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Ideas for Augments!


Maf
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4 minutes ago, 24K said:

As I've mentioned; have an open mind.

You can lower the price of the Augment, along with modifying the levels, and their prices. Think freely.

Thanks for the feedback!

Best regards,

24K

But why don't we just give the augment in a higher price, but maximum level? What's the point of upgrading?

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37 minutes ago, Maf said:

Sounds like another balancing nightmare. Also, it doesn't make sense to have downsides getting worse with upgrades, because what if I don't want to have my energy deplete faster even if it gives better burn effect? Not a great feature.

I beg to differ; I understand your concern, and your point of view. But remember, it's about balance. Balance between pros & cons, that's why the cons increase with pros.

Augments are modifiers, The Compact Fuel Tanks, like I've mentioned, is solely an example, however, you don't have to upgrade it to the maximum level, whereas the energy will be consumed extremely fast (example) in exchange for better, longer burn effect.

 

Have an open mind. You can make it so you can convert upgradeable augments to the previous levels with 50% cost of the level that you're at right now. That is, of course, if you don't like the current version of your augment

 

EXAMPLE;

Level 1 - 50,000

Level 2 - 35,000

Level 3 - 50,000

Level 4 - 75,000

Back to Level 3 - 25,000 / free

 

Thank you for replying,

Best regards,

24K

Edited by 24K

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4 minutes ago, mjmj5558 said:

But why don't we just give the augment in a higher price, but maximum level? What's the point of upgrading?

If you're referring to the current Augment standpoint, then- I believe having upgradable augments(varieties) will make the game more immerse, attractive and fun.

Apologies if I misunderstood what you've said, if I have; please do correct me.

Thanks for replying!

Best regards,

24K

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The Wiki still states that Augments alter your turret’s stats but still maintain the balance of the game. I don’t understand how upgrading an Augment would maintain the balance of the game...

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21 minutes ago, yellowghetto said:

The Wiki still states that Augments alter your turret’s stats but still maintain the balance of the game. I don’t understand how upgrading an Augment would maintain the balance of the game...

I understand your confusion! However, as I've mentioned, pros and cons will both be altered, in the same pattern, thus ensuring that the game is properly balanced.

Thanks for replying!

Best regards,

24K

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I hardly absorbed and understood the Augments - Drones-batteries... so adding upgrade for Augments that change the mechanic of one turret is something complicated..

Also it make it more harder to know how is the player in front of you cuz you have to remember all of Augments and their upgrades (regardless of it's hard know to remember the drones-Augments)

Btw, I think that will make it harder to balance. And some of augments give a hard disadvantage like Uranium for Striker so nerfing the 125m/s more will make it more slower for the one who use it + extremely unbalanced and strange for others 

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10 hours ago, asem.harbi said:

I hardly absorbed and understood the Augments - Drones-batteries... so adding upgrade for Augments that change the mechanic of one turret is something complicated..

Also it make it more harder to know how is the player in front of you cuz you have to remember all of Augments and their upgrades (regardless of it's hard know to remember the drones-Augments)

Btw, I think that will make it harder to balance. And some of augments give a hard disadvantage like Uranium for Striker so nerfing the 125m/s more will make it more slower for the one who use it + extremely unbalanced and strange for others 

As I've mentioned, the turrets that are harder to balance will be categorized as 'standard', ergo they will have no additional upgrades, and will retain the current standpoint.

Now, onto the issue of understanding the workflow, it took me about 1 week of playing, even less to grasp the concept of drones, augments, and every upgrade that's in the game. There's no such thing as 'difficult to remember'. 

 

As you play this game for fun, you will begin to remember and understand without even trying. It's psychology. You learn as you have fun.

 

I do understand your concerns, and I hope I addressed them correctly.

Thanks for the feedback!

Best regards,

24K

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9 hours ago, Tanker-Arthur said:

Pretty sure Drones do the trick.

Oh, I beg to differ. Augments modify the turret, whereas drones modify the tank as a whole. 

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1 hour ago, 24K said:

As I've mentioned, the turrets that are harder to balance will be categorized as 'standard', ergo they will have no additional upgrades, and will retain the current standpoint.

Now, onto the issue of understanding the workflow, it took me about 1 week of playing, even less to grasp the concept of drones, augments, and every upgrade that's in the game. There's no such thing as 'difficult to remember'. 

As you play this game for fun, you will begin to remember and understand without even trying. It's psychology. You learn as you have fun.

I do understand your concerns, and I hope I addressed them correctly.

First Augments are a lot so it's for sure hard to remember exactly every Augment against you..

Maybe you have a good memory, but if you compare with in the past before (Augments-Drones) you can by press V and R to know exactly your opponent's turret and tank and which upgrade (M0,M1,M2,M3) and with it's MU's also with protections... compared to know you just could see the GS of your opponent... so for sure it will be more harder.  even if we accustomed with that

Also you didn't gave us a practically example of what you want, Is there any Augment you didn't like and you came with this idea?

Btw, as you said the turret that are hard to balance will categorized as "standard".... I see that something confusing also I think most Augments will categorized as "standard" not one or two.

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Yeah, this topic doesn't really make sense. It will be difficult for someone to tell what kind of Augment you would be using, thus breaking the balance of the game even further. If there would be a vote, I would vote no for this idea. Some Augments are already so strong.

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On 11/13/2020 at 8:41 AM, 24K said:

[ABOUT]

Greetings, 

I had this idea that crossed my mind - upgrade-able augments.

The name is self-explanatory; augments that are able to be upgraded.

 

[HOW IT WORKS]

The price of the current augments will lower, because of the fact that they will be able to be upgraded later on.

The higher the level, higher the percentage of the current existing pros and cons.

 

[EXAMPLES]

FIREBIRD

Current: Compact fuel tanks

Maximum temperature limit: +100% Plus.png
Heating rate: +100% Plus.png
Energy consumption: +50% Minus.png

 

Altered: Level 1

Maximum temperature limit: +50% Plus.png
Heating rate: +50% Plus.png
Energy consumption: +35% Minus.png

Altered: Level 2

Maximum temperature limit: +100% Plus.png
Heating rate: +100% Plus.png
Energy consumption: +50% Minus.png

Altered: Level 3

Maximum temperature limit: +150% Plus.png
Heating rate: +150% Plus.png
Energy consumption: +75% Minus.png

 

[NOTE]

I am aware that some augments are more difficult than the others to be a subject of gradation, and because of that issue, you would have to separate the augments into 2 list;

- STANDARD

- UPGRADEABLE

 

STANDARD augments will retain the current augments, along with their prices and modifications.

UPGRADEABLE augments are a subject to gradation.

 

[PLEASE BE AWARE]

- The names 'STANDARD' and upgradeable' are SOLELY examples.

- If someone before me came up with this idea / if this idea is already used in Tanki X, than many apologies. I haven't done past research of this topic.

- Have an open mind, the level 1-3 are simply examples; thought: you can put 5 levels, along with micro-upgrades between each. 

 

[QUESTIONS & CONCERNS]

- If there's any, I urge you to reply to the topic and I will respond at my earliest convenience.

- If there's any feedback you'd like to provide, I insist that you do.

 

That would be all. Best regards,

- 24K

Another level of complication and possibly even more OP items (like your compact tanks lvl3 example).

Not needed in the game.

Hard pass.

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3 hours ago, asem.harbi said:

First Augments are a lot so it's for sure hard to remember exactly every Augment against you..

Maybe you have a good memory, but if you compare with in the past before (Augments-Drones) you can by press V and R to know exactly your opponent's turret and tank and which upgrade (M0,M1,M2,M3) and with it's MU's also with protections... compared to know you just could see the GS of your opponent... so for sure it will be more harder.  even if we accustomed with that

Also you didn't gave us a practically example of what you want, Is there any Augment you didn't like and you came with this idea?

Btw, as you said the turret that are hard to balance will categorized as "standard".... I see that something confusing also I think most Augments will categorized as "standard" not one or two.

 

2 hours ago, yellowghetto said:

Yeah, this topic doesn't really make sense. It will be difficult for someone to tell what kind of Augment you would be using, thus breaking the balance of the game even further. If there would be a vote, I would vote no for this idea. Some Augments are already so strong.

 

1 hour ago, wolverine848 said:

Another level of complication and possibly even more OP items (like your compact tanks lvl3 example).

Not needed in the game.

Hard pass.

Now that I think about it more so, perhaps it wouldn't be such a great idea. Apologies for prolonging this, I was just over my mind. Thank you for opening my eyes.

Best regards, 

24K

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Just now, 24K said:

Now that I think about it more so, perhaps it wouldn't be such a great idea. Apologies for prolonging this, I was just over my mind. Thank you for opening my eyes.

Best regards, 

24K

every idea has a many of different opinions, and I think your idea is something "bad.. so no need of apologies as it's just an idea?

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@24K This upgrading system won't work for Alterations. Here's why. Alterations are percent based, meaning that they will change when you upgrade your equipment. Like if my turret at M0 does 800 damage and 1600 damage at M4, and I decide to give it an alteration that adds 50% to my damage, M0 will now deal 1200 damage and M4 will deal 2400 damage. This is fair because Tanki goes by a certain type of rule when it comes to M0-M3 20/20s. M4s are just M0s but doubled protection or double damage, every hulls speed is increased by 20%, and every reload should be decreased by 25%. Tanki has its own system, and when it comes to percentages being upgraded every level, it'll make things unbalanced.

Also, alterations shouldn't get upgrades because they were made to give yourself a new feel with your turret. Like, making my Smoky become an auto-cannon. That alteration shouldn't be upgraded because why would I want to have 2 sets of upgrades for my Auto-Cannon Smoky? Is this the price I have to pay when I give my turret something to change its performance?

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On 11/15/2020 at 9:01 AM, ThirdOnion said:

A lot of icons for augments are very similar. Can you easily differentiate the following icons from each other when they are small and displayed on a scoreboard with a bunch of other information?

Alteration twins stabilized plasma.pngAlteration ricochet destabilized plasma.pngAlteration railgun round stabilization.pngAlteration railgun round destabilization.png

Alteration firebird compact fuel tanks.pngAlteration isida nanomass reactor.pngAlteration shaft light capacitors.png

Alteration freeze high pressure pump.pngAlteration freeze shock freeze.png

Alteration thunder subcaliber rounds.pngAlteration thunder sledgehammer rounds.pngAlteration railgun large caliber rounds.png

Alteration thunder small caliber charging machine.pngAlteration smoky assault rounds.png

Alteration smoky autocannon.pngAlteration striker missile launcher cyclone.png

Surely they can be made more distinct.

also armor piercing ones are too similar to each other. Magnum and Gauss have even the same icon for their AP augments

Edited by readyplayer2
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Ideas for augments pt.1: Melee turrets

Firebird

Infernal retribution

  • + All burning enemies heat up and get armor destruction
  • - Triggered only after the death of the tank

Welding machine

  • + Instantly stops the rotation of the opponent's turret
  • - Maximum temperature limit heavily reduced

Сoronal explosion

  • + Enemies destroyed by heat explode and deal splash damage
  • - The explosion deals self-damage

Ionised mix

  • + Stun enemies heated to maximum temperature
  • + Reload time reduced
  • - Damage per tick reduced
  • - Heating rate heavily reduced

Freeze

Impact mix

  • + A stream of freon physically impacts enemies
  • - There is a constant recoil when shooting

Chilling spirit

  • + Freezes all enemies around
  • - Triggered only after the death of the tank

Frosted corpses

  • + Freezes enemy corpses and makes them temporary defense structures that can only be moved or broken through by allies
  • - All frozen corpses are destroyed after the freezer is destroyed
  • - There are a limited number of frozen corpses

Magnetized mix

  • + Deactivate enemy's supplies cooled to minimum temperature
  • - Cooling rate heavily reduced

Isida

Fishing rod

  • + Adds a mode to hold the tank at a short distance with a beam of nanobots with low energy consumption (help keep the enemy or turn an ally on the tracks)
  • + The mode is switched by short pressing the space bar
  • + Allies can easily unhook, enemies can't
  • - In "fishing" mode don't heal or deal damage

Panacea

  • + Removes all negative status effects during healing (EMP, AP, Stun)
  • - Does not affect the temperature (Fire, Freezing)

Freezida and Firesida

  • + Heat up and cool down allies and enemies
  • - Some negative effects to balance it

Insta-healer

  • + Instantly recovers the health of an ally
  • - Can't heal with an incomplete supply of energy

Armor-configuring nanobots

  • + Destroys enemy's armor every second
  • + Boosts ally's armor every second
  • - Damage per tick heavily reduced
Edited by The_Voltage
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Alteration for Magnum  :

 

 Heated Artillery :

 > Here the rotation of the turret is converted to the elevation of the turret.

 > Splash damage radius is greatly  reduced, splash damage also gets a very small nerf.

 > All tanks in the splash radius gets heated, Including the main target. 

 > The only way not to get heated is if the tank has Heat Immunity.

 > If you get the splash damage your tank will also be put to fire.

 

 

Frost Bite

> Splash damage does not get reduced and remains same, the radius of splash is greatly reduced.

> All tanks in the radius of the hit will be frozen and will be harder to move around.

> Receiving splash from your own turret will result in you freezing for sometime. 

 > Augment will be completely useless against Cold Immunity.

 

For the reduced radius it would be circle  where 2 vikings ( reduced from 20m to 10m ) could fit.

 

 

 

 

 

Edited by Immortal.Prince
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7 minutes ago, Immortal.Prince said:

For the reduced radius it would be cricle where 2 Mammoths could fit.

Oh yeah, Magnum's normal splash radius is 20 meters. This means it's normal diameter is 40 meters.

As a size reference, Viking is just slightly longer than 5 meters.

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2 hours ago, Tanker-Arthur said:

Oh yeah, Magnum's normal splash radius is 20 meters. This means it's normal diameter is 40 meters.

As a size reference, Viking is just slightly longer than 5 meters.

Oh, I will edit it out. Thanks for that pointer.

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I got an Idea.  It could be a new turret, or a firebird or freeze alteration...

So Instead of the fire or ice immediately, it would hang in the air for about 5 seconds.  You would have to greatly decrease how much the tanks could hold and how fast they reloaded, but it could have potential to work.  Think of it as a Gas Gun.  

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Why the toxic mix augment for freeze turret is so underwhelming compared to AP effect augments for other turrets?

According to wiki the damage is reduced by 45% and the cooling agent in gone.

Swaps the cooling agent with toxic mixture. Damage is decreased, but an opponent affected by the mix cannot use armor for some time - from wiki

If I compare the toxic mix augment to other AP effect, this is what I see:

Armor piercing shot augment for Hammer has no disadvantage. It give AP effect only on the last shot, but nothing is reduced from the turret

Super smart minus field augment for ricochet also has no disadvantage. It give AP effect after a shot ricocheting, but nothing is reduced from the turret.

Armor piercing rounds augment for smoky reduces damage of critical shot by 15% while giving the AP effect for each shot.

Armor piercing missile augment for striker has no disadvantage. It give AP effect only on the one of the shots in salvo, but nothing is reduced from the turret

So why for freeze the reduction is so much? 45% less damage an no freeze effect. It is absurd

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19 minutes ago, yoni292 said:

 

The content of the wiki is one thing, reality is another. Did you checked that the enemy tanks is not slowed down when using this augment?

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