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Ideas for Augments!


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First off I'd like to point out that such type of augments were added to the game as a replacement for the removed drones, so they act exactly like the drones, provides the perks of the drones that is. 
So in the case of the driver augment, these are the perks: 

Speed of overdrive reload (time): +50%

Speed of overdrive reload (score): +50%

The driver drone didn't reduce the reload of overdrive but only buff for overdrive points earned per enemy destroyed. So I suggest making the augment function the same way as well. 

The perks after the change: 

Speed of overdrive reload (score): +50%
Reduction in overdrive reload is removed, no other changes. 
Not much discussion going on... Is it that this augment is in the hands of so many already that they don't wanna risk it getting nerfed? Hm. That's what I thought.

Edited by It_Aint_Too_Late

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On 1/21/2024 at 5:37 PM, Kimura said:

the only hull augment that needs nerf is blaster and i don't need to even tell you why.

So you think miner is all good?

Because I get called so many mean names by enemies when using it, makes me believe they don't particularly enjoy my company :ph34r:.

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On 1/21/2024 at 6:46 PM, frederik123456 said:

So you think miner is all good?

Because I get called so many mean names by enemies when using it, makes me believe they don't particularly enjoy my company :ph34r:.

if you're attacking in 2024 tanki online you're a fool so you deserve to be killed by miners.

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I absolutely agree. This augment was added to the game and left for dead. They never looked into afterwards. Probably because most players never cared to use it because of how poorly programmed it was. Since shaft healing emitters has scope healing, thunder should have it's own special healing design as well, which is splash healing. The splash healing will need huge balancing however, such as 100% for direct hits, 50% of total heal hp for medium healing, and 25% for minimum. 

Also the fact that they forgot ( Or purposely removed ) the aim assist for the augment is quite enraging. I've written so many complaints telling them to fix it but there's no response. 

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I would argue that Thunder's healing is balanced and it's Shaft HE which is OP.

In fact, they're both OP, because being able to heal your teammates from a distance while sitting behind cover pretty much destroys the enemy players' ability to properly counter it.

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On 11/9/2023 at 3:06 AM, JustBlackWolf said:

i find it extremely unfair that thunder doesn't get to splash heal teammates 

It sounds pretty much OP. Think about people abusing it in SGE. They can keep a distance from the point being captured while constantly shooting their teammates there. It would be a virtually unlimited way of getting xp and increasing one's score while the point is being capped. The same thing will happen with the defending  team in assault.

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On 1/24/2024 at 8:31 AM, DefkwargX said:

It sounds pretty much OP. Think about people abusing it in SGE. They can keep a distance from the point being captured while constantly shooting their teammates there. It would be a virtually unlimited way of getting xp and increasing one's score while the point is being capped. The same thing will happen with the defending  team in assault.

Did you even read the topic?

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On 1/24/2024 at 3:18 PM, JustBlackWolf said:

Did you even read the topic

I miswrote this: 
 

On 1/24/2024 at 11:31 AM, DefkwargX said:

while constantly shooting their teammates

Meant to say while constantly HEALING their teammates

It's not much of a problem to lead forward then back so as to control vertically where thunder's shot will approximately land, and that's only for a point which is in the open, far from a cover. If there's a wall near the point, well, it would be a free xp generator. We'll probably see another ''vacuum shells'' era if this gets implemented.

This augment would most probably be OP, but i like the fact that it requires a bit of skill to use.

Edited by DefkwargX

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Alternations are some of the things that should be completely removed from the gaame - they make it chaotic and unpredictable, hence dull and uniteresting ... 

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I think that if there were two arguments for turrests and hulls would put a twist in the game as 2 arguments are fun but what about 4? this would put a new chalenge as people will have to think outside the box to kill player or they could just use brute for from there weapons.

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After a couple months of playing with Striker/Crusader phoenix, I would suggest some changes to make it not stronger, but better.

There is couple gameplay video to know how it's currently work.

Gameplay 1

Gameplay 2

Gameplay 3


Current modifications of the Striker phoenix:
- Rockets will explode upon double-pressing fire button

- Aiming time is 1 sec (default is 2.6 sec)

- Pause between the rockets in a salvo: 0.2 sec / rocket, so 4x0.2=0.8sec overall (default is 0.25 sec / rocket, 1 sec overall)

- Reload after salvo(s): 3.2sec (default is  1.6sec)

(There may have other changes, but I have only checked that couple ones)

So, overall time between aim, fire and reload is currently 5 sec (default is 5.2 sec).

 

The issues with these modifications (imo):
With the 1 sec aiming the, the enemies often don't even see the "aiming laser" (because of the server's speed) but the rockets are already going and usually they don't have a chance to survive the 4x900 dmg.

In other hand, if the enemies are taking protection against the striker (which is quite often happens), the augment becomes weak since its reload takes too much time.

(For example, if someone takes 50% protection, then its damage is 4x450 (not to mention the defender), and with the 5 sec reload, it's not very useful at that point.)

 

The change I would recommend is to increase the Aiming time from 1 to 1.4, and decrease the Reload after salvo(s) from 3.2 to 2.

That way, the overall reload (aim, fire, reload after salvos) would take 4.2 sec and the enemy would see at least that he's gonna die before it actually happens. ^^

 

Crusader, and the rest of the hull

Advantages:

- Immunity against Jammer, Emp, Stun, AP

- Heat resistance, Cold resistance

Disadvantages:

- Overdrive charge disabled (that means that the OD won't charge, but you still able to take the Nuclear box or activate the Nuclear Energy supply).

 

Meanwhile the advantages of the phoenix is makes most of the status augment kind of useless against it, disabling the overdrive is a somehow doesn't seem logical for me.

The problem with that, that the hull lost its characteristic, and in couple hulls, e.g.: viking, I wouldn't even use it, just because the Viking driver augment would be way more useful (imo). 

I think, that combining most of the hull augment's advantages (e.g.: 33% resistance against all status effect, +20% od charge, allows up to 10 mines to survive, etc etc.) would be better, but I don't really have a specific suggestion for that.

Edited by Nuclear
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On 2/15/2024 at 10:45 PM, Nuclear said:

After a couple months of playing with Striker/Crusader phoenix, I would suggest some changes to make it not stronger, but better.

There is couple gameplay video to know how it's currently work.

Gameplay 1

Gameplay 2

Gameplay 3


Current modifications of the Striker phoenix:
- Rockets will explode upon double-pressing fire button

- Aiming time is 1 sec (default is 2.6 sec)

- Pause between the rockets in a salvo: 0.25 sec / rocket, so 4x0.2=0.8sec overall (default is 0.25 sec / rocket, 1 sec overall)

- Reload after salvo(s): 3.2sec (default is  1.6sec)

(There may have other changes, but I have only checked that couple ones)

So, overall time between aim, fire and reload is currently 5 sec (default is 5.2 sec).

 

The issues with these modifications (imo):
With the 1 sec aiming the, the enemies often don't even see the "aiming laser" (because of the server's speed) but the rockets are already going and usually they don't even have a chance to survive the 4x900 dmg.

In other hand, if the enemies are taking protection against the striker (which is quite often happens), the augment becomes weak since its reload takes too much time.

(For example, if someone takes 50% protection, then its damage is 4x450 (not to mention the defender), and with the 5 sec reload, it's not very useful at that point.)

 

The change I would recommend is to increase the Aiming time from 1 to 1.4, and decrease the Reload after salvo(s) from 3.2 to 2.

That way, the overall reload (aim, fire, reload after salvos) would take 4.2 sec and the enemy would see at least that he's gonna die before it actually happens. ^^

 

Crusader, and the rest of the hull

Advantages:

- Immunity against Jammer, Emp, Stun, AP

- Heat resistance, Cold resistance

Disadvantages:

- Overdrive charge disabled (that means that the OD won't charge, but you still able to take the Nuclear box or activate the Nuclear Energy supply).

 

Meanwhile the advantages of the phoenix is makes most of the status augment kind of useless against it, disabling the overdrive is a somehow doesn't seem logical for me.

The problem with that, that the hull lost its characteristic, and in couple hulls, e.g.: viking, I wouldn't even use it, just because the Viking driver augment would be way more useful (imo). 

I think, that combining most of the hull augment's advantages (e.g.: 33% resistance against all status effect, +20% od charge, allows up to 10 mines to survive, etc etc.) would be better, but I don't really have a specific suggestion for that.

You want 2 sec reload hahaha, hell no dude.

Keep dreaming ???

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On 2/15/2024 at 11:05 PM, Kawasaki.zx6r.636 said:

You want 2 sec reload hahaha, hell no dude.

Keep dreaming ???

The starting damage would be 0.4 sec longer, meanwhile the overall reload would be 4.2 sec instead of 5 sec.

I don't think that that would be a huge "buff" and ofc it should be tested to know for sure that how should be the reload adjusted.

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On 2/15/2024 at 11:19 PM, Nuclear said:

The starting damage would be 0.4 sec longer, meanwhile the overall reload would be 4.2 sec instead of 5 sec.

I don't think that that would be a huge "buff" and ofc it should be tested to know for sure that how should be the reload adjusted.

I don't know dude, I'm sure I'll never save up for it. You should ask Hazel, but knowing him, he would rather nerf than buff, like he did to Isida.

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On 2/15/2024 at 11:26 PM, Kawasaki.zx6r.636 said:

I don't know dude, I'm sure I'll never save up for it. You should ask Hazel, but knowing him, he would rather nerf than buff, like he did to Isida.

Well, I'm not even sure that it was a buff or a nerf, since we don't know that what was its Energy consumption and Critical chance before.

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Having faced now enough of them , game is becoming a bit less fun in seeing all those kamikazes going to blast themselves without any strategy  and ruining any sort of little strategies for mates too, they get the kills but in some games they block mates going just for the "Pirrus kill":
you get them by some skill manouver and you get destroyed anyway .
***The VERY SAME players (using blasters on low levels still learningthe game )  , will NEVER get good at moving hulls cause they charge straight in the most unispiring and boring gamewise behaviours.. ***
I say that cause they are popping out in mass ( low levels too )  , at least in my games lately 
Now , ok , perfectly legit the idea .
But is extremely unfair to little hulls /close combat turret  to get destroyed without any sort of countermeasure to people charging like mules .
So i think a fair proposal would be to get the "pecentage" damage instead than "absolute " , just enough to be finished by another shot but also countermeasured by a heal drug  .
You get that  already with bigger hulls ,
so little hulls too could do something , though  getting most likely destroyed anyway but players using blaster would not get the kill always ( more likely their teamates if they are not good  )  so  some "wiser" would start to think at some strategy , learning to move, the right time to do it to save other players or block  , and so .
 

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On 2/28/2024 at 10:36 AM, mrvomit said:

destroyed without any sort of countermeasure to people charging like mules .

I would say Lifeguard is a sort of countermeasure to it.
Otherwise I get your point.

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On 2/28/2024 at 10:50 AM, Dopamine said:

I would say Lifeguard is a sort of countermeasure to it.
Otherwise I get your point.

i thought that too , but " is a single augment vs  a single augment "( and not having it cause it's rare ) would not change the behaviour expecially on low levels .
Actually is juist cause i see those kamikaze thing all the time without any once of strategy often getting in the way cause they do not even bother teamates pushing them /blocking etc ( a really common behaviour even without it but that augment "ENCOURAGES" that ?)  , but yeah off course  you got the point perfectly  bro.

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On 2/28/2024 at 3:12 PM, mrvomit said:

i thought that too , but " is a single augment vs  a single augment "( and not having it cause it's rare ) would not change the behaviour expecially on low levels .
Actually is juist cause i see those kamikaze thing all the time without any once of strategy often getting in the way cause they do not even bother teamates pushing them /blocking etc ( a really common behaviour even without it but that augment "ENCOURAGES" that ?)  , but yeah off course  you got the point perfectly  bro.

The new augments are problematic, no question.

I can only imagine what it is going to be like after the contracts event, with all the miners around. 

Might aswell switch for mammoth trickster as a ctf main...

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