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Ideas for Augments!


Maf
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Well... devs are purposely nerfing incendiary augments. In fact, all status Railguns are hard to use right now. With a 30, 0, 5, 10,... 30 scheme, they deal short status effects infrequently. This has been a common complaint amongst Railgun lovers.

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On 1/19/2023 at 10:22 AM, cybernite said:

I guess the only rail status aug that is useful is Rail Jammer..heh ...ya you are right they have do something reduce critical chance sucks.

 

I still stand by the fact that 50% chance, -33% critical damage status Railguns were fine.

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do you know all of the pulsar augments that are being added what i think you guys should do is make every hull have protection against it. but it can only be obtained by ultra containers as an exotic augment. and have it where every weekend you can get it and see if you do get it. i hope this is a good idea/my user name for tanki is dgjg10

Edited by dgjg10

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On 9/20/2022 at 10:39 PM, Maf said:

Under review

Good idea, but possibly too significant of a change for just one augment. I don't think there's any augment right now that completely changes the way a turret is fired — even augments like Shaft RFM and Striker "Hunter" still have the usual two firing modes, despite parameters being far from default.

But I really like the concept. I would actually consider using railgun in MM if I could get this augment.

Yeah maybe too complicated for an augment. But should be fine for a new turret, might even work ok as an overdrive.

On 9/24/2022 at 7:30 PM, DragonKnight said:

how will the viking OD affect this tho? 

If augmented turrets revert to their stock form during their OD, that would've been an easy question to answer.

I guess a light hearted joke would be to give it small damage and long reload.

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i would like to suggest one more augmetn for freeze
Name: Ice Burn
Rarity: Legendary
Ability: While Freeze status effect is applied it will deal burn damage like firebird but tank also will be frozen.
 

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The pulse of the hammer has a critical damage probability of only 7%. It takes four seconds to restore each clip. It takes 13 attacks to do a critical damage. That's going to take four clips. It takes three seconds to type each clip. It takes four seconds to restore each clip. So It takes 24seconds to trigger a critical damage.  He can't even beat the dragon's breath. I hope the authorities can balance this enhancement. Thank you very much. 

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On 1/24/2023 at 1:54 PM, N-B-A said:

He can't even beat the dragon's breath.

Why are you comparing a single status augment to a quadruple status augment for balancing purposes?

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On 1/25/2023 at 12:08 AM, Akame said:

为了平衡起见,你为什么要将单个状态增强与四重状态增强进行比较?

Because the critical damage probability of Hammer pulsar is too low, and the last shot of each clip does not necessarily trigger pulsar

 

On 1/24/2023 at 10:08 PM, XD_PRO said:

Yeah but increasing the critical would make it op.. Remember that hammer can deal damage to different opponents simultaneously. 

Yes, but there are many pulsars that can damage multiple enemies at the same time, such as Tesla

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On 1/24/2023 at 8:54 AM, N-B-A said:

The pulse of the hammer has a critical damage probability of only 7%. It takes four seconds to restore each clip. It takes 13 attacks to do a critical damage. That's going to take four clips. It takes three seconds to type each clip. It takes four seconds to restore each clip. So It takes 24seconds to trigger a critical damage.  He can't even beat the dragon's breath. I hope the authorities can balance this enhancement. Thank you very much. 

At least Hammer Pulsar has a chance of chaining hits if it gets a critical hit on the first or second shot of the clip. As for Scorpion Pulsar... xD

I actually quite agree with you- the way they have a universal balance for Pulsars is unfair. -30% chance is still OP for Twins, above average for Tesla (which is seen as broken due to the multi-kill potential, but the crit chance itself is OK), pretty bad for Hammer, and absolutely horrendous for Scorpion. The potential to chain hits, in my opinion, is what makes or breaks a Pulsar. Tesla and Twins, both rapid-firing nonstop turrets, can fire infinitely thus increasing the probability of landing a critical hit, and can continue to strike and take advantage of even a 1 second effect. However, a Hammer on its last shot or Scorpion arcade shot is almost completely unable to take advantage of the effects.

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On 1/25/2023 at 1:26 AM, N-B-A said:

Because the critical damage probability of Hammer pulsar is too low, and the last shot of each clip does not necessarily trigger pulsar

You should have simply compared it to other pulsar augments, not to it's own status augments.

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On 9/23/2022 at 9:22 PM, AzaborBR said:

 

On 9/15/2022 at 1:34 AM, The_Black_Pearl said:

 

On 9/30/2022 at 8:32 PM, It_Aint_Too_Late said:

 

On 10/13/2022 at 4:04 AM, Dictator_Haddou said:

 

On 11/10/2022 at 12:30 AM, ramonqwe said:

 

On 11/12/2022 at 1:47 PM, The_Resistance said:

 

On 11/12/2022 at 11:09 AM, galziv01 said:

 

On 11/14/2022 at 5:03 PM, M2_Maxter_M3 said:

 

On 11/21/2022 at 5:21 PM, Benefactor said:

 

On 11/25/2022 at 12:48 AM, The_Resistance said:

 

On 1/9/2023 at 2:42 AM, The_Resistance said:

 

On 1/14/2023 at 6:37 AM, OnIine said:

 

On 1/12/2023 at 1:29 PM, Entropy said:

 

On 1/16/2023 at 3:49 AM, Noob_001 said:

 

On 1/19/2023 at 6:39 PM, It_Aint_Too_Late said:

 

Topic Merged

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Hello!

I have an augment suggestion for the Magnum turret. Explosive bouncing rubber balls (initially 3), fired by the turret as a single one (if 3 balls were fired, the turret would have to be modified, hence the idea of 1 that becomes 3), but which are divided in space, during the launch trajectory, and when falling, they bounce in ground, bounce off the walls and explode randomly in the air, at low altitude, or in ground, in motion, or when stopping. I think it will be fun for the tankies to run to protect themselves from the bouncing balls.

I hope you appreciate the suggestion, but it would be kind of Tanki Online to give me credit for the idea - if developed (a prize - like Spectrum or Armadillo would be better lol - I'm poor, sorry).

Thank you for your work, developers.

Edited by Broocker

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Forget about improving railgun or any other turret, I request the developers to please work for Shaft improvements , mainly for the close up battles as short-band emitter augment reload delay is too long.  

Shaft actually required more skill and those who say its the easiest are naive who never went far with this turret.  

I request the developers to please improve the short-band emitter reload augment delay as it takes too long , also please stop listening to the cry babies who can never acknowledge the skills it take to workout using a Shaft turret, even railgun and magnum falls short in this.  Those who complain need to play for significant time using the turret to see how painful it becomes to enter in the siege/sniper mode and take damage from lighter short range turrets on lighter hulls which are on the move and reach all the map corners like bots with fantasy speeds.  

Shafters like us never complained about any turret ever , but it seems whenever these silly gamer lose using other turrets or numerous turrets , they ask the developers to reduce the power of Shaft turret.  It has become already so weak. 

Also please note those who are using the fantasy turrets ,its actually the Shaft which much fits the analogue and of being compared to  real world turrets. 

Please, final  request just improve the Shaft and don't weaken it further in the future. 
 

Edited by RU369
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What is happening with that railgun you hold down space and let go like magnum?

I agree with you about shaft; but perhaps with short band make its snipe mode weak like light capacitor or rapid fire.

You talk about short emitter, will I wish they shorten the reload times for rapid fire..... but maybe weaken long range a tiny.

Also I wish they improved isida.... where you just don't affect 1 enemy but branches off like electricity arcing to other nearby tanks like tesla but shorter zap

range.

And ofc too bad freeze isn't back to normal.

 

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