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Ideas for Augments!


Maf
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No, Tanki's work is unfinished. Not yous. There were supposed to be m0, m1, m2, and m3 alterations.  There are not even m1 and m2 alts for all weapon ... for example Striker. So here you are doing their work for them akak if you want something done....

 

Maybe lots of people would want the alterations, I can only offer my reactions. I just threw some contribution to the topic.

Ah then I am sorry, I thought you misspelled my name  ;)

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how about piercing rounds that penetrate through tanks on a kill to deliver the balance of the damage to any tank in direct line behind the target.

 

eg damage potential of round = 500   1st tank uses 300 to kill, shell continues to 2nd tank delivers 200 damage.

 

damage to 2nd tank would be adjusted for range at a higher value (-50%) to reflect slowing effect of first tank.  

 

Similar idea to rail gun  

 

-ve could be piercing effect only works up to 1/2 normal range. beyond that it works as a normal shell

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Beg to differ MAF but check out the latest generation of precision artillery rounds (M982 Excalibur) being deployed by the US. Look it up on youtube.

 

The rounds have guidance and are steered so yes a round CAN willingly change direction once they leave the barrel of the gun. You really need to keep up with Western technology.

Heck it not just artillery rounds that can alter their flight. i've seen a video demo of a .50 cal MG round that is self-steering. It requires a laser targeter to illuminate teh target. But damned if the thing did not track and hit a moving vehicle. 

 

As for the poroposal to add an alteration that ups Magnums damage and splash radius:  ROFL. Just shut the game gdown if that "alteration" is added. It would not be an alteration it would be a power-up 100% of Magnum users would buy and use 100% of the time.  That would be OP if the reload time was tripled. Magmum is a uber-noober weapon that is ruining gameplay already. 

Edited by LittleWillie

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Heck it not just artillery rounds that can alter their flight. i've seen a video demo of a .50 cal MG round that is self-steering. It requires a laser targeter to illuminate teh target. But damned if the thing did not track and hit a moving vehicle. 

 

As for the poroposal to add an alteration that ups Magnums damage and splash radius:  ROFL. Just shut the game gdown if that "alteration" is added. It would not be an alteration it would be a power-up 100% of Magnum users would buy and use 100% of the time.  That would be OP if the reload time was tripled. Magmum is a uber-noober weapon that is ruining gameplay already. 

You think it's ruining the game, but its really not, you kind of people just spend time hating on the weapon rather than trying to find a counter to it.

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Hm. Well I feel the need for brain exercise so how about a few alts for slug and projectile turrets? This effectively excludes Ricochet, Shaft, Twins, Firebird, and Freeze. Hope you guys like 'em!

 

Smoky: Retaliator (Increases impact force and damage [crit inculded] at the cost of an increased reload. As the name suggests, this is good for retaliation against attackers like Shaft and Railgun.)

 

Damage: +25%

Impact Force: +30%

Reload: +50%

 

Thunder: Deathstar (Minor WoT joke for those who understand, this alt removes Thunder's splash damage drop off over range and increases its splash radius by 150% at the cost of a heavily reduced reload and a significantly increased recoil factor.)

 

Splash Range: +Inifnite

Splash Radius: +150%

Reload: +200%

Recoil Factor: +100% (Will potentially flip light hulls in a similar fashion to Shaft.)

 

Railgun: Drum loading mechanism (As the name implies, Railgun will not reload single shells but instead reload a trio of shells that can be fired in quick succession. Beware of recoil as it can and likely will flip light hulls and reload is heavily reduced.)

 

Adds magazine drum. Capacity: 3.

Reload: +75%

 

Vulcan: Liquid Nitrogen Rounds (Adds the status effects of a Freeze of equal upgrade level. Freezing rate is halved however and damage is slightly reduced.)

 

Freezing effects.

Damage: -15%

 

Hammer: Smithy's Might (Minor pun in reference to the turret's name, this alt frankly increases all stats by 5% with no drawbacks.)

 

All Stats: +5%

 

Striker: XM Gun Launcher (Modifies Striker's projectilies extensively, effectively making them unguided Armor Piercing Tank Rockets. This alt negates Double Armour boosters at the cost of a reduced reload. Also minorly increased damage.)

 

Nulifies Double Armour.

Reload: +25%

Damage: +10%

 

Magnum: HEATDS {High Explosive Anti Tank Discarding Sabots} (As with the above Striker alt, this alt extensively modifies Magnum shell charateristics. It removes all splash damage and nulifies Double Armour Boosters.)

 

Splash Damage Removed

Nulifies Double Armour.

 

Let me know what you guys think!

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You think it's ruining the game, but its really not, you kind of people just spend time hating on the weapon rather than trying to find a counter to it.

Please, enlighten me, how do you counter a weapon that hides behind the enemy lines, behind a wall, and that can shoot anywhere in the map dealing a huge amount of damage with a huge splash damage?

 

All other guns need to see you to shoot you, and therefore you can target them, but what do you do against a tank that you can't target? With a Magnum you only need to hide behind a wall and start shooting spawn areas and crowded areas. You don't even need to know if there are enemies there or their exact position. Just shoot where tanks tend to gather, and you'll hit someone.

 

So, what are we supposed to do? Avoid the areas of the map that tend to get crowded? Yes, that's an awesome idea; let's give up all the strategic points in the map so that the enemy team can more easily corner us in our spamming zone and make life easier for their own Magnums.

 

The only way to counter a Magnum is with another Magnum. That's why it's ruining the game-play.

Edited by Pink_Legacy
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Pinky get yourself a shaft then get into a position where you can see the magnums barrel when it is raised to fire. One shot the end of the barrel.

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Alteration for shells that adds mass to any tank hit therefore slowing it down e.g speed reduction of 10% / hit and reduction in cornering due to increased weight.

 

not applicable to Vulcan / freeze / fire / isida  or other energy weapons eg ricochet/ twins.

 

Splash damage does not add mass.

 

 

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Please, enlighten me, how do you counter a weapon that hides behind the enemy lines, behind a wall, and that can shoot anywhere in the map dealing a huge amount of damage with a huge splash damage?

 

All other guns need to see you to shoot you, and therefore you can target them, but what do you do against a tank that you can't target? With a Magnum you only need to hide behind a wall and start shooting spawn areas and crowded areas. You don't even need to know if there are enemies there or their exact position. Just shoot where tanks tend to gather, and you'll hit someone.

 

So, what are we supposed to do? Avoid the areas of the map that tend to get crowded? Yes, that's an awesome idea; let's give up all the strategic points in the map so that the enemy team can more easily corner us in our spamming zone and make life easier for their own Magnums.

 

The only way to counter a Magnum is with another Magnum. That's why it's ruining the game-play.

Someone's obviously a hater of artillery from WoT. Frankly, it's not hard to counter a turret like that. All you do is grab Shaft, wait for a Magnum barrel to pop up, and clip it with a full charged shot. Magnum has the same hitbox for its hitscan as Shaft and Railgun. The barrels can be shot to do full damage. I actually used to get called a hacker for barrel sniping camping Shafts and Railguns who were trying to be sneaky on Wave.

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Alteration for shells that adds mass to any tank hit therefore slowing it down e.g speed reduction of 10% / hit and reduction in cornering due to increased weight.

Topic merged

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For isida, the should be an alteration to completely cancel ability to heal, but have increased damage.... or something like that

 

So this way in DM, isida healing power isn't completely useless. This is because with the removal of "vampireism" isida's healing power was rendered useless

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unknown, why would you want to heal someone in a DM or is it that you want an already OP turret to be made completely invulnerable?

 

Nah

 

just heal yourself like everyone else - use repair kits.

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Firebird

 

Higher temperature fuel

 

Spray fuel that is hotter than usual allowing Firebird to penetrate tanks in exchange for lower rotation speed and lower hull speed

 

Pros

Damage: +30%

Penetrates tanks allowing Firebird to kill any tanks hiding behind another tank

 

Cons

Rotation speed: -20%

Hull speed: -10%

 

Freeze

 

Absolute zero liquid

 

Advancements in technology has allowed creation of a liquid that has a temperature of 0 kelvin

 

Pros

Freeze enemy tanks in its place instead of just slowing it down. Enemy tanks can no longer move.

 

Cons

Rotation speed: -80%

Hull speed: -50%

Damage: -25%

 

Isida

 

Long range setting

 

Allows isida to have a longer range in exchange for not healing teammates at all, slightly less damage and longer reload time.

 

Pros

Range: +50%

 

Cons

Reload time: +20%

Damage: -5%

Unable to heal teammates

 

Hammer

 

Belt fed mechanism

 

Instead of a drum magazine, hammer ammo is now belt fed which allows hammer to shoot repeatedly.

 

Pros

Hammer can now shoot repeatedly instead of reloading after shooting 3 times

 

Cons

Damage: -10%

Time between each shot: +100%

 

Twins

 

Rapid firing mechanism

 

Twins now shoot plasma faster. However, there will be lower damage and range

 

Pros

Reload time:-30%

 

Cons

Damage: -30%

Range: -10%

 

Ricochet

 

Higher temperature plasma

 

Ricochet plasma is now hotter, allowing it to deal more damage in exchange of longer reload time and shorter range

 

Pros

Damage +20%

 

Cons

Reload time +20%

Range -20%

 

Smoky

 

Light automatic cannon

 

Smoky now shoot and move faster in exchange of lower damage and less impact force.

 

Pros

Reload time: -50%

Rotation speed: +20%

Hull speed: +20%

 

Cons

Damage (including critical): -50%

Impact force: -40%

 

Thunder

 

High caliber ammo

 

Deals higher damage and larger splash damage in exchange for longer reload time and slower rotation speed.

 

Pros

Damage: +20%

Splash damage: +20%

Splash damage range: +10%

 

Cons

Reload time: +30%

Rotation speed: -20%

 

Vulcan

 

Liquid nitrogen cooling system

 

Vulcan will no longer overheat. However, the cooling system must be welded to the hull, thus Vulcan can no longer turn its turret. A smaller caliber ammo is also used in this altered Vulcan which results in decrease in damage.

 

Pros

No overheating

 

Cons

Unable to turn turret

Damage: -10%

 

Striker

 

Kinetic interceptor

 

Annoyed by magnum? This alteration is just for you. Striker can now fire hypersonic missiles that can shoot down a projectile fired from magnum. However, it has relatively low accuracy so not all projectiles will be shot down. As the targeting system is rather heavy, it will decrease the rotation speed as well as the speed of the hull.

 

Pros

Ability to shoot down rounds fired from magnum

Hit chance: 25%

 

Cons

Rotation speed: -40%

Hull speed: -10%

 

Magnum

 

Automatic loader

 

Magnum now fires faster in exchange for lower damage.

 

Pros

Reload time: -50%

 

Cons

Damage: -70%

 

Railgun

 

Power surge

 

There may be a random power surge every now and then, causing railgun to accelerate its projectiles to 5 times its usual speed, causing an huge increase in damage. However, this power surge may damage the user's tank, causing self damage

 

Pros

Deal higher​ than usual damage during power surge

Damage due to power surge: 3 times the base damage.

Power surge chance: 20%

 

Cons

Self damage each time a power surge happen: 300 hp per power surge

Rotation speed: -5%

 

 

Shaft

 

High velocity rounds

 

Shaft now penetrates tanks in exchange for lower damage and longer reload time

 

Pros

Penetrating power: 60%

 

Cons

Damage: -30%

Reload time: +30%

Edited by sorenson_2015
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ammunition that on a critical hit %ge randomises the enemy turrets abilities every time they fire

i.e. it fires like a different turret randomly every time it fires for a set time period.

Also randomises any protection for the same time period.

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unknown, why would you want to heal someone in a DM or is it that you want an already OP turret to be made completely invulnerable?

 

Nah

 

just heal yourself like everyone else - use repair kits.

I think Unkown is suggesting that half of Isida's ability is completely useless in a DM. 

Most other tanks can use all their "abilities" in any mode.

 

I doubt though Isida will get a buff in damage as it already has the highest DPS.

 

Possibly sacrificing some damage to get say... 20% self-healing.

Or sacrificing some/all healing to get a larger energy pool for attacking.

 

That way DM uses it's "full potential".

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Sorry wolverine I don't agree. One has to accept that not all tanks are suited for all types of battle or map.

 

Just like isida, DM does not suit shaft as it tends to be close combat where the main weapon is useless.

 

So if isida can be buffed to make it better for DM then can shaft get buffed also e.g. turret rotation speed equal to railgun etc? - No I didn't think that would be acceptable.

 

Like I said isida can heal itself just like any other tank through supply use. I don't see that isida in close combat is any worse off than shaft (in fact probably better off in DPS)   

 

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Sorry wolverine I don't agree. One has to accept that not all tanks are suited for all types of battle or map.

 

Just like isida, DM does not suit shaft as it tends to be close combat where the main weapon is useless.

 

 

Even though I can pull a 1.0 KD with a Shaft in a DM on a regular basis...

Not everyone can be epic snipers ;)

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Sorry wolverine I don't agree. One has to accept that not all tanks are suited for all types of battle or map.

 

Just like isida, DM does not suit shaft as it tends to be close combat where the main weapon is useless.

 

So if isida can be buffed to make it better for DM then can shaft get buffed also e.g. turret rotation speed equal to railgun etc? - No I didn't think that would be acceptable.

 

Like I said isida can heal itself just like any other tank through supply use. I don't see that isida in close combat is any worse off than shaft (in fact probably better off in DPS)   

All tanks need to be useful in all modes - else some have MAJOR advantages over others.

Forcing someone to switch a particular mission (DM) because their turret happens to be Isida would be unfair.

 

But depends on map.

 

Shaft IS useful in DM on many maps - Rio, Highways, Monte Carlo, Kunger even Superhov.

Whereas you won't see Isida doing DM well in Monte Carlo and similar maps.

 

Also depends on skill. I've seen Shafts rack up kills in Polygon!

 

And for the record - I think Isida is much better in DM now than it has been for ~ year and does not need more dmg.

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I think the high cpressure pump alt for fire is OK. the ammo runs out way too fast and it doesbnt kill an m3 in one go. i think it needs some adjustments

 

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I think the high cpressure pump alt for fire is OK. the ammo runs out way too fast and it doesbnt kill an m3 in one go. i think it needs some adjustments

Try shooting at M2s and your problems will be solved. That alteration is only matched in annoyance factor by the Assault Ammo alt on Smoky.

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0 kelvin wow i hope you realize how cold that is....

 

It would literally be cold enough to completely remove all heat from the tank

 

this would result in yeah..... instant death!?

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0 kelvin wow i hope you realize how cold that is....

 

It would literally be cold enough to completely remove all heat from the tank

 

this would result in yeah..... instant death!?

I know but instant death is a bit too overpowered Edited by sorenson_2015

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Striker alt ideas being typed as they form in the brain.

 

Hard to think of alterations for Striker ... most suggerstions were to do with lock-on time and that is hard to offer in two versions. Anyway so let's try a new line of thought.

 

Part One: Get rid of splash ... or at least reduce it severely. )Some splash might be needed as direct hits are harder than with say, Shaft.)

 

Part Two:  Replace splash with the freeze effect. Or perhaps instead with the fire effect. I favor the freeze effect. I've not thought it thorough but there have to be some juicy tactical options available when you can disrupt/slow enemy tanks at vast distance.

 

Guess that's it.

Edited by LittleWillie
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Shaft alteration: Advanced scoping

 

This alteration, when in scope mode, according to the daylight setting, will show a thermal view in day time, but night vision in night time battles. On the other hand, the middle dot is removed from the scope.

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