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Ideas for Augments!


Maf
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20 hours 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.

With just your brains you can pull off the same without 3x Teslas. I've tried this myself.

A real nerf would be a slight increase in speed than what the speed is currently for this augments or decrease its range.

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On 8/21/2021 at 10:14 AM, The_Resistance said:

Maybe this aug needs to shorten the chain lightnings (now its like 23 m) wich is to muuch.

Nope, wrong. 

Should be increased so I can obliterate the flying hack from a even greater distance, like say base to base, now that would put those legal hacks in their place.

Also I think that tesla should shoot 2 balls at a time with a separating angle of say 15 degrees. You should also have the ability to speed up the balls and slow them down whenever you want.

Now that's what I call a counter to the flying monkey.

If you don't mind devs, ASAP on my idea. Ta in advance.   

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5 hours ago, G-92 said:

Nope, wrong. 

Should be increased so I can obliterate the flying hack from a even greater distance, like say base to base, now that would put those legal hacks in their place.

Also I think that tesla should shoot 2 balls at a time with a separating angle of say 15 degrees. You should also have the ability to speed up the balls and slow them down whenever you want.

Now that's what I call a counter to the flying monkey.

If you don't mind devs, ASAP on my idea. Ta in advance.   

Just make Isi's Broadband emmitterss for Tesla. With this you'll obtain them without lightning balls)

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5 hours ago, G-92 said:

Should be increased so I can obliterate the flying hack from a even greater distance, like say base to base, now that would put those legal hacks in their place.

 

* Laughs *

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1 hour ago, FrozenRailgun said:

* Laughs *

you know i wanted to ask you 

if you saw a hopper doing a hack that allows him to keep and jumping

coz i got really pist when 

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3 minutes ago, abdul12340 said:

you know i wanted to ask you 

if you saw a hopper doing a hack that allows him to keep and jumping

coz i got really pist when 

Not using Overdrive and still jumps? Or what???

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On 8/23/2021 at 12:07 AM, FrozenRailgun said:

Not using Overdrive and still jumps? Or what???

no im saying 

like in capture flag starting from his.base he jumps with out any stunning or heat up 

then he stays in the air until he reaches to my base snatches the flag then jumps again until he reaches his base 

basically he drives in air then takes the flag 

drives back on to air all the way to his flag 

what's annoyed me was the battle ended quick 

I was going to report to tanki but I was kind of lazy to do that ??

On 8/23/2021 at 12:07 AM, FrozenRailgun said:

Not using Overdrive and still jumps? Or what???

what you still don't understand

On 8/23/2021 at 12:07 AM, FrozenRailgun said:

Not using Overdrive and still jumps? Or what???

basically  he does not use his overdrive

On 8/23/2021 at 12:07 AM, FrozenRailgun said:

Not using Overdrive and still jumps? Or what???

come on what was that for

On 8/23/2021 at 12:07 AM, FrozenRailgun said:

Not using Overdrive and still jumps? Or what???

allow it

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5 minutes ago, abdul12340 said:

come on what was that for

I was saying that is it this or something else.

I am THIS close from ignoring your posts especially to me....

Edited by FrozenRailgun

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1 minute ago, FrozenRailgun said:

I was saying that is it this or something else.

I am THIS close from ignoring your posts especially to me....

sorry 

but it is something else 

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Hey @Iron_Man, heres an idea, you could have it were for every ball u use to shoot at a target, the damage lessons. Im guessin these exact numbers arnt the best, but its an idea. 

for 1 ball: 5%

for 2 balls: 10%

for 3 balls: 18%

for 4 balls: 28%

for 5+ balls: 43%

Edited by artc

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Status updated

@karm_fate I don't think Rico needs any buffs. A few years ago it already got massively buffed when it's energy reserve (i.e. magazine) was increased from something like 11 shots up to 29 shots. This alone encouraged Rico users to use the ricochet ability more often, since they were no longer heavily constrained by a very limited amount of shots. However, I do like the idea of encouraging use of ricochets even more with things like increased damage or impact force from bounced shots.

You forgot to mention Rico AP, which is an augment found in Ultra containers. It rewards players for bouncing their shots by applying the AP effect to enemies if they're hit with a bounced shot.

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12 minutes ago, Maf said:

Status updated

@karm_fate I don't think Rico needs any buffs. A few years ago it already got massively buffed when it's energy reserve (i.e. magazine) was increased from something like 11 shots up to 29 shots. This alone encouraged Rico users to use the ricochet ability more often, since they were no longer heavily constrained by a very limited amount of shots. However, I do like the idea of encouraging use of ricochets even more with things like increased damage or impact force from bounced shots.

You forgot to mention Rico AP, which is an augment found in Ultra containers. It rewards players for bouncing their shots by applying the AP effect to enemies if they're hit with a bounced shot.

Yep, everyone forgets about Super Smart Minus-Field. Either they don't know about the Augment, or trying to secretly request for a random unnecessary buff. Kinda like how Shaft gets buffed for no reason.

Also, I think AP Rico needs to be buffed. It is a single-target weapon with a very limiting factor of bounce shots only, and pretty slow projectiles. It applies the Armor-Piercing Status Effect for 2 seconds which is enough time for 1 or two shots. Comparing this Augment to something like Magnum's Armor-Piercing Core or Gauss's Armor-Piercing Salvo, hard-hitting Turrets which applies the effect for 5-7 seconds. They also do splash damage which is already times better than what AP Rico can do. 

I suggest just making AP Effect from AP Rico last longer. Maybe 5 seconds like Gauss. When I play Ricochet with this Augment, I normally just shoot straight at them, and more than half the time, the stupid wall textures in Tanki are not flat, or there isn't a wall at all making this Augment pretty crap compared to the other Ricochet Augments.

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As a frequent Rico player, I must agree with Maf on this, I think Ricochet Augments are one of the fewer augments, that are very balanced and very well made. 
Seeing your other comment suggesting to buff AP Rico, I disagree with that, I only play that augment and I must say that it is a masterpiece when it comes to balance. I would change nothing with that.

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1 hour ago, Hugoslav said:

As a frequent Rico player, I must agree with Maf on this, I think Ricochet Augments are one of the fewer augments, that are very balanced and very well made. 
Seeing your other comment suggesting to buff AP Rico, I disagree with that, I only play that augment and I must say that it is a masterpiece when it comes to balance. I would change nothing with that.

Well, balance nowadays is a very controversial word. One can say that the norm in present day Tanki are Status Effect Augments to support the team. Things have been power-crept, and it is now obvious that the majority of weapons in the game set the NEW standard. Also known as, the balance. Ricochet's AP may seem balanced to you because of how long you have played it, or you are not willing to accept Tanki's changing standards, but to the majority, it is very underwhelming. The Plasma Torch Augment, which was once considered the weakest Ricochet Augment, only being useful in parkour, has had its fair share of "balance changes" and has met its standards with current meta. AP Rico. Untouched, outdated. Just like Thunder. 

I used to love Thunder, but as more Status Effect Augments swept in. It became normal to use Drones and have some sort of weapon that can inflict high damage, consistent pressure, or Status Effects.

Thunder does not have any of that. It is still, I guess, viable? But you can probably use something better. Is Thunder balanced because it sucks? I don't know. 

Just stating what I thought. Unless I made some sort of grammatical error, I am no longer responding to this topic.

Edited by yellowghetto
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6 hours ago, yellowghetto said:

Also, I think AP Rico needs to be buffed. It is a single-target weapon with a very limiting factor of bounce shots only, and pretty slow projectiles.

just git gud

I think it's actually quite balanced, and even OP in some situations. I have a video where I camped in the tunnel on Silence, and just farmed kills by shooting into the tunnel with AP rico. The shots were impossible to dodge, and every shot applied AP, making it easy to kill them before they reached me. On most other maps there's also plenty of surfaces which you can use to bounce shots, so with enough skill you can keep shooting enemies via a wall, and keep them AP'd the whole time. Combined with the fact that the augment has no drawbacks, this makes it, in my opinion, one of the most powerful status effect augments currently in the game.

4 hours ago, yellowghetto said:

Thunder does not have any of that. It is still, I guess, viable? But you can probably use something better. Is Thunder balanced because it sucks? I don't know.

I'm pretty sure Thunder will get its own special augments soon, as well as all other turrets, like Twins and Vulcan.

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Adding magnum stunning core, electromagnetic core, heated shells, frozen shells augments. Shot reload increased by 10% and only direct hits apply status effects

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20 hours ago, yellowghetto said:

Well, balance nowadays is a very controversial word. One can say that the norm in present day Tanki are Status Effect Augments to support the team. Things have been power-crept, and it is now obvious that the majority of weapons in the game set the NEW standard. Also known as, the balance. Ricochet's AP may seem balanced to you because of how long you have played it, or you are not willing to accept Tanki's changing standards, but to the majority, it is very underwhelming. The Plasma Torch Augment, which was once considered the weakest Ricochet Augment, only being useful in parkour, has had its fair share of "balance changes" and has met its standards with current meta. AP Rico. Untouched, outdated. Just like Thunder. 

I used to love Thunder, but as more Status Effect Augments swept in. It became normal to use Drones and have some sort of weapon that can inflict high damage, consistent pressure, or Status Effects.

Thunder does not have any of that. It is still, I guess, viable? But you can probably use something better. Is Thunder balanced because it sucks? I don't know. 

Just stating what I thought. Unless I made some sort of grammatical error, I am no longer responding to this topic.

I guess you are right, I agree with the Thunder part, it has changed to the state where its now not very used.

@Maf Yeah, Thunder will most likely get its augments, however it will certainly take a decent amount of time, considering they somehow tend to upgrade Mammoth/Titan's skins atm, which I myself find not understandable.

16 hours ago, Maf said:

just git gud

I think it's actually quite balanced, and even OP in some situations. I have a video where I camped in the tunnel on Silence, and just farmed kills by shooting into the tunnel with AP rico. The shots were impossible to dodge, and every shot applied AP, making it easy to kill them before they reached me. On most other maps there's also plenty of surfaces which you can use to bounce shots, so with enough skill you can keep shooting enemies via a wall, and keep them AP'd the whole time. Combined with the fact that the augment has no drawbacks, this makes it, in my opinion, one of the most powerful status effect augments currently in the game.

I'm pretty sure Thunder will get its own special augments soon, as well as all other turrets, like Twins and Vulcan.

Very well said.

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Built-in laser system
Legendary augment for Gauss  
 

Quote

Allows the turret to change it's system. Now, when scoping, it reveals a laser, but does significantly more damage to the enemy in battle.

                                                                                                                                                                                                                                                                          Turret_gauss_m3.png

Advantages Plus.png
- Damage: +35%
- Critical Damage +35%
                                                                                                                                                                                                                    
Disadvantages Minus.png
- Laser shown when scoping


Available in Ultra Containers

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Jamming frost
Legendary augment for Freeze
 

Quote

Inserts jamming particles into the cooling agent. Damage and freezing rate is decreased, but an opponent affected by the particles cannot activate their Ovedrive for some time.

                                                                                                                                                                                                                                                                                 200px-Turret_freeze_m3.png
Advantages Plus.png
- Hitting an enemy will apply the 20px-Icon_Jammer.png Jammer status effect to them for 3 seconds.

Disadvantages Minus.png
- Regular Damage: -30%
- Freezing rate: - 50%

Available in Ultra Containers

Edited by B.A.B.I
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46 minutes ago, B.A.B.I said:

Jamming frost
Legendary augment for Freeze
 

                                                                                                                                                                                                                                                                                 200px-Turret_freeze_m3.png
Advantages Plus.png
- Hitting an enemy will apply the 20px-Icon_Jammer.png Jammer status effect to them for 3 seconds.

Disadvantages Minus.png
- Regular Damage: -35%
- Freezing rate: - 50%

Available in Ultra Containers

Seems too weak with a - 35% damage penalty. 

1 hour ago, B.A.B.I said:

Built-in laser system
Legendary augment for Gauss  
 

                                                                                                                                                                                                                                                                          Turret_gauss_m3.png

Advantages Plus.png
- Damage: +35%
- Critical Damage +35%
                                                                                                                                                                                                                    
Disadvantages Minus.png
- Laser shown when scoping


Available in Ultra Containers

This is broken if the damage increase is on the sniping shot. 

Edited by TheCongoSpider

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@Iron_Man just another example of how this aug. is being abused, notice how hardly anybody on the enemy team had a kd over 1, except for the tesla campersbzdH43r.png

Spoiler

ui3d8C0.png

 

Edited by artc

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Tesla augments 

Supercharged rounds
While tesla balls touch an ally, he became supercharged for 3 seconds(works in area) 

Ball recharge increased by 30%
Ps: dont work with you self 

___________________________________________________

Healing robots rounds
While tesla balls touch an ally, he is healead as amount of damage that would do( Ball Splash  removed) 

Increase the ball recharge by 10%

 

Ps: dont work with you self 

 

___________________________________________________

Ghost rounds
While tesla balls touch an wall, the ball will continue traveling the wall, and passing in other side, but max range of ball=20 meter
Ps: tesla can rail the ball inside the wall if another ball outside of wall is on range of the inside of the wall.Range to connect balls: -40%

___________________________________________________


Fire rounds
While tesla ball touch an enemy, he is fired by 100% but damage of ball is decreased by 50%(area damage/ effect) 

___________________________________________________

Cryo rounds
While tesla ball touch an enemy, freeze the targed by 100%, but ball recharge is increased by 10% and ball damage decreased by 30% (area damage/ effect) 

___________________________________________________

Ap rounds
While tesla ball touch an enemy, ap the enemy by 3 seconds, ball recharge decreased by 20%, but ball damage reduced to 40%

___________________________________________________

Emp rounds
While tesla ball touch an enemy, emp the targed for 3 seconds, but ball recharge increased  by 20% 

___________________________________________________

Jammer rounds
While tesla ball rouch an enemy,  jammer the targed for 5 seconds, no penality 

___________________________________________________

Impact rounds
( addition of ball impact from 0 to 600 )
While the ball touch an enemy he receives impact of ball( also works to your self)
Ball speed: -15% 

___________________________________________________

Destabilization rounds
Range to connect to any targed: +50%
Range to connect an targed to other targed:+50%(All connect rangeds increased by 50%)
Max ball range: 10  meters

___________________________________________________

Miner rounds
While tesla ball touch an enemy, he plants an mine under him, splash  ball damage removed

____________________________________________________

Plasma rounds 
Tesla balls cannot be disabled by any overdrive.

Ranged to conecct ball by any thing(allies/you/balls) is decreased by 50%

Max ball range: 30 meter

Ball speed: -10% 

___________________________________________________

Stabilized rounds
Tesla balls now are strong and cannot explode until the end, but also cannot deal damage or  connected to tesla fire static mode,but can block and push tankers in the ball way

___________________________________________________


Accumulated rounds:
Only interact with titan overdrive  And wasp bomb
Titan:
While  tesla ball touch titan dome ( ally/enemy) he will accumulate energy to the dome(50% of ball total damage as energy ), after the dome ends, the energy will explode and do damage to all enemies on range, based on the energy damage value
Wasp:
While tesla ball touch wasp bomb( ally/enemy), insta explode the bomb 

But increase ball recharge by 30% 

____________________________________________________

Bubble rounds:
While you fire  tesla ball, she will fly up instead of going in a  row
Ball recharge: -50%

Auto-aim upwards: +200%

___________________________________________________


Magic rounds
Every 2 hits of normal mode, crit is garanted in the 3(Same changes as the smoky augment, -200% inicial crit chance, chance crit step=100%)


Crit damage reduced by 25%

Tank-to-tank range: -70%

Ball lightning connection range (m):-70%

Max ball range :20 meter

__________________________________________________

All this augments numbers can be changed based in the balancing

 

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