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Ideas for Augments!


Maf
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2 hours ago, Unleash said:

Its broken nonsense, with that bug it was atleast fair playing against it. Now you cant even go to point in siege for example, because if you do you are without supplies all the time.

As someone who has this augment, I truly agree with that. It becomes annoying because more and more people obtain this augment.

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9 hours ago, Rutgers said:

Dude, I think they fixed it already. Been watching some livestreams of some Tanki youtuber, and he's playing with gauss emp and now its only doing like 1309 or around there, instead of the previous 1745 like stock gauss.

 

So I believe they changed it, but I failed to see any announcement about it on the home page, or the patch notes. Someone pls correct me if im wrong.

I can confirm the increased damage does appear to be fixed, thanks for the heads up. This is good at least - but yes it is still OP.

I think it should still have splash, but only EMP one target. The splash could also be removed, I guess. If it has single target damage on the arcade mode, having single target splash would make some sense too. I really feel Gauss should have some Garage augments though, such as one to remove splash perhaps - it is unfair that it is the only turret which only has Adrenaline in terms of Garage augments.

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Some more ideas of nerfing Gauss's Augment.

  • 1.) We can change the Electromagnetic Salvo Augment for Gauss by only making the Sniping Mode remove supplies on the tank who got hit.
    • The tankers, around the radius, either do not get ANY supplies removed, or they lose ONE of their active supplies.
  • 2.) The Sniping Mode removes supplies from all tanks in the radius (like we have now), but only damages the tank who got hit (sniped).
    • The tankers around only lose their supplies. They take ZERO/no damage.

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56 minutes ago, thunderhunter123 said:

Some more ideas of nerfing Gauss's Augment.

  • 1.) We can change the Electromagnetic Salvo Augment for Gauss by only making the Sniping Mode remove supplies on the tank who got hit.
    • The tankers, around the radius, either do not get ANY supplies removed, or they lose ONE of their active supplies.
  • 2.) The Sniping Mode removes supplies from all tanks in the radius (like we have now), but only damages the tank who got hit (sniped).
    • The tankers around only lose their supplies. They take ZERO/no damage.

3.) The sniping mode damages all tanks in the radius, but only remove supplies from the tank who got hit.

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How about the following:

Nerf the Stun, EMP, AP duration for all turret augments that apply those effects to 3 seconds at the most. I don't really think I need to explain why.

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5 hours ago, thunderhunter123 said:

Some more ideas of nerfing Gauss's Augment.

  • 1.) We can change the Electromagnetic Salvo Augment for Gauss by only making the Sniping Mode remove supplies on the tank who got hit.
    • The tankers, around the radius, either do not get ANY supplies removed, or they lose ONE of their active supplies.
  • 2.) The Sniping Mode removes supplies from all tanks in the radius (like we have now), but only damages the tank who got hit (sniped).
    • The tankers around only lose their supplies. They take ZERO/no damage.

There should be no splash with EMP. Period.  It is an EMP shot, not High Explosive.  It's silly for one shot to do both.

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What made the Gauss EMP salvo augment so disruptive and wrong is the short reload time. Regrettably, the previous nerfs did not address this one issue, but rather nerfed other aspects that did not need to be nerfed. As the augment appears somewhat ok now overall, the only action I feel warranted would be to turn back previous nerfs and rather make the reload time longer than regular Gauss.

Personally, I own this augment, but I am too much of a gentleman to ever use it. I rather like to punish the pathetic wannabe ghetto bullies who use it, as every decent Tanki player should. And since I recently made the Trickster drone my default drone, I do actually welcome Gauss EMP augments in the enemy team.

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On 4/17/2021 at 11:31 PM, wolverine848 said:

If it's firing an EMP-round to take supplies off a target, why does it need a splash (High-explosive) effect as well?

Players should be forced to choose - remove supplies from a target (EMP salvo) ... OR ... have splash effect (Stock).

Then the augment becomes too weak if it can only damage on direct hits. I mean, ideally I too would like it to go back to the "bugged" state, but I don't think that will be happening

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6 hours ago, LOLKILLERTOTHEDEATH said:

Then the augment becomes too weak if it can only damage on direct hits. I mean, ideally I too would like it to go back to the "bugged" state, but I don't think that will be happening

How too weak?  It's stripping off supplies and the faster firing makes up for the damage nerf.  It can hit the "naked" target again before supplies come back.

And the "nerf" to arcade shot?  No splash?  That's actually a benefit - allows close-combat without self-damage?  Remember there was actually a Thunder augment players paid crystals for to do the same thing?

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On 6/22/2019 at 9:15 PM, Maf said:

Although the idea as a whole feels a bit far-fetched.

Take that Mafiosooo!

Edited by At_Shin
Sorry for caps.... hello again :) Yeah, sorry, but one simply does not use capital letters and also apologize for it. "insert the lord of the rings meme here*

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22 minutes ago, Initiate said:

Take that Mafiosooo!

Congrats man :D

Honestly, even though our verdicts regarding ideas are usually accurate, sometimes you just never know with these devs ?

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Here is what I mean by the nerf:

Gauss is a powerful turret and with the electromagnetic salvo augment, it just gives it a bigger buff. So:

- Add a optical scope to gauss that players can see, when the augment - "electromagnetic salvo" -  is active.  At least we will be able to know that someone using that augment is trying to take our supplies so we can head into cover, increasing our chances of keeping our supplies compared to us randomly being shot without our knowledge

*That is only acceptable for the base(no augment) version

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No wrongs with thinking out of the box, but I think that removing splash damage and effect-radius would be somewhat more practical.

The "bugged" version of EMS from some weeks ago, which didn't deal splash damage and applied EMP onto one tank only, was liked by many players - even as a player who uses EMS most of the time I had absolutely no complaints. Unfortunately, developers thought otherwise and decided to patch the bug instead of keeping it as the new EMS-version

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Can you make "Missile launcher "Hunter"" launch two missiles instead of one?

really this augment is useless, it just makes the striker turn into a bad railgun, one where the projectiles hit the target 50% of times and showing the enemies your position (lacer).

The funny thing is that with the "Reloading after salvo: -40%" it makes the second missile launch a few milliseconds after the first, why not make both launch at the same time and give it a normal salvo reload? that would be more reasonable and would also make the augment really useful.

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

I also agree that Gauss's "Electromagnetic salvo" should be nerfed, when I see it in a game I just drop it as it really takes away all the fun being stunned from a corner of the map, I am also amused by its "disadvantages".

Sniping damage -25%
Arcade shot splash damage removed

How removing its irrelevant splash is a disadvantage? that just means you don't have to worry about taking damage in close combat ... also that splash in gauss doesn't really have any advantage like thunder or magnum.

And about the reduced damage in sniper, it makes no sense when its recharge is reduced to -50%... without a doubt it is the most broken augment in the game

 

 

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25 minutes ago, agtdestructor said:

Can you make "Missile launcher "Hunter"" launch two missiles instead of one?

really this augment is useless, it just makes the striker turn into a bad railgun, one where the projectiles hit the target 50% of times and showing the enemies your position (lacer).

The funny thing is that with the "Reloading after salvo: -40%" it makes the second missile launch a few milliseconds after the first, why not make both launch at the same time and give it a normal salvo reload? that would be more reasonable and would also make the augment really useful.

It's better than you think.

You really need to keep target in sights for a few shots in a row - it's a bit like smoky that way.  Not good for "peek-a-boo".

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16 minutes ago, wolverine848 said:

It's better than you think.

You really need to keep target in sights for a few shots in a row - it's a bit like smoky that way.  Not good for "peek-a-boo".

are you talking about striker or gauss ?

if it's striker, I don't think it's like smoky, in the time it takes you to set the target and the missile to reach it, smoky will have already hit it 3 times.

it really needs an improvement, at least they could remove that stupid laser.

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2 hours ago, agtdestructor said:

are you talking about striker or gauss ?

if it's striker, I don't think it's like smoky, in the time it takes you to set the target and the missile to reach it, smoky will have already hit it 3 times.

it really needs an improvement, at least they could remove that stupid laser.

Striker.

I said it's a bit like smoky - in that you need to have repeated shots (missiles) on target. When you can manage that Hunter will do a lot of damage.

And it hits a lot more than 50% as you suggest.  The missiles are guided and have a speed boost vs stock. 

Edited by wolverine848

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15 hours ago, wolverine848 said:

Striker.

I said it's a bit like smoky - in that you need to have repeated shots (missiles) on target. When you can manage that Hunter will do a lot of damage.

And it hits a lot more than 50% as you suggest.  The missiles are guided and have a speed boost vs stock. 

"And it hits a lot more than 50% as you suggest."

that would be correct if all the maps were deserted without any kind of obstacles, in maps with a lot of cover and large, a decent enemy would have time to hide quickly because it is warned by the laser and the greater the distance between the enemy and you, the more likely it is that the missile will fail.

So in maps with a lot of cover and decent enemies that don't stay in one place like a stone, you won't hit more than 60% of the shots.

 The missiles are guided and have a speed boost vs stock

of course, the missiles are guided like most of the projectiles of other turrets in the game or do you really think that the railgun or smoky shots go in a straight line ? only some turrets need to be aimed like shaft and magnum, you could say that the striker missiles have much more detection range but it is also much slower than other projectiles like the railgun, so I really don't see that the autoaim of striker has any advantage with the other turrets.

I said it's a bit like smoky 

yeah a very bad smoky, also smoky has critical damage, really the comparison makes no sense.

 

 

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2 minutes ago, agtdestructor said:

"And it hits a lot more than 50% as you suggest."

that would be correct if all the maps were deserted without any kind of obstacles, in maps with a lot of cover and large, a decent enemy would have time to hide quickly because it is warned by the laser and the greater the distance between the enemy and you, the more likely it is that the missile will fail.

So in maps with a lot of cover and decent enemies that don't stay in one place like a stone, you won't hit more than 60% of the shots.

 The missiles are guided and have a speed boost vs stock

of course, the missiles are guided like most of the projectiles of other turrets in the game or do you really think that the railgun or smoky shots go in a straight line ? only some turrets need to be aimed like shaft and magnum, you could say that the striker missiles have much more detection range but it is also much slower than other projectiles like the railgun, so I really don't see that the autoaim of striker has any advantage with the other turrets.

I said it's a bit like smoky 

yeah a very bad smoky, also smoky has critical damage, really the comparison makes no sense.

 

 

1) Well you aren't getting 100% hits on Lost Temple of course.  And you missed the part about "being able to get off a bunch of shots at same target" - meaning there's no cover right at hand.  Striker is medium range turret. At medium range with Hunter augment you can get well over 50% hits.  I know this because I've used it this way.  And I'm certainly no expert with Striker.

2) Yes, Rail does go in a straight line.  How can you question that?  And smoky shot is quite fast that it pretty much does go in a straight line. Thunder has slightly more curve, but not a lot.  Gauss is the worst, but it does NOT bend around walls or anything.

3) Um... you don't think striker has critical damage?  Have you ever used it?  Or ever read the WIKI?

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