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Ideas for Augments!


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10 hours ago, Iron_Man said:

Ah yeah. very cool.

We already have round destabilization ?

This sounds very similar to that.

I never really understood how round stabilisation or destabilization works, care to explain?

also will this idea get forwarded to developers?

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10 minutes ago, Incorp said:

I never really understood how round stabilisation or destabilization works, care to explain?

Ah well, I have to look into how round stabilization works but lemme explain how destabilization works.

So it basically makes your turret more dependent upon critical damage rather than regular damage. Regular damage is 100 while critical damage is increased. It also increases impact force and also critical chance.

In a nut shell you are more often to land critical hits and you can get consecutive critical hits, without supercharge. it is more like, you keep on shooting, without supercharge but still you have the chances to land 2-3 consecutive critical hits.

Yes every idea except those with invalid or declined status get forwarded :smile:

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1 hour ago, Iron_Man said:

Ah well, I have to look into how round stabilization works but lemme explain how destabilization works.

So it basically makes your turret more dependent upon critical damage rather than regular damage. Regular damage is 100 while critical damage is increased. It also increases impact force and also critical chance.

In a nut shell you are more often to land critical hits and you can get consecutive critical hits, without supercharge. it is more like, you keep on shooting, without supercharge but still you have the chances to land 2-3 consecutive critical hits.

Yes every idea except those with invalid or declined status get forwarded :smile:

How does retain energy work? Like in stabilising 

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free augments when you start would make the game less popular. when you rank up to higher levels, augments become more common in containers

 

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I just dont know why this augment exists, he's literally useless in battle and I think he should be buffed to fit in battles, he's only good for hopper with that combo that almost no one uses

 

So I suggest buffs for this change with: increase the tank's speed and Turning speed (Yes, since Heavyweight Construction reduces your speed, your Lightweight construction sister should do the opposite, which is increase speed, of course, for the hopper this change won't happen, just for the other hulls.


Then Lightweight construction will be renamed to Lightweight construction- Hopper Edition
And the rest will continue with the base name of the change "Lightweight construction"


Well, the possible buffs I imagine are both the speed you walk (Top speed) and the speed you turn (Turning speed)

This could make medium and long distance battles more practical

And for some reason it still costs 4990 tankoins and doesn't compare to your other augments

 

 

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Well that augment, is mainly intended for parkour purposes ?‍♂️
You don't always have every augment to be useful in a battle but yes, I agree with your idea.

5 hours ago, pocrettttt said:

for the hopper this change won't happen, just for the other hulls.

Agreed that it will only make stuff OP but I don't know why, it just feels bad, deep within ? to read this statement of yours.
By the way, stuff should be uniform in the game, not like an augment affects one hull in a particular way and another one in a different manner.

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Tesla augments 

1) can't shoot balls but have + 20% damage
2) only shoot balls (fast balls) but have -50% recharge time 
3) balls can chase near enemy like striker rockets but they move slower have -30% damage and have 10sec lifetime ( then it explodes ) 

Shaft augments

1) can do only sniping shot but have -25% recharge time 
2) sniping shot disables enemy supplies but u get -20% damage or ( normal damage :V )

Edited by Noob_001

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I like those augments that have burst like the shaft and hammer, and should be interesting for other turrets

Gauss: Receives an similar bar of hammer with 3 shots, the reload of each shot is the same as the shaft rapid fire mode = 0.375

Firebird+freeze+isida: Consumes 3x of energy, but your fire/freeze/heal/damage rate is increased by 100%

Tesla:Your "tick of rails" will be 2x more faster, but you cannot drop balls on the map

Hammer: already have dupplet

Twins:Decrease the recharge by 50%, but max range is -70%

Ricochet: Already have plasma augment but can have the twins too without the ball speed penality

Smoky: Already have auto-cannon

Striker: Normal shots dispare 2 missibles in a row, but increase the recharge of normal shot and the speed is fixed at 100m/s

Vulcan: eh.. thats already an rapid fire mode huh... Increased the speed of shot by 200% but decrease the resistence time to "burn" by 80%

Thunder: Alrady have Sledgehammer rounds

Railgun: Have scout

Magnum:Decrease the recharge by 50%, but the area of splash is reduced by 50%(Horizontal mode only)

Shaft: Main of the idea of this topic, already have his rapid-fire-mode

 

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I have a suggestion that the Armor-Pericing effect can be watched by my team from afar
And owners of Realgun and Shaft should benefit from this feature, otherwise it will not be useful
Especially for those who own  Shaft and Realgun . (Players when they hit by this effect Always use Repair)

or

Make those who have long-range Turret watch the Status effect. ( To HELP US )

-

this is Example i made

https://imgur.com/JmkPq5h

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Rare Hull augments

Stealth technology – tank doesn't show information under Hornet's OD, hide red outline and OD-readiness status.
Permanent lidar – show detailed information about all tanks in radar circle (that HTML-5 radar).
Custom engine – increase speed (~10%) and power of the tank.

Epic Hull augments

Energy distributor – make all inflicted statuses stay longer, but OD will charge longer too.
Nuclear repair – every OD activation fully repair tank and give polarisation for short amount of time, witch entangled with OD recharge rate.
Active armor – increase power of the equipped modules.

Edited by The_Voltage

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3 minutes ago, Noob_001 said:

imagine hopper with custom engine crisis boost 

I think crisis boost itself is very big, so with +10% from this augment hardly make a difference.

I made this idea after last pach's speed debuff for Viking and heavy hulls/

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23 hours ago, pocrettttt said:

Striker: Normal shots dispare 2 missibles in a row, but increase the recharge of normal shot and the speed is fixed at 100m/s

You got no idea how OP that can be ?‍♂️

The augment for striker is the only issue I have with this idea. Apart from that, well why not?

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15 minutes ago, Iron_Man said:

You got no idea how OP that can be ?‍♂️

The augment for striker is the only issue I have with this idea. Apart from that, well why not?

Hm, what about this

-Regular rocket have 2 bars instead of 1 equal hammer duplet, time between rockets is 0.5 sec

- Sniper mode now have only 2 rockets

-Alming time decreased by 50%

- Max rocket speed = 100m/s

- If you have 1 rocket  left in your stock bar you can aim with sniper mode and launching only 1 rocket - with instead of  Alming time decreased by 50%, its  decreased by 70%

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5 minutes ago, readyfireaim said:

Why would this be a thing? It's just another way for Tanki to lose more uniqueness.

Some turrets like twins and melee turrets have a hight problem that is 

1- Need need  get closer to the enemy before dies

2- Need to have damage before be one shot by someone respawning near you

3- Need damage and time

4- Need no one using your protect, or its just waste of time

Also its not uniqueness, Some torrets have similar fire modes with fast reload, all that i am doing is solve general problems with it

And most of fast fire modes that exists are for long turrets

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