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Ideas for Augments!


Maf
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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

Kewl. Tyvm.

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Thunder alteration - implosion

 

I was thinking it would be a fun game mechanic to play with, if you can shoot the ground not only to hit a tank that hides over the corner but to also slightly pull him out to give your team mates a chance to get a shot at him too before he reacts and goes to hide further away from the corner. Another use of this feature would be slowing down enemies that run away with the flag - you shoot them and your shot will hit the side of their tank that is closer to you and the implosion will pull them towards you slightly slowing them down. This will also be a disadvantage when someone with a short ranged turret is chasing you and your shots will only help him get close enough faster. Will also be fun to see the way this implosion will set aims off - it depends on how the programmers will implement this feature so I can't predict that, but it can be interesting.

 

so it should probably be something like this:

  • Splash impact: -300% or something else idk... - it has to be negative and stronger than normal thunder splash to actually be effective in pulling players out of the corner
  • Implosion pulls the target even when shot directly (which doesn't happen normally with splash)
  • Decrease in damage or shooting speed to balance out the advantage gained from this alteration

 

This will also be a very fun thing in parkour, I can already think of a lot of special tricks (even some OMP) that can be done with it :D

Edited by SwiftSmoky
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Here's a good hammer m3 alteration:

1000% buff of impact force and all other stats reduced to m1 level. Also, 2 shots per clip.

This would be SO COOL

So one shot of it against a Wasp and it lands on Rio's skyscraper?  :D

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So one shot of it against a Wasp and it lands on Rio's skyscraper?  :D

Yep. Imagine this: m4 hammer with alteration shooting an m0 wasp MU'd to m1 with hammer protec and shield. in parkour mode.

 

this virtually means the most impact force possbile on the lightest hull possible. If i saw that, i would quit tanki, cause nothing else would be worth playing for.

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Imagine a player with hammer in a normal battle shooting a mammoth and flipping or throwing him away... this is just overrated and would completely ruin the game balance.

 

And yeah overrated impact force isn't gonna be fun in parkour, you need to keep things challenging. It is possible to get on the skyscraper with 4 hammers (or even 3 if you do it with wasp m0) but it is challenging and not just a matter of having a lot of impact force. So yeah, we're not missing more impact force in parkour (maybe except for thunder splash for OMP but that's a different story...)

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I do not know what your talking about, as i did not play in 2015 ;)

When they introduced Hammer, its impact force was brutal and saboteurs used it to flip their own teammates, which is why they reduced its impact force, if I recall correctly.

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This would make it able to flip an M4 Mammoth if you shot it in the turret...

OP much?

Calm down i was just joking... ^_^

 

If this was implemented, I would start worrying about the dev's mental health

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When they introduced Hammer, its impact force was brutal and saboteurs used it to flip their own teammates, which is why they reduced its impact force, if I recall correctly.

Then they moved the pellet spread upwards so you cant hit your teammates. Then they just kept lowering its impact....

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I suggest that Vulcan should have the alteration that increase damage for 10%.but overheating temperature inverse 25%. Weak damage 14% and a 8% anti armor to the protection.

I suggest that Vulcan should have the alteration that increase damage for 10%.but overheating temperature increase 25%. Weak damage 14% and a 8% anti armor to the protection.

Edited by sherrylin257

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I thought of some alterations, which I find pretty interesting:

 

1) Isida M1 "Intensive care nurse"  :lol:

 

Plus.png Enables the ability to heal all tanks within range and cone to the same time. Healing rate is divided equally. If one tank is full with HP, then he doesn't reduce the healing rate.

Minus.png Turret turning speed -40 %

 

 

2) Smoky M2 "Critical Hazard"

 

Either a)

Pro:

Plus.png Critical damage +80 %

 

Cons:

Minus.png Maximum damage -25 %

Minus.png Minimum damage -25 %

 

or b )

Pro:

Plus.png Critical damage +100 %

 

Cons:

Minus.png Critical chance -25 %, so lower it to 15 %

Minus.png Maximum damage -25 %

Minus.png Minimum damage -25 %

 

 

3) Vulcan M2 "Urban Heavyweight"
 
Pros:
Plus.png Damage +30 %
Plus.png Barrels starting time -50 %
Plus.png Barrels stopping time -50 %
 
Cons:
Minus.png Time until overheat -20%
Minus.png Range of maximum damage -20%
Minus.png Range of minimum damage -40%
 
 
What do you guys think?
Edited by Tani_S
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Alterations for Freeze and Ricochet for any modification:

 

Freeze    -    Pro: Freezes faster by 30%                    Con: Less damage by 20%

 

 

Ricochet  -   Pro: 2 additional fireball in magazine     Con: Less damage per fireball by 10%

                                                                                         OR

                      Pro: 3 additional fireball in magazine     Con: Less damage per fireball by 15%

 

 

 

 

Please like my post if you agree with my idea, so it will attract more attention!  ;) 

Edited by REDLINE123456
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I thought of some alterations, which I find pretty interesting:

 

2) Smoky M2 "Critical Hazard"

 

Either a)

Pro:

 Critical damage +80 %

 

Cons:

 Maximum damage -25 %

 Minimum damage -25 %

 

or b )

Pro:

 Critical damage +100 %

 

Cons:

 Critical chance -25 %, so lower it to 15 %

 Maximum damage -25 %

 Minimum damage -25 %

 

What do you guys think?

 

Critical Damage +80% / +100%... is that based on current Critical damage? 1.8 x 599 = 1078 / 2.0 x 599 = 1198 ?

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Yes  :P

Interesting... I would consider the +80% alt. 

 

Trades consistent damage for a more brutal critical. A bit closer to smoky before the "rebalance".  If only reload was quicker like before...

 

Doubt I'd give up the 5% chance for critical though... combined with loss of reg damage it's just too much to chance.

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