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Ideas for Augments!


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3 minutes ago, TheCongoSpider said:

Exotic. 

 

As for your suggestion, I can't imagine how giving status immunity that often would affect the game balance. 

But isn't the point not to affect game balance heavily?

Edited by The_one_and_only

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14 minutes ago, The_one_and_only said:

But isn't the point not to affect game balance heavily?

With something new like this, we can't know for sure unless it's live in the game. Being immune to status effects is quite a big deal, especially with Supercharge existing. Your proposal does not sound bad, if that's how I came across earlier. 

 

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4 hours ago, Yveltal9 said:

Nerf isida vampirism nanabot alt

Since when was that ever brought up? 

 

10 hours ago, TheCongoSpider said:

With something new like this, we can't know for sure unless it's live in the game. Being immune to status effects is quite a big deal, especially with Supercharge existing. Your proposal does not sound bad, if that's how I came across earlier. 

 

I agree with what Congo said, @The_one_and_only - this is far more likely to be a ultra container exclusive augment, same with an isida augment that grants superconducting to its allies. Even more so now that they have released Pulsar and Helios - nontraditional forms of their typical "buy ultra containers to get the new overpowered nonsense" augments. 

It would be super cool if it was implemented for Support Nanobots though, yeah.
 

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If anything I think Railgun needs a nerf. 50% crit chances are insane.

 

Unrelated to the Turret in the topic but, I still want to see a Striker damage nerf, a Striker crit damage nerf, and a Gauss critical nerf. 

Striker and Gauss getting random x2 damage out of nowhere is incredibly annoying it feels like the Turrets deal more damage than the health of Hulls. 

Striker not only needs a crit damage nerf, but a normal damage nerf. Why does it deal more damage than Thunder? 

 

Opex defends Striker by saying its offset barrels make this Turret hard to play. How. Striker has an AIMING system which helps it guides its missiles.

His philosophy also involves Augments being the main gameplay in high rank matches. I don't mind status effects, but there are Augments that manipulate Striker's lock on time to dish out damage faster than Thunder could. Serious clownery here.

 

 

 

Edited by yellowghetto

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10 minutes ago, yellowghetto said:

If anything I think Railgun needs a nerf. 50% crit chances are insane.

 

This got nerfed in the recent update which reduced it to 30% for stock.

Destabilization no longer increases damage but rather increases the chance to 50%. (Which I'm sad about, because even though overall damage for Railgun was raised, this augment's whole point was to randomly do damage far better than stock, it's kinda pointless now.)

Status augments also get a 50% chance, at the cost of critical damage reduced by 33%.

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1. hyperspace freeze and fire where you bring back the ability to shoot through enemy tanks 

2. explosive pellets

3. static discharge for tesla: no longer able to shoot electro-ball; instead a burst of electricity erupts from your tank in a narrow radius dealing damage

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Guass- Triple shot

In replace of its usual single shot (when not sniping) the Guass will shoot 3 shots instead. 

SIDE NOTE

Increase the Guass' reload speed it is very bad

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The topic is easy to understand!

When a tank is subjected to one of the "state effects" a "repair kit" can be used, except for one effect, which is the "EMP effect".

"AP effect" only removes a tank's protection, "Stan effect" stops a tank ,"Jammer effect" disables Overdrive and Drone. The “burning and freezing” effect is clear, but let's talk about the "EMP effect";Slows down a tank (when removing a "speed boost"), significantly reduces damage (when removing a "damage boost"), penetrates a tank's armor (when removing a "armor booster"), and deactivates a drone effect (when removing a "battery") ,On top of all these effects, it prevents a player from using a "repair kit" (Prevents a tank from healing and protecting itself from State Effects), which makes this effect the strongest of all.

The idea to fix it and rebalance is to make it stop all supplies except the "repair kit", where the player can at least heal his tank, preventing it from having this effect again, For example: When you encounter a "twins" or a "firebird" with a "EMP Augment" and it cuts off your supply you can do nothing until you repair your tank, but if you can use a "repair kit" you can probably do something about this effect.

I think the idea is clear!

Thanks! ?

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On 4/4/2022 at 6:25 AM, TheCongoSpider said:

 

On 4/10/2022 at 3:34 PM, The_one_and_only said:

 

On 3/26/2022 at 6:13 PM, abdul12340 said:

 

On 4/18/2022 at 3:03 PM, iIy said:

 

Topic Merged

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Now I know what you're thinking There are already too many augments in the Tanki. But I think there should be more I came up with a list down below:

 

Firebird - Healing Mix: This Augment has the ability to heal your teammates. The amount of battle points you get will be somewhere between 1-22.

Firebird - Super Mix: This Augment has the ability to Increase damage by 5% to 10% for every time you kill an enemy but with this Augment you wont be able to deal critical damage.

Firebird - Cyro Mix: This Augment will freeze enemies instead of burning them.

Firebird - Demonic Mix: This Augment will disable the enemies supplies and will also stun the enemy.

Firebird - Pulsar: This Augment gives the enemy every status effect except for freeze 

Freeze - Healing Mix: This Augment has the ability to heal your teammates. The amount of battle points you get will be somewhere between 1-22.

Freeze - Super Mix; This Augment has the ability to Increase damage by 5% to 10% for every time you kill an enemy but with this Augment you wont be able to deal critical damage.

Freeze - Vaporizing Mix: This Augment burns enemies instead of freezing them.

Freeze -  Demonic Mix: This Augment will disable the enemies supplies and will also stun the enemy.

Freeze - Pulsar: This Augment gives the enemy every status effect except for burn

Isida - Scorching Nanobots: This Augment has the ability to ignite the target for every critical hit you do.

Isida - Cyro Nanobots: This Augment has the ability to freeze the target for every critical hit you do.

Isida - Magnetic Nanobots: This Augment has the ability to disable the target's supplies for every critical hit you do.

Isida - Armor Piercing Nanobots: This Augment has the ability to pierce the target's armor for every critical hit you do.

Isida - Shocking Nanobots: This Augment has the ability to stun the target for 2 seconds.

Isida - Jamming Nanobots: This Augment gives the target the Jammer Effect for 3 seconds.

Isida - Pulsar: This Augment gives the enemy every status effect

Tesla - Pulsar: This Augment gives the enemy every status effect

Hammer - Healing Pellets: This Augment heals your teammates.

Hammer - Pulsar: This Augment gives the enemy every status effect

Twins - Healertron: This Augment heals your teammates.

Twins - Multishot: This Augment will allow you to shoot out of both the barrels critical damage is disabled and the plasma will deal less damage than usual

Twins - Helios: This Augment will make the turret a long ranged turret only 7 shots and critical damage is disabled

Ricochet - Healing Field: This Augment heals your teammates.

Smoky - Hyper Rounds: This Augment gives enemies the following effects (Jammer 5 sec),(Stun 3 sec),(EMP 3 sec),(AP 2 sec) This Augment will only work on critical hits.

Smoky - Impaling Rounds: This Augment turns smoky into an absolute beast the damage from the rounds will deal more damage but the reload time is increased slightly

Smoky - Pulsar: This Augment gives the enemy every status effect

Striker - Missile Launcher Sniper: This Augment only gives you one rocket per salvo but the rocket packs a powerful punch dealing somewhere between 2500-5000 damage.

Striker - Missile Launcher Ultimate:  This Augment only gives you 3 rockets per salvo but one of the rockets will deal 2000 damage along with giving out EMP,AP, And Stun For 5 Seconds.

Striker - Jamming Missiles: This Augment for every critical hit you do it will give the target the Jammer Effect for 4 seconds

Striker - Pulsar: This Augment gives the enemy every status effect

Vulcan - Cyro Band: This Augment will deal normal damage to the target at first but then will freeze the target.

Vulcan - EMP Band; This Augment will deal normal damage to the target at first but then will disable the target's supplies.

Vulcan - AP Band; This Augment will deal normal damage to the target at first but then will pierce the tanks armor.

Vulcan - Stunning Band: This Augment will deal normal damage to the target at first but then will stun the target.

Vulcan - Jamming Band: This Augment will deal normal damage to the target at first but then will Jam the target.

Thunder - Jamming Rounds: This Augment will Jam the target for 2 seconds.

Thunder - Stun Rounds: This Augment will Stun the target for 1 second.

Thunder - Magnetic Rounds: This Augment will disable the target's supplies for 3 seconds.

Thunder - Armor Piercing Rounds; This Augment will pierce the target's armor for 3 seconds.

Thunder - Incendiary Rounds; This Augment will ignite the target.

Thunder - Cyro Rounds: This Augment will freeze the target.

Magnum - Cyro Core; This Augment freezes the target.

Magnum - Incendiary Core; This Augment ignites the target.

Magnum - Magnetic Core; This Augment disables the target's supplies.

Magnum - Jammer Core: This Augment Jams the target.

Magnum - Stun Core: This Augment Stuns the target.

Gauss - Cyro Salvo: This Augment freezes the target  in sniping mode.

Gauss - Incendiary Salvo; This Augment ignites the target  in sniping mode.

Gauss - Stun Salvo; This Augment stuns the target  in sniping mode.

Gauss - Jamming Salvo; This Augment Jams the target  in sniping mode.

Shaft - Cyro Sight: This Augment freezes targets in sniping mode.

Shaft - Incendiary Sight: This Augment Ignites targets  in sniping mode.

Shaft - Magnetic Sight: This Augment disables the enemies supplies  in sniping mode.

Shaft - Stun Sight; This Augment stuns the enemy  in sniping mode.

Shaft - Jamming Sight; This Augment applies the Jammer Effect on the enemy in sniping mode

 

Edited by Jaden_Master_Ultra
more augment ideas
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I don't want to see healing on every single turret, that would take away Isida's unique mechanic AND it would make the game even more unplayable. 

Healing would become a big problem and we would need a counter to it, something like "cauterize" that reduces the healing %. 

 

Also, don't worry, many more P2W augments are on their way, with EMP, Stun, AP, Jammer and everything... they'll be released slowly so the whales can buy them one at a time.

Then we will have Special protection Hull augments, also for the big buyers, and then who knows what the Devs will come up with to generate more income. 

We still have "content" worth 2 or more years, you'll see. 

Edited by 2shots2kills
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22 minutes ago, 2shots2kills said:

I don't want to see healing on every single turret, that would take away Isida's unique mechanic

That line is far gone now, a time when EMP Gauss was a unique thing, such a new concept and interesting concept.  Now you have EMP augment for literally most turrets now. And I fear since the introduction of Healing concept as an augment for shaft, I won't be surprised if another turrets gets this interesting property, because it is visible from the patches that Devs have in mind to introduce a majority of status effects for many turrets.

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Burning for Freeze.... and freezing for Firebird....

You know, I actually wouldn't be surprised if the devs pull that. This is literally a cancer ray masterlist for the devs to go off of. (lighthearted, half-joke)

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So I notice this kind of consideration of developers towards EMP effect, where it is considered similar to freezing or burning status effect. But on the other hand, there's stun - which is treated VERY differently and given strict disadvantages for the respective augments. 
Now you see, if we check the effects of EMP and Stun, both highly effect gameplay of the attacker and the receiver of damage. Stun augments are probably given high disadvantages due to their 'Annoying' capabilty. But did they forget that EMP can be VERY annoying too? Just like stun, EMP effect makes you vulnerable and easy to kill. So... Why the difference in treatment towards both type of augments? 
Let's see the difference between designs of stun and emp augments. For example, Stun smoky augment has -50% critical chance  step along with -50% critical damage. While EMP twins augment only has -50% critical damage and no reduction in critical chance. Note that this damage reduction is only for 1 shot of twins, which is negligible compared to reload speed. Twins deals critical damage at an average of every 8th shot, which takes about 4 seconds (I think) So this augment basically applies EMP to enemies every 4seconds, which is ridiculous. 
EMP should also be treated just like stun

Necessary disadvantages has to be applied to emp augments. Damage reduction doesn't get rid of the problem where the augment becomes too overpowered and disrupts the balance of the game. 
So my suggestion is: 
Decrease critical chance of EMP augments, according to their reload time. 

Edited by It_Aint_Too_Late

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Bro, your ideas are too much pay2w, it would destroy tanki in long term.

Also, its not hard for devs to think about status effect, why make an idea about this? Only the idea a out 5-10% more damage per kill is good, other are too much p2w, i wonder if you would like to get emp and stun effect each times.. the game is already hard with 1 status effect and you request applying 3+ status effect, this will only hurt tanki in long term. I would leave tanki forever if this was implemented, pulsar is already hard to see and u want to see this for all turret. I have all immunities for all hull but still i would quite if this happened, imagine for a normal player that has a few immunities? 

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3 hours ago, numericable said:

Bro, your ideas are too much pay2w, it would destroy tanki in long term.

Also, its not hard for devs to think about status effect, why make an idea about this? Only the idea a out 5-10% more damage per kill is good, other are too much p2w, i wonder if you would like to get emp and stun effect each times.. the game is already hard with 1 status effect and you request applying 3+ status effect, this will only hurt tanki in long term. I would leave tanki forever if this was implemented, pulsar is already hard to see and u want to see this for all turret. I have all immunities for all hull but still i would quite if this happened, imagine for a normal player that has a few immunities? 

I agree. Augments with multiple status effects must be discouraged in development. If such augments should exist, players must be able to equip more than one hull augment. Even though players complain about overly p2w updates, there will always be those people who support these ridiculous updates, to which the players' complaints are in vain.

Edited by It_Aint_Too_Late
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8 hours ago, NikmanGT said:

That line is far gone now, a time when EMP Gauss was a unique thing, such a new concept and interesting concept.  Now you have EMP augment for literally most turrets now. And I fear since the introduction of Healing concept as an augment for shaft, I won't be surprised if another turrets gets this interesting property, because it is visible from the patches that Devs have in mind to introduce a majority of status effects for many turrets.

Tanki is seeming to give every Turret a Status Augment.

Question is, what's next after every Turret gets a Status Augment? 

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3 hours ago, yellowghetto said:

Tanki is seeming to give every Turret a Status Augment.

Question is, what's next after every Turret gets a Status Augment? 

That's a good question, to answer your latter part, well I don't know in particular, but it seems clear that devs are trying to put all the turrets in the same arena by introducing status effects for all.

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22 hours ago, NikmanGT said:

That line is far gone now, a time when EMP Gauss was a unique thing, such a new concept and interesting concept.  Now you have EMP augment for literally most turrets now. And I fear since the introduction of Healing concept as an augment for shaft, I won't be surprised if another turrets gets this interesting property, because it is visible from the patches that Devs have in mind to introduce a majority of status effects for many turrets.

How can something as overpowered and frustrating to play against as Gauss EMP be an INTERESTING concept? How is "haha i press space and you can't play the game like everyone else" fun and interesting? It's something that forces you to buy a pass or waste even more tankoins on a protective augment so to give you only the chance of playing the game normally against such c-word equipment. We all know what's the future of this game, and by now we're just sinking even more than we already did, the game is aiming to reach the bottom of the bottom of the garbage bin! 

Edited by JustBlackWolf
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