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Ideas for Augments!


Maf
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Well, this isn't a bad idea. But sadly, I don't think it will work. This is for the simple reason that there's no way to move your tank in sniping mode, and with keyboard players like me, that's four new keys we have to learn how to use. No one will do that. It's a good idea that could be a super original augment, but yeah, no, it won't work.

Also, release plan is just no.

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7 hours ago, readyfireaim said:

Well, this isn't a bad idea. But sadly, I don't think it will work. This is for the simple reason that there's no way to move your tank in sniping mode, and with keyboard players like me, that's four new keys we have to learn how to use. No one will do that. It's a good idea that could be a super original augment, but yeah, no, it won't work.

Also, release plan is just no.

Well, this is supposed to be for those shaft enthusiasts and veterans, who wants a new dimension with shaft. I mean you don't HAVE to get it. It doesn't change anything except slow your turret and tank while sniping to steady you while you move. Only really dedicated guys would use this and learn new keys. Is it that hard? I mean okay you aren't used to it, but you have to adapt to this augment to use it you know. This is skill based.

As for release plan I thought the devs would like this idea better that way ?

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Shaft which can damage like Railgun through the tanks (2012)

Freeze which can freeze like before it was freezes month ago (2021)

Thunder with Bigger splash and damage but more time to recharge turret

Tesla you can heal allies by Ball lightning

Tesla you can heal yourself by Ball lightning Splash

Every Turret each kill you make your turret getting stronger slower and slower until you die ( maybe maximum 50% Damage )

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Non floating hulls when you are flying after you press Down ( key ) you are going to stun Like HTML5 makes you fall off. it can also be non augment and just standard option of hulls or it can be augment with lightweight as well.

Any Hull which can drift

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New Augment idea for Gauss. Nanobot Salvo! The smart enemy tank tracking system built into Gauss, is reprogrammed to easily recognize ally tanks. The regular special Projectiles are replaced by a shell encasing Support Nanobots.

  • Enabled Salvo lock on to allies. (+)
  • While removing the impact force to reduce multing. (+)
  • Normal blast radius of 20m. 
  • If you are clipped 15m from the Healing Blast, you get healed, but significantly lower than what you'd normally get if you are closer. (+)
  • Disabled Salvo lock on to enemies. (-)


How will this Augment change Gauss? 

With the enemy tracking system disabled, the only way to destroy an enemy tank, is by using normal arcade shots.

 

Why this Augments?

Surprisingly, mobile players find Shaft more difficult to play on Mobile compared to PC. Thus switching to Gauss. Most Shaft players on Mobile either just don't have the "Healing Emitters" Augment, and are using it on offense instead.

With this new Augment, not only will it give another option for team support for Mobile players, but will add more general diversity to the game. Gauss doesn't need to have crazy damage or be Status Effect based right?

Edited by yellowghetto
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Well not bad at all I must say, but I want to confirm some things of my own.

17 minutes ago, yellowghetto said:

If you are clipped 15m from the Healing Blast, you get healed, but significantly lower than what you'd normally get if you are closer. (+)

The healing radius is max 20 m, so from 15-20 m is the healing factor reduced or subsequently with the distance (that more the distance, less you will be healed) ?

17 minutes ago, yellowghetto said:

With the enemy tracking system disabled, the only way to destroy an enemy tank, is by using normal arcade shots.

Here, the normal damage would be  similar to that of stock gauss I presume? 

17 minutes ago, yellowghetto said:

Surprisingly, mobile players find Shaft more difficult to play on Mobile compared to PC. Thus switching to Gauss. Most Shaft players on Mobile either just don't have the "Healing Emitters" Augment, and are using it on offense instead.

With this new Augment, not only will it give another option for team support for Mobile players, but will add more general diversity to the game. Gauss doesn't need to have crazy damage or be Status Effect based right?

I agree on this one though ^^

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You know, at this point might as well suggest healing augments for all turrets at once, in one big topic. It will probably eventually happen anyway...

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40 minutes ago, Maf said:

You know, at this point might as well suggest healing augments for all turrets at once, in one big topic. It will probably eventually happen anyway...

RIP isida, you are getting old and there will soon be many things thatll replace your role, so its time to retire. You have served us well a good many years. But hey, at least you get to become your old self once again through vampire nanobots.

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12 minutes ago, PirateSpider said:

But what if he did mean to say disable lock on to allies? :ph34r:

Then the gauss will only heal and deal damage by arcade shots only ? RIP Gauss

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1 hour ago, PirateSpider said:

RIP isida, you are getting old and there will soon be many things thatll replace your role, so its time to retire. You have served us well a good many years. But hey, at least you get to become your old self once again through vampire nanobots.

What does Isida have to do with it? It's just a high damage turret that heals itself when attacking, no? :ph34r:

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23 minutes ago, Maf said:

What does Isida have to do with it? It's just a high damage turret that heals itself when attacking, no? :ph34r:

No, my friend, actually, Stock Isida without Vampire Nanobots is the turret that was supposed to be the healer. But now Shaft Healing Emitters exists. So my poor 7-11 Isida is slowly becoming obsolete.

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1 hour ago, readyfireaim said:

No, my friend, actually, Stock Isida without Vampire Nanobots is the turret that was supposed to be the healer. But now Shaft Healing Emitters exists. So my poor 7-11 Isida is slowly becoming obsolete.

Yeah, my post was sort of making fun of that trend. Most people use Vampire Nanobots as soon as they get it, so as a result there are fewer and fewer actual healer Isidas in the field.

I don't see anything particularly wrong with that, except for the fact that with other turrets having various shot effects, it will be impossible to tell when an enemy you're shooting is getting shot by an enemy, or getting healed by a teammate.

This already happens in case of Shaft. Imagine you're shooting a guy and you see him getting shot by a Shaft from somewhere else. The shot colour is blue. Does it mean that he is on less health because he got even more damage, or more health because he just got healed? It's confusing, unlike Isida, which always heals with a green beam.

I think if more and more turrets get healing augments, devs need to add a visual effect whenever a tank gains health, probably like that repair kit activation light.

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18 minutes ago, Maf said:

Yeah, my post was sort of making fun of that trend. Most people use Vampire Nanobots as soon as they get it, so as a result there are fewer and fewer actual healer Isidas in the field.

Shh don't make me feel guilty for wanting the augment.

18 minutes ago, Maf said:

I think if more and more turrets get healing augments, devs need to add a visual effect whenever a tank gains health, probably like that repair kit activation light.

This actually needs to happen if and when we start getting Healing Pellets for Hammer. Hopefully that doesn't happen, though, because in all honesty I feel like there should not be more Isida doppelgangers on the field. Even just Shaft getting the augment doesn't work. It makes no sense.

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9 hours ago, Maf said:

What does Isida have to do with it? It's just a high damage turret that heals itself when attacking, no? :ph34r:

Isida is still unique in its own way. It will never be replaced, just like Ricochet. 
 

I feel that some people are against that because they are either too attached to old Tanki, or are just upset that they can’t find these in Ultra Containers.

I’ve met quite a lot of people in MM who own special Augments, but choose not to use them, like Rubberized Rounds, AP Sight, Healing Emitters. Classic Ricochet and Shaft are still played constantly with Augments like HC Shaft, MFS Ricochet, and Plasma Torch Ricochet. Even Railgun players, with Scout over Status Augments.

I made this Augment idea in mind of the Devs wanting to add more content (they seem to like Augments) and changing the way how some battles are played.

Edited by yellowghetto
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This augment does good stuff! The delay of rail will be decreased to one second; the critical chance is 55%, but the reload is one second longer. All around I think it is a pretty balanced augment.

Means , the glow in the barrel before the shot shoots out. And yes the reload is adding one second to the stock rail reload. So basically by shooting continuously you will shoot the same amount of shots to stock rail. See one second delay say one second extra reload. 

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