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Ideas for Augments!


Maf
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Is there a plan to make a hull augment that has immunity both from freezing and burning status effects? We got Phoenix which I heard is weird, cause it only has burn or freeze immunity from hull overdrives and not from turrets, but i don't know to be honest. So the real question is will there ever be one or is it planned already? If not please consider.

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On 9/20/2024 at 8:11 PM, AcnoIogia said:

Is there a plan to make a hull augment that has immunity both from freezing and burning status effects? We got Phoenix which I heard is weird, cause it only has burn or freeze immunity from hull overdrives and not from turrets, but i don't know to be honest. So the real question is will there ever be one or is it planned already? If not please consider.

There is no plan for such a thing. 

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Tesla augment ideas

The parameters are in Mk7 Max upgrades, at the end I will mention a few things or describe the augment in a few words.

(Fun fact: Blue Jets, Sprites and Elves are a natural phenomenon of Lightning!)

 

"High Voltage" augment

Advantages

Chain lightning damage: +50% (945 dmg)

Reload: -15% (0.63 sec)

Disadvantages

Lightning ball range: -50% (50m)

Chain lightning range: -50% (10m)

Radius of adding a ball lightning to the circuit: -20% (20m)

Similar to Railgun shotgun augment

 

"Thunderstrom" augment

Advantages

Lightning ball speed: +200% (15 m/s)

Lightning ball reload = 2 sec

Ball lightning delay (ms): -100% (0) (Time interval between pressing the firing button and the shot happening, also known as “charging”)

Disadvantages

Lightning ball range: -50% (50m)

Unleash a fast traveling lightning ball instantly with reduced reload but less range, and flood the enemies with them!

 

"Plasma Energy" augment

Advantages

Lightning ball damage: +105% (2378 damage)

Lightning ball speed = 75 m/s

Lightning ball explosion range = 10m

Lightning ball maximum explosion damage: 100%

Lightning ball minimum explosion damage: 100%

Lightning ball average explosion damage: 100%

Disadvantages

Lightning ball range: -75% (25m)

Similar to Electroturret augment. The damage is even better, but much less range for the lightning ball. Now it also has splash damage features!

 

"Blue Jets" augment

Advantages

Chain lightning damage = 750 dmg

Chain lightning range: +100% (40m)

Critical damage: +100% (1420)

Ball lightning damage = 1500

Radius of adding a ball lightning to the circuit = 40m

Disadvantages

Cone angle = 6

Critical chance: -70% (4.5%)

Ball Lightning reload: +100% (12 sec)

The damage and critical damage of the chain lightning is improved, but critical hits happen rarely. The ball lightning damage is increased but the reload is doubled. Hitting an enemy becomes hard of the cone angle decrease, but you can improve it by connecting to a lightning ball.

 

Lightning "Sprites" augment

Advantages

Cone angle: +100% (34)

Chain lightning reload: -50% (0.375 sec)

Radius of adding an enemy to the circuit: +100% (30m)

Permits ball lightning to bounce off props, similar to Ricochet: Maximum number of ricochets: 10

Disadvantages

Ball lightning does not burst until the 11th impact and so is less likely to cause splash damage

Chain lightning damage = 450 dmg

Radius of adding an ally to the circuit = 1m

There will be a lot of lightning strikes in the battlefield because of the reload decrease of chain lightning, but the damage has been weakened. Connecting to the ball remains the same, but adding an ally to the circuit becomes almost impossible while adding an enemy to the circuit is much easier. The balls can bounce off props!

 

Lightning "Elves" augment

Advantages

Chain lightning range = 30m

Radius of adding a ball lightning to the circuit = 40m

Radius of adding an ally to the circuit = 25m

Radius of adding an enemy to the circuit = 25m

Lightning ball lifetime: 20sec

Disadvantages

Lightning ball speed = 0 m/s

Lightning ball damage: -75% (290 dmg)

The ball lightning got a unique feature where the ball doesn't move, it stays in one place which brings new tactics to the turret, but the damage of the lightning ball is greatly reduced. Therefore the chain lightning range has been increased along with the lightning ball connecting features.

Edited by AcnoIogia

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@Maf The Heavy weight augment for hornet an wasp doesn't give any advantages due to less effectiveness, i request you to add more weight because out of 100, 2 or 3 may use this augment but they need it to pass through titan and other heavy hulls for example in assault mode or rugby. It is a request from a player who plays tanki 12/24.

Please let me know if this is reasonable.

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On 9/23/2024 at 10:43 PM, Onlyone said:

@Maf The Heavy weight augment for hornet an wasp doesn't give any advantages due to less effectiveness, i request you to add more weight because out of 100, 2 or 3 may use this augment but they need it to pass through titan and other heavy hulls for example in assault mode or rugby. It is a request from a player who plays tanki 12/24.

Please let me know if this is reasonable.

It's reasonable, but I doubt it will happen. Developers seem to be happy with the heavyweight augments' current place in game balance.

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On 9/23/2024 at 11:58 PM, Onlyone said:

@Maf developer don't experience the problems it's obvious, i thought so my complain would matter anyways nothing matter :[

If I'm not mistaken I heard in a V-LOG that they will make a hull augment that is immune to impact force... ? so there is no reason to buff heavyweight! It is meant to be a cheap crystal augment that is harder to push away, and there will be a legendary one which will be immune to impact force.

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Smoky “Enhanced Combo

Advantages:

  • Projectile speed: +50%
  • Each time you attack a tank, the Regular damage is increased by +10% (up to +50%)
  • At +50%, damage will no longer decrease with distance (if you agree)
  • At +50%, a special effect or mark will appear on the tank to remind yourself and the enemy.

Disadvantages:

  • Regular damage: -10%
  • Critical hits disabled
  • If you fail to attack the tank within 2.5s,the stacked damage increase effect will be cleared and you must start from zero.
  • If the enemy tank is destroyed (including by your teammates), the currently stacked damage increase effect will be saved and the timer will be paused.
  • (Only when you shoot again will the 2.5s countdown start.)

Only the most skilled players can master it.

Edited by NBIHFADH

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Hammer scattershot (exotic augment)

PROS

crit damage +40%,crit rate +40%,damage +160%,pellet count increased to 37,verticle spread -90%

CONS

horizontal spread +450%,clip reduced to 1 bullet,impact velocity -40%

ICON

Untitled58_20241009165657.png?ex=6709197

Edited by sh4de
The damage buff was further extended as the horizontal spread is insane,its the only way to keep it good at anything besides point blank,this is supposed to be an exotic augment after all,but i want to keep it somewhat balanced
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Hey, topic approved ^^

But as per the I&S rule 6, only the first topic will be processed and the rest will be hidden otherwise.

Please post 1 per topic per day (And also 1 Idea per topic)

Happy Tanking !

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Hammer Butcher

PROS

Clip extended to 5,+450% firing rate (duplet firing rate),crit chance 25% (guarantees 1-2 crits per clip)

CONS

Damage reduced by 30%,critical hit damage reduced by 40%,20% shorter range,pellets can no longer bounce off of walls, pellet count reduced to 14

NOTE: im open about suggestions on nerfing/buffing it,my goal is to have one of my concepts make it into the game sometime (unlikely but i wont give up)

ICON 

Untitled58_20241008223707.png?ex=670a6af

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Does anyone even need to remind of the fact that in every battle rank-list the first one is a person with a 600 point margin and always a striker and the second one Vulcan.
Is admin just sitting there watching other turret users get massacred by striker users? all the NPC Strikers with their Ares ( impossible to aim at) are ruining the game.

Suggestion is to simply decrease the damage points for Striker or bring Ares under the aiming radius of railgun, smoky, thunder and all other legacy turrets.

Edited by DOW

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Balance patches happen all the time, so it's likely that some of the most powerful Striker augments will get nerfed soon.

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I have a suggestion that I believe will enhance the game's balance and offer players more flexibility with their gameplay strategies. Since some drones have been converted into augments, I propose adding an extra augment slot dedicated to these "drone augments." This would allow players to use a status effect augment (fire, freeze, jammer, EMP, AP) alongside a drone augment, enabling more tactical variety and depth in battles. for example i can use jammer immunity augment on slot 1 and use lifeguard drone augment on slot 2, solt 1 for status effect augments and slot 2 for drone augments.

Additionally, many players have been eagerly waiting for the Mechanic Drone augment to be introduced. This has been highly anticipated, and adding it would greatly benefit those who favor support-based gameplay.

I believe these changes would bring more balance and excitement to the game, giving players more options to customize their tanks and playstyles.

Thank you for considering this suggestion!

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This has been suggested numerous times in the past, and we have been declining it ever since.

Quite frankly because it makes the game more complex and introduces unnecessary complications which not only new players but even experienced players might not be satisfied with.

We have so many augments in the game at present with multiple drones (and now drone augments with it). Adding another module slot, whether it be for hull or even turret (This has been suggested as well), will allow many possible augments to be introduced further, new patch updates that will be hard to keep track of, both for us and for the Developers.

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On 10/13/2024 at 5:36 PM, NikmanGT said:

This has been suggested numerous times in the past, and we have been declining it ever since.

Quite frankly because it makes the game more complex and introduces unnecessary complications which not only new players but even experienced players might not be satisfied with.

We have so many augments in the game at present with multiple drones (and now drone augments with it). Adding another module slot, whether it be for hull or even turret (This has been suggested as well), will allow many possible augments to be introduced further, new patch updates that will be hard to keep track of, both for us and for the Developers.

understandable, so what about adding the other deleted drones? is there any plans? like i want to play with the camper drone for example are you guys planning to add it? 

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On 10/13/2024 at 4:47 PM, Millionaire said:

understandable, so what about adding the other deleted drones? is there any plans? like i want to play with the camper drone for example are you guys planning to add it? 

This game definitely does not need a camper drone augment to further boost the already insane power of camping players who can abuse the former camper drones power in synergy with Hyperion's and Mechanic's rater fast ability to restore all lost hitpoints.

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As if campers were not annoying enough already, lets give them massive power boost and let them abuse Hyperion and Mechanics's fast Repair kit healing to keep them safe. Sounds legit, bring it on!

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On 10/15/2024 at 1:35 PM, Pleasant said:

Since tanki added augments for hull that works almost the same for driver, miner and lifeguard drone, I think camper drone deserves its spot in the hull augments too

Yeah no, why the heck should we allow more camping to happen? It's already hard enough to do obj modes and the game has been in the TDM meta for a while and still is. There is no need to encourage more camping than the game already does. Miner augment and sabeteur users are already annoying enough and people already treating like all modes like TDM in capture  modes or other OBJ. We don't need a camper augment. 

Edited by JAIMUX
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On 10/16/2024 at 4:57 PM, JAIMUX said:

 

Yeah no, why the heck should we allow more camping to happen? It's already hard enough to do obj modes and the game has been in the TDM meta for a while and still is. There is no need to encourage more camping than the game already does. Miner augment and sabeteur users are already annoying enough and people already treating like all modes like TDM in capture  modes or other OBJ. We don't need a camper augment. 

Miner augment got nerfed, now it's underused, so your point about camping isn't valid enough

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On 10/17/2024 at 3:28 AM, Pleasant said:

Miner augment got nerfed, now it's underused, so your point about camping isn't valid enough

If I can camp and sit the whole time with miner and sabeteur and farming kills and do nothing it is still a nuicence, miner nerf didn't mean jack when the sabeteur drone exists as I have nentioned before as well with the augment together. We still dont need more TDM meta than already has as I have also  mentaioned already as well. Read carefully 

Edited by NikmanGT
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