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Ideas for Augments!


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12 hours ago, FrozenRailgun said:

I'm sorry but as a Shaft main, I have to give it a hard pass.

THREE sniper shots? That's insane... Even with the hardcapped 15 seconds reload, watch EVERYONE are going to spam that augment...

That's 9.9k damage in total....

Nerfing Arcade shot means more camping incoming...

maybe kill arcade mode completely would be better?) And some tweaks with reload time

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On 12/10/2021 at 6:41 PM, Incorp said:

Shaft is currently having a maximum reload of 10 seconds with the stock parameters. I came up with this idea, inspired by the new patch note.

Clipped capacitors augment - gives shaft's sniping mode three clips! So after you sniped once, there is still enough energy left for two more snipes. A bit like hammer. 

Advantages:

  • HAve 3 sniping shots with no reloading needed in between each three shots in the clip

Disadvantages:

  • Reloading after consuming all three shots in the clip is 15 seconds
  • Arcade shots damage decreased to 250-500 damage
  • Critical arcade shots damage decreased to 350-650

Additionally, there is a three second pause between each scoped shot.

What do you think? Anything I can change to make this idea better? Share your thoughts below!

I completely disagree, shaft is perfectly balanced now. You just gotta be fast and ACCURATE and most importantly u must not camp! You have to move,scope,move,arcade shot. Perfectly balanced.

Edited by fire_shoter
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2 hours ago, fire_shoter said:

I completely disagree, shaft is perfectly balanced now. You just gotta be fast and ACCURATE and most importantly u must not camp! You have to move,scope,move,arcade shot. Perfectly balanced.

I have the similar thought as well. The hard-capped 10 second reload time means you can't completely rely on sniper shot now. And need to think twice before scoping in too.

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16 hours ago, FrozenRailgun said:

I'm sorry but as a Shaft main, I have to give it a hard pass.

THREE sniper shots? That's insane... Even with the hardcapped 15 seconds reload, watch EVERYONE are going to spam that augment...

That's 9.9k damage in total....

Nerfing Arcade shot means more camping incoming...

I am trying to think of a way to nerf it. I really don't want it to do like 1k damage per scope. That is why I made arcade shots so bad. I am considering removing the use of arcade shots when you can snipe.

 

3 hours ago, fire_shoter said:

I completely disagree, shaft is perfectly balanced now. You just gotta be fast and ACCURATE and most importantly u must not camp! You have to move,scope,move,arcade shot. Perfectly balanced.

I never said it wasn't balanced. This is not an idea to change stock shaft, rather this is an idea for an augment.

42 minutes ago, FrozenRailgun said:

I have the similar thought as well. The hard-capped 10 second reload time means you can't completely rely on sniper shot now. And need to think twice before scoping in too.

The suggestion I made above of removing arcade shots if you can snipe should help, after using all three clips you will be forced to use arcade for 15 seconds. That should make you move around more while reloading; 15 seconds is a lot of time in a normal tanki MM battle, so just hiding in the shadows won't be a good option if you want to have a good score. Plus, this also makes it suck when you miss a scoped shot. That's one of the clips used, two left.

Dude on mobile when I drive around, my hand keeps accidentally pressing the fire button. I use the autoshoot function, so when I press fire, it takes me into scope. I'll test out shaft without using autodhoot function and see how it goes.

 

22 hours ago, Incorp said:

Oh thanks for reminding me, I suppose 3 seconds will be sufficient?

I decided to change it to two seconds.  Three is too much like reload.

4 hours ago, Arjun24 said:

I actually love this idea. The damage will need to be balanced for 3 shots but personally I love the idea of it.

Thanks! I am not sure how to make the three clips balanced. I might remove arcade shots while you can snipe as I mentioned above. Or, if I am to make each of the scopes deal 1k damage, I'll have to reduce the reload. I really don't want to do the latter nerf, as I made this augment so you can have three strikes before reload. 1k damage makes it pointless, it doesn't do much. 

Again, if you have any ideas on how to improve this augment, please share it here and let me know.

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Here are a few points to discuss:

  1. Should removing the arcade shots when you are capable of sniping balance it out?
  2. Should the delay between each shot be two or three seconds?
  3. Should the reload be increased? 
  4. Should the damage be decreased?

I have gotten used to the idea of removing arcade shots; it seems to be a good and balanced nerf. 

Any criticism is appreciated, it will help me perfect this augment. Thank you! ^^

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43 minutes ago, Incorp said:

Here are a few points to discuss:

  1. Should removing the arcade shots when you are capable of sniping balance it out?
  2. Should the delay between each shot be two or three seconds?
  3. Should the reload be increased? 
  4. Should the damage be decreased?

I have gotten used to the idea of removing arcade shots; it seems to be a good and balanced nerf. 

Any criticism is appreciated, it will help me perfect this augment. Thank you! ^^

Dude you wanted delay between each shot 2-3 sec? Are you serious, that would be too  broken. Shaft with 10 sec is perfect opportunity to show your skill with it. I hate when people only use it to camp behind covers and one shot and hide again. It got pretty nice damage in arcade, you gotta use it too. You have to make your pace.@FrozenRailgunexplaind you well too. 

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17 hours ago, fire_shoter said:

Dude you wanted delay between each shot 2-3 sec? Are you serious, that would be too broken.

Umm, actually the 2 or 3 seconds is not the reloading. It is like just to give you time to breath. I dont get what you mean, can you kindly elaborate? Thank you!

 

UPDATE

I have decided to remove the ability to use arcade shots when you are capable of sniping.  This should make the three clips to be consumed quicker.

 

Man I now know what hazel feels like, dealing with the comments ?

It is so hard to decide who to listen to, and what to change. Like, if I nerf the damage, my whole vision for this augment is trashed. 

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14 hours ago, fire_shoter said:

Dude you wanted delay between each shot 2-3 sec? Are you serious, that would be too  broken. Shaft with 10 sec is perfect opportunity to show your skill with it. I hate when people only use it to camp behind covers and one shot and hide again. It got pretty nice damage in arcade, you gotta use it too. You have to make your pace.@FrozenRailgunexplaind you well too. 

But this is typical gameplay role for sniper...

 

15 hours ago, Incorp said:

Any criticism is appreciated, it will help me perfect this augment. Thank you! ^^

Maybe I'm wrong with calculations, but regular mk7+ shaft deals in ideal conditions 4,3 shots per minute. Your augment does (with 3 sec between shots and 15 after clip is done) 5,5 shots per minute. IDK how bad or good it is. I think it needs longer reload (~20 sec). Like you kill 3 tanks in a row and wait. So there will be no total extinction of tanks it the battlefield).

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some ideas

railgun alt 1 Curved caliber rounds

railgun shots ricochet up to 3 times, shots can no longer damage multiple tanks. extra damage from critical shots removed, they only deal regular damage but instead deal 30% more impact force. critical rate the same.

railgun alt 2 Afterimage

the shot effect that lingers in the air after railgun takes a shot deals damage, lasts for 3 seconds, shot effect lasts 3 seconds. does very fast tick rate damage like firebird or freeze, does 3,000 damage in total  if you were to sit and not move after being hit. turret rotation speed decreased by 27%. afterimage damage has no impact force. the original shot still does. reload increased by 1 second.

shaft alt 1 Super Anti gravity capacitors

any of shaft's charged sniper shots when they hit an enemy directly cause them to slowly rise into the sky. they rise in the sky to about the height of dictator, does not matter which hull they use, speed at which they rise and height is the same. what is effected is charging your shot, the more charged it is the higher they fly. they also don't retain previous movement. so a hornet speeding when hit will immediately stop in place and begin to fly. lasts 5 seconds. reload increased by 2 seconds.

shaft alt 2 Burst capacitors mode

shafts sniper shots turn into three shots, the delay of each shot is 0.5 seconds. you cant hold onto the shots, you will always fire three. the damage of the three shots is stock shaft's sniper damage divided by three. you can only turn your turret after you fire all the shots but you will leave sniper mode after the first one is fired. you don't begin reloading until after all three are fired. reload is decreased by 5 seconds. arcade shots no longer deal critical damage.

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Augments for Thunder

Fougasse rounds

Blasts of this type of explosive projectiles terrifying enemies. If only they don't know how to maneuver. Decreased speed and weak direct due to lack of armor-piercing steel in shell's core make it easy to counter. Especially knowing that smart armor know how to counter the exploder.

+ Splash-damage greatly increased
Direct hit damage decreased
 No splash-damage when direct hit

Shaped charge rounds

Construction of those rounds allows to focus the explode energy and deal good amount of damage to tank's internal struction, but not so good with external splash-damage. Also there are too many factors in the equation so successful focusing happens rarely.

+ Critical damage greatly increased
Critical splash-damage radius greatly decreased
 Explosion impact decreased

Thermobaric rounds

Thermobaric rounds are more effective than others in deals good splash-damage without critical flaws. Except they can't reach tank's unarmored spots to deal critical damage and move it hardly.

+ Average splash-damage increased
+ Weak splash-damage increased
Chance to deal critical damage removed
 Impact force greatly decreased

Edited by The_Voltage
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Augments for Striker

Missile launcher "Duet"

Launcher equipped with clip of two rockets, that allow it aim faster and shoot rocket simultaneously is truly good for active play. Rockets always store in clip, so reload after salvo is doubled.

+ Aiming time decreased
+ Pause between rockets in salvo removed
 Reload time after salvo increased
 Number of rockets per salvo decreased

Missile launcher "Bull"

Unique launcher equipped with rockets that detonate a bit after hitting the target. Still working thrusters push tanks a lot harder than explodes. All of this provides by  dense shell of rockets, so they don't deal explosive damage and penetrate armor with critical hits less frequently.

+ Impact force heavily increased
+ Self-damage removed
 Splash-damage removed
 Critical chance step decreased

Rocket Linear Accelerator

New accelerators allow rockets fly with linear speed wich make turret easier to use. But they're less maneuverable, than rockets with regular accelerators.

+ Minimum rocket speed heavily increased
 Maximum rocket speed slightly decreased
 Rocket angular speed decreased

Rocket Exponential Accelerator

Rockets with exponential accelerators can reach enormous speed. Reloading mechanism set up to work slower due to nonstandard shape of accelerators that can jam inside it.

+ Maximum rocket speed heavily increased
+ Rocket acceleration time slightly decreased
 Reload time slightly increased
 Reload time after salvo slightly increased

Edited by The_Voltage

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In Patch update #672 (10 Dec 2021), Mortar augment, which uses vertical rotation, deals same base damage but no longer has splash.

However, the point of ability to change angle is to make long-range shots and usually the only way to tell how close your shot lands from target and adjust your aim is via splash damage numbers. It is difficult to tell you if you undershoot or overshoot without it.

Hence, the problem I see (and that many magnum players also alluded to in the forum) is that the lack of splash damage makes Mortar augment near impossible to aim properly at long range (think of how rare a LONG-RANGE Magnum DIRECT hit is!!) while the vertical rotation with limited left/right visibility makes it unwieldy to use in close combat.

I suggest changing Mortar augment from vertical to horizontal turret rotation (with the angle fixed at a certain degree). This enables Magnum to play aggressively in the front lines and engage in close/medium range combat without fear of self-damage. At the same time, if it misses a direct hit, it can still place a mine on the spot where the shot landed.

This change will also bring a fresh play style to magnum instead of only being a camper / support turret.

 

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I have currently encountered quite a few vampire isidas, a few of them with Brutus I make no comment about. However the ones with good drones like booster or crisis is really annoying, simply staying alive in the enemy base and spawn killing. A reasonable nerf, I thought, would be to decrease it's range. If I'm not mistaken the current range is 20 meters, so I propose to decrease it to 15 meters. I hope this would be enough to counter this augment, which is pretty annoying tbh.

Any criticism or comments will be appreciated, feel free to ask any questions!

P.s. this needs to happen to stock Tesla as well, super long range man.

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This augment is in a tight spot and has been ever since its introduction. Isida with the way it deals damage enemies and its narrow cone angle made it hard to effectively use this augment, or justify using it over Stock/others. WIth having less energy to attack and healing staying the same as Stock (relatively low) it is encouraged to use it primarily for offensive purposes. 

 

When I decided to use it again in some battles, I was often in situations where I had more opportunities to heal allies than to attack enemies. Using energy for the Stock healing leaves little for attacking, where every tick matters with the increased consumption and the aforementioned difficulty with dealing comfortable damage. 

 

Quote

where every tick matters with the increased consumption and the aforementioned difficulty with dealing comfortable damage. 

 

To assist with this, I ask to decrease the neutral energy consumption for this augment from 50 eng/sec to 0 eng/sec. This allows it to expend as much energy all of its energy if it chooses to attack solely on damage output. If it is having difficulty keeping the beam attached to allies when healing allies then it will expend as much as possible healing allies as comfortably as possible to preserve as much energy as possible to use for attacking. 

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Pretty OP low ranks, pretty balanced high ranks.

At the high ranks. You will most likely spawn in medium, or large maps. Isida lacks range, and it’s single target.

The downsides of Vampire Nanobots, is that it loses the critical damage, and you can barely heal your teammates. The healing you receive from Vampire is a fixed number depending on upgrade level, and is not effected by the use of Boosted Damage, or Drones. Now with Booster or Defender. There are many solutions against this. Jammer, Cold, AP, and EMP are all effective counters. I think it is quite balanced for high level play. 

Edit: Vampire Isida at melee range is meant to make 1v1s tough or unwinnable for the enemy.

Off topic, but what is really OP is the Freeze Turret and Paladin.

 

Edited by yellowghetto
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4 hours ago, Incorp said:

have currently encountered quite a few vampire isidas, a few of them with Brutus I make no comment about.

Good. I wasn't meantioned ?

5 hours ago, Incorp said:

Any criticism or comments will be appreciated, feel free to ask any questions!

As yellowghetto said, it has two quite large downside, one is crit damage, and the other one is healing allies. Also, I'd like to add that isida has really low amount of energy aviable, and though you can deal with that with an other powerful isida aug, (like) adrenalin, but if you ran into a medium with 50% protection, you'll lose alll of it after you destroy it, and you can't attack others for a while. Killing protected heavies is nit even possible without those crits. 

Presonally I don't think the augment is OP, as I don't really mind facing them, but I also use it, so my opinion is not from an outer POV, aka I might not be right. 

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5 hours ago, Incorp said:

I have currently encountered quite a few vampire isidas, a few of them with Brutus I make no comment about. However the ones with good drones like booster or crisis is really annoying, simply staying alive in the enemy base and spawn killing. A reasonable nerf, I thought, would be to decrease it's range. If I'm not mistaken the current range is 20 meters, so I propose to decrease it to 15 meters. I hope this would be enough to counter this augment, which is pretty annoying tbh.

Any criticism or comments will be appreciated, feel free to ask any questions!

P.s. this needs to happen to stock Tesla as well, super long range man.

I use Trickster to great effect. allows me to close the distance fast so I can suck the life out of enemies sooner.

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This brings a whole new change in Mortar augment, almost all augments of Mortar provides horizontal rotation.

Instead of defending and camping, I think this augment can be used for offensive gameplay also.

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I personally think Vampire Isida is OP, of course the downsides yellowghetto and mj mentioned are true, but on the other fact this augment is being called "OP" on the basis of the fact that instead of dealing damage to enemies which any isida with either of the augments can do, it can regain some part of the HP,  making the user survive pretty well in close range.

I personally don't believe that this augment is part of the isida turret, because isida is mean to heal whereas this augment can't perform that function. I've used this augment many times in battle and myself feel the difference where people with no armour equipped or enemies with low protection against isida or either no protection at all equipped are so easily defeated by this augment. Of course, it can't travel much farther because it is tagged under a melee range turret, still I feel the range of vampire is a bit far. Hence, I believe Incorp also presented only a range reduction not any other stats or parameters.

Making the range smaller can help it become less of a problem.

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Saying Vampire is balanced because of the 1HP healing rate is honestly laughable, because Isida players will basically ignore the healing and consider it as another turret like Freeze or Firebird. This is directly remembers me of old RFM Shaft, with the nerfed aiming damage. this is what I said before they nerf it

On 6/22/2020 at 8:53 PM, asem.harbi said:

Tanki developers seem like, we have nerfed aiming shot damage, and make it can shot quickly, so we balanced it.

Like if they didn't realize that players basically will ignore snipping mode and will only play with arcade shots.

➕ It's wrong that Isida have a small amount of energy, or its energy drains quickly. Freeze is consuming 125 eng/sec, Firebird 200 , Isida 166. Not a huge difference + Isida have an advantage of consuming a very little energy when there is no target, 50 eng/sec.

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As you know about emp gauss , it disable supplies for 5 second and as a result 25% damage is reduced but the sniping time is greatly reduced.There is no limit of how many tanks emp can be applied which make it best n overpowered augment.

BALANCE IDEA #1:

When alot of tanks are together  The emp applied to first tank is 5 second, the emp applied to second tank is 4 second..to 3rd 3 second ..to 4th 2 second and 5th 6th 7th..1 second. also damage decrese while sniping can be -20% instead of 25%.

BALANCE IDEA #2:

damage decrese is now 10%..emp is applied to all tanks within 5m of range instead of 10m.

 

          You guys can share your thoughts..it's just an idea i could think of

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