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Ideas for Augments!


Maf
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2 hours ago, TheCongoSpider said:

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. 

 

plus: if one augment is overpowered, do we need to really make everything OP instead of nerfing that particular thing? Also, in this case comparing to gauss was a bad idea, since they are completely different turret, different types of augments and not even in the same turret class or mechanism. Comparing to other legendary augments that medium turrets have (sorted ammo, smoky RR etc), it is perfectly balanced. We shouldn't forget about ricochet either, because buffing this augment would be really unfair for those users. Also, I find it a really powerfull augment, you can literally dind vulcan bullets everywhere in the map, and I've never seen a player with bad svore with it, aka it doesn't need a buff at all.

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8 hours ago, The_Black_Pearl said:

I think it would be a brilliant idea for the magnum turret to have an incendiary round augment? what are your thoughts?

Well, why not a mini-nuke as a crit for Magnum while we're at it?

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Rubberized rounds for magnum 

Cryo (freeze) rounds for vulcan

Emp firebird

Stun gauss

Incendiary rico

Cluster bomb magnum (small explosions scatter on wide area). 

Edited by TESL4
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Mine alterations (Is this allowed here?)

+ Mines deal status effect when triggered

- Mines do not deal damage

 

Names can be simply Incendiary Mines, Cryo Mines, EMP Mines, Paralyzing Mines, Armor Piercing Mines, etc.

 

Incendiary Mines and Cryo Mines apply max heating and freezing status effects respectively.

Paralyzing Mines stun tanks for 3 seconds.

The rest applies respective status effects for 5 seconds each.

 

Stepping on multiple mines only resets the timer.

 

The Spider protection module does not have any effect on mines equipped with such augments.

Edited by Blutchidoo
Finally got on a computer and changed the colors
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On 5/26/2021 at 1:00 AM, The_Black_Pearl said:

I think it would be a brilliant idea for the magnum turret to have an incendiary round augment? what are your thoughts?

That was actually initially planned for the third batch of alterations that was released on Halloween in 2018. However, the devs later decided not to release it in the final update. 

 

There were also plans to release a "Cryo Rounds" augment for Magnum alongside the incendiary one:

Spoiler

image.png

 

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awesome could you also add to the magnum an augment that fires an artillery shell into the atmosphere and it explodes releasing fireballs that destroy tanks in groups kind of the N-2 bomb the wasp has

 

 

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Here's a Striker augment I've been thinking about.

Outburst(The name for now)

+ Laser removed

+ Holding the spacebar will charge your Salvo, even if you're not pointing at an enemy

- Homing ability for Salvo missiles removed.

So basically, you'll be able to charge up your Salvo without needing to point at an enemy, and without the laser, the enemy won't know what hit them. The only drawback is that since the missiles can't aim, you'll need to be more precise, but even so, that would be hard with the recoil of your missiles.

I'm not sure what else should be added to this yet, like, if it needs a salvo reload or salvo charge nerf or not. Maybe even a recoil decrease buff. I just presented the general idea of this Augment.

Edited by Emeraldcat345
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@Emeraldcat345 

I'd like this because I rarely use the laser / salvos, even "Hunter" is still too slow compared to well aimed arcade shots

But you might have to retain the laser as an aiming / charging indicator, if only to warn enemy players that a salvo might be heading their way (but not locked on to anything)

I think it would be OP in my hands if I could just hide behind a wall and charge up and then just pop out and launch a salvo

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10 minutes ago, SporkZilla said:

@Emeraldcat345 

I'd like this because I rarely use the laser / salvos, even "Hunter" is still too slow compared to well aimed arcade shots

But you might have to retain the laser as an aiming / charging indicator, if only to warn enemy players that a salvo might be heading their way (but not locked on to anything)

I think it would be OP in my hands if I could just hide behind a wall and charge up and then just pop out and launch a salvo

The laser is how Striker is capable of aiming, it's not really meant to be an enemy indicator. It even says it in the description that Striker has a laser targeting system.

Keeping the laser in an Augment for Striker that has its aiming system removed won't exactly make sense. As a matter of fact, I think the charge up indicator for the player itself who is using the Augment can't see when the Salvo is fully charged, that means you won't know when exactly your Salvo is going to be released.

And you're right, you could hide behind a wall, pop out of nowhere, blast enemies with 4 rockets, but you gotta remember that 4 rockets in 1 second is enough to bring a hull off balance, so, if you plan on hiding, then moving out into the open and releasing your Salvo, how do you plan on keeping your stability in check so that you'll actually be able to hit all 4 shots?

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Hornet: Double shot burst mechanism. (Shot turrets)

Pros: fires twice in quick succession. Double barreled turrets will shoot their shots out both barrels at the same time.

Cons: reload time is doubled.

Explanation: turret augments like duplet, autoCannon, plasma torch, and rapid fire mode will be reverted to the stock setting during this time. Striker will fire an extra missile after firing its full salvo. Shaft will fire an arcade shot after its sniper shot and so will gauss.

Hopper: ???

Pros: be able to teleport a short distance.

Cons: jumping ability is disabled.

Explanation: point the front end of your hull towards the direction you want to go and then activate the OD, it should literally teleport you about 45-50 metres in that direction. However you are no longer able to jump. Just don't point it at a wall, it'll just stop you dead in your tracks. You can however use it to get past an enemy stronghold or to get to the nearest cover immediately.

Hunter: support EMP.

Pros: able to remove any negative status effects from itself and its teammates while also ending everyone's supplies cool down, including its own. The hunter also gets points for it.

Cons: unable to give enemies the negative status effects or put their supplies on cool down.

Explanation: 15 points for every teammate it helps.

Viking: Assassin.

Pros: after reaching 100% on the OD charge, it'll start over again, but it'll be stored in your inventory for the duration of the battle, and you can use it any time, plus the damage is immensely high.

Cons: reduced to either such a short time for some turrets or a few shots for others.

Explanation: firebird, freeze, and isida will have 1.5 seconds to inflict as much damage as they can while twins get 3 shots, ricochet and smoky gets two shots, and everything else gets one shot. Not sure to give Vulcan 1.5 seconds or 5 shots.

Titan: dome of hostility.

Pros: attacks any enemy inside the dome by draining their health.

Cons: dome loses its protective abilities.

Explanation: kills by the dome will be rewarded to the titan that placed it there.

Mammoth: damage eater.

Pros: take hits but take no damage for 12 seconds. 

Cons: the death touch and speed boost is removed.

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Cool ideas.

This got me thinking - what if instead of just straightforward Overdrives, each hull had a set of upgradable abilities (similar to augments) that can be selected and configured based on the user’s likes and needs? Sort of like different builds...

There was a similar mechanism in Tanki X, though I don’t remember the exact details.

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Are these OD's or are they Augments? Because I thought Hull Augments were to protect against status effects, and be universal. Not to make a tank.. teleport.

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1 hour ago, Emeraldcat345 said:

Are these OD's or are they Augments? Because I thought Hull Augments were to protect against status effects, and be universal. Not to make a tank.. teleport.

To be more precise, they change what the hull's overdrive can do. 

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8 minutes ago, Crossbone said:

To be more precise, they change what the hull's overdrive can do. 

Different builds would be cool, imagine Tanki as an MMORPG game LOL

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21 hours ago, Crossbone said:

Mammoth: damage eater.

Pros: take hits but take no damage for 12 seconds. 

Cons: the death touch and speed boost is removed.

We had that before....

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When using overdrive, your drone will temporarily be at maximum rating ,while  in supercharged effect (Only the self user) ,doing like booster works 200% damages or defensor for 100% protection, encouraging them to use more hulls variations than hopper every battle

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Doesn't really work for two reasons:

  • This effect becomes pointless at the highest ranks, where almost everyone has fully upgraded drones anyway
  • This effect is biased towards certain drones. Booster, Trickster and Defender works, but what about everything else? Engineer? Miner? Trooper?
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4 hours ago, Maf said:

Realmente não funciona por dois motivos:

  • Este efeito torna-se inútil nas classificações mais altas, onde quase todos têm drones totalmente atualizados de qualquer maneira
  • Este efeito é tendencioso para certos drones. Booster, Trickster e Defender funcionam, mas e todo o resto? Engenheiro? Mineiro? Soldado?

Although it is not possible to correctly increase / use the drone effect, it will increase all additional stats like boost damage and boost armor

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