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Ideas for Augments!


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4 hours ago, thunderhunter123 said:

Pretty nice idea.

Then we can know the difference between Striker and Shaft if most people use this Augment.

But I hope it's not too much in Tankoins, or I hope it's in Crystals.

If this augment ever became a thing, I highly doubt that it will be sold for tankoins or crystals. Most likely be kept as an UC exclusive As a legendary or exotic.

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4 hours ago, DestrotankAI9 said:

I get what you are saying, but I do not agree. I do think that Autocannon is slightly too powerful, for those of us who do not have access to critical damage protection, but I personally haven't really got that much of a problem facing Autocannon players - as I say, nowhere near as much of a problem as I have against the big Ultra Container augments such as Striker Stunning missiles, Vampire Nanobots etc.

As for Armadillo being rare, I have seen increasing numbers of Armadillo about lately, and those numbers will increase over time as more players get it from Ultras. Unlike Crisis - which is situationally useful and not good with all combos - Armadillo is universally useful, so you are more likely to see players who have it with it equipped, especially if they have 4 modules. Smoky is not my main turret, but I do use it with various augments including Autocannon, and I have observed just how weak it is against Armadillo.

Now perhaps a slight nerf to Autocannon for low ranks (although actually, it really isn't very common there anyway), but if we nerf all the good Garage augments, particularly ones dependant on critical damage - because they are dependant on critical damage - what exactly are we going to do when you face those 9999s who you are now weaker against? Roll over?

The only Garage augment which was so broken it most certainly required a nerf was Incendiary Brand Vulcan, in combination with Heat Immunity, now that that is gone, I don't have a particular problem with any garage augment - comparing them to the ever growing list of more overpowered Ultra Container augments. Garage augments are fast becoming second tier augments, and if you consider Autocannon "broken" now, I doubt you will in 6 months time after Stun Thunder, EMP Firebird and so on have been added to the list.

I don't think we need to take away the veritable sharpened pitchforks non-buyers currently have to compete against the rocket launchers the developers hand to buying players.

EDIT: And by the way, I of course do agree with Congo on the whole here that Autocannon could do with changes, he makes sound arguments as ever. However I think given that a strong counter to Autocannon already exists in the form of Armadillo, and taking into consideration the attitude to balance/pay-to-win the developers have shown with changes in the last year or so - plus the ever growing advantage buyers have - these other considerations overrule possible balance changes to the current Garage augments which could be thought of as OP due to a high level of critical damage. Other augments in this category would be Scout Railgun and Hunter/Adrenaline Striker. All very powerful for anyone who doesn't have Armadillo - but I wouldn't support a nerf for the reasons I have given.

Fair enough that nerfing strong garage augments isn't ideal, buffing the others would be better for balance.

However, the issue here is that the devs have created a problem (crits) and sold the solution (armadillo). It's like what happened with status effects and immunities, there is no winning here ?.

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15 minutes ago, Abellia said:

Fair enough that nerfing strong garage augments isn't ideal, buffing the others would be better for balance.

However, the issue here is that the devs have created a problem (crits) and sold the solution (armadillo). It's like what happened with status effects and immunities, there is no winning here ?.

Yes indeed, I said the first days after the introduction of the critical damage update that it was ridiculous that the developers had created a new damage type, and only given buyers protection against it - with critical damage and Armadillo. It is one of the worst moves the developers have pulled on non-buyers, in my opinion, and one of the worst pay-to-win aspects in the game.

Now non-buyers have problems against certain augments which deal a large amount of critical damage, yet if we nerf them we will be even worse against buyers who already have the counter to critical damage, as well as better augments themselves. So yes, there is no winning with the situation they have created - Armadillo should be provided for all in the Garage, the current situation is simply unfair. There are some things that might be fair to be buyer exclusive, but protection against an entire damage type should not be one of them - that is far too fundamental an aspect of the game.

Edited by DestrotankAI9
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On 6/28/2021 at 1:15 PM, Newton_Error said:

 

Topic merged.

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On 6/29/2021 at 9:50 AM, SS-class-Hunter said:

 

Topic merged.

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On 7/2/2021 at 12:08 AM, MysticBlood said:

 

Topic merged.

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how about this idea fer immunity augments, we remove them from each and every players' garage, give those players a compensation of 1000 crystals (they cant complain anyway, 1,000 crystals would be a very valuable sum if you were playing the game 5 years before) and create a separate website called "The Tanki Museum" where the immunity augments can be thrown in for everyone to look at 

 

 

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Check Page 167 or 176  in turrets for *new* turrets , or page 97 of ideas of *Drones*

Finish post later

im wondering if any  of my ideas will be noticed and added xD 

Speaking Of Turrets , here is some or alot Of Augments for (Grenadier Or SlingShot Turret idea i posted in Turrets page 176 -

(maybe add a second slot to use 2 of these turret augments during battle due to the many augments for this Turret)

has a 5 to 15 second cooldown to switch to the 2nd augment , if only 1 is picked it only uses the one picked,    default one when starting a battle is the one augment in slot 1 , 

Stun Grenade- 1 in 3 chances to throw a stun Grenade , range of blast is Hopper length +15-20% longer

Pro (+)  can throw a stun Grenade, any enemies hit get stunned 

Con (-- loses critical chance  regular damage is low , stun grenade damage is 100

Tesla Grenade- 1 in 2 chance to throw a Tesla Grenade

Pro (+)   can hit multiple enemies in blast+ can arc to hit enemies out of range close to hit target/s  , 

Con (-- loses Critical chance from regular grenade, 100 -250 damage to each target hit  100-150 damage to enemies our of range hit

Armor piercing Grenade-  1 in 3 chances for a.p grenade1 in 3 critical grenade or 1 in 3 for regular grenade, a.p grenades that hit enemies give the armour Piecing effect for 10-15 secs 

Pro  (+)    armour piecing can help turret destroy enemies quicker , any target hit gets the armour loss , a.p grenades have a 2 second delay when they hit ground or enemy before exploding

Con   (--)  self damage is possible if to close and a.p has 25-50% chance to target self if hit, critical Grenades are 30-50% less chance 

Remote Explosive Grenades-  Cannot be Exploded by throwing , press M to change to regular grenades, single grenade reload is long , regular grenade 2-4 sec delay on exploding when hitting something, no critical grenades , max 6 remote Grenades can be active at a time , 300-500 damage per Remote grenade press B to detonate last one placed or n for all at once

Pro (+)    can be detonated by the Player , chain reaction when close to other placed grenades exploding 

Con (--)   self damage if near any of turrets grenades/explosives , remote explosives are visible and can be fired upon, 6-8k damage to detonate it , Freeze Turret can Freeze it to disable it if frozen alot sometimes can disable it completely , critical grenades disabled

 Sticky Grenade/magnetic Grenade-  magnetic grenade attaches to closet enemy in range of the grenade, it can magnetise to enemies close to it if target was destroyed also it sets off the Pin mech to explode in 3-6 secs after magnetise to enemies 1 in 5 chance to throw a bigger grenade (still magnetised) that explodes after 7-15 seconds instead moves slower by 30-50%, 

Pro ) Quicker Reload , magnetised grenades easier to hit enemies  than Stock Grenades 

Con )  grenade does less damage then normal ones , damage is 200-250

Floater Grenade-   ---

Spider Grenade-  these Grenades look like spiders and walk about to find nearby enemies to explode on Press M to explode all at once or n to explode 1st one placed

Pro (+)   cant explode until either enemy is near it or self detonate by the player

Con  (--)   max 6 at a time , throw 7th and the first 1 explodes , self damage can happen, spiders can fall upside down if near edges 

Bouncy Grenade- bounces and rolls when it hits the ground, if no enemies hit  it has a 10 to 20 sec delay before it activates 

Splitter Grenade

High Explosive Grenade- 10-20% more damage than regular , damage range of explosion is big , 

Flame Grenade- 

Freeze

Shock Freezer ( upgraded Freeze grenade)-

Flash Grenade-

(Crystal/gold Grenade- 

sight grenade/radar- 

Paint Grenade-

Implosion Grenade-

Mortar augment-

Randomiser augment- 

Edited by GENERALSpidy

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We already know that this augment have a lot of changes, and each one dont make difference in the balancement, so the augment will have the reverse buff

Instead of Reduce the  Reload time sniping mode have 50%, the  Aiming time will have this reduction of 50%

In math calculation instead of emp gauss have disable the supplies each 3.2 sec(Now), it will take 3.85 sec(New), then making emp user think 2x for what mode he will use(regular or sniper).

This improvement will take less auto-renoving emp in others users of the battle, but not making the augment completely useless

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13 minutes ago, mjmj5558 said:

Any nerf is welcome for these augments, i dont mind what anymore.

Haha I guess you are right. :D

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Make reload after salvo different for salvos and standarts. Indicates only reload for arcade shots (Hammer's reload between shots already hidden, so there is nothing wrong with is + ears can indicate that)

Salvo reload +X%

Arcade reload -X%

So you still can kill tanks faster tnx for fast-loading arc shots, but you cannot immobilize them for eternity

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17 minutes ago, Crossbone said:

Wait I got an even better idea. Remove gauss and all status effect turret augments and immunities.

Declined

We don't accept ideas about removing stuff or bring back game to previous versions ;)

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I need to get EMP Immunity for this.

I see at least one player with this Augment every 2 battles or so.

 

For the Augment:

I would like it to remove supplies only when it does Critical, every 2 shots or so.

Or it can remove supplies on only the player who was Sniped!

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Yes please remove the splash effect if possible. I would say the augment is overpowered since it can just shave off supplies of other tanks in a blink of an eye. I hate it when It is almost impossible to fight back since the emp user can auto emp you till you die. I would suggest nerfing the blast radius and decreasing the time of the supply cool down of a emp'ed tank. 

Edited by sythos

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take critical damage away from rapid fire shaft

uranium striker gets no critical damage so this horrible unbalanced shaft augment for kids shouldn't have it either

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I think the solution here is obviously to make the augment Ultra Container exclusive. /s

In all seriousness though, Armadillo is becoming mandatory for TJR - otherwise you get slaughtered by supercharged autocannons, strikers, and shafts. 

I miss when my modules did something and I didn't have to pray for a unicorn drop from UCs that costs too much to upgrade anyways.

Edited by Abellia
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