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Ideas for Augments!


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6 hours ago, asem.harbi said:

Again, Striker have a 1s after the sniping to reach all of the rockets. So it's 2.8 + 1 = 3.8s which is higher than your Augment for Gauss which is 1.7 x 2 = 3.4s.

Oh and also keep in mind, in the balance, the damage should be always lesser than the reload buff. Have you ever seen the Railgun do the same damage of Twins, if you fought a Twins face to face with your Railgun who is the winner? For sure Twins.. Look at LCR, it increasing the damage by 40% but the reload is by 50%. The damage should always be lesser than the reload time.

Hmm, these are valid points.

 

So perhaps increasing the lock-on time to around 4 seconds?

 

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3 hours ago, Tanker-Arthur said:

Well, logically, Shaft has a lower impact force because it's "shot" doesn't even seem to be a "shot". It just looks like an "oval of energy" or something that appears out of nowhere.

Gauss is supposed to logically have the higher impact force cause it's literally a superheavy projectile that comes flying in your face at lightning speeds.

Lol it's the same logic of who say Hopper is balanced because it's from its name it should hop

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Just now, asem.harbi said:

Lol it's the same logic of who say Hopper is balanced because it's from its name it should hop

Yes, Hopper would be balanced if it just hopped.

But Hopper also stuns, burns, and strafes like a madman when utilized with mouse controls and mobile controls.

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6 hours ago, Tanker-Arthur said:

Well, logically, Shaft has a lower impact force because it's "shot" doesn't even seem to be a "shot". It just looks like an "oval of energy" or something that appears out of nowhere.

Gauss is supposed to logically have the higher impact force cause it's literally a superheavy projectile that comes flying in your face at lightning speeds.

Keep in mind, I also increased the recoil so it makes it a bit harder for the shooter to retain their aim.

Yes, I wanted it to be somewhat balanced with Striker. Both Striker and B-Rounds Gauss can 1-shot enemies, but Striker has splash damage (and it's supposed to lock on faster) and Gauss has a longer lock-on duration and can only hit one enemy at a time, as well as no laser....


If applicable, I can tweak the lock-on times and/or post-sniping reloads for Gauss to be longer and such.

I believe it is 4 seconds, with a 3 second reload.....But the big downside is immobility.

B-Rounds Gauss takes 3.4 seconds to lock on.........so I guess I can change it to be closer to 4 seconds?

Keep in Mind, B-Rounds Gauss also takes 3.75 seconds to reload after Sniping. So it basically can only snipe enemies once every 7.15 seconds, when used at max efficiency.

Recoil won't make a difference.  The hit is automatic.  And the shooter will have recovered balance long before it's ready to shoot again.

If it can ambush and kill a medium hull with one shot, tweaking lock-on or reload won't make a difference.

Without the laser, a tank should not be able to one-shot a medium hull.  Why would anyone use a shaft if they can do the same thing with this Gauss, which would also have a better arcade shot.

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Status effect augments for turrets (any of them) was bad idea. Here is how:

1) Imagine if smoky is shooting at me, and I am dodging most of its shots using hopper. One of his shot hits me and its critical with stun augment. My tank is stunk. I cant move to dodge his shot are attack him, so I lose. In short: I just lost because I haad better skill but he had better luck + buyer?

2) Imagine you have viking hull, trying to capture a point. gauss aims at you, you activate double armor hoping he cant destroy you before you can take the point (because of double damage, and repair after getting 1st shot). but alas, he is buyer and has emp status augment for gauss. Now, I am sitting duck. Where did my strategy go?? buyer>>>strategy

 

Atleast now no one will cry about overpowererd vulcan with heat immunity, incendiary band and defender drone, because there are more worse things in game now. It is soooo frustrating to be on receiving end of gauss with emp affect or railgun with AP effect. I legit leave match if there is one in enemy team. A single buyer can ruin experience for whole enemy team.

 

Also, wasnt the idea of alteration that they "change" how turret works, not as an upgrade in themselves. Meaning a turret with altertion and without alteration both should be balanced, just both of slightly different strong points and weak points and therefore changing how you play with both variants. but overall both variants should be in balance with each other. Status altering alterations are too overpowered than normal variant or even with normal alteration for that matter, no matter what conditions.

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Just now, R_X_GUN said:

Idea for a new Thunder augment:

 

15% damage increase  +

20% reload increase  -

No Critical damage  -

 

Let me know what do you think..

Seems "boring", but i still like it.

Back in the day, this augment would've only cost somewhere between like 35,000 and 100,000 crystals.

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20 hours ago, Tanker-Arthur said:

Seems "boring", but i still like it.

Back in the day, this augment would've only cost somewhere between like 35,000 and 100,000 crystals.

Since Thunder is left in the dust, and I bought couple of augments for it including adrenaline... Thunder now is nothing like it was 2 weeks ago, That's why I don't want any status effects for it I just want the moderate damage it used to deal for any cost!!

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I would like to recomend that we have cyro and incendiary rounds for magnum. It woild only aplly with a critical hit but it would freeze or set fire to any tanks in the surrounding area of the impact of the shell.

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Just now, artc said:

I would like to recomend that we have cyro and incendiary rounds for magnum. It woild only aplly with a critical hit but it would freeze or set fire to any tanks in the surrounding area of the impact of the shell.

FunFact: There was some news about these alts back in 2018, but unfortunately, they never seemed to actually be added.

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Fire alteration for magnum actually isn't that bad idea, it could work like napalm and set multiple tanks on fire, but it would have to be balanced.

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Just delete the whole Augment. (Heat immunity)

Vulcan was never meant to have infinite ammo - that's Twins' job O_O

At least Autocannon Smoky has some big damage and impact force drawbacks with it.

Edited by Tanker-Arthur
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make it so if u have (emp,stun,heat,freeze,armor piercing) for rail if ur behind someone and shoot it applies effect on that person (critical damage) 

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On 4/11/2021 at 5:27 AM, Unleash said:

When he is making other players burn he should take more damage for example from all turrets

Besides the augment being completely useless, what logic would make the tank susceptible to more damage from "all turrets"?

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Iv'e noticed that when certain players don't like something, they immediately shout nerf.

If anything needs nerfing, i should think it would be the people who think up these hair brained ideas in the first place.

The developers bring in all this fancy, over the top, ridiculously over powered new stuff to make you pay to play. It's obviously working by the number of complaints they keep getting.

Simple solution. Stop buying, and stop playing. That will get their attention very quickly, way more than what appears to me to be a forum, that at the very most achieves nothing in regards to anyone concerned with tanki taking a blind bit of notice what any player says.   

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On 4/11/2021 at 5:15 PM, Unleash said:

I want suggest a nerf for heat immunity because with vulcan incediary band it doesnt have any drawbacks for player using it, except slower turning speed of turret which isnt really downside when you can shoot all the battle.

The problem here is incendiary band, not heat immunity. If anything, the only thing that'll save you from an Incendiary band vulcan is heat immunity.

On 4/11/2021 at 7:19 PM, Tanker-Arthur said:

Just delete the whole Augment.

Vulcan was never meant to have infinite ammo - that's Twins' job O_O

At least Autocannon Smoky has some big damage and impact force drawbacks with it.

It's not really the best way to deal with the problem though. Just because it interacts with 1 turret in a way to give it infinite ammo doesn't mean that it has  to be deleted. I don't think any nerfs are needed for heat immunity. Yes, it nerfs certain turrets and augments, but so does every other immunity. To make one of the immunities weaker so that using those turrets is easier isn't really a great solution because then you should also be nerfing the others.

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Just now, Unleash said:

I dont think incediary band should be deleted because its pretty balanced without heat immunity, but if you mean delete heat immunity then i agree but it should be better to nerf it somewhow than delete it i think.

I didn't mean Incendiary Band, I meant delete Heat Immunity lol. XD

 

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Just now, LOLKILLERTOTHEDEATH said:

The problem here is incendiary band, not heat immunity. If anything, the only thing that'll save you from an Incendiary band vulcan is heat immunity.

But before Heat immunity, Incendiary Band people have to make sure they check up on their own health or else they end up killing themselves.

In fact, Incendiary Band was only "overpowered" back then when it was used in tandem with an Isida that actually had decent healing at the time.

 

Just now, LOLKILLERTOTHEDEATH said:

It's not really the best way to deal with the problem though. Just because it interacts with 1 turret in a way to give it infinite ammo doesn't mean that it has  to be deleted. I don't think any nerfs are needed for heat immunity. Yes, it nerfs certain turrets and augments, but so does every other immunity. To make one of the immunities weaker so that using those turrets is easier isn't really a great solution because then you should also be nerfing the others.

If that's the case, then we need the following be added to the game:

  • Nanorobot Resistance (For Isida's damage)
  • Pellet Resistance (For Hammer's damage)
  • Plasma Splash Immunity (For Twins's splash damage)
  • Smart-Minus Field Immunity (For Ricochet's bouncing effect)
  • Critical Immunity (For Smoky's critical hit)
  • Salvo Immunity (For Striker's salvo)
  • Splash Immunity (For Thunder's splash effect)
  • Penetration Immunity (For Railgun's piercing effect)
  • Shell Immunity (For direct hits from a Magnum)
  • Sniping Immunity (For Gauss' sniping shots)
  • Scope Immunity (For Shaft's scope shots)
     
  • Or any other similar things.
     

Because it's 100% unfair that Firebird and Freeze are the only turrets whose DEFAULT versions are affected by Immunities. 

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45 minutes ago, Tanker-Arthur said:

But before Heat immunity, Incendiary Band people have to make sure they check up on their own health or else they end up killing themselves.

In fact, Incendiary Band was only "overpowered" back then when it was used in tandem with an Isida that actually had decent healing at the time.

 

If that's the case, then we need the following be added to the game:

  • Nanorobot Resistance (For Isida's damage)
  • Pellet Resistance (For Hammer's damage)
  • Plasma Splash Immunity (For Twins's splash damage)
  • Smart-Minus Field Immunity (For Ricochet's bouncing effect)
  • Critical Immunity (For Smoky's critical hit)
  • Salvo Immunity (For Striker's salvo)
  • Splash Immunity (For Thunder's splash effect)
  • Penetration Immunity (For Railgun's piercing effect)
  • Shell Immunity (For direct hits from a Magnum)
  • Sniping Immunity (For Gauss' sniping shots)
  • Scope Immunity (For Shaft's scope shots)
     
  • Or any other similar things.
     

Because it's 100% unfair that Firebird and Freeze are the only turrets whose DEFAULT versions are affected by Immunities. 

TL;DR: Yes, but the problem isn't heat immunity it is the way incendiary band works with it. If that gets changed, the augment will once more become alright to deal with. making these augments would fundamentally change the way turrets have to be used in some cases. With Firebird and Freeze this isn't a problem because your strategy is not likely to change depending on whether or not your enemy uses certain augments. In any case, with Firebird you should be going for Incendiary mix regardless, while with Freeze the effect isn't particularly strong to begin wtih.

The issue with adding some of those is that their effect would also have to transcend just the turret, or it's basically turret immunity (which makes no sense). In the case of a turret wsuch as Firebird, you're still able to deal damage regularly. Take Thunder for example. With an augment such as Splash immunity, you can (with relative peace of mind) take on Thunder, Striker, Twins, Magnum and Gauss and not ever worry about splash damage scratching you. With something like Shell immunity, that would also have to extend over to Thunder and Smoky (in effect, a god mode on module). That's what Splash immunity implies. For the sake of argument, let's say that they function exactly as you specify.

Nanobot resistance and pellet resistance are basically 50% Hammer and 50% Isida modules. Plasma splash immunity would do literally nothing. The only Ricochet players I see are the ones who use viking, never turn their turret and cannot hit something 2 metres away, so that won't change anything. While we don't have critical hit immunity, we do have the new Armadillo module which gives 50% protection. Splash damage immunity for Thunder would change the way it is played, so you'd likely have to aim directly (which is a large majority of shots anyways). Immunity to striker's salvo means you'd have to use Striker only in arcade shot mode, and the same applies to Gauss. As for Magnum,  I doubt it would matter much anyways because most hits are splash damage. Lastly, with scope immunity, you'd have to use Shaft in arcade mode.

The problem with these augments is that they fundamentally alter the way a turret has to be used. For example, Thunder would wind up being a direct hit turret when it is intended to be used to inflict splash damage, and turrets such as Striker, Gauss and Shaft would have to be used in a fundamentally different manner. As go Firebird and Freeze, the plan for using either of these turrets is essentially the same regardless of whether or not the enemy is using Heat/cold immunity. Go up to them and attack them. That's basically it. Back in the day, circle strafing was a thing, but these days circle strafing with Freeze doesn't do much because your target still shoots at you, while for Firebird it wasn't that important to begin with. With Firebird, the simple solution is to use incendiary mix which you should be either using/saving up to buy if you're a Firebird main anyways because it's by far and away the most deadly augment. As for Freeze, the ability to freeze targets is seldom used as it seems to be intended (to defend), and offensively freezing enemies isn't that useful. Thus it doesn't really matter. In the case of Freeze, it's not that you lose any additional damage either. Yes, the freezing effect is lost, however offensively it never really matters that much, and Freeze is rarely used defensively.

Now of course, we could also have augments that make these difficulties possible to work around (such as an augment for Gauss which lets you shoot only in arcade mode but increases damage) but it would still mean that your turret gets altered in a fundamental way (you cannot use a turret intended for sniping to snipe enemies and must resort to using it like any old turret). Thus, it would make the whole game immensely more complicated.

 

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