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Ideas for Augments!


Maf
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Hammer is supposed to be a medium range turret, and hence you'll have to set a limit to the max range its damage can be inflicted as to not have people shooting the clips directly from their spawn and treat it like Thunder.

And by doing so, there will be no such additional change because your Hunter Duplet and Heavy Slugger already provide a similar benefit to the maximum range provided.

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Hammer already has two augments that make it almost long range. I don't think it needs more.

But hey, if it sells... ¯\_(ツ)_/¯

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Nowdays all turret augments can be divided into two groups - augments that apply some status effect on critical hit and ones tha somehow modify base stats of turret - change damage/reload etc.

But there are 1 augs that oustand from this classification - Incendary band for Vulcan. It basically makes turret stronger, but at the same time - almost permanently makes player to be burning. And it could be very interesting conception.

Lets imagine railgun, that has self-healing (like vampire isida) and increased damage, but passively drain 200 hp/s of its owner. If player is active and offensive - it could be extremely  effective, but in other cases he will just slowly die.

Or shaft that apply 30s armor-piersing on its owner after each shot? That would be literally "glass cannon" without ability to withstand any serious damage. In exchange - reload time may be decreased.

Or even "negative self-healing" for smoki. After dealing any damage, 25% of it is applyed to shooter. In exchange - 50% increased damage.  That should motivate players to team-play with isidas and choose targets wisely.

 

I have provided several examples, but I wolud like to suggest and discuss general conception. Would it be playable and interesting to play? I suppose that augs that just increase some of characteristics or apply just another SE are totally boring now(

Also I hope that realisation of such conception would not very tough. Most of aforementioned mechanics are already presented in the game

Edited by WaIIe
typo fixed
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This opens up so many new possibilites.

Honestly it might have sounded absurd in maybe 2020 or so, but with the current augment parameters and how diabolically OP they are, why not have more.

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On 1/16/2025 at 5:33 PM, WaIIe said:

That should motivate players to team-play with isidas and choose targets wisely.

not a single extra healer would be born out of this update. 

that's already ignoring the fact that such self damage gives the healer literally nothing in return but wasted Energy Bar. 

Also what do you mean I have to nearly die to kill any player even if he's AFKing? 

not only they're very unattractive on paper but also just too gimmicky and hard to balance.

very original idea so thumbs up for that.

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On 1/16/2025 at 9:27 PM, Hypersomnia said:

not a single extra healer would be born out of this update. 

that's already ignoring the fact that such self damage gives the healer literally nothing in return but wasted Energy Bar. 

Also what do you mean I have to nearly die to kill any player even if he's AFKing? 

not only they're very unattractive on paper but also just too gimmicky and hard to balance.

very original idea so thumbs up for that.

I think that the main goal of augments is change gameplay of turret, not just making it stronger.
That is why corrosize mix or adrenaline are (imho) bad aug - it just scale up damage, no changing handling or effective strategies of turret. On the other hand - spear or bombard are not very effective in hands of casual player, but they provide totally different sensation from game process, compared to default turret settings. Not everything is about effectiveness.

Talking about self-damaging smoki - idea can be developed further, for instance - reduce hp only for missed shots. If player have hit the target - no self-damage should be applied. Or self-destroy persentage should be not high.

My point is that would be interesting to play with augments that can punish players that use it in the wrong way. Set negative status effects, deal self-damage or restrict some abilities - but on the other hand give an opportunity to avoid debuffs, using some specific mechanic. (not just immunity)

And yes - I understand, that it is harder to balance then  templatized small caliber/hight caliber augment...

P.S. @WaIIe and me are the same person, simply logged in from another PC

Edited by WALLE
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On 1/16/2025 at 9:02 PM, WALLE said:

I think that the main goal of augments is change gameplay of turret, not just making it stronger.

on paper yes. in reality its just an excuse for them to powercreep the game while using every possible technicality to say "Tanki never had and never will have power creep!!!!"

the idea of such drawbacks is simply not anything i'd pay attention to when I can just equip some non sense and do 10k damage a shot for my only drawback being 2 seconds slower reload.

Even if the "cursed augments" are just Smoky Does 2000 damage a shot for 500 self damage there would be no reason to use it without completely changing every single one of current augments.

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just 8-10 years before tanki had 5x more players online and 5x more buyers, now the same thing is /2 atleast after increasing the value of everything. I suggest people will buy if the value is reasonable. please look into it

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On 1/16/2025 at 10:37 PM, Hypersomnia said:

do 10k damage a shot for my only drawback being 2 seconds slower reload.

I undertand that you are talking about Destroyer augment from Magnum, but it seems that it has several more severe debuffs apart from increased reload time. Significantly smaller splash radius, slow turret rotation and strange shell trajectory...
However I have never played with destroyer, I have formed my opinion on it base on info from wiki. Are all that disagvandates neglectable, or it makes turret handling way too inconvenient?

Edited by WALLE

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On 1/17/2025 at 3:01 PM, WALLE said:

I undertand that you are talking about Destroyer augment from Magnum, but it seems that it has several more severe debuffs apart from increased reload time. Significantly smaller splash radius, slow turret rotation and strange shell trajectory...
However I have never played with destroyer, I have formed my opinion on it base on info from wiki. Are all that disagvandates neglectable, or it makes turret handling way too inconvenient?

Destroyer is currently one of my main augments. While it does indeed have a whole patch note of debuffs the only thing you feel after a couple of matches is the projectile speed being slower. You don't feel slower reload and definitely not the turret rotation and other things.

I used destroyer as an example but its only of many augments that do near 10k damage for what basically is a second or two of extra reload even if on paper its way more than just reload nerf.

 

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Tesla "Neutron Star" augment

Advantages

Reload: 0.25 sec (approx. -79%)

Lightning ball damage: +175% (3190 damage)

Lightning ball reload: 5 sec

Radius of adding an enemy to the circuit: +100% (30m)

Disadvantages

Damage: -80% (180 damage)

Lightning ball speed: 1 m/s

Lightning ball range: -50% (50m)

Radius of adding an ally to the circuit: -100% (0m)

 

And a petition to change the status effect augments for Tesla's Lightning ball to be 75 m/s speed (like Electroturret) with -75% Lightning ball damage

Edited by AcnoIogia
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Tesla "Multiplier" augment

Advantages

Connecting to a lightning ball increases the damage by +630, further increasing the damage if there is more lightning ball in the circuit. (Adding +630 damage with every lightning ball in the circuit)

Lightning ball reload = 2 sec

Disadvantages

Damage: -30% (630 damage)

Lightning ball damage: -90% (116 damage)

Lightning ball range: -60% (40m)

Critical damage removed

(No lightning ball in the circuit: 630 damage, 1 Lightning ball: 315+630=945 damage, 2 Lightning ball: 315+630+630=1575 damage 3 Lightning ball: 2205 damage)

 

Tesla "Shooting star" augment

Advantages

Lightning ball reload: -50% (3 sec)

Lightning ball warm-up time: -100% (0 ms) (Time interval between pressing the firing button and the shot happening, also known as “charging”)

Lightning ball speed = 75m/s

Disadvantages

Lightning ball range: -60% (40m)

The ball flies so fast that it's almost impossible to use it for chain lightning

 

Tesla "Terminator" augment

Advantages

Reload: -50% (0.6 sec)

Critical damage: +50% (1350 damage)

Range: +60% (40m)

Disadvantages

Damage: -50% (450 damage)

Lightning ball reload: +50% (9 sec)

Cone angle: -60%

 

Tesla "Super-smart Adaptive reload" augment

Advantages

Reload reduction per enemy damaged: 33%

Destroying an enemy reloads the Lightning ball

Permits ball lightning to bounce off props, similar to Ricochet: Maximum number of ricochets: 10

Disadvantages

Base reload: +25%

Lightning ball base reload: +50% (9 sec)

Ball lightning does not burst until the 11th impact and so is less likely to cause splash damage

 

 

Note: I will not stop making Tesla augment ideas until they add at least one decent augment for Tesla, but the more is the better.

They overnerfed Tesla, thinking they can get away with it. The only augment that makes tesla usable is Electroturret (still not OP, just usable)

Edited by AcnoIogia
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Tesla "Gamma Ray Burst" augment

Advantages

Damage: +125% (2025 damage)

Critical damage: +125% (2025 damage)

Lightning ball damage: +250% (4060 damage)

Lightning ball speed: +200% (15 m/s)

Lightning ball warm-up time: -100% (Time interval between pressing the firing button and the shot happening, also known as “charging”)

Permits ball lightning to bounce off props, similar to Ricochet: Maximum number of ricochets: 10

Disadvantages

Reload: +100% (2.4 sec)

Lightning ball reload: +150% (15 sec)

Turret Rotation Speed: -50%

Turret Rotation Acceleration: -50%

Lightning ball splash damage removed

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All turrets:
Execution(epic rarity): Deal more damage to enemy the lower their health is
Pros:                                                                                                                                       Cons:
Up to +35% damage the lower the enemy's health is                                               Most effective at 10% of enemy's health
Note: This also effects healing, increasing healing the lower the team player's health is

Isida:
Nanobot accelerator(Legendary rarity): Changes the nanobots output system to release nanobots at larger quantities at cost of draining faster and recharging slower
Pros:                                                                                                                                       Cons:
+100% tick rate for both healing and damaging                                                         +200% Drain speed
                                                                                                                                                  -20% recharge rate
smokey:
Commando Unit(Epic rarity): Turret fires even faster, this lowers the turret's fire power and causes it to reload slower.
Pros:                                                                                                                     Cons:
+100% rate of fire                                                                                              -40% Reload speed
Each shot requires 20% of the charge bar instead of full 100%           -20% damage

Ricochet
Liquid plasma (Legendary): Weakens the bouncing property from your turret's projectiles, instead, every shot can now coat your opponent with hot plasma liquid that melts through tanks slowly

Pros:                                                                                                                    Cons:
Every shot increases tank's heat by 0.15                                                   Projectile can only bounce once

                                                                                                                              Bounced projectile yields 0.05 less heat






 

Edited by Acecaddy

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Tesla "Zeus" augment

Advantages

Damage: +50% (1350 damage)

Critical damage: +100% (1800 damage)

Critical chance: +80% (27%)

Lightning ball reload: -25% (4.5 sec)

Disadvantages

Reload: +50% (1.5 sec)

Lightning ball damage: -75% (290 damage)

Lightning ball range: -50% (50m)

 

Tesla "Ancient Lightning/Prehistoric Lightning" augment

Advantages

Critical damage: +50% (1350)

Reload: -50% (0.5 sec)

Lightning ball damage: +210% (3596 damage)

Disadvantages

Damage: -50% (450)

Lightning ball reload: +150% (15 sec)

Lightning ball speed: -80% (1 m/s)

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On 1/26/2025 at 11:08 AM, Acecaddy said:

smokey:
Commando Unit(Epic rarity): Turret fires even faster, this lowers the turret's fire power and causes it to reload slower.
Pros:                                                                                                                     Cons:
+100% rate of fire                                                                                              -40% Reload speed
Each shot requires 20% of the charge bar instead of full 100%           -20% damage

This is just a buffed Autocannon augment with extra unnecessary steps. 

 

On 1/26/2025 at 11:08 AM, Acecaddy said:

Execution(epic rarity): Deal more damage to enemy the lower their health is
Pros:                                                                                                                                       Cons:
Up to +35% damage the lower the enemy's health is                                               Most effective at 10% of enemy's health
Note: This also effects healing, increasing healing the lower the team player's health is

This is just a buffed Adrenaline augment with extra unnecessary steps. 

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Tesla "Supersonic Lightning" augment

Advantages

Damage percentage at the range of min. damage: 300% (affects Lightning ball only)

Range of max. damage: 10 meters

Range of min. damage: 50 meters

Lightning ball speed = 75 m/s

Disadvantages

Critical hits removed

 

Tesla "Blood Bath" augment

Advantages

Lightning ball damage: +160% (3016 damage)

Lightning ball warm up time: -100%

Lightning ball speed = 75 m/s

Critical damage: +350% (4050 damage)

Disadvantages

Lightning ball reload: +100% (12 sec)

Lightning ball range: -40% (60m)

Critical damage chance = 1% (approx. -93,34%)

 

Tesla "Massacre" augment

Advantages

Max shell speed: 75 m/s

Shell acceleration phase duration: 2,5s 

Lightning ball reload = 1 sec (approx. -83,35%)

Lightning ball range = 1000 m

Disadvantages

Min Lightning ball speed = 1 m/s

Lightning ball warm up time: +100%

 

(This might be confusing and I don't know either how to make the augment to be how I want it to be, so It might be easier if I describe it! It would be similar to Thunder "Bolter" augment, but this one is a little different. I want the lightning ball speed to be 1m/s for 2,5 seconds and after it launches out with 75m/s speed instantly after the 2.5s is over)

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Here is a good idea for augments.

SCRAP THE LOT-sounds like a plan to me.

While your at it, ditch the trashcans into the same skip, along with the no-life mobile rejects that abuse the legal hacks.

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Scorpion "Chlorotoxin" augment (Chlorotoxin = The venom of Scorpions)

Advantages

Damage per rocket: +15% (460 damage)

Aiming time: -75% (0.25 sec)

Reload after salvo: -35% (9.1 sec)

Min. rocket speed: +300% (300 m/s)

Max rocket speed +2500% (650 m/s)

Rocket acceleration time: -50% (1 sec)

Initial rocket angular velocity: 20 deg/sec

Final angular rocket velocity: 200 deg/sec

Disadvantages

Rockets in salvo: -4 (6 total)

Pause between salvo's rockets: -50%

 

Scorpion "Mathayus" augment (Mathayus = Scorpion King)

Advantages

Critical damage chance: +50% (34.5%)

Standard shot impact foce: +50% (1350 cond. units)

Impact force per rocket: +100% (300 cond. units)

Aiming time: -50% (0.5 sec)

Rocket acceleration time: -50% (1 sec)

Max rocket speed: +1500% (400 m/s)

Pause between rockets in salvo = 50 ms

Minimum rocket angular velocity: +100%

Maximum rocket angular velocity: +500%

Disadvantages

Min. rocket speed: -60% (30 m/s)

Rockets in salvo: -2 (8 total)

Standard shot damage: -20% (928 damage)

Standard shot recoil: +50% (450 cond. units)

Rockets recoil: +100% (40 cond. units /rocket)

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Isida augment: nano-tentacles
+ beam is attached and detached by single clicks, and remain unless if the ally/enemy is away from range
+ isida can attach its beam on up to 3 tanks at a time, attaching on a new tank will remove attachment from the oldest one
+ isida drains 20% less energy while attached
- isida drains energy slightly faster for every attached tank (80%/100%/120% of normal energy drain per tank)
- isida healing/damage is reduced when having more than 1 attached tank (100%/85%/60% of damage/heal per tank)
 

Edited by Acecaddy

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More Railgun Augment Idea's

«Shockwave» Shells

Advantages

Normal Damage: +70%
Impact force: +200%

Disadvantages

Removed critical damage

Penetration damage: -150%

Shot warmup time: +20%

Shot reload time: +25%

Range of maximum damage: -30%
Range of minimum damage: -40%

Hyperreactive Core Mechanism

Meant to introduce a new mechanic, should work similarly to how Paladin's overdrive works, where it applies jammer to anyone in range. Instead , this augment will not apply a negative status on anyone around nor will it show where the enemy is, it will only apply what's below to the augment user. WONT WORK WITH ALLIES REPLACING ENEMIES.

Advantages

Activates when enemies are within 15m, deactivates when no enemy is within range.

Reload decrease per enemy in activation range: -12%

Maximum reload decrease: -36% (3 enemies)

Shot warmup time decrease per enemy in activation range: -7%

Maximum shot warmup decrease: -21% (3 enemies)

No changes to critical shots

Disadvantages

Normal damage decrease per enemy in activation range: -6%

Maximum normal damage decrease: -18% (3 enemies)

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Augment for Magnum
Lobber:
 magnum fires 6 rounds before reloading, at the rate of 2 per second (can be held down)
-30% damage
-25% splash radius
-66% reload speed
cannot reload until fully depleted
Can no longer charge up shot distance

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For many years I have thought about it and they still haven't made it, so it's maybe not as obvious as it is to me, so I will suggest Holiday themed items. So far we have DC skins as a skin for halloween and ICE skins for Winter, but I think things can go beyond this.

Valentine day

Valentine themed skins which are similar to HD XT skins, but could decorate with red/pink rubies.

Augments: Introduce healing Tesla! Plus as simple as adding new augments for turrets a Valentine/Love themed augment name.

Shot effects: Obviously Red or Pink animated shot effect (or like monochrome paint, but red and pink that fades into the other color)

First Valentine skin should definitely be Isida, and pair it with Hornet. The second could be Tesla because It "connects" people, and the hull is Paladin.

 

Black Friday

The new Black HD XT skins could be introduced then, and the new ones (if they plan to make more)

Shot effects: Black shot effects for turrets that don't have any shot effects

 

Halloween:

Skins are given (DC)

Augments: Halloween themed names for new augments (Tarantula, Black Widow, Trick or Treat?, Jack-o-Lantern... etc)

Shot effects: Orange shot effects for turrets that don't have any shot effects

 

Winter

Skins are given (ICE)

Augments: Winter themed names for new augments (Blizzard, Frostbite, North Pole, Absolute Zero...etc)

Shot effects: Blue/White shot effects for turrets that don't have any shot effects (Could be similar to the Valentines day one)

 

That's all that I can think of now. ? 

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I have a creative augment idea for railgun. So after pressing the shooting button with railgun you need to wait a little for it. And I suggest to increase damage depending on how much you rotate your turret between pressing the button and the shot. For example doing a full loop before shot which is called "360" by xp/bp players will increase damage a lot but the direct hits without rotating turret will deal less damage or maybe critical damage can be disabled as a disadvantage (You need to rotate after pressing shoot button btw, not just rotate and then shoot xD) It will need skill to use like vacuum augments and will be very fun to play with it ?

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