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Ideas for Augments!


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1 minute ago, yellowghetto said:

Man, I wish I can afford those offers. And so what, can I assume that you paid for Ultra Containers to get your Crisis Drone? Or do I continue to believe that you got lucky? 

Do you realise how much money I'd have to spend to get Crisis in a reasonable time frame? It's probably in the tens of thousands somewhere. If I spent that much, I'd have a crap-ton of crystals, augments, paints, etc. from all those UCs. But like I said before, that's called common sense, which I know may not be common in your tiny mind, but whatever.

Time to put you on ignore like the others, I guess. Here's my parting gift.

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51 minutes ago, mooody09 said:

@mjmj5558 

They are weak if you have immunity against them.

Immunities shouldn't be taken into account, since you can only wear one. Also, that's why i added a danage bufff to normal shots...

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Just now, LambSauce said:

Do you realise how much money I'd have to spend to get Crisis in a reasonable time frame? It's probably in the tens of thousands somewhere. If I spent that much, I'd have a crap-ton of crystals, augments, paints, etc. from all those UCs. But like I said before, that's called common sense, which I know may not be common in your tiny mind, but whatever.

Time to put you on ignore like the others, I guess. Here's my parting gift.

And how much money did I spend on Stun Rounds Railgun?

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45 minutes ago, MysticBlood said:

Instead of challenging us on arguments

Anyone can challenge anyone on arguments - so long as they back it up with reasoning.

And how do you know that's LambSauce's only account?

Edited by wolverine848
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20 minutes ago, wolverine848 said:

Anyone can challenge anyone on arguments - so long as they back it up with reasoning.

And how do you know that's LambSauce's only account?

Well he/she may have a legend account but how the person talks...he/she  lacks experience on something's what really happened to the game and its major changes. I have not said anything about that is his/her only account. Sometimes you just got to be blunt and truthful at the same time well trying to help out. People cant take criticism these days... You know what they say "honesty is the best policy"  

Edited by MysticBlood

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5 hours ago, MysticBlood said:

As for you, you have the to challenge experienced legends that are solely f2p, accusing us for being buyers when we earned our way up. And what have you accomplished so far other than just trying to have audacity to challenge us. Instead of challenging us on arguments please gain more experience playing the game then just accusing us being buyers. And be sure what you are saying before you dig yourself into a deeper hole. 

Kiddo, you ever heard of such a thing as an alt account? I'm well acquainted with this game, and have been for over eight years.

You can cut the "I've earned my way to the top" , that's nothing in today's Tanki with all the XP and crystal boosts.

I'm not sure what is more cringe, the childish mindset that becomes apparent upon reading your post, or the fact that you're defending the devs with their ridiculous cash grab so-called 'updates'. Enough with the childish ignorance, time to man up and face the reality of the situation here. No one in their right mind would defend these OP status effect augments to their dying breath and name-call anyone who calls them out for it. Stun on every shot is not okay, that's the truth here. Your opinion is wrong, I'm sorry to break it to you.

Another one in the ignore list.

Edited by At_Shin
Refrain from using inappropriate language.

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4 hours ago, LambSauce said:

Kiddo, you ever heard of such a thing as an alt account? I'm well acquainted with this game, and have been for over eight years.

You can cut the "I've earned my way to the top", that's nothing in today's Tanki with all the XP and crystal boosts.

I'm not sure what is more cringe, the childish mindset that becomes apparent upon reading your post, or the fact that you're defending the devs with their ridiculous cash grab so-called 'updates'. Enough with the childish ignorance, time to man up and face the reality of the situation here. No one in their right mind would defend these OP status effect augments to their dying breath and name-call anyone who calls them out for it. Stun on every shot is not okay, that's the truth here. Your opinion is wrong, I'm sorry to break it to you.

Another one in the ignore list.

LOL .. I guess someones mad XD...

Spoiler

On the Serious note*  people these days can't fully analyze the whole picture why some of these changes are okay for the long run but Ill admit that the latest updates have been terrible with the XP boost. but hey Im having fun still with this 8th acc. Keep in mind you need some P2W aspects and F2P in balance to keep the game running. No Money NO GAME. I am disappointed how that many things are just too damn expensive or just unobtainable through earning means. As F2P I really do admit that Some p2w things are good if it benefits both sides.

 

 

Edited by At_Shin
Removed Inappropriate phrasing.

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On 5/13/2021 at 8:25 PM, Spy said:

I disagree, they are still a bit overpowered, especially with Hornet's OD.

Please do not forget, as it stands, Railgun still has the best chances for getting critical hits from ALL turrets even without Hornet/Dictator OD, THIS is what makes it worse. If the rate for getting crits was 10%, hence making it necessary to have been used with 'Supercharged' then players would still be okay with it.

But the fact that you can launch a 10s EMP from spawn's 50% initial crit chance, makes it already horrendous.

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On 5/13/2021 at 3:16 PM, mjmj5558 said:

 

Topic merged.

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Here's an idea. I think that shaft's healing emitters augment should give you points for healing, but only minimal amounts, like only 1xp for every ally healed.

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13 hours ago, yellowghetto said:

Not as far as you think. Have you tried it? 

No, but I have fought against it and it is extremely annoying.
 

EMP Gauss on it's own is strong, but because it removes all your supplies, it effectively boosts all of it's teammates as well because all your enemies can also attack you while you are without supplies.

13 hours ago, yellowghetto said:

Also, its aiming recovery time is less than a second.

Yeah, but sadly wanna know why this isn't a very big nerf?
Unlike Striker, Gauss has no laser sight that gives its location away to its enemies.

A Gauss that's out of your field of vision can just randomly snipe you and you won't know it till they already shot ya. 

Aiming recovery time is a big nerf for Striker because it allows enemies to run and hide from the laser. However, Gauss has no laser at all so it enemies won't know it's sniping them unless the Gauss and it's target are looking at each other face-to-face.

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4 hours ago, Tanker-Arthur said:

No, but I have fought against it and it is extremely annoying.
 

EMP Gauss on it's own is strong, but because it removes all your supplies, it effectively boosts all of it's teammates as well because all your enemies can also attack you while you are without supplies.

Yeah, but sadly wanna know why this isn't a very big nerf?
Unlike Striker, Gauss has no laser sight that gives its location away to its enemies.

A Gauss that's out of your field of vision can just randomly snipe you and you won't know it till they already shot ya. 

Aiming recovery time is a big nerf for Striker because it allows enemies to run and hide from the laser. However, Gauss has no laser at all so it enemies won't know it's sniping them unless the Gauss and it's target are looking at each other face-to-face.

Why not buff Striker? It has always been in Gauss's shadow and it's not that good. It only SEEMS good because no one wears Orka.

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@Tanker-Arthur @yellowghetto 

I don't think Striker needs any more buffs (= more Orka modules), and I haven't noticed its recent lock-on nerf much because I rarely use it

I see lots of players wearing Orka in battles when they keep getting killed by a Striker and there's no laser to run and hide from

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1 minute ago, SporkZilla said:

@Tanker-Arthur @yellowghetto 

I don't think Striker needs any more buffs (= more Orka modules), and I haven't noticed its recent lock-on nerf much because I rarely use it

I see lots of players wearing Orka in battles when they keep getting killed by a Striker and there's no laser to run and hide from

Weird. I use Striker pretty often, and when I do, people are too lazy to switch.

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2 minutes ago, yellowghetto said:

Weird. I use Striker pretty often, and when I do, people are too lazy to switch.

I might see it more because I use with Hornet most of the time and get lots of one-shot kills, or could just be confirmation bias because I'm more likely to notice people using modules against my turrets (same for Smoky)

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Striker-Nitrogen Bomb

Upon landing a hit, it will freeze the enemy and those within range.
And everyone in the radius of the explosion will have a minimal effect of the freeze. Reduced damage radius and freezing time is 2secs. 2 rockets in the salvo and takes longer to release the salvo.

Just a random idea

Edited by tris275_killer

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Just now, yellowghetto said:

Why not buff Striker?

Because Thunder would be useless. AND it would be a further, indirect nerf to Twins, Ricochet, Firebird, and Freeze, turrets that are kinda struggling in the MM meta right now cause Gauss, Railgun, Magnum, Shaft, and Striker (all of which have 1000 meter range lol) are ruling everything.

Just now, yellowghetto said:

It has always been in Gauss's shadow and it's not that good.

It was in Gauss' shadow.

But just because of that, doesn't mean it's "not that good".

In fact, it was actually really balanced prior to the critical damage update. I could use it finely for....5 or 6 months ever since I got it during Black Friday 2020. And now, since it got buffed to the extreme, I now do extremely well with it.

Striker before April 2021 was pretty much perfect when compared to its closest cousin, Thunder. For years, Striker would have higher DPS than Thunder (the two turrets had similar damage but Thunder's reload was much slower, so Striker could have a higher damage output due to its similar damage to Thunder but faster arcade reload) but Thunder had better accuracy to compensate. Overall, a pro player who knew how to aim their arcade shots with Striker would be far superior to a Thunder player simply because of Striker's higher DPS. Not only that, Striker has 1000 meter range, meaning an ultra-pro Striker player could beat a Thunder at long distances. However, this isn't the case most of the time as these seemingly strong perks of Striker are nulled due to the slow-ish projectile speeds of its missiles. 

Before April 2021, Thunder was the more "reliable" turret but Striker was the "stronger" turret between the two.

Gauss was just extremely overpowered. And even with the 0.7 aiming recovery time, it still is because the trouble with Gauss is that you can't see it (which means you can't run and hide from it unless Gauss shoots you. Until then, you won't usually know it's locked onto you) and it does way too much damage and it splashes to all your teammates as well. Railgun....you can't see it either, like Gauss and it does high damage too, but at least it doesn't wipe out the whole team with one or two shots.

 

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Just now, SporkZilla said:

I don't think Striker needs any more buffs (= more Orka modules)

Agreed.

Actually, it didn't even need the recent buff with the even faster reload and double critical damage. It's way too strong right now. Only reason why people would ever say it's "balanced" is because it can now somewhat compete against Railgun and Magnum and Shaft., but those turrets themselves are overpowered anyway. All four need nerfs....as well as Gauss.

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Just now, SporkZilla said:

I haven't noticed its recent lock-on nerf much because I rarely use it

Bruh it sucks!

Funfact about the nerf.....Gauss is now actually even more potent against a Striker now.

Even though both turrets have a 0.7 aiming recovery time, Striker has the harder blow because one shot from a Gauss (whether it be a random Gauss or a Gauss that the Striker is 1v1-ing) is enough to knock the aim of the Striker out long enough so that the Striker will lose its target acquisition before it can ever fire a salvo. Gauss locks on faster. Gauss shoots first. Gauss' impact force knocks the Striker's aim off. Less then a second pass, and Striker loses it's lock-on.

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On 5/17/2021 at 11:16 AM, yellowghetto said:

It already got nerfed. Viking is not balanced. Just because it's an OG Hull everyone says its balanced. It's like the people who play Clash Royale and say the Royal Giant is balanced. Shaft is not balanced. One shots, and reloads quicker than you can spawn.

If you mean the 3 metre reduction, that's really not much of a nerf given that without EMP immunity you will struggle immensely to play against a single player. I have seen situations where enemies with 3k GS have outdone legends with 9k GS (and not just a single one) purely because they were using EMP Salvo. If players having EMP immunity makes the augment balanced, then since players can respawn Viking's OD must also be balanced. In fact, since nothing stops you from respawning you could even go so far as to say that nothing at all is overpowered.

Viking kills you one time, that's it. Even then, it's able to be shut down in many ways (provided you play smart rather than rush in). I myself have dealt with a lot of Vikings simply by trying to outplay them rather than take them head on. Frankly, it's not even about Viking being an OG hull. The matter of the fact is, if something is overpowered then you can routinely dominate players and win matches practically regardless of what they are using, and there's really not much of a solution to dealing with the overpowered equipment. In the case of Viking, there are loads of ways you can take out Viking users, and I have yet to see an instance where a single viking player (not using EMP Salvo or the like) is essentially a 1-man army. Usually, Viking's OD means 3-5 kills every few minutes (usually 2-3 minutes), which if you're in a decent match is what you could get anyways within 2-3 minutes. For reference you can: Sneak behind them and use Wasp's bomb, activate hornet's OD and watch them die quickly, use Hunter's OD and stun them and then destroy them, use Viking's OD to take out a Viking, use Ares' OD, use Crusader's OD (this one might not kill them but between the impact force and AP effect they'll have a harder time aiming at you), use Titan's dome, use Mammoth's OD (unreliable at long ranges, but if you're fairly close then it's easy to use this. You can also just take cover and wait it out at long range, if they're using a turret dealing splash damage then get close to them and force them to self destruct or stop firing, shoot the corner of their hull and make them miss their shots, bait them into activating their OD and then hide for the 7 seconds. If you are unseen by them, you can go ahead and shoot at them, and try to take them out. A lot of times Viking users happen to use Ricochet and not turn their turret, which means a lot of times you don't even need to come up with a very big/good plan. I've even taken out 2 Viking users who tried to activate their OD on me with Crusader. There are probably even more ways which I have forgotten to write about

On the other hand, against EMP salvo your only option is to either use EMP immunity, or take cover and just walk on eggshells the whole time hoping you don't get hit or a teammate doesn't get hit and deactivate your supplies.

Shaft is meant to be a sniper rifle essentially. Sniper rifles are meant to be a 1 hit kill if used properly, not to mention it cannot be imbalanced as you can simply use protection modules to counter it. Certainly, it's nowhere near the level of EMP Salvo.

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This applies to the same augment on different turrets (currently Smoky and Vulcan).

Currently, this augment is way too weak. It is supposed to be a legendary augment, while it's power is no way near that (in case you missed it, EMP Gauss is also a legendary augment). This is justify by the amount of players using it, if any.

So my suggestions is make it so that

  • It will ricochet even if it hits an enemy, each time the projectile ricochets, it deals less damage. That means this augment can potentially deals "area damage", if multiple enemies are clustered together.
  • The ricochet area is relatively small.
  • Decrease base damage

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i have the idea for smoky alternation that name is magnetic rounds that deal less damage but give damage to near all enemies these rounds dealt definetely damage around the enemy thats why we called magnetic rounds we can perform for another turrets also

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54 minutes ago, godfather404 said:

i have the idea for smoky alternation that name is magnetic rounds that deal less damage but give damage to near all enemies these rounds dealt definetely damage around the enemy thats why we called magnetic rounds we can perform for another turrets also

So a weaker version of Smoky's Explosive Rounds?

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23 hours ago, Aegis said:

It is supposed to be a legendary augment, while it's power is no way near that (in case you missed it, EMP Gauss is also a legendary augment). This is justify by the amount of players using it, if any.

Just because it's a legendary augment in a UC doesn't mean it has to be gamebreaking. Different augments do different things and some of those things may be more practical than others. The UC augments give a variety of gameplay not meant to be easily accessible by the playerbase. I won't disagree with your stance of buffing the augment, but the rationale for it isn't good. 

 

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