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Ideas for Augments!


Maf
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its kinda pathetic when it comes to even medium hulls that know how to counter it, and it won't even budge a heavy.. much

That's why it's called a heavy hull, it's supposed to be hard to budge them. And it might not be much on a medium hull, but it should be enough for the railgun to relocate.

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That's why it's called a heavy hull, it's supposed to be hard to budge them. And it might not be much on a medium hull, but it should be enough for the railgun to relocate.

ok well if you don't like it don't buy it >_> xD

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Lingering Flames: I love the creativity of this one but against a group of tankers, this alteration would basically be an upgrade to the current Firebird.

 

When people are being hit by a Firebird, they'll run away. Firebird has afterburn damage; the worried tanker being hit by the firebird would run away in hopes of the afterburn not killing him/her. They end up close their ally or another tanker (DM) and die which would spread flames to them. They may be on low health and they drive to their other ally who has their overdrive. That ally may be on low health as well whilst dealing with a tanker on the Firebird's team. The guy dies close to the guy with the Overdrive and the flame spreads to him. 5 glorious tick damage later...he dies. 

So after shooting one person, you indirectly killed two others without even touching them. I'm not gonna lie, this is a great idea. It just wouldn't fit well seeing that the Firebird still has 5 seconds of full direct tick-damage to deliver. All in all, the price and the rank unlock for it makes sense. I would consider bringing this into the game if I were them only after tweaking it a little but keeping the overall mechanic the same.  

 

Also, you put a + on the red writing. The damage being reduced would be -, not +.

 

 

Freon Band: Hmmm, this one is an interesting one. Off the bat, this alteration is contradictory. It can't "heat" the enemy while "freezing" them. A way this can work is making it kind of like a "frostburn" reaction. You freeze the tank and it becomes so cold that it starts doing "burn" damage. 

 

The fact that it freezes the tank means that it should receive a bigger damage reduction than 15% saayyyyy...30%. This could be a battle decider.  

 

The price can be increased from 120k to 140k just so it wouldn't be the same price as its current 120k alteration. You know, the useless one. 

 

Maybe let it be unlocked by Brigadier or Major-general. It's a nice one but I don't think I would put it on the first batch of new alterations. 

 

Taking away 25% of the maximum temperature would be a - and not a + by the way. 

 

 

 

Electromagnetic Pulsation:  I'm not a fan of Thunder getting more alterations to be honest. Just like Isida, it is great with its stock features. 

This, however, would piss so many people off. Let's say we have an M4 Thunder. M4 Thunder reloads in 2.3 seconds. You shoot someone, they get stunned. The confused tanker would wonder what happened to his tank. After maybe 0.8 seconds, he lets go of his drive button. He would resume again and while accelerating, he gets hit again. 

 

Basically, Thunder could become like a freeze with this feature. It can also be used as a way to troll a player as well. Keep in mind that it still does splash damage, it just does it with 20% less damage. I don't think Tanki would create an alteration with a stun mechanic. I wouldn't put this in my game either. Thunder already got even more powerful with Sledgehammer rounds, we don't need this. 

 

 

 

Supersonic Loader: Immediately, I liked this. In MM battles, I would use Slugger and I would get a good concentrated punch at the enemy tanker but it wouldn't really increase the impact force. It would just focus the pellets in one place. I wanted them to make it so that Slugger would receive a mentioned boost in impact force but it doesn't seem like they'll do that.

 

I don't see why the range would be reduced. I'm imagining it as the Hammer "pulling back on a slingshot" farther than normal which would make the pellets go farther because they have more speed. The range should be increased by 20% and not reduced by it. The shots not being able to bounce makes sense. The recoil increase also makes sense.

 

Another mechanic that would make sense is if there would be a slight increase in the shot reload. Saayyyy.,..15%. Not too much but also not too little. This would make the "pulling back on the slingshot farther than regular Hammer" make sense as it is kind of like "charging up the shot".

 

I would decrease the price to 140k and make it unlockable by Brigadier. I would definitely like this to be put into the game.

 

 

If there are any questions you want to ask me, you are free to ask.  :)

Thanks for your input! I agree that the -15% damage on Freon Band might be a bit too low. Looking back it makes sense that Supersonic Loader would increase range. 

 

Lol yeah Electromagnetic Pulsation might be just a bit op.

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I had a couple more ideas so I thought I'd write them down here :).

 

High-Precision Aiming (200K, Shaft alteration, unlocks at Marshal): The loading mechanism is switched to a depleted uranium type launcher such as Railgun's, this increases the speed of the shots to such a number that they pierce through enemies. 

+ Piercing effect to all shots

+ 75% Penetration

+ 25% Arcade max damage range

+ 25% Sniping Reload

+ 25% Arcade Reload

 

Voltage Receiver (150K, Isida alteration, unlocks at Lieutenant-General): The nanobots are given special capabilities that further help your teammates, unfortunately some of their current skills have to be swapped over.

+ Streams now reload teammates energy (Healing power /sec (XP is still earned but 25% less)

+ While attacking slightly decreases enemy firing speed (-20%)

- Streams no longer heal

- 33% damage

+ 33% energy consumption 

 

Blast Freeze (120K, Freeze alteration, unlocks at Brigadier):The Freon is switched to a slightly different variant that leaves sleet for other enemies to slip on after destroying an enemy. 

+ After killing an enemy leaves a icy circle that other enemies can take effect on (lasts 7 seconds, diameter is 15 meters)

+ While in area:

  + 2 freeze time every second

- 20% freezing power

- 10% damage

 

Toxic Rounds (130K, Smoky alteration, unlocks at Major-General): Replacement for the standard cumulative shots with toxic rounds. Critical hits will only deal half of your normal damage, but poison the tank instead. While poisoned the tank will take extra damage from all shots.

+ Critical hits poison the enemy (for 6 seconds, does not stack*)

+ The enemy receives 15% more damage while poisoned  

- Critical hits do no damage 

- 30% critical chance (20% critical chance would be 14% instead)

 

*Even if an enemy has already been hit by a critical shot will set the counter to 6 secs

Edited by JAGMAN2468
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Hmmmm...... I don't think a 2% chance is worth it, maybe like 4% and no SD you just take a lot of damage

I agree, changed to 4%, I added SD because a nuke shot is VERY powerful, so its down-sides need to also be big. 

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Magnum is kinda like a nuke already... 

Magnum is perfectly balanced. Doesn't need to be touched. The alterations are okay, so is the gameplay mechanics of the turret.

2%?? Too small, and even with that, it would have the slight ability to become severely overpowered. Magnum should not be touched in my opinion, because if it's touched, it's messed up. It's a very delicate weapon. Any small changes can be huge. This change is massive for Magnum, so a no from me.

I changed it to 4 as per request, This idea is honestly for people who like to gamble with luck, because it's lowers overall damage by 5%, II might change that later, but I see what you mean and agree.

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First the nuclear drop boxes. Now, Uranium Strikers. Then there will be Wasp Suicide Bombers. Neext... you want this???

 

Let's be honest, the TO devs are just a North Korean spy team spying on Western Civilization. 

Edited by sensei_tanker
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First the nuclear drop boxes. Now, Uranium Strikers. Then there will be Wasp Suicide Bombers. Neext... you want this???

 

Let's be honest, the TO devs are just a North Korean spy team spying on Western Civilization. 

xD ya I know I know, well aren't uranium strikers slow and easy to dodge? I mean, your right, but not a lot of people will buy this alt.

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Not sure about the usefulness of the self-destruct without warning...

you will instantly SD when you launch your nuke round, which is another down-side, but after all that has a 4% chance

Edited by Aigaion

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(I came up with this idea because honestly I was disappointed with the mag alts they put it)

 

23u4vnl.png

A Top-Secret explosive warhead, an unstable experimental compressed A-Bomb is inserted into a standard round, with a very small chance each time, the explosive detonation is catastrophic to say least, however, the barrel must be unrifled, so the standard rounds lose a slight amount of effectiveness. Firing the shot, the leftover nuclear residue will combust your tank immediately, effectively an unavoidable forced self-destruction.

 

SUMMARY

 

+4% chance for a nuke shot

-very low chance

- once you fire a nuke shot you self destruct instantly, without warning.

-standard rounds lose 5% damage (min&max)

 

RANKS & PRICE

 

high rank, 3 stars (I don't remember what its called :I)

The 3 stars rank is Lieutenant General. 

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If you hit a flat surface, it would ricochet back into you?

depends on the angle and distance (it has the same physics of a rico plasma-ball, the smokey round is inside the thunder round, the thunder hits the target you aimed for, and the smokey bullet will ricochet off it and hit something else, hard concept to explain :I, if you hit a wall point-blank straight on, it would prob come back to bite you, same if you hit a tank straight on at the right angle, so its something extra to keep in mind, "will it come back to haunt me?"

Basically Ricochet?

yes and no, unlike rico, it can ...rico off of a tank you already hit (cos the smokey round is inside the thunder round, the thunder hits the target you aimed for, and the smokey bullet will ricochet off it and hit something else, hard concept to explain :I), and it can travel faster than a rico, but only 1 bounce like a hammer (that bounce being from the target you aimed your thunder for).

Edited by Aigaion

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The 3 stars rank is Lieutenant General. 

ah t h a n k

The nuke shot should be 2* stronger than meteorite gold so it could kill any M4 hull with 50% protection and full drugs.

I got hit by a meteor with titan m4 and I went rip xD cos its a nuke, magnum protecc won't do anything.

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I had a couple more ideas so I thought I'd write them down here :).

 

High-Precision Aiming (200K, Shaft alteration, unlocks at Marshal): The loading mechanism is switched to a depleted uranium type launcher such as Railgun's, this increases the speed of the shots to such a number that they pierce through enemies. 

+ Piercing effect to all shots

+ 75% Penetration

+ 25% Arcade max damage range

+ 25% Sniping Reload

+ 25% Arcade Reload

 

Voltage Receiver (150K, Isida alteration, unlocks at Lieutenant-General): The nanobots are given special capabilities that further help your teammates, unfortunately some of their current skills have to be swapped over.

+ Streams now reload teammates energy (XP is still earned but 25% less)

+ While attacking slightly decreases enemy firing speed (-20%)

- Streams no longer heal

- 40% damage

+ 33% energy consumption 

 

Blast Freeze (120K, Freeze alteration, unlocks at Brigadier):The Freon is switched to a slightly different variant that leaves sleet for other enemies to slip on after destroying an enemy. 

+ After killing an enemy leaves a icy circle that other enemies can take effect on (lasts 7 seconds, diameter is 15 meters)

+ While in area:

  + 2 freeze time every second

- 20% freezing power

- 10% damage

 

Toxic Rounds (130K, Smoky alteration, unlocks at Major-General): Replacement for the standard cumulative shots with toxic rounds. Critical hits will only deal half of your normal damage, but poison the tank instead. While poisoned the tank will take extra damage from all shots.

+ Critical hits poison the enemy (for 6 seconds)

+ The enemy receives 15% more damage while poisoned  

- Critical hits do normal damage, -50%

- 30% critical chance (20% critical chance would be 14% instead)

Gosh, I was typing my feedback on your ideas but I just didn't have the motivation to finish it because of the lack of feedback I'm getting for my posts that have over 1000 words in them that I spent a good time on. I'll edit this post with the feedback when I'm finished.

 

Edit: Expect it by next year. I returned to do it today but noticed that for some reason, the site didn't autosave what I already had so my will to finish it decreased even further.

Edited by TheCongoSpider

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Striker Alt Idea: Synchronized Launch Barrels

 

okadf4.png

Internal mechanics and electronics are re-configured to launch 2 rockets from 1 barrel each with a tap of the firing button, doubling the projectiles mean a large increase in reloading. Lock-on system is not changed

 

SUMMARY:

+can lanch 1 rocket from both barrels with one shot

-reload increased 100% 

-recoil affects both barrels, so there's an increase in recoil, good for parkour tho.

Edited by Hate
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Yes, I think this alteration could work. Being able to launch 2 missiles at the same time from different barrels. Or, launch 2 rockets from each barrel all at once (launching a total of 4 rockets) You can do a lot with Striker alterations. I have a bunch of them in my head right now :)

thanks for the positivity, but 4 missiles at once, that's too OP :S

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I once suggested something similar to this except instead of the 100% increased reload, I suggested that the lock on ability gets removed.

that sounds a bit unbalanced, every hull but heavy cant be locked-on efficiently on most maps, so most people would just take the opportunity to get 2x the damage output and lose something they probably will never use effectively.

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