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Hammer M3 alt.

------------------------

 

Plus.png Unlimited ammo (reloading just as single-shot-turrets)

Minus.png Reload between shots +180%

 

Welp. :)

 

Ask Hammer players for this idea better  B)

I am playing quite a lot with Hammer recently. What the alteration is basically doing, is transforming Hammer into a Thunder of the half or even less strength, because not only do you have the range limitation for Hammer (for Thunder only a moderate decrease), but compared to Thunder you will need more than twice the time to reload.

We could also rephrase your alt. this way to get the same effect: reduce the #shots in the Hammer clip to one and extend the clip reload by 35 % or so. So you have 2 disadvantages and no advantage.

Edited by Tani_S

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The alteration itself is pretty much broken yes, but it's an alteration that if used is balanced in the sense that an Isida doesn't have the healing rate to counter the overheat damage rate. M4 Vulcan users would be massacring themselves trying to spam while their poor M4 Isida buddies are just barely able to keep them alive. :D

Hmm, how do u know this Isida M2 alt. won't be enough for healing Vulcans? Have you tested it already? I could see an advantage of this alt. as it can heal longer, because it can work longer with Isida's cooling rate and counter Vulcan's overheating burn. So it would be good, if we can test it somehow.

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Possible alteration ideas?

 

Smoky: Bullet Feeder (Feeds ammunition directly into cannon chamber, reducing reload and decreasing damage. Counter for Twins and Vulcan, as DpS is increased slightly through reload buff.)

Reload: -30%

Damage: -30%

 

Thunder: Low Density Warheads (Decreases damage and impact force to increase range and lower reload. Good for long range encounters)

Damage: -30%

Impact Force: -50%

Range: +75%

Reload: -30%

 

Twins: High Density Plasma (Heavily increases damage at the cost of a reduced range and impact force. Good for short range encounters and flag defense when using heavy hulls)

Damage: +50%

Impact Force: -50%

Range: -70%

 

Ricochet: Vitamin C (Special chemical compound infused into plasma ammunition, slightly increasing damage, impact force, and range, at the cost of increased reload and and decreased projectile speed. {Reference to an achievement for obtaining an M3 Ricochet})

 

Damage: +20%

Impact Force: +20%

Range: +20%

Reload: +40%

Projectile Speed: -30%

 

Railgun: Rapid Charge Electromagnetic Propulsion (Decreases range of damage to increase reload significantly. Good for those who like to engage in short range skirmishes.)

 

Min Damage: -40%

Max Damage: -40%

Reload: +50%

Removal of pre-firing charge time.

 

Vulcan: Barrel Reinforcement (Removes overheating at the cost of decreased damage, impact force, rotation speed, and range. Good for those who have no issue with slow, low damage turrets.)

 

Removes overheating

Range: -30%

Impact force: -30%

Rotation Speed: -25%

Damage: -25%

 

Hammer: Rapid Automatic Loader (Removes magazine functionality to significantly increase reload, at the expense of a minor damage and impact force reduction. Good for Hammer users who feel the need for speed.)

 

Removes 3 shot magazine

Each shot takes the same amount of time to reload as the reload between shells does.

Damage: -20%

Impact Force: -20%

 

Isida: High Frequency Broadband (Increases damage and self healing rate at the cost of a minor increase in energy consumption rate and a minor healing rate decrease. Good for those who like to take Isida as an effective combat weapon.)

 

Damage: +20%

Self Heal Rate: +20%

Energy Consumption: +50%

Healing Rate: -15%

 

Firebird: Direct Fuel Injection (Significantly increases damage, after burn damage, and heating rate at the cost of decreased range, rotation speed, and increased energy consumption. Good for those who want to watch their enemies burn.)

 

Damage: +50%

Afterburn Damage: +50%

Heating Rate: +100%

Rotation Speed: -30%

Range: -30%

Energy Consumption: +100%

 

Freeze: High Power Fan (Increases duration of the freezing effect at the cost of damage, range, and freezing rate. Good for users who need to keep their targets on ice for long periods of time.)

 

Freeze Effect Duration: +100%

Damage: -30%

Range: -30%

Freezing Rate: -50%

 

Striker: Delicate Microelectronics (Increases rate at which lock can occur at the cost of decreased damage, and increased reload. Good for users who need rapid ordinance strikes.)

 

Lock on Rate: +50%

Damage: -30%

Reload: +30%

 

Let me know what you all think of this set of alterations. I hope that these are added as mainly M2 alterations.

 

 

These are indeed a nice bunch of interesting alterations! This took probably a lot of time to produce. Good job  :)

 

There are some in there I would buy (i.e. Thunder) and avoid some others (i.e. Freeze).

 

Some things are a bit unclear for me:

  • I expect you mean with "Range" = "Range of minimum damage"?
  • Increase of the Freeze effect duration would consist out of cutting down of the unfreezing rate?
  • + 20 % Selfheal for the Isida alt. means then (10 % + 20%) or (10 % + 10% * 20%)?

I consider the Twins and the Striker alteration to be OP alterations. +50% damage makes Twins clearly outweighing the advantages by being a lot better than Firebird or Freeze in the same distance (as the range is cut down). The Striker parameter for lockon time is very sensitive and taking the half of it, would outweigh the advantages in my opinion. The Smoky alt. might make it very strong as well, because I think having a high rate of fire gives more weight to the critical shot and its strength (dunno about being OP tho). Some of the alts. change quite a lot, so they might be better fitting as M3 alterations.

Edited by Tani_S
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I am playing quite a lot with Hammer recently. What the alteration is basically doing, is transforming Hammer into a Thunder of the half or even less strength, because not only do you have the range limitation for Hammer (for Thunder only a moderate decrease), but compared to Thunder you will need more than twice the time to reload.

We could also rephrase your alt. this way to get the same effect: reduce the #shots in the Hammer clip to one and extend the clip reload by 35 % or so. So you have 2 disadvantages and no advantage.

Well someone can see this like advantage and other as disadvantage to have one shot. Maybe number of bullets can increase too in this case.

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These are indeed a nice bunch of interesting alterations! This took probably a lot of time to produce. Good job  :)

 

There are some in there I would buy (i.e. Thunder) and avoid some others (i.e. Freeze).

 

Some things are a bit unclear for me:

  • I expect you mean with "Range" = "Range of minimum damage"?
  • Increase of the Freeze effect duration would consist out of cutting down of the unfreezing rate?
  • + 20 % Selfheal for the Isida alt. means then (10 % + 20%) or (10 % + 10% * 20%)?

I consider the Twins and the Striker alteration to be OP alterations. +50% damage makes Twins clearly outweighing the advantages by being a lot better than Firebird or Freeze in the same distance (as the range is cut down). The Striker parameter for lockon time is very sensitive and taking the half of it, would outweigh the advantages in my opinion. The Smoky alt. might make it very strong as well, because I think having a high rate of fire gives more weight to the critical shot and its strength (dunno about being OP tho). Some of the alts. change quite a lot, so they might be better fitting as M3 alterations.

So. Range when it is mentioned is range of min dmg yes. Sorry if that was unclear. Increasing the duration of the freezing effect would literally extend the freeze duration (Currently like 5 seconds at maximum freeze temperature.) The Isida one would basically have an extra bonus in selfhealing to take advantage of the damage bonus, making Isida more effective for active combat.

The Twins alteration was designed with flag and CP defense in mind. As most players know that at one point Twins was the go to god of defense turrets as the damage and firing rate were very good.

 

As for the M3 alt, I figured that the alterations for Vulcan, Firebird, and maybe Ricochet might be M3, due to the significant changes they make...

But I'm glad you liked them! Thanks.

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Some things are a bit unclear for me:

  • + 20 % Selfheal for the Isida alt. means then (10 % + 20%) or (10 % + 10% * 20%)?

Wait... did that change recently?

 

I thought it was: Energy capacity +4 seconds | Damage per second -30% | Healing per second -15% | Self-healing % doubled

 

So less damage, less healing, more self healing (up to 20% total)... no?

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Wait... did that change recently?

 

I thought it was: Energy capacity +4 seconds | Damage per second -30% | Healing per second -15% | Self-healing % doubled

 

So less damage, less healing, more self healing (up to 20% total)... no?

No worries  :P you are perfectly right with how you understood the Isida M2 alt. The thing is, that we're not talking about the alt. that is in the game, but a new Isida alt. proposed by GunslingerMongoose. 

In this suggested Isida alt. he wrote +20% selfheal, so I was wondering if he meant [a] 10 % + 20 % = 30 % or 10% + 10 % * 20% = 12% for the total selfheal number.

Edited by Tani_S

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Wait... did that change recently?

 

I thought it was: Energy capacity +4 seconds | Damage per second -30% | Healing per second -15% | Self-healing % doubled

 

So less damage, less healing, more self healing (up to 20% total)... no?

He's talking about an alteration that I had thought of. It increases damage and self heal rate at the cost of minor energy consumption increase and a team heal rate decrease.

link:

http://en.tankiforum.com/index.php?showtopic=333473&page=9

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I can feel you're on to something... But try refining the details a little bit, and then post the fixes.. But I like it...

It could be like the current variation of Thunder that removes splash damage and self splash damage.

 

We could say the projectiles were filled with paint instead of the explosive that causes splash.

 

Painting enemy tanks will make them more visible for you team to spot them easily.

 

Pink could be use by a tank in the blue team, light blue by a tank in the red team and the other for DM.

 

And instead of self splash damage you'll get self splash paint.

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Thunder-highly explosive shots.(The area of splash damage is doubled and damage is slightly increased at the cost of everything else.)

 

Damage - +5%

Area of splash damage - +100%

All other stats are reduced to M0 level.

 

 

(this seems OP but I've never played with thunder so wouldn't know)

It is the Opposite of OP. This makes thunder a modified m0.

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No, it makes Thunder shoot nuclear bombs :3

If the rest of the stats are reduced but the damage and explosive radius get buffed, and M4 would be devastating in the right hands.

No you're missing the point. Balancing this out would make the damage and explosive power amazing sure, but why if the turret rotation speed sux and the reload time becomes tiresome. A regular m3/m4 thunder user would find this very boring.

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Motherloade Bullets - Vulcan m3

 

+Allows Vulcan's bullets to penetrate tanks!

-Barrel rotation (before shots) is increased as well as ROF

Is damage decreased with every tank it passes through or does it stay the same?And by how much is the spin-up time increased?

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Necromantics - Isida m3

 

+Tank corpses can be healed, allowing them to be a makeshift sheild (good for blocking ricobullets and twins etc.)

+Health will be gained from healing corpses

-Damage output on enemies reduced

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Necromantics - Isida m3

 

+Tank corpses can be healed, allowing them to be a makeshift sheild (good for blocking ricobullets and twins etc.)

+Health will be gained from healing corpses

-Damage output on enemies reduced

You can already use dead tanks as a shield, but because of lag 99% of the time the corpse lands somewhere else for enemies.

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Is damage decreased with every tank it passes through or does it stay the same?And by how much is the spin-up time increased?

It shouldn't really, Vulcan's base damage per bullet is extremely low... I'm just making these ideas so you guys elaborate on them.

:ph34r:

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It shouldn't really, Vulcan's base damage per bullet is extremely low... I'm just making these ideas so you guys elaborate on them.

:ph34r:

So you mean a penetration factor of 1, like Rail M4?

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Extra strength elastic for rico m2

Increases power every time it bounces 

 

+50% of base damage per bounce

+50% of base projectile speed per bounce

-50% firing speed and reload speed

Very strong if youre a skilled rico player and can bounce shots

Weak if youre a noob

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No you're missing the point. Balancing this out would make the damage and explosive power amazing sure, but why if the turret rotation speed sux and the reload time becomes tiresome. A regular m3/m4 thunder user would find this very boring.

Eh good point. But it would be a nice change for someone who wants more umph to their Thunder and they don't mind losing reload. :3

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Alteration set for Smoky and Thunder.

 

Smoky: Slamfire (Increases damage, and impact force, and also decreases reload, at the cost of an increased recoil factor and decreased range. Good for laying down heavy suppressing fire at close range.)

 

Damage: +20%

Impact: +20%

Reload: -20%

Recoil: +50%

Range: -30%

 

Thunder: HESH Ammo (Increases damage an impact force at the cost of reload and range. Good for those who want extra umph.)

 

Damage: +30%

Impact: +30%

Reload: +20%

Range: - 30%

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Alteration set for Smoky and Thunder.

 

Smoky: Slamfire (Increases damage, and impact force, and also decreases reload, at the cost of an increased recoil factor and decreased range. Good for laying down heavy suppressing fire at close range.)

 

Damage: +20%

Impact: +20%

Reload: -20%

Recoil: +50%

Range: -30%

+20% reload and +50% recoil on smoky m4... good luck hitting the enemies xd

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+20% reload and +50% recoil on smoky m4... good luck hitting the enemies xd

Eh debatable. For the most part, with the rotation speed on an M4 Smoky, paired with the use of an M4 medium hull, it shouldn't actually affect your ability to hit the enemies. Granted, it will be hard to control, but at the Legend ranks people are good at aiming so it shouldn't be an issue. :p

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Eh debatable. For the most part, with the rotation speed on an M4 Smoky, paired with the use of an M4 medium hull, it shouldn't actually affect your ability to hit the enemies. Granted, it will be hard to control, but at the Legend ranks people are good at aiming so it shouldn't be an issue. :P

Rotation speed makes it worse. Not everyone has godlike reflexes, but this on a defensive smoky mammoth would be useful.

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