Jump to content
EN
Play

Forum

Ideas for Augments!


Maf
 Share

Recommended Posts

55 minutes ago, Tokamak 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?

No. I am relying on wiki. My freeze turret is MK4, so I am not using it at all whereas other turrets are MK7+. I am just curious about this augment and why should someone use it since it is so weak (55% damage).

 

Share this post


Link to post
Share on other sites

1 minute ago, yoni292 said:

No. I am relying on wiki. My freeze turret is MK4, so I am not using it at all whereas other turrets are MK7+. I am just curious about this augment and why should someone use it since it is so weak (55% damage).

There is disadvantages for other turrets too. Once the Hammer shoot 3 times it needs to recharge, by that time it is defenceless, you do not want to linger around with an empty gun so you would prefer kills the opponent before you run out of amo, so this is a really awkward augment for Hammer.
I am pretty sure that there is disadvantages for the other turret too linked to its mechanics.

Share this post


Link to post
Share on other sites

26 minutes ago, Tokamak said:

There is disadvantages for other turrets too. Once the Hammer shoot 3 times it needs to recharge, by that time it is defenceless, you do not want to linger around with an empty gun so you would prefer kills the opponent before you run out of amo, so this is a really awkward augment for Hammer.
I am pretty sure that there is disadvantages for the other turret too linked to its mechanics.

You did not understand what my argument is. Of course every turret has its own advantages and disadvantages. However with the AP effect augment for hammer, nothing is taken away from the hammer behavior according to wiki. Not like freeze where the toxic mix almost cuts the damage in half.

Share this post


Link to post
Share on other sites

38 minutes ago, Tokamak said:

There is disadvantages for other turrets too. Once the Hammer shoot 3 times it needs to recharge, by that time it is defenceless, you do not want to linger around with an empty gun so you would prefer kills the opponent before you run out of amo, so this is a really awkward augment for Hammer.
I am pretty sure that there is disadvantages for the other turret too linked to its mechanics.

Most of them don't have statistical downsides that make them inferior to Stock in some way. 

 

44 minutes ago, yoni292 said:

No. I am relying on wiki. My freeze turret is MK4, so I am not using it at all whereas other turrets are MK7+. 

Tokamak is right. Reality is often slightly different to what the Wiki has. The Wiki is manually updated, and as such, is prone to have outdated or inaccurate information at times. It is better to ask a question on the Forum (in its relevant thread) about a concern you have than to consult the Wiki for everything. 

Share this post


Link to post
Share on other sites

47 minutes ago, yoni292 said:

 I am just curious about this augment and why should someone use it since it is so weak (55% damage).

It is a primarily supportive augment. You sacrifice damage output for team utility, similar to the Shock Freeze augment. 

Does it require a buff? Perhaps, but it is an exclusive augment that adds a twist to the current gameplay in Tanki. 

Share this post


Link to post
Share on other sites

11 minutes ago, TheCongoSpider said:

It is a primarily supportive augment. You sacrifice damage output for team utility, similar to the Shock Freeze augment. 

Does it require a buff? Perhaps, but it is an exclusive augment that adds a twist to the current gameplay in Tanki. 

I think, some other AP-augs needs to be nerfed)

Share this post


Link to post
Share on other sites

3 hours ago, The_Voltage said:

I think, some other AP-augs needs to be nerfed)

1 hour ago, TheCongoSpider said:

So do I.

AP doesn't work for splash damage Minus.png 

yes that is ridiculous drawback compared to the other turrets

Edited by Tokamak

Share this post


Link to post
Share on other sites

Ideas for augments pt.2: Close range turrets

Hammer

Compacted buckshot

  • + Number of pellets increased (so impact force of the shot increased)
  • - Damage per pellet reduced
  • - Recoil increased

Sawed-off shotgun

  • + Damage per pellet increased
  • - Range of maximum damage reduced
  • - Impact force per pellet reduced

Revolver charging system

  • + Reload between shots reduced
  • + Shots per clip increased (like doubled)
  • - Clip reload time heavily increased (like doubled)

Rubberized shot

  • + Max number of bounces increased
  • - There is a short delay before each bounce

Stun shot

  • + Ricocheting shot stun enemies for a brief time
  • - Triggered only when most of the pellets hit the target

North wind (bro of the Dragon's Breath)

  • + Each pellet freezes the enemy a bit
  • - Clip reload increased

Shrapnel shells

  • + A shotgun shell explodes some time after the shot is fired (so range increased)
  • - An unexploded shell has weaker characteristics compared to a shot

Twins

Destabilized plasma

  • + Minimum splash-damage radius increased
  • + Weak splash-damage increased
  • - Range of maximum damage reduced
  • - Weak damage reduced

Phantom plasma

  • + Shells shoot through tanks
  • + Self-damage disabled
  • - Splash-damage disabled
  • - Projectile speed reduced

Minus-field generator

  • + Projectiles bounce off obstacles several times
  • - Projectiles have a maximum rebound angle
  • - Reload time increased

Pyromaniac

  • + The projectile ignites enemies
  • + Reload time reduced
  • + Self-damage disabled
  • - Minimum damage heavily reduced
  • - Maximum damage heavily reduced
  • - Splash-damage disabled

Armor-piercing plasma

  • Projectiles with a direct hit destroys enemy's armor for a brief time
  • - Minimum damage heavily reduced
  • - Maximum damage heavily reduced

Ricoshet

Pulse plasma emitter

  • + Reload time reduced
  • Projectile speed increased
  • - Projectile radius reduced
  • - Maximum number of bounces reduced
  • - Rotation speed reduced
  • - Rotation acceleration reduced

High-energy projectiles

  • + Minimum damage increased
  • + Maximum damage increased
  • - Reload time increased
  • - Energy per shot increased

Magnetic stabilizer

  • + Range of minimum damage very heavily increased
  • + Maximum number of bounces increased
  • + Reloading increased
  • - Projectile speed heavily reduced
  • - Reload time increased

Snowball generator

  • + Ricocheting projectile freezes the enemy a bit
  • - Maximum number of bounces reduced

Remagnetizing projectiles

  • + Ricocheting projectile deactivate enemy's supplies
  • - Triggered only when several hits in a row
  • - Maximum number of bounces reduced

Share this post


Link to post
Share on other sites

I have a cool idea for gauss augments

Cryo-salvo (245,000 crystals)

Every salvo shot gives an additional freeze effect = Plus.png
Maximum damage = -25% Minus.png
Splash radius = -35% Minus.png
Aim time = +30% Minus.png

Incendiary-salvo (245,000 crystals)

Every salvo shot gives an additional fire-burn effect = Plus.png
Maximum damage = -25% Minus.png
Splash radius = -35% Minus.png
Aim time = +30% Minus.png

Just a concept, it sounds kinda trash because of all the Minus.png parts, you could tweak it a bit

Edited by GODEMODE_XT
  • Like 1

Share this post


Link to post
Share on other sites

I had an idea that would help the non-buyers of the game. I suggest that immunities should be made for crystals so that non-buyers can attain them without having to depend on luck because an immunity is a strategic advantage that non-buyers cannot properly access. You have to be extremely lucky to get the exact immunity you want for the exact tank you want it for. Either that or you can spam-buy containers and get all of the hull augments. However, they should not be easy for non-buyers to get, so I believe that they should be made expensive, around 500k-800k crystals per hull immunity would sound fine. And keep resistance augments as they are, they can act as a cheaper alternative to immunities.

Share this post


Link to post
Share on other sites

I have a pretty pointless idea for an augment of Magnum... but it's an idea all the same.

Augment: Power of shot remains fixed at maximum, but angle of elevation (vertical angle) varies from 0 to 90 degrees depending on how long you press spacebar (shooting button). So if you quickly press and release the shooting button, the projectile will go at maximum power and 0 degrees elevation. If you press and hold the shooting button for a long time and ghen release, the projectile will go at full power and 90 degrees elevation.

It's quite pointless tbh, but interesting.

EDIT: After a shot, the angle of elevation will get reset to 0 degrees. 

Edited by Venerable
Thanks BloodPressure for that remark about angle-reset! I've added a clarification.

Share this post


Link to post
Share on other sites

20 minutes ago, Venerable said:

I have a pretty pointless idea for an augment of Magnum... but it's an idea all the same.

Augment: Power of shot remains fixed at maximum, but angle of elevation (vertical angle) varies from 0 to 90 degrees depending on how long you press spacebar (shooting button). So if you quickly press and release the shooting button, the projectile will go at maximum power and 0 degrees elevation. If you press and hold the shooting button for a long time and ghen release, the projectile will go at full power and 90 degrees elevation.

It's quite pointless tbh, but interesting.

I wouldn't call the concept pointless, because you are able to fire full-powered shots straight from the start. I am sure plenty of players would be interested. But after you fire a shot, I suppose your barrel will slowly get reset to 0 degrees?

  • Agree 1

Share this post


Link to post
Share on other sites

I need my lovely heavy Vulcan. So, make an argument out of this.

Legacy augments idea!

We already have Incendiary mix and Shock freeze. Next would be much asked vampirism-augment for Isida. Compacted buckshot for Hammer (pellets from 9 to 21 with impact force and damage decrease + it'll not bounce). Twins already have Stabilized plasma and Ricoshet gets a High-energy rounds (make it closer to Hammer not to Twins as it is right now). Smoky have Assault and Supercumulative rounds. IDK about Striker. Heavy machine gun for Vulcan (you know good old slow Vulcan). IDK about Thunder (it seems devs as well, 'cause we have only 3 augs with reload reduction). Railgun have Large-caliber rounds. IDK abut Magnum, Shaft and Gauss.

IDKs may be filled by suggestions by others.

Share this post


Link to post
Share on other sites

Cloaking Device

It inactivates DA for the duration. You are hidden from Hornet's OD radar (ball and flag will also be under your cloak) and there will be no red outline of your tank from any opposing turrets pointed right at you. It does NOT make you invisible on sight, just invisible to a tank's optics. You will still take a hit as normal. If you are hidden and happen to be hit by a stray shot, the damage indicator is NOT cloaked. Also includes Striker being unable to lock on to you.

Edited by zek

Share this post


Link to post
Share on other sites

If I am using heavy/light weight or heat/cold resistance, I think players should be allowed to equip another augment. Obviously, you cannot use heat resistance and immunity or heavy and light weight at once, but heavy weight and heat immuntiy for example. Sorry if this sounds ridiculous, but the weight augments and resistances are perhaps the weakest of the augments, so equiping something else with them would be nice. 

I am somewhat biased in this I suppose, since Viking without heavy weight is harder to use.

 

Share this post


Link to post
Share on other sites

  • Head Administrator
On 12/18/2020 at 11:20 AM, LOLKILLERTOTHEDEATH said:

If I am using heavy/light weight or heat/cold resistance, I think players should be allowed to equip another augment. Obviously, you cannot use heat resistance and immunity or heavy and light weight at once, but heavy weight and heat immuntiy for example. Sorry if this sounds ridiculous, but the weight augments and resistances are perhaps the weakest of the augments, so equiping something else with them would be nice. 

I am somewhat biased in this I suppose, since Viking without heavy weight is harder to use.

 

It would be more balanced if you could equip one of the resistance augments together with one of the weight augments. Rest of the hull augments are good enough by themselves.

 

  • Like 1
  • Agree 1

Share this post


Link to post
Share on other sites

On 12/18/2020 at 4:20 AM, LOLKILLERTOTHEDEATH said:

If I am using heavy/light weight or heat/cold resistance, I think players should be allowed to equip another augment. Obviously, you cannot use heat resistance and immunity or heavy and light weight at once, but heavy weight and heat immuntiy for example. Sorry if this sounds ridiculous, but the weight augments and resistances are perhaps the weakest of the augments, so equiping something else with them would be nice. 

I am somewhat biased in this I suppose, since Viking without heavy weight is harder to use.

 

It does sound ridiculous.

Picture a wasp + Defender drone + (emp immunity + heavy-weight) augments.  Good luck stopping them from capping a flag or scoring a goal.

1 hour ago, Spy said:

It would be more balanced if you could equip one of the resistance augments together with one of the weight augments. Rest of the hull augments are good enough by themselves.

 

Buyers are more likely to have more options.  So another pay-to-win layer added to the onion.

  • Like 2
  • Saw it 1
  • Agree 1

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
 Share

×
×
  • Create New...