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Ideas for Augments!


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4 hours ago, thunderhunter123 said:

https://en.tankiwiki.com/Striker

  • The regular damage for Max Striker is 880.
  • The reload time for both single and salvo mode is 1.7 seconds.
  • The aiming time on an enemy is 2.8 seconds.
  • Shoots 4 per salvo.

With Sneaky Duo Augment equipped:

  • The damage can stay the same at 880.
  • The reload time for both single and salvo mode can be between 2 (or 1.7) to 2.5 seconds.
  • The aiming time on an enemy is 2 seconds or so.
  • Shoots 2 per salvo.
  • The laser is removed with this Augment, making it into a sneaky weapon, like Gauss!

 

The Missile Launcher "Hunter" Augment only has an aiming time of 0.56 seconds, but it only fires 1 rocket per salvo and has the laser pointer.

Sneaky Duo does not have a laser, which is why we should make its aiming time a little more, like the Gauss Turret!

This idea is similar to what I wrote but mine had different parameters and the name was different. I called it Stealth Missiles. XD 

 

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6 hours ago, thunderhunter123 said:

It would be cool to remove the laser from Shaft as the Pro side.

Since Shaft is more powerful without the laser, to make the Augment more balanced, we can maybe:

  • reduce damage for the Sniping Mode (the regular Arcade Mode can stay the same)
  • make the aiming time and reload time increase (so enemies can get some more time to escape, capture, etc.)
  • reduce the turning speed (so Shaft can't lock onto the enemy as easy)

This can allow more experienced Shaft players to use the Augment.

Yeah that should be balanced and a great addition to the game.

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Gauss Augments-   Below is Similar to a Striker augment i posted

Smart targeting System augment-   uses a Smart Upgraded  Target Lock System, it Ignores Other Players if its Locked on a Target , turret is less Effective at Damage and Loses Splash damage for its Drawback also it has a laser pointer to show User the Target (it only shows User the first laser pointer )  , and a secondary laser for showing locked on for other players

 -Pro-  -Advantages- Plus.png     Can target and stay locked even if a Player drives in front of you,  

Neutral-  Rounds cant pass through others and can be hitting another Enemy instead of your Target

-Con-  -Disadvantages Minus.png    Splash Damage Removed , at least 10 to 30% less damage, at least 50 to 80% locked a Laser pointer activates to show where its Locked On to the *enemy* player (enemy player can see a Yellow Triangle indicator and a Black ! on it  , as well as anyone seeing  the laser pointer) , 

 

Piercer Augment-  Uses a Energy Accelerator to shoot through tanks

explosive rounds have been switched with other Rounds, at least 10 to 15% reload time increase, 10 to 20% more time before Shot is Fired after a Lock ,  sniping mode decreases damage  , normal damage is also decreased   ( so if one is Hit at 100% damage  it decreases 20 to 50% each time , if 4 are hit the First takes full damage and it decreases beyond the 1st, can hit up to 4 tanks in a row)

 -Pro-  -Advantages- Plus.png     Can Hit Through Tanks , (can hit up to 4 tanks in a row in Sniping Mode and 2 if Regular shooting)

-Con-  -Disadvantages Minus.png    Splash damage Removed ,  damage reduced by at least 10 to 20% in sniping mode and normal shots are decreased by at least 20 to 30%  , reloads Slower, takes a bit longer to shoot in both modes of shooting   

 Below added    (1/9/2021)

Bounce Shells Augment-  Uses Bounce shells instead of splash rounds which bounce once ( if round bounces it doesnt go far explodes if it hits something )  Damage of a Exploded Shell is 10 to 25% less than Stock Gauss   (Impact damage is 100 to 150  + Normal damage of the shot) 

 -Pro-  -Advantages- Plus.png   Shells can bounce to hit targets out of range  ,

Bounced rounds can deal damage 

Has a 10% chance to explode on impact instead of bouncing 

Sniping mode time decreased ( by 10 to 20% ) of stock Guass 

-Con-  -Disadvantages Minus.png    Splash damage reduced by at least 20% , 

doesnt do much damage on impact at least 100 to 150 damage 

 Rounds that have bounced  Once explode after 5 to 10 seconds or if it hits something and can miss 

10% slower firing rate 

Edited by GENERALSpidy

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20 hours ago, mjmj5558 said:

It's not a good idea, due to the fact that you can see which mode gauss is using, but you can't decide that of a striker with this augment. 

If the player with Sneaky Duo is not shooting the missiles fast enough, chances are that they are aiming for the 2 seconds and will fire in salvo mode.

Plus, it's okay if we don't know what the person with SD is doing. It's a surprise attack anyways!

And it's only 2 missiles fired. After that, we have to wait a few seconds before aiming and firing more again.

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36 minutes ago, thunderhunter123 said:

If the player with Sneaky Duo is not shooting the missiles fast enough, chances are that they are aiming for the 2 seconds and will fire in salvo mode.

Plus, it's okay if we don't know what the person with SD is doing. It's a surprise attack anyways!

And it's only 2 missiles fired. After that, we have to wait a few seconds before aiming and firing more again.

And unlike gausses sniper shots. The missiles can be evaded.

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 So i know the purpose of the slow ball aug. is for campers to do there thing. However this can be abused greatelly if there are a great ammount of them in the team. I am proposing that you can only shoot your own balls with that aug. Otherwise it makes the campers almost untouchable without certain od's. Im not sure if this specific idea is good, but something needs to happen that nerfs the slow ball od. 

Spoiler

3rennpC.png

Here they just all camp ther in their od. They are untouchable because of titan od, and will be even after it is gone because of the ammount of teslas using the camper aug. 

Spoiler

Wkq7VQe.png

 

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Kindly elaborate this statement.

On 8/21/2021 at 12:16 AM, artc said:

roposing that you can only shoot your own balls with that aug.

Hey I also just changed the title to a better one ?

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13 minutes ago, Iron_Man said:

 

 

Meaning that u can only shoot the tesla balls from your own turret. You cant shoot tesla balls that another tesla shot. Otherwise if there are multiple campers. That makes a web of lazers that are almost impossible to get thru.

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Just now, artc said:

Meaning that u can only shoot the tesla balls from your own turret. You cant shoot tesla balls that another tesla shot. Otherwise if there are multiple campers. That makes a web of lazers that are almost impossible to get thru.

That should honestly be a thing for ALL Tesla balls.

Originally, I thought the ball lightnings being "neutral" projectiles, meaning enemy Teslas can also use them to chain shots, was a cool idea. And it is a cool idea, and it originally seemed balanced cause, first hearing about the idea, you get the feeling it evens the playing field because both Teslas get to use the projectile equally.

Now, I have witnessed it is an extremely annoying feature when I have Tesla but I am battling an Enemy Tesla with equipment such as Booster Drone, or their Tesla is just simply higher leveled then mine. I shoot my ball lightning and they also shoot my own ball lightning and kill me because they have higher damage, higher armor, or are higher leveled than me, or vice-versa and the other person is annoyed. 

 

Also, it is a bit annoying when your teammate Teslas are lazy kill-stealers and they just wait for you to shoot balls of lightning so they can chain shots off it and potentially kill someone. 

Edited by Tanker-Arthur
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3 hours ago, artc said:

So i know the purpose of the slow ball aug. is for campers to do there thing. However this can be abused greatelly if there are a great ammount of them in the team. I am proposing that you can only shoot your own balls with that aug. Otherwise it makes the campers almost untouchable without certain od's. Im not sure if this specific idea is good, but something needs to happen that nerfs the slow ball od. 

  Hide contents

3rennpC.png

Here they just all camp ther in their od. They are untouchable because of titan od, and will be even after it is gone because of the ammount of teslas using the camper aug. 

  Hide contents

Wkq7VQe.png

 

Yup. Another reason why playing with legends is like pointing a loaded pistol to your head and pulling the trigger.

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4 hours ago, artc said:

Meaning that u can only shoot the tesla balls from your own turret. You cant shoot tesla balls that another tesla shot. Otherwise if there are multiple campers. That makes a web of lazers that are almost impossible to get thru.

I do not think you actually get it. With dilatory protocol, the speed of the ball is so very less that you can create webs yourself if you can time and place them all right. So this will not actually be any real nerf.

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I play it pretty often and find it fun but it doesn't function well because doing what the guns wants you to do bounce stuff off the wall isn't as rewarding unless your in a tunnel, but even then you need to be out of sight.

 

Ricochet no augment and Adrenaline augment:

+ every bounce gives 20% extra damage, to base damage

- only has 2 bounces

 

Ricochet Minus field

stays the same

 

Ricochet Plasma torch

+ energy recharge is increased by 30%

 

Ricochet Berserk

+ every bounce gives 20% extra damage, to base damage

+ on kill you get a 20% extra damage, to base damage for 8s doesn't stack

- only has 2 bounces

 

Ricochet  Destabilized Plasma

+ Increase impact force by 20%

Edited by karm_fate

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Advantage: Saves teammate from every negative status effect (1 tick reduces a certain time left from the status effect. The exact mechanics can be decided later)

Disadvantage: HP healed is greatly reduced (maybe -50%?)

 

Obtainable from UC of course.

Edited by Poppy

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  • Head Administrator

How does it work exactly? Is the status effect removed as soon as the isida heals a teammate?

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7 minutes ago, Spy said:

How does it work exactly? Is the status effect removed as soon as the isida heals a teammate?

1 tick reduces a certain time left from the status effect. But I haven't thought the exact mechanics since it's difficult to tell if it's OP or not.

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1 minute ago, Poppy said:

1 tick reduces a certain time left from the status effect. But I haven't thought the exact mechanics since it's difficult to tell if it's OP or not.

Sounds good, can you please add it to the main post?

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9 hours ago, Iron_Man said:

 

Yes, i realise this, however if there is multiple teslas you can create a web 3x the size of what u could if you could only shoot your own balls.

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28 minutes ago, artc said:

Yes, i realise this, however if there is multiple teslas you can create a web 3x the size of what u could if you could only shoot your own balls.

Thus, creating a hairy situation. A small-to-medium map could be saturated with Tesla balls if both teams had nothing but Tesla.

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