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Ideas for Augments!


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7 hours ago, asem.harbi said:

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.

If you want to use the salvo like normal, have you tried the Remote Rocket Explosives Augment? Has a bit of a learning curve, but it is really good. I like how it retains the standard lock on and the 4 missiles in its salvo. 

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14 hours ago, BloodPressure said:

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

Yeah I forgot to include this, there is a limit to the angle of bounce.

 

14 hours ago, asem.harbi said:

You already have prepared a new Misleading information like in the Wiki

?

 

14 hours ago, mjmj5558 said:

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. 

How? Ricochet can dish out project very quickly and is easier to calculate where the shots will go. Unless you use the Minus-Field Stabilization of course.

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i like the idea of the salvo not firing homing missiles, i think you should focus more on that and give it more bonuses

Just rename the augment and remove the autoaim for single missiles.

Edited by simofigooo

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3 hours ago, simofigooo said:

i like the idea of the salvo not firing homing missiles, i think you should focus more on that and give it more bonuses

Just rename the augment and remove the autoaim for single missiles.

Maybe a lock on stun Rocket Augment? Shoots 4 in the salvo but 2 random ones have the potential to stun you for 1 or 2 seconds? Following the idea that the rockets cannot home in on you.

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On 1/28/2021 at 3:44 AM, mjmj5558 said:

This would be unfair for ricochet.

Actually, I don't mind if it's an Alteration.....

But I am annoyed that default Smoky now has a bouncing effect - limited like Vulcan's, but still.....

It makes Ricochet....obsolete now :(

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2 hours ago, Tanker-Arthur said:

Actually, I don't mind if it's an Alteration.....

But I am annoyed that default Smoky now has a bouncing effect - limited like Vulcan's, but still.....

It makes Ricochet....obsolete now :(

Not necessarily. Ricochet can fire its projectiles fairly quickly, and has no bouncing limits, which makes it pretty unique. Not counting Augments of course.

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On 1/29/2021 at 12:28 AM, JustBlackWolf said:

you tend to make Augments way too OP

i would simply add a wider splash range, so if you shoot the rockets into a group, you're gonna kill them all.

Says someone who says I make OP Augments. I just follow the way Tanki balances their Augments. 2 of which were actually added. Rubberized Rounds for Smoky and Paralyzing Rounds.

Rubberized Rounds is not OP. It is not like Vulcan's RR or like the Ricochet turret. There is a limit to how many times it can bounce. It is a single target turret.

Paralyzing Rounds is controversial. It happens by chance. It doesn't splash. Promotes teamwork or defense. Stun Immunity makes the Augment useless.

 

I think EMP Rounds can be pretty annoying though. I didn't think of this, and probably shouldn't have been added. But, it is another chance Augment.

 

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Hello, and I would like to suggest an idea for certain Augments (or Alterations as I still call them) of turrets that do self-damage to be nerfed. 

All of the following turret Augments inflict some sort of status effect, and it would make more sense that if the shooter was caught in the blast area or was shot by their own projectile, they would inflict the status effect on themselves.

Here are the Augments I propose nerfing:

 

Hammer's Armor-Piercing Shot:

Current stats

AP-Shot-Hammer.jpg

Nerf: If the last shot bounces back to yourself, you will inflict armor piercing on yourself for 7 seconds. (If you never knew this, Hammer's pellets can bounce one time. Now you know)

 

Ricochet's Super Smart Minus Field:

Current Stats

SSMF-Rico.jpg

Nerf: If the projectiles bounce back to yourself, you will inflict armor piercing on yourself for 2 seconds.

 

Spoiler

 

This was originally part of my idea, but @BloodPressure brought up the fact that the AP Missile doesn't inflict the armor piercing effect to anyone besides the intended target. You can now ignore the following suggestion.


*Original Idea*
Striker's Armor-Piercing Missiles:

Current Stats

AP-Missiles.jpg

Nerf: If you fire the salvo rocket, but it hits an object and you are caught in the splash radius, not only will you deal self-damage, you will also inflict armor piercing to yourself for 5 seconds.

 

 

Magnum's Armor-Piercing Core:

Current Stats

AP-Core.jpg

Nerf: If you somehow manage to make the projectile directly hit your own tank, you will inflict armor piercing to yourself for 7 seconds.
Note: Hitting yourself directly is extremely rare with Magnum rotating horizontally.....but it's still possible if you angle your hull so the turret faces directly upwards.

 

Gauss' Electromagnetic Salvo: 
(Note, for this Augment, many other people on the forum have suggested the same idea. I am including it here because it fits the topic of my post)

Current Stats

EMP-salvo.jpg

Nerf: If you are caught within the blast radius of your sniping shot, not only will you deal self-damage, you will also inflict the EMP effect on yourself for 5 seconds.

 

Well, obviously some of the aforementioned Augments need further nerfs, but for now, I hope you can self-inflict the status effects on yourself.
If you don't believe that it can be a thing.....⬇️

Spoiler

DB.jpg

in case you never knew, if you use Hammer with Dragon's Breath, and you shoot a wall and the pellets bounce back to you, YOU WILL inflict a burn effect on yourself. (Unless you have Heat Immunity equipped)

I really want all self-damage augments to be like this. If they inflict status effects, they should also inflict the status effect to the shooter when self-damaging.

 

Edited by Tanker-Arthur
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This is a very creative idea for an Alteration. I honestly love it and would like to see it added in someday.

Honestly, regular Striker would be far more useful in small and medium maps, as it's easier to hit enemies with the rockets and you get more value with the homing salvo, but this Alt will help the turret in large maps, such as the annoying Stadium, Massacre, and Highways maps, where salvos are almost impossible to achieve and you're better off firing single rockets to try and hit camping Railgunners and Gausses.

 

 

Also, I like the name. It's great to see the "Missile Launcher <insert name>" theme come back.

I honestly would've liked it better if the Armor Piercing Missiles alt was renamed to <Missile Launcher "Hornet">. It fits the theme of the three main Striker alts (sorry Remote Rocket Explosives).

Edited by Tanker-Arthur
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On 1/29/2021 at 3:15 AM, yellowghetto said:

Maybe a lock on stun Rocket Augment? Shoots 4 in the salvo but 2 random ones have the potential to stun you for 1 or 2 seconds? Following the idea that the rockets cannot home in on you.

I thought of an alteration like this a few weeks ago lol. Well, it's similar at least:

Spoiler

Missile-Launcher-Volt.jpg

 

Spoiler

Don't mind the crystal price at the right. That's what I imagined the price would be had the original system of Alterations been kept today.

Also, the reason why the stun is 3 seconds is because Hunter and Hopper's Overdrive (and apparently the new Paralyzing Rounds alt for Smoky) all have stun durations of 3 seconds, so I wanted to keep it consistant.

 


 

Edited by Tanker-Arthur
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Yes! Finally someone says it

 

But the AP effects could be nullified by AP Immunity and the effects of EM (Electromagnetic) Salvo could be nullified by EMP immunity. So...

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Just now, Towns said:

But the AP effects could be nullified by AP Immunity and the effects of EM (Electromagnetic) Salvo could be nullified by EMP immunity. So...

True, it's similar to how a Thunder Protection Module will reduce the self-damage you take. And how Heat Immunity protects against Dragon Breath's burn.

Just now, Tokamak said:

This nerf should only apply to long-range turrets. Hammer and Ricochet should be exempt.

How come?

I don't see a reason why we should exempt Hammer and Ricochet.

Hammer's Dragon Breath alt can self-inflict the burning effect, it makes sense that Hammer's Armor Piercing Shot can self-inflict the AP effect as well.

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3 hours ago, Tanker-Arthur said:

Striker's Armor-Piercing Missiles:

Current Stats

AP-Missiles.jpg

Nerf: If you fire the salvo rocket, but it hits an object and you are caught in the splash radius, not only will you deal self-damage, you will also inflict armor piercing to yourself for 5 seconds.

AP-Missiles only apply armor piercing on the target that is directly hit, tanks in the splash-radius are not affected by this status-effect. 

 

7 minutes ago, Tokamak said:

This nerf should only apply to long-range turrets. Hammer and Ricochet should be exempt.

Fully disagree with you. Status-effects are status-effects, using an augment that applies such effect should deal with the responsibility and potential consequences. No exceptions. If using an AP-augment at short-range bothers you, then don't use it. Simple as that

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I think this shouldn't consider as a nerf, I think this is a basic sense that shouldn't be written. So I think EMP Gauss should get affected by the EMP without writing it as a disadvantage. Because it's a common sense, like the splash-damage in Thunder.

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1 hour ago, Tanker-Arthur said:

I don't see a reason why we should exempt Hammer and Ricochet.

Hammer's Dragon Breath alt can self-inflict the burning effect, it makes sense that Hammer's Armor Piercing Shot can self-inflict the AP effect as well.

1/ cos they are short range and does not involve splash damage. Both turrets take more risks than long-range turret player camping safely far away. Usually self-damage from splash-damage is mostly to nerf long range weapon to prevent them from rushing like mad cows.
2/ currently Hammer's Dragon breath is the only self-harming mechanics that suffer from this, it would be an acceptable compromise if all other mechanics involving splash damage and negative status (Heat, Cold, AP, EMP and Stun) are also applied to the owner when inthe splash range. Like this post ask for. However, I would prefer short turret to be exempt. 
 

1 hour ago, BloodPressure said:

Status-effects are status-effects, using an augment that applies such effect should deal with the responsibility and potential consequences. No exceptions. If using an AP-augment at short-range bothers you, then don't use it. Simple as that.

I agree that AP effect should applied with splash damages mechanics with no exception. Ricochet and Hammer are not using splash damage mechanics so they they don't have the benefit off it, why should they have the backlash of it? 

Don't worry, I am not going to use something that I can never get  ?‍♂️ 
I am more interested about fixing the HDB augment than the P2W/loterie AP augment series.

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5 hours ago, BloodPressure said:

AP-Missiles only apply armor piercing on the target that is directly hit, tanks in the splash-radius are not affected by this status-effect. 

Ohhh, okay. I never knew about that :biggrin:

3 hours ago, Tokamak said:

Both turrets take more risks than long-range turret player camping safely far away.

That's true....

3 hours ago, Tokamak said:

cos they are short range and does not involve splash damage.

But if all bouncing projectiles did self-damage if they hit the shooter, it makes sense they will also self-inflict a status effect. It makes the game consistent and it helps the player become more skilled with the turret.

And speaking of skill, if you truly are skilled with Hammer and Ricochet (or any other turret to be honest), the self infliction shouldn't be much of a nuisance to you. 
It just helps control the augments so that certain players won't run wild and take out a whole team of enemies with say, a Ricochet with Super Smart Minus Field. I recently got the augment in an Ultra Container and it is extremely useful once I get the hang of aiming it. Too useful in fact.

 

 

 

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18 minutes ago, Tanker-Arthur said:

 

But if all bouncing projectiles did self-damage if they hit the shooter, it makes sense they will also self-inflict a status effect. It makes the game consistent and it helps the player become more skilled with the turret.

So far, only Hammer dragonbreath applies such self status infliction, tanki would have to adjust AP rico to work in such way too along with AP hammer etc.

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15 hours ago, Tanker-Arthur said:

 

Striker's Armor-Piercing Missiles:

Current Stats

AP-Missiles.jpg

Nerf: If you fire the salvo rocket, but it hits an object and you are caught in the splash radius, not only will you deal self-damage, you will also inflict armor piercing to yourself for 5 seconds.

  Reveal hidden contents

DB.jpg

in case you never knew, if you use Hammer with Dragon's Breath, and you shoot a wall and the pellets bounce back to you, YOU WILL inflict a burn effect on yourself. (Unless you have Heat Immunity equipped)

I really want all self-damage augments to be like this. If they inflict status effects, they should also inflict the status effect to the shooter when self-damaging.

 

yo, why this baby? striker is bad enough... everything else... striker should get something like this. 

a augument that makes striker viable in the current gauss dominated battlefield... 

so pls dont touch this...

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