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Ideas for Augments!


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For tye smoky one make it so each bounce get an addition of damage instead of nerfing damage each times it would bounce. That way, player would more likely use its special ability.

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In a proper, enjoyable multiplayer game, no matter the rarity, everything is supposed to be balanced.

 

So therefore even though something is "Legendary", it will never be stronger than something that is "Common". 

 

Which is why I think the Rubbery Rounds alts are alright now. They only seem to "suck for a Legendary" because the developers have decided to make Tanki no longer enjoyable to all by making items of rarer rarity be more powerful than common items, a trend that has started with the release of Gauss' EMP Salvo in 2020.

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Honestly, the only ricos that really do well are plasma torch and MFS. Ever since the range nerf, ricos that aren't these two have been underperforming. I say bring back ricos old range, plasma torch can stay where its at.

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-Magnum Augments- 

Scattershot augment-  uses Cluster Shots that break apart when closer to the impact of ground and scatters in a big area-

 -Pro-  -Advantages- Plus.png     can hit more targets then a regular magnum can , 25 to 50% bigger  area of affect 

-Con-  -Disadvantages Minus.png   Decrease in damage by 30 to 50% due to shots being like hammers spread rounds

 

Precise aiming Augment-  augment gives user full rotation of turret , default is up / down press m to switch to left / right and m again for full rotation , press m again goes back to up/ down (2-4 second delay to switch Mode

 -Pro-  -Advantages- Plus.png      rotation is in any direction

-Con-  -Disadvantages Minus.png    Both damage and rotation speed is decreased  (10 to 20% rotation decrease and 10 to 25% damage reduction)

 

Rapid Projectile reloader augment-  shoots 3 shots instead of 1 at a time, hold the fire button to fire like regular magnum , 1-2 sec later it reloads and you have to be quick to match previous shot 2 additional times or as close as previous , then after all 3 have been shot it reloads  10 to 20% slower than the Stock Magnum

 -Pro-  -Advantages- Plus.png    You get 3 shots , 

-Con-  -Disadvantages Minus.png   Damage is reduced by at least 20 to 30% due to smaller shells , cannot shoot 1 and save it it auto reloads and prepares to fire again with the 2 next shells , splash damage reduced by 10%

 

(maybe) not new idea due to new turret Tesla turret but still , 

Magnum Zap (or Magnum Electric Rounds) augment -  low damage rounds that zap anyone in blast range,  the main player hit in Centre of blast takes all damage and anyone else gets a arc zap damage due to zap rounds being electric ,  magnum resistance has no effect to players , due to being Zap rounds players must instead use Tesla weasel to take less damage instead ,  300 to 500 damage to centre hit player and  250 to nearby enemies in range if no one is centre hit its halves all damage to anyone in  blast

 -Pro-  -Advantages- Plus.png      can hit multiple enemies , if a player in centre of blast is hit it increases its damage to anyone else in range, 

-Con-  -Disadvantages Minus.png        Shells dont explode and are replaced, quite low damage ,  if noone is in centre of blast it deals even less damage to anyone else there 

Glue rounds/ Magnet??  Augment- shoots out Glue/ magnets to Slow or Stop Enemies,  Quite Low Damage 

 -Pro-  -Advantages- Plus.png    Stops or Slows anyone Hit 

-Con-  -Disadvantages Minus.png     Enemies turrets are at least 10 to 20% Slower Rotation and attack, but can still use Turret , Minimal Damage 

 

probably gonna happen but post anyway -

Stun Rounds - Stuns Enemies making it hard for them to attack or Defend, for at least 8 to 10 seconds , with Minimal Damage the person in middle of blast is stunned , anyone else in blast is stunned 4 to 6 seconds instead ,  2 in 4 chance for a minimal stun if youre not the main Hit, and 2 in 4 chance for 50% slowness and 10 to 30% increase of reload time Instead of a stun 

 -Pro-  -Advantages- Plus.png   Can Stun a Enemy hit , anyone in blast not main Hit can still be stunned or slowed 

-Con-  -Disadvantages Minus.png    . only the main middle Hit is Fully Stunned , Minimal damage 

and or Emp rounds?

Edited by GENERALSpidy
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On 8/1/2021 at 2:52 AM, Warpriest said:

Make the bullet bounce off enemies, similar to how it bounce of walls right now, while every bounce decrease the damage by a certain amount. e.g. by 20%.

This makes the turret deals sort of a mini AOE. This also justify the considerable drawback of the augment (-25% projectile speed). 

Bouncing off tanks might not be that much fun. It might not hit the surrounding tanks because it will bounce the opposite way, right? (Unless the shot hits the tanks at an angle and bounces in a different direction.)

But having the rubberized Augment bounce off of walls, the road, and other non-moving surfaces is already good.

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Hello,

I suggest you to add a brand new alteration for hornet that is old overdrive hornet, it you use it, it would replace current hornet overdrive by best of the best old overdrive hornet, but as always available in ultra containers......

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1 hour ago, Yveltal9 said:

Hello,

I suggest you to add a brand new alteration for hornet that is old overdrive hornet, it you use it, it would replace current hornet overdrive by best of the best old overdrive hornet, but as always available in ultra containers......

As I mentioned in your closed topic, NO

We don't ask for the removal of that OP Hornet OD just for it to return in a P2W fashion. We already have Vampire Isida for that. We don't need more.

Edited by At_Shin
Refrain from using inappropriate language.
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Idea: Spider mines.  It is to make the mine into a spider mine, which can detect the enemy within 3 meters, and will track the enemy for 10 meters until it hits the enemy and explodes without splashing.

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17 minutes ago, lwsvvuuw said:

Idea: Spider mines.  It is to make the mine into a spider mine, which can detect the enemy within 3 meters, and will track the enemy for 10 meters until it hits the enemy and explodes without splashing.

AKA, taken from TX.

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19 hours ago, Warpriest said:

As I mentioned in your closed topic, NO

We don't ask for the removal of that OP Hornet OD just for it to return in a P2W fashion. We already have Vampire Isida for that. We don't need more.

Your opinion won't change something about it, remember that.

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New Augment for shaft which would allow its red lazer to be invisible for few seconds which would allow it to snipe without being seen with maybe less damage or something.

This would be a good for hulls also but it would make them invincible and having immunity to see invisible tanks would make game more p2w but the lazer won't affect the game balance that much.

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You are asking implicitely to revert an update for shaft having no laser in 2014. I hope you will get declined. Shaft is already OP and a camping weapon, it doesnt need anymore thing to encourage these kind of gameplays.

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There is a way to try to make this balanced....

  • Permanently removes the laser sight in sniping mode.
  • Disables the turret's ability to rotate horizontally while in sniping mode.

If it needs more downsides, be my guest.

Edited by Tanker-Arthur

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16 hours ago, numericable said:

You are asking implicitely to revert an update for shaft having no laser in 2014. I hope you will get declined. Shaft is already OP and a camping weapon, it doesnt need anymore thing to encourage these kind of gameplays.

I am not asking to make it more overpowered. I am giving an idea to make it invisible for few seconds with less damage option, making it balanced. Though it is very useful even when we are not camping though i agree a lot of people camp with it( which i personally hate being a light hull user ). 

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15 hours ago, Tanker-Arthur said:

There is a way to try to make this balanced....

  • Permanently removes the laser sight in sniping mode.
  • Disables the turret's ability to rotate horizontally while in sniping mode.

If it needs more downsides, be my guest.

Disabling the ability to rotate horizontally would be too much i believe though they could make its speed in turning slower or as i said less damage or both.

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It would be cool to remove the laser from Shaft as the Pro side.

Since Shaft is more powerful without the laser, to make the Augment more balanced, we can maybe:

  • reduce damage for the Sniping Mode (the regular Arcade Mode can stay the same)
  • make the aiming time and reload time increase (so enemies can get some more time to escape, capture, etc.)
  • reduce the turning speed (so Shaft can't lock onto the enemy as easy)

This can allow more experienced Shaft players to use the Augment.

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https://en.tankiwiki.com/Striker

  • The regular damage for Max Striker is 880.
  • The reload time for both single and salvo mode is 1.7 seconds.
  • The aiming time on an enemy is 2.8 seconds.
  • Shoots 4 per salvo.

With Sneaky Duo Augment equipped:

  • The damage can stay the same at 880.
  • The reload time for both single and salvo mode can be between 2 (or 1.7) to 2.5 seconds.
  • The aiming time on an enemy is 2 seconds or so.
  • Shoots 2 per salvo.
  • The laser is removed with this Augment, making it into a sneaky weapon, like Gauss!

 

The Missile Launcher "Hunter" Augment only has an aiming time of 0.56 seconds, but it only fires 1 rocket per salvo and has the laser pointer.

Sneaky Duo does not have a laser, which is why we should make its aiming time a little more, like the Gauss Turret!

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Well I don't know. This is a cool idea but what about the later? I actually like tricking people with my later because they think it is shafts lol. Overall nice idea and nice name

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