counter intuitive. I already suggested an offensive purpose for the Phantom's cloak, having the cloak disengage automatically upon first strike out of cloak, and being doubled! So it's a strategic advantage for only a moment. However, as I specified, it's only doubled attack if you use it while still cloaked energy remains. If you remain cloaked til the end when it runs out, times up, and you become decloaked automatically, you don't get that double attack firepower, you have to attack prior to the cloak running out, even if amidst the final second, as long as some of the cloak remains. So you choose to end it sooner than it forces to end, and you get the bonus of the double attack strike. Hence the Phantom name/concept. I seen the idea in other games, I can't recall at the moment. 
Think of a cloak and dagger black ops scenario. Or Black ops special forces sneaking behind their target, and their first strike is snapping a neck or slicing a throat? Gruesome, i know. Same idea. Your cloaked, you sneak in behind enemy lines, and your first strike is double attack, but now your revealed and behind enemy lines. Other tanks will see and strike you. Strategically, can be used as great diversions! 
 

The purpose of becoming invisible IS to counter those direct fire turrets, as well as the scanning OD. I may have mixed up the Hunter/Hornet's OD. Who ever has a battlefield scanning ability... showing allies all the enemy tanks throughout in yellow outlining. I love that when I'm the Magnum, I start lobbing artillery Shells over buildings at targets I can't see (off track). That's what I was thinking, you become invisible to the scanners. Only if you use the Active cloak, only for the length your cloaked. As I mentioned, the whole point is becoming invisible. Obviously, a short length in time, it's gonna be nearly impossible to cross entire battle field within even 8 seconds, and thus why I suggested a medium Hull in size, you don't want it to have blitz speed such as Hornet/Wasp. Also going along with the fact you're cloaked/invisible... the targeting abilities some direct fire turrets have should not work on the Phantom as well. I can compromise here... It should at least create a high chance of missing. So as I mentioned, a passive cloak, most of the time your seen, and most the time you can be targetd, with a slight chance of the direct fire missing, when your passive. When Active, initially i said all direct fire shots miss you 100 % time, but... maybe compromise here, as much as 90% chance of miss. Most the time, your still able to see the distortion of the target, especially if it's moving. 

Remember the movie Predator? You can see the Predator beast moving through the forest, even though he was cloaked, you see the distorted images behind him and the distortion moving. You just couldn't really aim at him, unable to focus on his body. However, knowing where the distortion was, you can try to focus behind him, and shoot, and hope your shot hits. Same idea. 

Yes... like the Romulan Warbird cloaked, can't fire when cloaked... except, with this idea, you can, it just disengages your cloak. So as you pull the trigger it's like it automatically disengages your cloak as your turret fires it's shot, with double attack power.

 

Yes, as cloaked tank, if you get hit by splash damage, or the nuke goes off, or you run into Mammoth accidentally when he going berzerk, you die. Well, maybe not splash damge, just receive damge pts, but could possibly die. I agree with that. But direct fire shots? no... unless, as I mentioned, slight 5-10% chance of getting hit, could be acceptable! Mines, I haven't thought about... but yes, crossing a mine and you die. Maybe the one OD distributing an EMP blast could also effect the Phantom. Disengages his cloak and stops him short! I can see that happening, only if he's within the range. So yes, make sure the Phantom as OP as it can be, has a few weaknesses. 

LASTLY... 
Now... having a Flag, or the Rugby Ball, or on a CP point? Is something I did not consider! Does the CP point need to show it's link to every tank? If the cloaked Phantom was near the CP, does it need to show a visible link to the CP? If the cloak only lasts 8 seconds (someone did suggestion 20/30 seconds? I think that may be excessive? I'd go as far as 10 seconds at the most for the Phantom's Cloak OD), it won't take long for the Phantom to reveal itself anyway if sitting on a CP. If an enemy approaches same CP when Phantom is cloaked, the Phantom will likely want to use the last of it's Cloak to gain the attack advantage anyway. If no enemy there? Than who's to be bothered not seeing the cloak or the link to the tank? I think the Phantom's at the CP's should remain cloaked, and not show a link!! A FLAG however? interesting... I honestly could go EITHER Way!! Honestly though, once again, your cloak won't last long as it is. ESPECIALLY, if you already approached the flag while cloaked, won't be much left afterwards, and if their any enemy in the immediate area of the Flag? If your grabbing the flag under cloak, you want to at least dispatch one with due prejudice, using the last chance advantage of your cloak, meaning your disengaging the cloak to attack him! For this is say, keep the Tank invisible, distort the part of flag that is held by tank, however, rest of flag is still visible. Now everyone knows a Phantom just took flag... Any shotguns, Nukes, Flames, or Ice, maybe the Magnum in area, just start shooting near the ground where you see the flag... Try not to let him get close... anticipate one will die if he gets his revealing shot off coming out of cloak. Same thing in a rugby  game. 

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Dear ,Tankioline .The isda gun should have a Augment .It should be called Vampire .The power is that if u deal damage to the enemy You will gain little health and if they heal a teammate and press ALT ( or any other key ) the healing will increase but the healers will be taking little damage (If u do not press alt u will do normal healing ).PLs make this in the game or make it for 10000 diamonds please and thank you

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48 minutes ago, slurp21256 said:

Dear ,Tankioline .The isda gun should have a Augment .It should be called Vampire .The power is that if u deal damage to the enemy You will gain little health and if they heal a teammate and press ALT ( or any other key ) the healing will increase but the healers will be taking little damage (If u do not press alt u will do normal healing ).PLs make this in the game or make it for 10000 diamonds please and thank you

Why would they do it? That would be Isida as they originally conceived before they nerfed it down so they could sell all initial characteristics as separate "augmentations"  ???

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I have  suggestions to make the game better


1) Add two Augments to increase the hulls speed by 50% and 100%


2) Add hull Augments to defend against hornet overdrive: I think this overdrive is too irrational. when I use Titan with a full body and with all the resources, even if I  use overdrive, still someone who use Railgun with Large caliber rounds Augment or magnum with any Augments or ... and hornet hull, when using overdrive, he kills me with an shoot!. Usually there are at least two hornets in the game and I am constantly shot by them. I think to enjoy the game more, it is good to have Augments in which all the defenses against the hornet overdrive are considered. Given that other overdrives  have a way to defend against them except the hornet overdrive!


3) Inserting additional positions (seats) for hull Augments: In the game, there are various killers such as heat, cold, EMP, hornet overdrive, etc., and a position for hull Augments  is a big limitation. I suggest you put extra seats in the garage and we can buy them with tankoins (up to 3 extra seats). I have bought heat, cold, EMP for almost all hulls, but since I can only use one of them, I feel a severe shortage. Especially when there is someone in the game who has an Electromagnetic salvo or a hunter hull and the heat effect that is usually there and I have to use one even though I have defense against both. This makes me not enjoy the game much. If you put extra positions  for sale, I'm sure buyers will be more satisfied with you.


4) Increasing the number of protections: In the game, there are people who constantly change the turret when I get protection against them, and because it takes me to get protection again, my nerves get upset. Especially when I get protection from them, they change it immediately. If you put extra places for protections in the garage that can be bought with tankoins (up to three places) I can enjoy the game more and the difference between buyers and non-buyers becomes more obvious.


With thanks for your attention

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11 hours ago, DmanBattleMaster said:

Disable nearby tanks? Why? How would going invisible disable nearby tanks. Disabling tanks is an offensive kind of gesture? No.

Players won't like an overdrive that's only utilitarian. For the same reason Hopper burns and disables enemies instead of simply jumping.

I read the rest of your post and you do make some valid arguments, but there's a lot of factors to take into account for balancing such an ability. So it's rather pointless to discuss until there are actual plant to implement this hull into the game.

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19 minutes ago, Maf said:

Players won't like an overdrive that's only utilitarian. For the same reason Hopper burns and disables enemies instead of simply jumping.

I read the rest of your post and you do make some valid arguments, but there's a lot of factors to take into account for balancing such an ability. So it's rather pointless to discuss until there are actual plant to implement this hull into the game.

It is not pointless, it is called exchanging idea. Otherwise just shut down the whole I&S.
I agree the only utilitarian is not enough, Hopper has 2 added mechanics on top of the jumping ability that only one can be disable at one time by hull augment, one is damaging while the other is just mecanicals:
- Icon Heat.png Burn that can be countered by Heat resistance or Immunity (damage  up to 3000HP)
Icon Stun.png Stun that can be countered and disable by Stun Immunity (no damage)

This has a double function:
1/ render Hull augment more appealing
2/ the overdrive cannot be fully counter by one tank

So invisibility overdrive is more likely to have some added effect. It would be nice to have:
- Light weigh effect on other hull so either to ram through them ? and / or Heavy weight effect for your own tank.
Icon Freeze.png freeze effect or double protection Icon DA.png Extra armor 

Edited by Viking4s

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12 minutes ago, Viking4s said:

It is not pointless, it is called exchanging idea.

Yeah, what I meant was more like that I personally no longer want to talk about it ?

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On 9/27/2020 at 6:38 AM, DmanBattleMaster said:

Hello, I don't know if this been suggested before...A medium Hull, A Hull the Same size or slightly less of the Viking in HP. Faster or same speed as the Viking. Hull can be great for sleepers and creepers! A passive cloaking hull phases in and out of cloak between 50%-100% visibility, which distorts any direct aiming turret, with a higher chance of direct aiming turrets missing target, depending where the cloak is holding. Hull is weaker to area splash turrets, but visibly unseeable if standing still for more than 5 seconds. Passive cloak is still detectable by the Hunter's OD ability. As well, as long as the Phantom's cloak is not active, the Hull receiving any splash damage, causes the Hull to push more towards 100% visible.

I'm not sure I understand... sounds like this hull has both a passive cloaking AND an actual OD that will be activated?

Even when OD not activated it has some kind of cloaking and is somehow harder to hit?

(as an aside I think you are confusing hunter and hornet).

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On 9/29/2020 at 7:20 AM, wolverine848 said:

I'm not sure I understand... sounds like this hull has both a passive cloaking AND an actual OD that will be activated?

Even when OD not activated it has some kind of cloaking and is somehow harder to hit?

(as an aside I think you are confusing hunter and hornet).

Yes... A passive cloak which is always phasing from weak to strong(er) but not a perfect cloak, than active cloak which is perfect for short time. 

During passive cloak depending where the cloak is the targeting gets harder or easier, and can lean to a more visible stat the more it receives damage, especially from splash damage, it's weakness. If the tank remains at 100% health though, it charges faster to OD. Once OD active, it can't be hit by direct weapons, only splash. If you fire your attack early while in cloak, you disenge cloak early with a double shot strike. Otherwise, you can't attack if you wish to remain cloaked. 

i'm not sure what Maf is referring to by one sided. having the passive add an extra dimension of strategy. instead of effecting surrounding units when active OD, instead, you get a second weaker passive ability. I think its perfect... maybe i'm biased!! Lol. 

 

Edited by DmanBattleMaster

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SO FAR... some seem to like it, some have made some suggested ideas to improve it... how does it get attention of developers for consideration? Enough people here need like it?? I don't know. Maybe everyone discussing it take a moment to like original thread for me?? ?
Maybe some concepts will be adjusted along the way! But... I'm just curious what all it takes for ideas to actually be considered!? 

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6 hours ago, DmanBattleMaster said:

i'm not sure what Maf is referring to by one sided.

Passive abilities are indeed one sided.  Huge advantage since it's there 24-7 - you don't need to wait for a recharge.

And how the heck would you "make targeting harder"?  Horizontal targeting is automatic - there's no "chance to hit". And mobile auto-fire would throw a wrench in those plans.

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Some of these ideas may need rethinking. 50% and 100% speed augment is way too OP. Imagine how fast a mammoth with your suggested augment will go, it will just be used to pull flags. Hornet overdrive augment would nerf Hornet too much. If you consider something like this, you would also need to think about augments to defend against other tank's overdrives. 

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15 hours ago, wolverine848 said:

Passive abilities are indeed one sided.  Huge advantage since it's there 24-7 - you don't need to wait for a recharge.

And how the heck would you "make targeting harder"?  Horizontal targeting is automatic - there's no "chance to hit". And mobile auto-fire would throw a wrench in those plans.

The passive would fluctuate. 

The "harder" would mean more difficult, it would increase the random chance of a miss. 

And i've mentioned before, as that has been brought up, the automatic targeting wouldn't take effect if the target is invisible. As for the passive cloak fluctuating, sometimes you have the lock with automatic tareting, sometimes you don't becuase the cloaking is fluctuating. It's a strategic support ability. 

When the Cloak is fully engaged, nothing having direct fire abilities can hit it. So mobile fire, chance to hit, auto targeting... none of those would see the target. you simply see a distorted silhhuette, and it's a short timeframe, and you can't attack if you choose to remain cloaked. 
Think of everything combat wise in media, from Star Trek's Romulans, and Klingons in some series, to multiple strategic combat games like StarCraft's Wraiths and Terrans, to assasin and cloak and dagger through out all sorts of combat gaming concepts... you have cloaked units! Yet, nothing of the sort on TaniO. It's just a strategic concept, idea i had, and I propose it for the developers.

I thought of everything for the idea except the exact numbers for them. It's a concept unheard of in tanki, but could be very viable, and the idea throws a monkey wrench in the tactics and strategies of the game!

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Looks like a quantum cloak, sometime the target is here (you get shoot), sometime it is not (no damage possible), sometime it is both here and not (half a damage maybe). 

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Excuse me, all of what you say didn't have any reason to implement! I don't know what's the mean of adding more than 3 protections or up to 3 hull's Augments? or Augment neglect hornet's OD completely.. the only reason you give that it will make more money to Tanki.... as the developers after seeing this word will implement your idea immediately and thanks you about your fabulous ideas..

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6 hours ago, DmanBattleMaster said:

The "harder" would mean more difficult, it would increase the random chance of a miss. 

My point is, there is no current "random chance to miss" - if you have a target lined up you hit. Period.  So you can't increase what does not exist.

And as for the OD - you basically give it immunity from ranged weapons for that period of time.  Something they nerfed from the slow-moving mammoth.

Really do not see how this can be implemented.  You need to base it on the invisibility TX had.  That's more like what Klingons/Romulan's had in Star Trek - invisibility until an attack is made.  Whether that's worth it or not I can't say.

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On 9/29/2020 at 5:18 PM, 1375 said:

and the difference between buyers and non-buyers becomes more obvious.

It already is, due to countless P2W updates, and if tanki heads in that direction there soon wouldn't be any non-buyers for the difference to be apparent.

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Tanki X invincibility, see what dev can do/replicate for TO (they already replicated other tech) : 

Just ignore wolfy and vik, they are basket cases regarding innovation

Edited by Tokamak

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1 hour ago, Tokamak said:

Tanki X invincibility, see what dev can do/replicate for TO (they already replicated other tech) : 

Just ignore wolfy and vik, they are basket cases regarding innovation

Well invisibility did not give invulnerability - no actual defense.  Was still partially visible (like a blury outline) - a la the Predator cloaking armor from the movies.

But sure, let's introduce more OP overdrives and put the final nail in the coffin.

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I see this topic this topic multiple times in the top of home page, but the thing restrict me from enter and read is the tall wall text, I read it till the half today just

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The amount of speed boost you describe is far too much. Imagine how fast a fully upgraded wasp with crisis drone will be driving around the map. I think near zero hp is also pretty unrealistic because most likely you will be destroyed before you can even touch the flag.

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We saw the Hulls augments finnaly launched couple of months ago, and they are very strong (VERY STRONG). My idea is make them like the thurret augments. Increases a strong point, and decrease other point. Like, Fire Immunity, gives you the obvious vantage, but make a disadvantage for it, like, increases the vulnerability against Freeze turret. It will make the players take a more strategicaly point in battle and will cut their wings and make them think about using it in the battle. 

But, how add it in the game keeping the balance? This is my idea:

Heat Resistance have 50% protection against burning effect. Then, it gives more 25% vulnerability against freezing effect

Heat Immunity have 100% protection against burning effect. Then, gives more 50% vulnerability against freezing effect.

And the same thing with Freeze effect protection augments.

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Hull augments are closer to modules, rather than turret augments. Modules don't have disadvantages, and neither do the augments. it's meant to be a direct increase of protective abilities.

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