Jump to content
EN
Play

Forum

Ideas for Augments!


Maf
 Share

Recommended Posts

Too bad Uranium doesn't do an EMP status effect; since it is radioactive. Ya, short to mid range it is good for that extra damage.

Especially good if there is lots  of AP immune with ORCA modules; then the raw damage or critical hits may give you some success.

If you get good with it, you can shoot sort of well long range. It is also good for the splash damage; but I guess Thunder Vacuum shell is best for that.

But atleast direct hits give you that 50% boost.

Anyone else have ideas to buff Uranium?

 

Share this post


Link to post
Share on other sites

I will get straight to the point without further explanation ( since it isn't needed because the suggestion will be self explanatory, no offense to anyone)
Suggestion: 
Change weak damage percentage from 400% to 250%. 
It's about time for reflection on updates that paved the way for upliftment of thunder - the turret that was forgotten.

Edited by It_Aint_Too_Late

Share this post


Link to post
Share on other sites

Right now, the normal (max) dmg of this augment is cut by 50%, compared to the stock turret. Your suggestion would make the weak dmg of hyperspeed only 25% higher than the normal dmg of stock thunder, while normal dmg will remain cut by half compared to stock, which would render this augment close to useless.

Share this post


Link to post
Share on other sites

On 9/30/2022 at 10:29 PM, Maf said:

Yes, yesss, please continue to ignore the menace that is Vacuum Shells ?

im not threatened by Vacuum Shells
Its the Hyperspeed one that is the problem, either i get it or it should be nerfed

  • Haha 1

Share this post


Link to post
Share on other sites

On 9/30/2022 at 9:52 PM, DragonKnight_Fighter said:

im not threatened by Vacuum Shells

I guess you haven't met me in battle lately ?

Share this post


Link to post
Share on other sites

On 9/30/2022 at 9:51 PM, frederik123456 said:

Right now, the normal (max) dmg of this augment is cut by 50%, compared to the stock turret. Your suggestion would make the weak dmg of hyperspeed only 25% higher than the normal dmg of stock thunder, while normal dmg will remain cut by half compared to stock, which would render this augment close to useless.

250% means 150% more dmg, right? that is, an mk8 thunder would deal 2200 as weak dmg. 

Share this post


Link to post
Share on other sites

On 10/1/2022 at 6:31 AM, It_Aint_Too_Late said:

250% means 150% more dmg, right? that is, an mk8 thunder would deal 2200 as weak dmg. 

150% more than the max dmg, but since the max dmg is cut by 50%, the final equation would look like this:

0.5 * 2.5 = 1.25 = 125% = 25% more than the max dmg of stock thunder

Share this post


Link to post
Share on other sites

On 10/1/2022 at 11:14 AM, frederik123456 said:

150% more than the max dmg, but since the max dmg is cut by 50%, the final equation would look like this:

0.5 * 2.5 = 1.25 = 125% = 25% more than the max dmg of stock thunder

But in the wiki it just says -50% regular damage. It says regular damage but not base damage. So basically are you saying that augment gives you 4x dmg of -50% of the base dmg of turret? That would mean the damage only raises to a maximum of 200% of original base dmg right?

Share this post


Link to post
Share on other sites

On 10/4/2022 at 3:32 PM, It_Aint_Too_Late said:

But in the wiki it just says -50% regular damage. It says regular damage but not base damage. So basically are you saying that augment gives you 4x dmg of -50% of the base dmg of turret? That would mean the damage only raises to a maximum of 200% of original base dmg right?

You have normal and critical damage. This "normal" damage is the "regular" you see there. You deal 900 base regular damage with Stock Thunder. Hyperspeed deals 450 base regular damage. Augments alter the stock turrets. Small Calibre Charging Machine has a base damage of 900*0.7. Hyperspeed Shells has a base damage of 900*0.5. 

 

Stock

  • Damage: 900
  • Weak damage: 25% (225)

 

Hyperspeed

  • Damage: 450
  • Weak damage: 400% (1,800)
  • Agree 2

Share this post


Link to post
Share on other sites

I think some sort of nerf for this hyperspeed thunder when it can deal such high damage with a faster reload when compared to Shaft Heavy Capacitor.

 

I wish they decrease the reload time for shaft. Maybe increase reload time for this hyperspeed thunder. I seen with hyperspeed thunder with crisis max;

like almost 5000 damage per shot with low (afew secs) reload.

 

In Siege and CP; I've seen these thunder hyperspeed just get good kill death ratios like 64-2 for example. That just tells me something is wrong here with

game balance; but I guess they have to appease the big buyers.

 

 

Share this post


Link to post
Share on other sites

Will caveat this to say I think Tanki likes to have these types of items which are game breaking and paywalled to encourage purchases and will not make changes until it is more generally available like in BP.

Have played with it a fair bit and it is entirely too strong.  Damage from any turret should never be this high when you can peek and shoot without any lock on process.  (At long ranges, I have seen damages in 4600 range with Crisis DD against unprotected and as low as ~860 against someone with 50% thunder and Crisis DA.)  It is too much.   Damage has to be reduced on the high end for some semblance of balance.    (The damage is quite low in short to mid range.)

It would make sense to remove/reduce splash damage and/or reducing fire rate.  

The idea of slowing down the shots is a good idea but I wouldn't go slower than stock or it would be completely unusable except against stationary targets.  Make the projectile speed increase much smaller (e.g. 25-50%) rather than 100% over stock to require more skill.

This augment and Vacuum, along with Gauss and Scorpion and to some extent Rail and Magnum, are making the game not very fun right now.  There is every incentive right now to hide behind walls and peak for a moment and go back to hiding.  You'll score better, earn more crystals, die less, and use less drugs.  Everything does too much damage now.  All these turrets need changes or tank health has to increased.  Scoring and rewards should be more focused on completing objectives of the game type rather just getting kills.

  • Agree 2

Share this post


Link to post
Share on other sites

As we all know, every turrets in Tanki has a special power!, such as: blast, burn, freeze, heal..., You know what I mean, and that's what makes each turret special and different from the other.

Well after adding the Critical hit system some of these weapons have lost their advantage.Especially with "Augments"

Let's get into the topic:

My idea is an idea already present in the game, which is to combine the ability of a turret with the effect of the "Augment" effect. Example: Ricochet: The developers have updated 6 Augments which are for state effects, making an effect to be applied in two states, the first is a critical hit, and the second is a bounce shot.

This is exactly what I mean! For example: Railgun: The feature of applying a state effect can be added by penetrate targets (such as hyperspace rounds) Even the Hummer got this feature, which is a last shot that applies a status effect, there are turrets that have automatically equipped abilities such as "Gauss", "Striker" and "Shaft"  "Tesla".

As for some turrets, you do not need to change the way they work, such as “Smoky” and “Twins”

Good! It seems that the topic has become very clear, thanks for following up and I apologize for the length of the text.

  • Like 2

Share this post


Link to post
Share on other sites

I like this! It will make status effect application both skill-based and luck-based so that you aren't constantly held back by a bad critical hit scheme/firing rate.

  • Like 1

Share this post


Link to post
Share on other sites

Not sure if it was suggested before, but I wonder what this would be like:

Freeze: Augment "Aquilon" (after the God of strong North Cold Wind, Roman counterpart to Boreas, Boreas is easier to pronounce, but there is already a kit named after it)

Pros:

+ Impact Force - ability to jump with Freeze, using its impact force to prevent flipping, you would also be able to either prevent enemy shots using the impact force, or outright flip the enemy when they are using light hulls or by shooting them continuously from the side

+ Range - Range would be increased possibly somewhere to the level of High pressure pump augment to be able to hit further

+ Cone angle - for ability to hit multiple enemies at once

 

Cons:

Critical damage removed or reduced significantly

Freezing effect - minimal like with AP Freeze

Possible increase in energy consumption - being unable to shoot continuously for too long

 

This might  increase the popularity and necessity of Heavyweight construction augments that are kinda never used really.

Edited by krokorok
  • Like 2

Share this post


Link to post
Share on other sites

You know how irl they have artillery that can shoot incindenary/shrapanel/teargas rounds? They should have a similar augment for the magnum turret, or maybe even all turrets that fire explosive rounds. Please consider this suggestion.Turret_magnum_m3.png

Share this post


Link to post
Share on other sites

If you shot through a ally or enemy tank with the Augment "Hyperspace rounds" the damage is multiplied for the next tank but if you do the same with a dead tanks it doesn't, though you technically are penetrating a tank.

Maybe you didn't thought about these inconsistency or maybe you considerate that it would make Railgun with the Augment "Hyperspace rounds" to powerful, especially sens in the recent times you made dead tank's bodies endurance 5 seconds.

  • Agree 1

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
 Share

×
×
  • Create New...