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Ideas for Augments!


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

Well it does say "Close range suppressing fire". The very description on how a Mammoth could use this. :)

Edited by GunslingerMongoose

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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

lol this is making it a sniper. You might as well go the whole length and remove damage deteriorating over range.

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Like the whole Idea box thing Tanki used to have, why not have funny short videos of tanks using weird alterations? Smoky with Assault ammunition and something to make its reload quicker and it shoots a Wasp and the wasp finds itself being rolled over across the map until it dies?

 

Maybe twins with pairs of turrets coming out of the back and front?

 

Who knows? Post your ideas and got awkwardly creative! :D

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Like the whole Idea box thing Tanki used to have, why not have funny short videos of tanks using weird alterations? Smoky with Assault ammunition and something to make its reload quicker and it shoots a Wasp and the wasp finds itself being rolled over across the map until it dies?

 

Maybe twins with pairs of turrets coming out of the back and front?

 

Who knows? Post your ideas and got awkwardly creative! :D

Topic merged.

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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%

Oh great! I have to be CLOSER to the enemy and have SLOWER reload!?

 

Wat .-.

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Oh great! I have to be CLOSER to the enemy and have SLOWER reload!?

 

Wat .-.

Slower reload on the HESH because HESH (High Explosive Squash Head) is heavy plastic explosive ammo. The range is reduced due to the weight coupled with the damage buff. On an M4, the reload means nothing.

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Alteration for any modification of Ricochet:

 

+ Bigger load, 16-17 Fireball in one.

- Less damage per fireball (15%-20%).

Not exactly the same, but the effects are the same of the actual Rico M1 alt.

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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%

 

 

I'd buy the Thunder alt. straight away :D

The Smoky alt. is a bit problematic with the stronger recoil and shorter reload, but might be very strong in skilled hands.

Edited by Tani_S
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What? The rico m1 alt increases speed and range at the cost of reload time.

Yes that as well, but you have also 14 shots in one magazine (higher than normal) and you do less damage in the same amount of time because of the slower reload (coz of less shots).

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And that proves the alterations are similar how....?

That proves nothing, but it's somehow related. As I said before, it is kind of similar:

 

Effects of actual Rico M1 alt.:

  • Faster flying shots
  • Bigger range (of min. dmg.)
  • Lower DPS (during shooting)
  • More shots in magazine

 

Effects of proposed Rico alt.:

  • Lower DPS (during shooting)
  • More shots in magazine

I don't orientate on the single parameters, but what effects they have when you judge the parameter changes as a whole. I think the actual M1 Rico alt. is superior over the proposed Rico alt. if you had to decide between those, because it changes more and you need to hit with less shots.

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Best alteration ever!

 

DeathSmoke - Smoky. Increases critical damage and reload speed but at the cost of turret turning speed and increased recoil.

 

Critical damage +100%

Reload -20%

Recoil +25%

Turret turn speed +10%

 

This alteration allows Smoky to have nearly as powerful of a critical hit as before the re balance and to give it faster reloading. Increased recoil will need better control of the turret to stay on aim along with slightly slower turret turning rotation. Basically gives us back the old Smoky but better.

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Best alteration ever!

 

DeathSmoke - Smoky. Increases critical damage and reload speed but at the cost of turret turning speed and increased recoil.

 

Critical damage +100%

Reload -20%

Recoil +25%

Turret turn speed +10%

 

This alteration allows Smoky to have nearly as powerful of a critical hit as before the re balance and to give it faster reloading. Increased recoil will need better control of the turret to stay on aim along with slightly slower turret turning rotation. Basically gives us back the old Smoky but better.

Negligible downsides for about +66% overall damage. 

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That proves nothing, but it's somehow related. As I said before, it is kind of similar:

 

Effects of actual Rico M1 alt.:

  • Faster flying shots
  • Bigger range (of min. dmg.)
  • Lower DPS (during shooting)
  • More shots in magazine

 

Effects of proposed Rico alt.:

  • Lower DPS (during shooting)
  • More shots in magazine

I don't orientate on the single parameters, but what effects they have when you judge the parameter changes as a whole. I think the actual M1 Rico alt. is superior over the proposed Rico alt. if you had to decide between those, because it changes more and you need to hit with less shots.

But the second rico alt gives it more annoying impact and more ammo than the rico m1 alt.

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I don't get what you're saying .-.

-10% turning speed and +25% recoil is almost nothing, but you get a ton more damage.

Every smoky shot increases the critical chance, first landed shot is 20%, second is 40% and so on. Assuming it gets a critical on the third shot, it will take 4 shots to destroy any medium hull and 3 for any light hull. Thats less than 5 seconds.

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-10% turning speed and +25% recoil is almost nothing, but you get a ton more damage.

Every smoky shot increases the critical chance, first landed shot is 20%, second is 40% and so on. Assuming it gets a critical on the third shot, it will take 4 shots to destroy any medium hull and 3 for any light hull. Thats less than 5 seconds.

It's not like an M3 Firebird with the M2 alteration can't already do that.

Or any other turret for that matter

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It's not like an M3 Firebird with the M2 alteration can't already do that.

Or any other turret for that matter

If there are OP alterations, it doesn't mean we should plan to get more OP alterations. If we take the one you described, the disadvantages are like nothing and the advantage is that you have a Smoky, which has a firepower that is about as strong as two normal Smokys (check the dps) and even more if you fire to the far distance.

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If there are OP alterations, it doesn't mean we should plan to get more OP alterations. If we take the one you described, the disadvantages are like nothing and the advantage is that you have a Smoky, which has a firepower that is about as strong as two normal Smokys (check the dps) and even more if you fire to the far distance.

Aye. About the DpS, would some care to clarify how it works out? I play SAS4 so I can calculate gun DpS in that game, but that involves magazine capacity. TO doesn't have magazines, so I'm a bit fuzzy on the math.

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Aye. About the DpS, would some care to clarify how it works out? I play SAS4 so I can calculate gun DpS in that game, but that involves magazine capacity. TO doesn't have magazines, so I'm a bit fuzzy on the math.

In TO you could also refer to magazines. Short-range turrets are turrets are in general those turrets that rely on the energy capacity of their mag and often they don't live long enough to get it reloaded, so we take only the consumption time (and exclude the reload time) in order to calculate the DpS. But for Smoky and Thunder there is no consumption time, so we only need the reload time. Smoky has a critical chance of 20%, so as an estimation I calculate an average damage per shot, of having 4 normal shots (=avg. of max. and min. dmg.) and 1 critical shot, divided by 5 shots.

 

So the formula for a normal Smoky would be

[ (((MinDmg + MaxDmg)/2) *4 + CriticalDmg *1 ) /5 ] / Reload time = DPS within Range of max.Dmg.

 

and for the Weak DPS I add Smoky's 10 % weak damage multiplier (Damage per second for distance higher than the range of min. dmg) and the critical is independent from distances:

[ (((MinDmg + MaxDmg)/2) *0.1 *4 + CriticalDmg *1 ) /5 ] / Reload time = Weak DPS

Edited by Tani_S

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