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Ideas for Augments!


Maf
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On 5/9/2024 at 3:20 PM, Monkey.D.Dragon said:

this augment can only shoot using its scope and only shoots one rocket , 50% increased damage , 50% decreased reload time , it can only shoot from close range like Faust and it doesn't deal splash damage

That's just Faust but much worse. 

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Subject: Inquiry about Participating in Game Activities for Benefits

Hello TheCongoSpider,

I hope you're doing well. I'm reaching out to inquire about how I can participate in game activities to earn benefits and rewards. I've been thoroughly enjoying Tanki Online and I'd like to make the most out of all available opportunities to enhance my gaming experience and acquire more items and resources.

Could you please provide me with information on the different events, special missions, or challenges that I can participate in to earn containers, crystals, or other rewards within the game? Additionally, is there any particular community or group I can join to take part in contests or community activities?

I greatly appreciate your assistance and guidance on this matter. Thank you in advance for your time and attention!

Best regards, mi_tio (My Uncle)

 

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On 6/13/2024 at 12:37 PM, mi_tio said:

Could you please provide me with information on the different events, special missions, or challenges that I can participate in to earn containers, crystals, or other rewards within the game? Additionally, is there any particular community or group I can join to take part in contests or community activities?

IDK what rank are you because your profile is hidden. Although there are several ways to earn crystals and containers mainly.
Containers - Tanki Online Wiki (tankiwiki.com)
Crystals - Tanki Online Wiki (tankiwiki.com)
Тankoins - Tanki Online Wiki (tankiwiki.com)

Some events like increased battle fund/XP are limited time. We currently have eSport Tankifund (I don't recommend you do this).

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On 6/1/2024 at 3:57 PM, DeIicate said:

I don't know if I should flag this as suggestion or idea but I am really sad Dimba grinded 5 million battle points for gauss phoenix, all for it to be an average augment which is comparable with other legendary augments. I can even say there are better augments for gauss than the phoenix one. 

Take all other turret phoenix augments. They all grant huge advantages, but why hold back with gauss? Out of ideas? 

Buff Gauss Phoenix. Even if it's for 1 person.

 

 

On 5/22/2024 at 11:54 PM, DenlyDonut said:

Since this augment is going to be available again soon, I think it's about time to 'fix' it. What I mean is that it should be allowed aim at/highlight allies vertically. Currently it can't and it makes it very easy to actually miss those healing shots, especially with tracked hulls.

It might be a good idea to buff it a bit too as it's worse in every way when comparing it to Shaft's Healing Emitters. Just a suggestion though.

The first thing comes to mind is that it could get splash healing. The person you hit gets the full healing while the splash is 50% or less. This would help separate it from other healing options as it's gonna be healing less but in turn can heal multiple allies. Might need nerf to healing amount and or fire rate so it's not overpowered if it were to receive splash healing.

At the very least, it NEEDS TO be able to aim properly like Shaft's Healing Emitters can so it's actually worth the exotic rarity.

 

On 5/21/2024 at 2:19 AM, Hermes said:

SHAFT <<SHOTGUN>> BAND EMMITERS

SNIPE MODE damage increases up to 400% depending on how close an enemy tank is. The closer the enemy is, higher the damage will be dealt. Long range sniping becomes almost impossible to kill a tank as it deals only minimal damage (100-200). But up-close almost any tank will be 1 shot at a full charge. 
ARCADE MODE  stays the same at any range but reload time is 10% longer

? 400% damage up close when in sniping mode
? When in sniping mode the turret can turn 15% quicker and charges 35% quicker
? Wider view when in scope mode letting the user see more

? Almost impossible to kill tanks from far away scope mode
? ARCADE mode takes 10% longer to reload

WHY ?
This will introduce a new play style with shaft, such as close range quick sniping rather than camping at far away distances. 
-Idea by Kerala

 

On 5/10/2024 at 6:50 PM, Blue_Mantis said:

Gauss 

Force Solenoid

Gauss shells would have more impact and the impact force of the salvo would also be increased

it would be like the juggernaut over but light

 

shells do not deal critical damage.

Increased impact of shells.

Greater increase in direct impact of the salvo.

increased impact of the salvo splash.

 

On 5/9/2024 at 9:28 PM, muzamil said:

There should be an augment for tesla use for healing teammates, like this idea was almost in everyone's mind but no one put it,

Topics merged

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I really don't like that it requires saboteur to use properly. I think disconnecting miner - saboteur is impossible, but having them do super well together makes them bad individually.

So my suggestion, make miner augment mines' damage (maybe 15-25%), and have two checkpoints regarding saving the mines. For example below 6 mines saves 100%, below 18 saves 70%, above 18 saves 30%. This way Miner isn't useless without saboteur, but it still synergizies with saboteur without making this combo obnoxious+lowskill. 

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I think every player would like to have those epic augments to dominate, but of course it's very hard to get them, at least from containers. Besides their importance in battle, I feel locked out from a lot of fun in the game. Soooooo many ideas most players don't get to try. 

It's probably possible to make crystal versions of such augments, that unlock either by legend rank, or turret mastery. They are weaker than the real thing, possible to acquire through grinding, and they require some crystals to unlock (Could even be .5m). Heck, they can even be alterations and not augments, they would appear as purple in the slot of the epic augment. If you have the epic, you can't have the crystal version of course.

As for names, Prototype ".." as an early and worse version of the finalised augments.

Let me know what you think, thank you.

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They are hard to obtain but not impossible, with the introduction of keys, you can save as many Containers you want, and then open them all whenever your desired augment becomes available in the prize pool.

We already have dozens of augments in the game, making a crystal version of them would mean twice the number of the current augments present at the moment. Now, do you really want to play and choose between 50–60 augments in the augments, or even more ?

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I noticed you guys might be missing some inspiration on Firebird and Freeze since they have very few "Augments".

I named it "deflagration", it is an upgraded version of "Compact fuel tanks".

It can increase the heating rate.

If it causes 300 damage per second, and you have accumulated a high temperature for the enemy that can last for ten seconds.

Then when you hit a "critical hit", it will instantly cause 300X10=3000 points of burn damage to the enemy and clear the enemy's current temperature.

Since it is burn damage, it is not reduced by the "Standard Module" and "Armadillo Module", but it can be defended by equipping "Heat Protection" to reduce its damage to 0.

Edited by NBIHFADH

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That would require a rework of the fire damage mechanic. Unlikely to be added just for the sake of one augment.

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On 8/14/2024 at 2:04 AM, Maf said:

That would require a rework of the fire damage mechanic. Unlikely to be added just for the sake of one augment.

It would be a bit boring if new "Augments" could only be created by adjusting existing values.

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I named it "cold brittle phenomenon"

At extremely low temperatures, the enemy's armor began to become increasingly fragile. To further cool down the enemy, we managed to enlarge the energy bar to be able to attack more continuously.

Slightly increased Freezing rate.

Total Energy: +50%

Increases damage based on enemy temperature, the lower the enemy temperature, the higher the damage.

Regular and critical damage: up to 40%~80%[By adjusting this value, you can determine the strength of this Augments.]

Disadvantages:

Regular and critical damage: -20%

This will be an effective weapon against heavy tanks.

Of course, we can also make a similar Augments for Firebird, just change the name to "Armor Melting".

Edited by NBIHFADH
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On 8/13/2024 at 11:16 PM, NBIHFADH said:

It would be a bit boring if new "Augments" could only be created by adjusting existing values.

Well, that's exactly how new augments are created. I think the last time a new mechanic was added with an augment was when Healing Emitters for Shaft was introduced. It's not that new augments can't affect the turret mechanics, but sales of a new augment most likely don't bring in enough revenue to justify spending a lot of resources developing it and making it more interesting than just having different parameters.

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On 8/13/2024 at 10:16 PM, NBIHFADH said:

It would be a bit boring if new "Augments" could only be created by adjusting existing values.

Definitely you have said it. They have no creativity just adding an augment with blatantly increased turret's parameters with zero efforts, they used to even releasing their game breaking augments with no new icon, just duplicating the icon of another augment and even its name. Definitely players do realize tanki low-effort work and leave the game. All I'd say, don't worry about bot moderator that consider every change as a huge effort for developers, he didn't get tired of repeating the excuse at least from 2020 or maybe they pay him good to be such irritating.

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On 8/14/2024 at 9:08 PM, Maf said:

Well, that's exactly how new augments are created. I think the last time a new mechanic was added with an augment was when Healing Emitters for Shaft was introduced. It's not that new augments can't affect the turret mechanics, but sales of a new augment most likely don't bring in enough revenue to justify spending a lot of resources developing it and making it more interesting than just having different parameters.

I checked the new update content and there is a paragraph saying "Tank temperature update time changed from 1 to 0.25 s."

So I think you can make this "Augments" by adjusting the "temperature update time", changing it from 0.25s to 0.01s After hitting a critical hit.

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I would love to see Firebird and Freeze having impact force augment, which could be used for jumping without flipping and in very close range being able to affect aim and potentially flip enemies if hit from a side in exchange for removed or drastically lowered heating and freezing abilities, but yeah not sure they would be willing to really play with the mechanics of the turret  for one augment. It just goes to show you that there is still much potential to create many different augments targeting different aspects of turrets, but it is heavily dependent on ability of development to make such changes.

Edited by krokorok

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On 8/15/2024 at 5:57 PM, NBIHFADH said:

I checked the new update content and there is a paragraph saying "Tank temperature update time changed from 1 to 0.25 s."

So I think you can make this "Augments" by adjusting the "temperature update time", changing it from 0.25s to 0.01s After hitting a critical hit.

I think we ALL know that it's just a lazy excuse that some moderator is using to irritate us, not a real nor a solid excuse. I remember at one point of time some moderators were explaining how it's so hard to change garage items' text in HTML5. This is why Tanki is never reaching nowhere.

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On 8/15/2024 at 4:57 PM, NBIHFADH said:

I checked the new update content and there is a paragraph saying "Tank temperature update time changed from 1 to 0.25 s."

So I think you can make this "Augments" by adjusting the "temperature update time", changing it from 0.25s to 0.01s After hitting a critical hit.

Nonsense , tempreature decrease over time would not change and if crit would change tempreature update time (meaning tick per certain time) It would instantly kill everyone. If you have tempreature +1 it takes like 10 second when you have 0 tempreature  back again (meaning not recieving dmg per tick) and if crits would change time per tick to 0,01 who would survive that?  this would required additional (new) burning mechanic applied only to this augment  and after critical hit where tempreature over time would decreased immediately after certain amount of ticks would occur (with 0,01s time)  Its not bad idea tbh but this idea require new burning mechanics. Like "overcharge burning mechanic" applied after +1 tempreature for certain amount of time or whatever... 

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On 8/17/2024 at 7:15 PM, Tekken8 said:

Nonsense , tempreature decrease over time would not change and if crit would change tempreature update time (meaning tick per certain time) It would instantly kill everyone. If you have tempreature +1 it takes like 10 second when you have 0 tempreature  back again (meaning not recieving dmg per tick) and if crits would change time per tick to 0,01 who would survive that?  this would required additional (new) burning mechanic applied only to this augment  and after critical hit where tempreature over time would decreased immediately after certain amount of ticks would occur (with 0,01s time)  Its not bad idea tbh but this idea require new burning mechanics. Like "overcharge burning mechanic" applied after +1 tempreature for certain amount of time or whatever... 

I also noticed this so it can also reduce the enemy's high heat duration to 1/25.

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I find this augment Smoky Pulsar has too high of critical chance % compared to other turrets with pulsar which were nerfed recently. Like I get pulsared during battle like every 3-4 shots, it is just too frequent. For the sake of balance like alot of other pulsar turrets were nerfed with lower critical chance %.

 

2 Other turrret augment combos need a little nerfing as well, too OP.

1> Striker Vacuum

2> Vulcan Large Calibre

 

Thank you for considering.

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On 8/31/2024 at 9:13 AM, cybernite said:

 For the sake of balance like alot of other pulsar turrets were nerfed with lower critical chance %.

And Smoky got that nerf as well...in the same patch as the others you speak of. How often were you fighting Pulsar Smokies before making this suggestion?

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On 8/31/2024 at 9:13 AM, cybernite said:

1> Striker Vacuum

Definitely the top 1 augment to nerf. Despite it ''being skillful'' augment, it doesn't justify 2 shots killing a tank with boosted armor and no protection.

Edited by Pleasant
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On 8/31/2024 at 4:13 PM, cybernite said:

Like I get pulsared during battle like every 3-4 shots, it is just too frequent

knowing Smoky's aim i'm more surprised that a person can even hit 3-4 shots. it probably took them like 10 "phasing through enemy" shots to get 3 actual shots.

 

i don't see an issue with pulsar smoky. seems fine to me. tesla, firebird, freeze on the other hand...

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I thought about Phoenix hull augment but what if it was different... a new phoenix hull augment or could be called something else like "Phoenix MAX" or "Phoenix 2.0"  maybe "Almighty" hull augment. The overline of the augment would be BLACK...  I would also seperate the Legendary augments that are added to the game and considered "Exotic" (from the "basic" Legendary augments) that are outlined as Red which is same as the Phoenix, even tho they become yellow (legendary) sooner or later but Phoenix stays Red.. or another idea is that they make status effect augments Legendary and the ones that are not really good augments but still better than crystal ones + they make the "Orange" (Exotic) augments for the better augments.

For example:

Legendary augments (Yellow)

Every status augments (except pulsar)

Smoky Autocannon

Hammer 5 shots

Tesla Electroturret...

 

 

Exotic augments (Orange)

Every pulsar augments

Striker Faust, Meteor, Hydra

Ricochet Helios

Every Vacuum augment

Every Hyperspeed augment

Every Adaptive reload augment

Vulcan Shredder, Large Caliber

Twins Turbo Plasma Accelerators

Firebird Critical mix... and so on

 

So here is my idea for the rarity, and outline colors of augments and/or rewards from containers etc...

White: Common

Green: Uncommon

Blue: Rare

Purple: Epic

Yellow: Legendary

Orange: Exotic

Red: Phoenix

Black: Almighty

 

 

Here comes the Almighty hull augment

Picking up a supply box adds 1000 HP

Speed of overdrive reload (time): +25%

Speed of overdrive reload (score): +25%

Deals 1000 chaos damage upon death to any enemies within 10m

Radius of maximum splash damage: 10m

Radius of average splash damage: 10m

Radius of minimum splash damage: 10m

Average and minimum splash damage: 100%

Protects the tank from destruction once per respawn Health Lifeguard icon.png recovered: 100 HP OR 1 HP

Saves up to 20 mines OR 25% of placed mines survive after the death of the tank. The surviving mines are chosen randomly.

 

It would be a mix of Legendary augments + Engineer, BUT because everything combined together would be too powerful, the effects are much weaker.

Note: you don't have status effect immunity which means you are vulnerable to them!

 

How to earn Almighty hull augment: Once you finish a Hull Phoenix mission, you get acces to Almighty hull augment mission to the same hull which requires 5.000.000 battle score by using that specific hull to unlock it.

Later on could have Almighty turret augments.

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Scorpion Missile Launcher <<Meteor>> augment

Advantages

Damage: +25%

Impact Force: +50%

Minimum rocket speed = 400 m/s

Maximum rocket speed = 200 m/s

Pause between rockets = 50 ms

Self damage removed

Disadvantages

Splash damage removed

Critical hit removed

Similar to Striker Meteor augment.

 

Tesla Nanotech Lightning augment

Advantages

Shooting a teammate heals them the same amount it would damage an unarmored enemy

Healing gives 1-13 REPUTATION points, depending on the percentage of health restored

Healing gives 1-20 EXPERIENCE points, depending on the percentage of health restored

Disadvantages

Critical damage removed

Healing version of tesla, no words needed.

 

Tesla Lightning bolt augment

Advantages

Damage = 900 damage

Range = 30m

Lightning ball damage: +75% (2030)

Lightning ball reload = 4 seconds

Lightning ball speed = 75 m/s

Ball lightning delay (ms): -100% (0) (Time interval between pressing the firing button and the shot happening, also known as “charging”)

Disadvantages

Chain lightning ability removed (You can only shoot or target one person at a time, can not chain between teammates or enemies)

Lightning ball range: -40% (60m)

Critical damage removed

This is kind of the Faust of Tesla, strong short range version of the turret.

 

Tesla Electrix augment

Advantages

Reload: -60% (0.3 seconds)

Critical damage: +50% (1065)

Disadvantages

Damage: -60% (252)

Decreased reload and damage, but increased critical damage.

 

Tesla Tarantula augment

Advantages

Radius of adding a ball lightning to the circuit: +40% (35m)

Radius of adding an enemy to the circuit: +33% (20m)

Radius of adding an ally to the circuit: +33% (20m)

Critical hit chance: +66% (25%)

Disadvantages

Chain Lightning range: -50% (10m)

Ball Lightning damage: -90% (116 damage)

Turret-to-tank range have been decreased but connecting to a lightning ball greatly increases the range.

 

Tesla 1.000.000 Volt augment

Advantages

Chain Lightning damage: +100% (when attacking 2 or more enemies)

Disadvantages

Chain Lightning damage: -50% (when attacking one enemy tank)

Critical hit removed

It works similar to Railgun's Hyperspace augment! When attacking 1 enemy damage is greatly reduced (315), but attacking 2 or more enemy would increase the damage! (2= 630, 3=945, 4=1260 . . . adding 315 to the damage with each enemy being in the Chain Lightning range)

Edited by AcnoIogia

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