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Ideas for Augments!


Maf
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I have also a two ideas, Happy Fire and Happy Beast for Firebird and Shaft

First for Firebird: Happy Fire

  • Adding the stun effect for the one behind the one you fight
  • The one you fight wont affect neither by stunning nor by damage.
  • Stun time is 3 seconds

The one for Shaft: Happy Beast

  • Terminating the Sniping mode (No sniping mode)
  • Arcade shot damage reduced by 33.3333%
  • Every Arcade shot will stun the enemy
  • Stunning time is 1 second
  • Arcade shot reload reduced by 60%

That's it

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Oh and I have also a new idea... Angry Blaster and Angry Healer

First Angry Blaster is a drone:

  • When you destroyed you will apply Stun on every near enemy for 3 seconds
  • When you respawned you will be stunned for 3 seconds
  • If you have a stun Immunity your tank maybe fly

Angry Healer is for Isida:

  • When fighting an enemy he will get stunned for a 2 seconds
  • When you healing some of your teammates, you will stunned for a 2 seconds
  • Healing enemies -40%

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26 minutes ago, asem.harbi said:

The one for Shaft: Happy Beast

  • Terminating the Sniping mode (No sniping mode)
  • Arcade shot damage reduced by 33.3333%
  • Every Arcade shot will stun the enemy
  • Stunning time is 1 second
  • Arcade shot reload reduced by 60%

You are going to Brazil.

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This I played today, was surprised that I saw this many stun immunities. And look, it's the 9999 GS players using it, see a trend? A few of them were a group and left the game, but this was very much of a surprise.

unknown.png

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1 hour ago, Akame said:

There is a trend if such event occurs multiple times long-term. I do not encounter a lot of stun-immunities, neither do I see any coherence between this augment and GS myself - for the same it could be pure coincidence. Nevertheless, it is still an interesting find if it were to be true

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2 hours ago, Akame said:

This I played today, was surprised that I saw this many stun immunities. And look, it's the 9999 GS players using it, see a trend? A few of them were a group and left the game, but this was very much of a surprise.

unknown.png

Stun Immunity is mega powerful in CTF/RGB/ASL but to see 4 players using it in CP is odd, idd lol. Just bored of using Heat/EMP Immunity perhaps? Lol

Edited by DestrotankAI9
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On topic - I can see that you have put some time into this suggestion and it is interesting, but I have to say this is a dangerous idea lol. Please don't give the devs more ideas for buyer-specific augments which would destroy the game, because this would makes things even worse lol. A stun augment would be fine if stun did not causes flags or balls to be dropped. But since stun does cause flags and balls to be dropped, this would be terribly imbalanced - especially in ASL where the dropping of a flag causes it to immediately be returned to the base.

What I think would be a good idea perhaps would be to do this: allow random stun augments like this into the game but crucially, make it so that stuns no longer drop flags or balls. In this case, with all these new stun augments - in addition to the Hunter and Hopper overdrives - having Stun Immunity would still be well worth it, but Hopper would be more balanced and the new stun augments would not be totally overpowered.

I do agree however that it is about time that Thunder got a new augment or two - it hasn't seen much attention for a while.

Just imagine how horrific it would be trying to capture a flag in ASL against a team with a few players with these augments, it would be basically impossible for anyone without stun immunity. This would be yet another nail in the coffin for free players. But with this kind of augment and stun no longer dropping flags, this could work very well.

Edited by DestrotankAI9
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16 hours ago, mjmj5558 said:

First of all, immunites are not obtainable for a non buyer. Also, why do we need one second stuns? If a stun gauss stuns me for 1 second every 5 second, that means i will be stunned for 12 seconds in a minute if i get locked on every time. I want to play, not beaing stunned for 1/5 of the match. 

Will players be that commited to kill you? What a waste.

Reread how the Augments would work. You would need a lot more teamwork in battles. Not something I see a lot in this game.

 

On 1/26/2021 at 2:29 PM, wolverine848 said:

Not in assault.  The moment you drop the flag it returns - immediately.

2 hours ago, DestrotankAI9 said:

On topic - I can see that you have put some time into this suggestion and it is interesting, but I have to say this is a dangerous idea lol. Please don't give the devs more ideas for buyer-specific augments which would destroy the game, because this would makes things even worse lol. A stun augment would be fine if stun did not causes flags or balls to be dropped. But since stun does cause flags and balls to be dropped, this would be terribly imbalanced - especially in ASL where the dropping of a flag causes it to immediately be returned to the base.

What I think would be a good idea perhaps would be to do this: allow random stun augments like this into the game but crucially, make it so that stuns no longer drop flags or balls. In this case, with all these new stun augments - in addition to the Hunter and Hopper overdrives - having Stun Immunity would still be well worth it, but Hopper would be more balanced and the new stun augments would not be totally overpowered.

I do agree however that it is about time that Thunder got a new augment or two - it hasn't seen much attention for a while.

Just imagine how horrific it would be trying to capture a flag in ASL against a team with a few players with these augments, it would be basically impossible for anyone without stun immunity. This would be yet another nail in the coffin for free players. But with this kind of augment and stun no longer dropping flags, this could work very well.

In my opinion, they should remove Assault. It is the most unpopular mode and the wait times are so long. The mode in general is not fun as it is a 1 side Rugby. People typically only play this for Daily Missions.

Edited by yellowghetto
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22 minutes ago, yellowghetto said:

In my opinion, they should remove Assault. It is the most unpopular mode and the wait times are so long. The mode in general is not fun as it is a 1 side Rugby. People typically only play this for Daily Missions.

Hmm, I have to disagree on this - I would hate to see Assault removed, I think its a very fun mode with unique dynamics that you don't find in any other mode. It is sometimes plagued with imbalance problems though - balance between attackers and defenders is very much dependant on the meta (for instance, Hopper has swung the balance in favour of attackers, and during the 16v16 experiment it was in favour of defenders). So it needs to be balanced very carefully, but in my opinion it is a fun mode.

I think this game needs more variety of strategy rather than less - a problem of course is that if the player numbers decline further, the lack of players can mean that if we have too many modes queue times are too long. But I would hate to see interesting modes go just for this reason.

I do however think your ideas are interesting, but if something like this was implemented I think this would be a brilliant opportunity to stop stuns dropping flags and balls, which I've always felt was imbalanced - and certainly is for Hopper. Hunter overdrive could receive another small buff to compensate if this was done.

Edited by DestrotankAI9
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Since Smoky is getting its rework soon, why not have a new unique Augment with the release to "curve" the nature of the Smoky turret?

It has a single target, single fire, FAST projectile.

This Augment idea is simple. 

The Smoky Rounds can now bounce off of walls just like the Rubberized Rounds Augment for Vulcan or the Ricochet turret.

Pro:

  • Projectiles can now ricochet off a wall.
  • Maximum 2 bounces.

Con:

  • Critical Shot Damage -10%.
  • Possible Self-Damage.
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  • Standard Missiles have the homing effect. (+)
  • Maximum Projectile Speed =250m/s (-)
  • Lock On Salvo of Rockets lose their homing ability. (-)

 

How does this Augment affect gameplay? 

Well, this turret is already weaker than the Thunder turret. The rockets are very slow when compared to Thunder or Gauss. 

Homing Missiles could be annoying when four, or even EIGHT are flying at you. 

 

What about an Augment than fires 1 homing missile every time? Unlike the Missile Launcher "Hunter" Augment, the rockets are actually SLOWER than normal, but keeps the 4 rockets in its lock-on salvo.

The "twist" here, is that when you lock onto an enemy tank, the salvo of 4 rockets will continuously travel straight from the point it is fired from.

Edited by yellowghetto
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1 hour ago, yellowghetto said:

Meaning I found the post interesting and thought about it.

Oh I misunderstood you, but "Hmm" reaction is in real "Confused" but with a cover. Players until now still using it as "Confused". Also all of the old Confuses converts into Hmms'. So it still a Confused, maybe your using is a good intention. But it's in real "Confused".

The Four players who gave your topic a "Hmm" not because your topic is interesting, but because they are "Confused". Btw, your topic laughed me so returned "Haha".   Maybe in any day also Marcus will return them to Confused and these all will convert to Confused. So you have to change your using.

54gjF4d.png

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I think Striker already have enough diversity Augments, and it's the most turret that has distinctive Augments.

Your Augment will make Salvo in Striker more useless, when I play with Striker I rarely use the Salvo rockets. But after your suggestion, maybe I will never use it.

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This would be unfair for ricochet.

Also, the balance is terrible generally in tanki, so i think, no new items shoupd be added until the current OP equipments got nerfed. 

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3 hours ago, yellowghetto said:

Since Smoky is getting its rework soon, why not have a new unique Augment with the release to "curve" the nature of the Smoky turret?

It has a single target, single fire, FAST projectile.

This Augment idea is simple. 

The Smoky Rounds can now bounce off of walls just like the Rubberized Rounds Augment for Vulcan or the Ricochet turret.

Pro:

  • Projectiles can now ricochet off a wall.
  • Maximum 2 bounces.

Con:

  • Critical Shot Damage -10%.
  • Possible Self-Damage.

Current boucing mechanism requires a rather big angle, would be more viable if the required ricochet-angle is set to 10° - just like RR-Vulcan - so that you can actually use it in combat

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