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Isida M1 - Selfish Nanobots

45 000?

Bring back Isida's self heal, lower the damage by say, 20%, heal yourslf at a rate of 20%

Also, for Shaft M3 - Invisible Sniper.

200 000

Gets rid of the lazer, but has a beacon shooting into the sky above it? Lowers damage? Impact force? idk guys, help me out on this one...

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what about 2 basic alterations for hulls -applicable to all hulls?

where you can have roughly:

 

Cruiser

+20% protection (hp)

-1m/sec top speed

 

Turbo

+1m/sec top speed

-20% protection

 

So there will be a bit of variation possible on Light / Medium / Heavy Hulls.

 

e.g. you would get:

Light Cruiser or Light Turbo

Medium Cruiser or Medium Turbo

Heavy Cruiser or Heavy Turbo

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Also, for Shaft M3 - Invisible Sniper.

200 000

Gets rid of the lazer, but has a beacon shooting into the sky above it? Lowers damage? Impact force? idk guys, help me out on this one...

You self destruct after five seconds of continuous scoping. Happy hunting!

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Smoky M3 Alteration

 

Extreme HEAT shells: Critical shots now do splash damage, however, the range of smokies pellets is much shorter, making you sometimes unable to hit further up or further down enemies

 

+Critical hits can damage multiple enemies within blast radius

-Range of all pellets (except Critical hits) is -40% (Similat to thunder aiming)

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Rail Alteration 1 -- FLAME LASER decreases damage by 25-40% adds slight afterburn to shot decreases (PRO) RELOAD TIme by 10-20% makes rail blast unable to penetrate tanks  or if that doesn't seem good make its damage if it passes through Tank be cut by 50%

 

 

Rail alteration 2   Bounce SHOT Shot damage Decreased by 25-50% but its Shot is deflected randomly in another direction once it hits something Reload speed (PRO)Decreased by 10-25% Caution you may hit urself if it bounces its Shot back at you

 

Striker Alt 1 

striker alt 2

 

Thunder Alt-]

 

 

Twins Alt -

 

 

Freeze Alt -

 

 

Fire alt-

 

 

Isida Alteration 1 Healer Emitters  - Damage cut by 30-40% removes team Healing  10% range decrease but Gives back Self healing

 

Hammer Alteration

 

Decrease = Cons sometimes Pros

increase = CONS sometimes Pros  it will say in description

 

Make Alterations Unable to be equipped with others one Only can be Used at one time For Diversity / More Fun ways To Play Tanki Online  <<<<<<<<<<<<<<<<< YEAH THAT IDEA SEEMS GOOD

Edited by GENERALSpidy

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Rail Alteration 1 -- FLAME LASER decreases damage by 25-40% adds slight afterburn to shot decreases (PRO) RELOAD TIme by 10-20% makes rail blast unable to penetrate tanks  or if that doesn't seem good make its damage if it passes through Tank be cut by 50%

 

 

Rail alteration 2   Bounce SHOT Shot damage Decreased by 25-50% but its Shot is deflected randomly in another direction once it hits something Reload speed (PRO)Decreased by 10-25% Caution you may hit urself if it bounces its Shot back at you

 

Striker Alt 1 

striker alt 2

 

Thunder Alt-]

 

 

Twins Alt -

 

 

Freeze Alt -

 

 

Fire alt-

 

 

Isida Alteration 1 Healer Emitters  - Damage cut by 30-40% removes team Healing  10% range decrease but Gives back Self healing

 

Hammer Alteration

 

Decrease = Cons sometimes Pros

increase = CONS sometimes Pros  it will say in description

 

Make Alterations Unable to be equipped with others one Only can be Used at one time For Diversity / More Fun ways To Play Tanki Online  <<<<<<<<<<<<<<<<< YEAH THAT IDEA SEEMS GOOD

 

Rail has been reday greatly nerffed in 2016/10 re_balance and even if its an altretion its make rail even worse , and this isn't how alt should be . alt don't weak the gun or buff it but its change gameplay . but its different for fire alt its make it even more powerful but the devs like it for no reason , and the game is compeletly dead pay2win not fun anymore bad form bad devs igonrefull company and very very very unbalanced game

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Shaft can already one-shot medium hulls. I'm afraid being able to one shot even heavy hulls would be OP.

I approve of the Magnum alteration.  ;)

Increasing damage by 500 hp or 16.5% will not make it possible for shaft to kill heavy hulls even with double damage. I suggested this alteration because shaft doesn't have a fixed/constant damage[ which is true for rail also] and therefore isn't guaranteed to kill a medium hull all of the time. This alt will greatly increase the chance of shaft getting a medium hull kill but will be very powerless against close ranged enemies 

Edited by MJROCKS05

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Increasing damage by 500 hp or 16.5% will not make it possible for shaft to kill heavy hulls even with double damage. I suggested this alteration because shaft doesn't have a fixed/constant damage[ which is true for rail also] and therefore isn't guaranteed to kill a medium hull all of the time. This alt will greatly increase the chance of shaft getting a medium hull kill but will be very powerless against close ranged enemies 

Shaft does have a fixed damage - and it remains constant with range as well.  You just need to do a full charge-up.  The wiki shows a "range" of damage because of the variable charge-up.

 

There's no way all those shafts one-shotting my Viking are just getting lucky. They are fully charged.

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An alteration for Striker that allows both barrels to shoot at the same time, but the reload speed is twice as long


An alteration for Ricochet that allows for longer projectiles but slower firing speed

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How many years were Hammer and Vulcan around until they got alterations?

They were added to the game before alterations were a thing, so they got alterations at the same time as all other turrets. 

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My Ideas for crazy m3 alterations:

 

Firebird:Napalm Rounds: enemy heat capacity tripled, as well as heat damage, but turret does no actual dmg on its own.

 

Freeze: Arctic Blast: Everything it shoots gets maximally frozen, but freezing effect only takes place for the first 1/20th of the bar. Dmg decrease 35%

 

Isida: Harmonius Aura: All teammates within firing range(including you) get healed at a normal rate for that isida. However, you cannot fire at all, damage or heal.

 

Twins: Unstable Plasma: Each shot does thunder level splash damage, but only 50 percent dmg

 

Ricochet: Commando Configuration: Infinite ammo, no ricochet effect

 

Hammer: Hydraulic Launch: -90% damage, double impact force

 

Smoky: Sonic Boom: triple impact force, no critical

 

Thunder: Explosive Vortex: Shots implode

 

Vulcan: Endothermic Launch: continous firing causes freezing, not overheating

 

Striker: Lock on time halved, and launches 6 rockets instead of 4, but no  regular firing.

 

Railgun:  No charge up.

 

Shaft: Can see through walls permanently, but no arcade mode

 

Magnum: shots are guaranteed one shot, but no splash damage.

Hmm, any inspiration from anywhere? ;)

 

But all jokes aside, we have very similar tastes in alterations.

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Magnum M3 alteration: Gargantuan Giga-sized Explosions (GGsE)

 

If the magnum user shoots a bullet and the bullet does >80% damage (without DD) the blast radius is doubled!! So, accurate magnum shots will deal much more splash damage radius than effortless shots or inaccurate shots

 

If the user manages to score an accurate shot on a goldbox drop zone, ALL tanks will suffer the explosion and they will be killed :P

 

Pros & Cons

 

+ Accurate shots and direct hits with magnum  (shots that do more than >80% of normal damage) has double blast radius

- The player usually gets more accurate shots at POINT BLANK range or short range. Meaning, if you are fighting at close range you can never esacpe the huge blast radius

Edited by GoldWarlock

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Quick Ammo Rebuilding: The bullets are created much faster but unfortunately to stop the turret from getting damaged, a slightly different weaker version of bullets have to be made.

Smoky, M2:

- 25% reload

- 50% impact force

- 15% Damage

- 15% Critical Damage

 

Thudder: Shots are replaced with heavier bullets that hit harder, but travel less

Hammer, M3:

+ 30% Impact

+ 25% Reload

- 15% Range

 

Faster Machinery: Vulcan turns its turret at the maximum possible speed with higher risk but more firepower:

Vulcan, M3:

+ 50% Max Self-Burn

+ 25% Damage

+ 25% turret turn-up time

+ 25% turret turn-down time

Edited by JAGMAN2468

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Smoky M3 Alteration

 

Extreme HEAT shells: Critical shots now do splash damage, however, the range of smokies pellets is much shorter, making you sometimes unable to hit further up or further down enemies

 

+Critical hits can damage multiple enemies within blast radius

-Range of all pellets (except Critical hits) is -40% (Similat to thunder aiming)

 

I was thinking of the same thing

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Magnum Alteration M1: Fixed Barrel

Magnum can no longer position its barrel at 20 degrees or less or at 80 degrees or more.

Pros: Greatly decreased risk of self-damage.

Cons: Limited turret rotation.

 

Magnum Alteration M2: Napalm Shells

Shells are filled with napalm to produce a far-larger explosion.

Pros: Blast radius increased by 50%.

Cons: Increased risk of self-damage.

Edited by Tanker-Arthur

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Striker Alteration M1: Powered Rocket Thrusters

Striker’s misslies travel at a faster velocity by siphoning power from the turret’s rotation engines. Allows easier targeting for single missile mode.

Pros: Missiles fly 60% faster.

Cons: Rotation speed decreased by 20%.

 

Striker Alteration M2: Thermal Sensors

Striker’s salvo mode can target enemies even when they are hiding behind objects.

Pros: Much easier to lock onto enemies

Cons: Lock on time increased by 1.5 seconds, risk of missiles being blocked by buildings and other objects. Targeting laser only detects enemies through a single object (ex. 1 building only, cannot detect through multiple objects).

Edited by Tanker-Arthur
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Increased Napalm Capacity: Our scientists have created a larger, safer tank for storing the napalm, Unfortunately, this weighs a lot more than its counterpart.

Fire, M1:

+ 50% Fuel

- 50% Turret Turn Speed

+ 2 sec full charge up

 

Whipping Flames: Replaces the regular napalm shooter to a whipping, harsh flamethrower:

Fire, M3:

+ Flames gain impact force (M3 with no MU about 15 per hit, M4 25 per hit)

+ No burning affect

 

Absolute 0: Freezing affect slashes deeper into foes freezing them even further, unfortunately can also slow your tank down due to extreme temperatures.

Freeze: M2:

+ 50% Max freezing temp

+ 25% of the freeze affect goes on your tank

 

Heavy Duty Shots: Hammers pellets are replaced with stronger faster shots, but end up taking more time to fire them.

Hammer: M2:

+ 100% speed (This does NOT increase range)

+ 25% damage per pellet

+ 35% reload

+ 40% clip reload

 

Forced Production Unit: The turret forces the creation of pellets, removing the full clip but taking longer to produce shots.

- 2 clip shots

- 50% clip reload (For every 1 regular hammer shots, you get 1.5) 

 

Quantum Manipulation Plasma: Shots with our new Quantum Plasma have a small chance of dealing huge damage and big impact. This requires longer reload time sadly.

Ricochet: M3:

+ 10% Critical hit chance

   + 50% Damage

   + 30% Impact

+ 40% Clip reload time

+ 10% Shot reload time

 

Larger Missile Storage: More Missiles are able to be stored up but have more trouble building up starting speed.

Striker M2:

+ 2 Salvo shots

- 50% Start up speed

 

Lingering Nanobots: Our new Nanobots have actually learned to heal without the master bot! This unfortunately decreases the base healing from the master bot.

Isida M2:

+ 2 Healspray per sec (Basically 'healing burn')

+ 10 Max healspray time

- 40% healing

 

 

 

Hope you like these! I spent a long time thinking about these and I'm pretty sure there not to under-powered or too OP, Enjoy!  :)

Edited by JAGMAN2468
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Striker M3 Alteration: Kamikaze lauch

 

Instead of firing the 4 rockets in salvo mode, the 4 rockets are replaced with 1 long powerful rocket.

 

Pros & Cons:

- All 6 Rockets replaced with 1 huge rocket

+ Does +200% damage (AKA. Almost always one hit KO)

+ 100% Impact force

+ 70% blast radius

+ 20% velocity

 

- Lock-on time +33%

- Turning speed +33%

- Splash damage at close range is fatal

Edited by GoldWarlock
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