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Ideas for Augments!


Maf
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Forgot to mention. 4 very slow missiles. Or, they wouldn't be able to have the lock-on feature

if it's very slow, it would only be able to be used short range, in which case it would surely kill you too with self-damage, or against heavy iced up targets, but if you have no lock-on on the downside like I explained to DieselPlatinum, 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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How about we keep the double rockets, take away its splash damage but make the target acquisition time shorter by 30%?

 

Makes it good for lone wolf 1 on 1 encounters while not letting it destroy groups as easily.

If you are cutting the damage in half (2 missiles instead of 4) and get a 30% buff on lock-on, I'm not sure you need to remove splash.

The 50% / 30% trade-off seems pretty fair.

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How about we keep the double rockets, take away its splash damage but make the target acquisition time shorter by 30%?

 

Makes it good for lone wolf 1 on 1 encounters while not letting it destroy groups as easily.

Removing splash on Striker? Devs will never do it xD

 

1 of the best ways to troll locked Striker is to ram it and let it eat the splash xD

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ya, and uh, missiles are also, like shotguns (hammer) there not for AP roles :I

How do you figure that?

 

Look up it's name-sake as armoured vehicle. 

The FV102 Striker is an anti-tank weapon.

Same with the Raketenjagdpanzer 2.

 

What does a Bazooka fire?

Edited by wolverine848

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How do you figure that?

 

Look up it's name-sake as armoured vehicle. 

The FV102 Striker is an anti-tank weapon.

Same with the Raketenjagdpanzer 2.

 

What does a Bazooka fire?

I just mean missiles are pointless without an explosive payload, and the ones we use don't have a high enough velocity for effective AP damage.

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I just mean missiles are pointless without an explosive payload, and the ones we use don't have a high enough velocity for effective AP damage.

Don't need velocity to pierce armor.    Look up "Shaped Charge" and HEAT rounds.

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Don't need velocity to pierce armor.    Look up "Shaped Charge" and HEAT rounds.

those still have explosives xD but not a lot, so I see your point,  a pure AP ballistic cap would not work for a missile with no payload.

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Smoky Alt Idea: Semi-Automatic Loading

 

2r3crwi.png

The space-hogging fully automatic round loader is removed, and in its place, a small, compact semi-automatic loader is installed, meaning you now have to pull the trigger once to fire one round and pull it again to fire another, holding down the trigger will no longer automatically fire rounds one-after-the-other, thus "semi" automatic. However the engineers noticed that with the space saved they could fit more ammunition in the turret's magazine, therefore the chance for a smackin' critical hit will go up slightly. 

 

SUMMARY:

 

+more of a chance for a critical hit (I'm not 100% about how smoky critical hits actually work, but the chance will improve slightly, I would think somewhere between 1.2%-1.4%, which may look small but is relatively good)

-you sacrifice full-auto for semi-auto

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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.

so are the north korean ballistic missiles  :ph34r:  :ph34r:  :ph34r:

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I know that alts for hulls aren't going to be a thing, but what if we did have them, and they would alter your hulls overdrive??? Like viking could have an alt where it switches its overdrive to something that could amplify its allies' turrets range or overdrive recharge time???

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Longer reload but higher crit chance? Why not? It would be great for sniping.

technically reload does not change, its all about human reaction and toleration

Edited by Aigaion

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I know that alts for hulls aren't going to be a thing, but what if we did have them, and they would alter your hulls overdrive??? Like viking could have an alt where it switches its overdrive to something that could amplify its allies' turrets range or overdrive recharge time???

that would just be to complex to remember what everything does and to come up with a completely new set of ODs, plus we have drones

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technically reload does not change, its all about human reaction and toleration

Thunder and Rail have also auto loader for sure because no soldier can reload so fast. Tanks in War Thunder (also in reality) reload much, much slower.

 

BT-5, BT-7 (45mm cannon) - 3,7s

Panzer 3 (50mm cannon) - 5s

Panzer 4 (75mm howitzer) - 5s

Panzer 4 (75mm cannon) - 6,5s

Panther (75mm cannon) - 9,5s

Tiger (88mm cannon) - 9,5s

IS-2 (122mm cannon) - 20s

KV-2 (152mm howitzer) - 43s (!)

 

The reload time should simply increase by 10%. That means less DPS if you are unlucky and do not get critical.

Edited by GorgoBlesk

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Comparison to War Thunder is moot 'cuz they also don't have rapid-fire plasma cannons nor refrigerator cannons.

 

Longer reload but higher crit chance? Why not? It would be great for sniping.

There's already a smoky alt for long-ranged sniping. Having two alterations dedicated to the same type of play style is just redundant in my opinion.

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Thunder and Rail have also auto loader for sure because no soldier can reload so fast. Tanks in War Thunder (also in reality) reload much, much slower.

 

BT-5, BT-7 (45mm cannon) - 3,7s

Panzer 3 (50mm cannon) - 5s

Panzer 4 (75mm howitzer) - 5s

Panzer 4 (75mm cannon) - 6,5s

Panther (75mm cannon) - 9,5s

Tiger (88mm cannon) - 9,5s

IS-2 (122mm cannon) - 20s

KV-2 (152mm howitzer) - 43s (!)

 

The reload time should simply increase by 10%. That means less DPS if you are unlucky and do not get critical.

I didn't ask for this info nor do I understand how it is relevant. (it's like comparing apples and oranges)

Comparison to War Thunder is moot 'cuz they also don't have rapid-fire plasma cannons nor refrigerator cannons.

 

There's already a smoky alt for long-ranged sniping. Having two alterations dedicated to the same type of play style is just redundant in my opinion.

all alts are different, otherwise, there would only be one xD (A=A) its just what you're more comfortable with sacrificing for it.

Edited by Aigaion
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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)

if you want feedback, I'll review your ideas.

your shaft alt: I like this one, but maybe only for sniping mode, as the reason why a sniper shot does more damage is a high caliber+higher speed, arcade shots seem to be of same caliber and weight, but less power, explaining why they lose effectiveness over range, think of it like the sledgehammer alt, they weigh the same as a sniper bullet, (which is pretty heavy) but don't use a lot of (gun)pow(d)er, so their effective range decreases. overall I like it, but only for sniper mode, well done.

 

your isida alt: I just don't really understand it, what do you mean by "energy" and I don't really see that big of a good side to it to equalize the downsides

 

your freeze alt: very well executed, I've seen people suggest similarly, but you did an excellent job explaining it and applying/formulating it, however, there is just the scientific problems I just have problems with xD, how does destroying a tank suddenly leavy an icy ground, if it didn't before? how does an icy ground literally damage a tank? and 2DPS seems very small, maybe have it a % of your turrets damage, so it will actually be effective on high-rankers when you have a high ranked freeze, because, I'm not going to notice 2 damage with my M4 titan xD

 

your smoki alt: just sounds to OP, and a bit too much like incendiary rounds alt.

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New Accessories

 

HAPPY NEW YEAR TO DEVELOPERS AND ALL THE PLAYERS .

 

I like tanki online very much infact it is my favourite game.  I want you developers to bring new things and changes to tanki online which will make it even better. I am listing these with reasons so please think about it.

 

#1 like you introduced drones you should also introduce : a small machine gun which attacks tanks in a small radius(you can switch it off to maintain stealth + it could be mounted with all other turrets on top of the tank's hull or turret and works on its own)(if you want to see example visit the link:https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcTLUBcFA8KdiCpgRUX7GpShJupavnFUDuUpM7zqpmmfm1KpiLEj or this one https://c8.alamy.com/comp/C2T84X/soviet-t-72-battle-tank-turret-and-machine-gun-advanced-weapon-deployed-C2T84X.jpg ) further you can include some grills that could be mounted at front and side of tank and would give protection from that machine gun (link for example https://encrypted-tbn0.gstatic.com/images?q=tbn:ANd9GcT7mH9x-zQgGaEPSxkDfK69f8inmBRI_MhEH4PfVuSMq2bS8E30 or go to this link https://s.hswstatic.com/gif/stryker-2.jpg ).

 

#2 you can introduce radars which spot tanks in a particlar area of map . the radar would be shown by an antenna(also known as aerial) which could be mounted at the back of the hull ( example link http://i.imgur.com/13qXAq0.png ) .

 

#3 you can bring fuel tanks which could be mounted at back of the hull,they could increase the tank's speed by 2%to 3% permenantly , irespective of using speed boosts (example link https://www.armyrecognition.com/images/stories/east_europe/russia/main_battle_tank/t-55/pictures1/T-55_main_battle_tank_Russian_Russia_army_defence_industry_military_technology_007.jpg).you can list these items in "accessories" category in the garage.

 

#4 please fix the low fps problem or remove matchmaking system because it sometimes bring you to a battle which really lags too much.

 

#5 please free the pro battle pass so everyone can play in their favourite map.

 

I hope you bring these changes so many players yu lost will come back .

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Vulcan Alt Idea: Modified Firing Rate

 

 

8x981w.png

*note this is an idea for a new alteration, the old one was renamed as "shooting speed regulator"*

 

Vulcan is modified by machinegun experts to shoot in short bursts of fire, with a small pause between each burst, this remarkably economical decision results in a much shorter barrel spin up time, the change was unfortunately not enough to change the overheating factor in any way.

 

+barrel spin up time reduced to 1.5 seconds

- seconds in between each burst of fire is 0.27

-each burst only lasts for 2.7 seconds

Edited by Hate
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