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Ideas for Augments!


Maf
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It'd be really cool if there were  SU-100 and Jagdtiger-style versions of Tanki's tanks imo, so a valid excuse for that would be nice...

My idea is that there's turretless versions of several/all long-ranged turrets, which have the disadvantage of not being able to turn a turret 360 degress (camera can still be turned fully ofc and the gun have limited horizontal movement, like from side-to-side) but makes up for by either

- Being better than normal turreted versions at long range combat - a slightly more specialized long-ranged version of a long-range turret, but are worse in close combat, and not just because of the lack of a turret - weaker damage at close range, or longer reload, etc.

- Being the same as turreted versions in stock but having unique alterations from the turreted versions, which either makes them more specialized for long range or, if that'd be OP, are simply unique

Please don't argue against it because it would be OP for some reason, obviously they should be balanced, which is why I (who's not a dev) imagined several possibilies to how they could work.

Edited by ekf

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Under review

Well, Tanki's iteration of that is Magnum with the vertical aiming augment. But the truth is that most people find that kind of setup lame and frustrating to play with.

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This does not even make sense. Afaik, all long range turrets have horizontal trajectories that travel in straight line. Somehow bending the shots of stuff like Thunder, Railgun, or Smoky feels unnatural and just makes them into another Magnum that just makes the game even more campy then it already is. Like the gameplay is already insufferable, this would just make it even worse. Also some of the turrets like Shaft or Gauss dont have projectiles to speak of they just instalock in direct line hitting whatever appears in front of them.

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Please change indicators of all the drawings for hull augments that are usually misanderstood during battles.

I believe that letters will be easier to understand:

H = Heat Immunity

C - Cold Immunity

S - Stun Immunity

E - EMP Immunity

A - AP Immunity

J - Jammer Immunity

L - Lightweight construction

HV - Heavyweight construction

HR - Heat Resistance

CR - Cold Resistance

These letters can also be added over an enemy tank near the amount of protection precentage against your turret so you know what is going on.

Edited by galziv01
P was missing from Please

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It is like Blunderbuss/Helios type augment with damage burst. Aimed right – kill. But if you miss the shot, it is problematic to fight back. All stats here are for sake of example.

  • Damage +220%
  • Energy consumption +200%
  • Energy recharge -75%
  • Cone angle -75%
  • Critical hits disabled

With these settings MAX turret deals 3 850 damage in one second by 4 hits with 4 sec reload afterwards. Little cone angle and disabled critical hits makes it difficult to aim sometimes and give a chance to survive for MAX Fox module users. I did some meh math and adjust numbers that DMP is ~10% more than stock Firebird's (excluding burning in both cases, because it is too difficult for me).

If it is too weak may be bump up the damage boost, to strong – pack with even more debuffs for like rotation speed, range, afterburn effect, recharge, etc.

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On 11/12/2022 at 12:20 AM, krokorok said:

This does not even make sense. Afaik, all long range turrets have horizontal trajectories that travel in straight line. Somehow bending the shots of stuff like Thunder, Railgun, or Smoky feels unnatural and just makes them into another Magnum that just makes the game even more campy then it already is. Like the gameplay is already insufferable, this would just make it even worse. Also some of the turrets like Shaft or Gauss dont have projectiles to speak of they just instalock in direct line hitting whatever appears in front of them.

It seems like you assumed I wanted to make turrets fire projectiles in an arc like Magnum? I've no idea how you got that idea from my post, it wasn't my idea at all.

On 11/11/2022 at 10:21 PM, Maf said:

Under review

Well, Tanki's iteration of that is Magnum with the vertical aiming augment. But the truth is that most people find that kind of setup lame and frustrating to play with.

My idea was that they have a limited amount of horizontal aiming, like being able to turn the "turret" from each corner of the front of the tank, so you wouldn't have to aim so much by only turning the hull, which is how it is for Magnum with vertical aim. I imagine this would make it feel a lot better to use, though still feel somewhat clumsy in close combat on purpose.

Edited by ekf

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On 11/12/2022 at 9:43 AM, ekf said:

It seems like you assumed I wanted to make turrets fire projectiles in an arc like Magnum? I've no idea how you got that idea from my post, it wasn't my idea at all.

My idea was that they have a limited amount of horizontal aiming, like being able to turn the "turret" from each corner of the front of the tank, so you wouldn't have to aim so much by only turning the hull, which is how it is for Magnum with vertical aim. I imagine this would make it feel a lot better to use, though still feel somewhat clumsy in close combat on purpose.

Literally does not make sense, if anything this makes the game even worse, Why make long range turrets have limited horizontal aiming? Rotating your turret with keys already makes it so much superior then being a noob who turns his whole tank to shoot.

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On 11/12/2022 at 10:04 AM, krokorok said:

Literally does not make sense, if anything this makes the game even worse, Why make long range turrets have limited horizontal aiming? Rotating your turret with keys already makes it so much superior then being a noob who turns his whole tank to shoot.

Well if you think the idea is bad that's fine, but the reasons were 1. turretless tanks are cool looking imo, 2. the weaknesses and strengths of such tanks could maybe be created in a fun way.

Again, if you disagree that's fine. Maybe I'd agree too if I could test this out too.

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On 11/12/2022 at 2:46 PM, The_Resistance said:

Sounds cool like a side effect for some crazy (in a good way) augment or another new LR turret. About limited horisontal aiming.

Maybe it could be a sort of nerf to some very high-powered augments?

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On 11/12/2022 at 5:16 PM, The_Resistance said:

Sounds cool like a side effect for some crazy (in a good way) augment or another new LR turret. About limited horisontal aiming.

Are you serious?!! :dry: because it is overpowered??‍♂️.  It is not the right approach toward nerfing high-power super-rare drop of Ultra Containers augments, is it?. Think twice, if there is a high-powered agument in enemy team, well, there will always be teammate with also high-powered augment as well. Would you like to see them acting like noobs turning whole tank to aim and shoot instead of the turret!!!

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On 11/12/2022 at 9:09 PM, SulfuricAcid said:

Are you serious?!! :dry: because it is overpowered??‍♂️.  It is not the right approach toward nerfing high-power super-rare drop of Ultra Containers augments, is it?. Think twice, if there is a high-powered agument in enemy team, well, there will always be teammate with also high-powered augment as well. Would you like to see them acting like noobs turning whole tank to aim and shoot instead of the turret!!!

Not for existing ones, that is.

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Seems fun. Obviously, it's gonna be legendary tier if added, and some of the disadvantages will be removed.

I think it should get a range boost as well, so that it looks more like a real tank-mounted flamethrower:

armored-tank-missile.gif

  • Saw it 1
  • Agree 1

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On 11/13/2022 at 4:16 PM, Maf said:

Seems fun. Obviously, it's gonna be legendary tier if added, and some of the disadvantages will be removed.

Yes, I'm aimed into leg tier.

On 11/13/2022 at 4:16 PM, Maf said:

I think it should get a range boost as well, so that it looks more like a real tank-mounted flamethrower:

armored-tank-missile.gif

With that it will looks more like boosted version of HPP)

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On 11/13/2022 at 5:12 PM, NikmanGT said:

But why though ? ?

Because when you press TAB during battle, you don't see exactly which hull augment is equipped. A letter is easier to understand. All immunities are difficult to distinguish during battles

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On 11/14/2022 at 1:04 AM, galziv01 said:

Because when you press TAB during battle, you don't see exactly which hull augment is equipped. A letter is easier to understand. All immunities are difficult to distinguish during battles

You just need to memorize them just once
Heck, most of them are obvious by just looking at them

Having letters would just be confusing

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On 11/14/2022 at 10:20 AM, Cor7y said:

You just need to memorize them just once
Heck, most of them are obvious by just looking at them

Having letters would just be confusing

I agree, while the heat immu sign is pretty obvious, an 'H' could be misunderstood for heavyweight for example.

I dont think this is something that should really be tampered with.

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New Augment: Railgun Energized

Features:
The lighting trail left by the railgun would be energized and the enemy tanks that is nearby it would be electrocuted like the tesla's turret.
Or

When the Railgun shoots someone, everyone nearby that tank who got hit would also be electrocuted like the tesla's turret.

- Reloading time increased by 20%-30%. (*Edited, before it was 2%-5%)

+ Critical damage stuns the enemy tank for 3s.


(Sry, english isn't my native language)

 

Edited by M2_Maxter_M3
Some people suggested better values so I changed the reloading time to make it less OP
  • Like 3

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On 11/14/2022 at 2:09 PM, TheCongoSpider said:

I pity those who willingly choose to subject themselves to this torture. 

I never tried showing a new idea, I was just trying to be modest and not making tooo OP. But thanks for your feedback ?

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I agree that the symbols are easy to mix up and could be improved, but it will happen in the upcoming icons update, right?

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