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Ideas for Augments!


Maf
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I just don't see why anyone wouldn't want to deal max damage all the time, unless if the battle is so bad.

You won't be doing Max damage if you plan to hit from afar on the larger maps.

 

I make use of Vulcan's 50% "weak" damage a lot on maps like Kunger (have not seen that in MM now for weeks). Enemies are quite surprised how fast their health disappears when getting hit by enemy from across the map.

 

Of course you are not gonna equip this alteration when placed on smaller maps like Sandal or Sandbox.

Kunger, Alexandrovich, Solimnnsk, etc - where you have long-range camping spots are best.

 

It's a little like using the smoky high-impact alt - you give up some big damage to annoy targets more...

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I make alt ideas based on real-life guns and ammo, for those who don't know, this is what I based it off of, you'll see why I buffed the recoil xD

 

 2e0r9sh.jpg

 

Edited by Aigaion
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Wouldn't this need an increase in reload time?

nope, the recoil is the big downside, and plus a 10% boost aint much calculate it.

for example, an m1 thunder with this alt will have more recoil than an m4, pretty dangerous. 

 

M1 Thunder Recoil (standard/stock) Without Alt: 169.71

M1 Thunder Recoil With Alt: 254.5

Edited by Aigaion
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nope, the recoil is the big downside, and plus a 10% boost aint much calculate it.

for example, an m1 thunder with this alt will have more recoil than an m4, pretty dangerous.

 

M1 Thunder Recoil (standard/stock) Without Alt: 169.71

M1 Thunder Recoil With Alt: 254.5

Every smart player would put that altered Thunder on heavy hull.

 

Still, 10% range increase is not much and I do not want bigger splash. Campers like me would also need to correct their aim after every 1 or 2 shots due to recoil.

 

I think that impact force should also increase by 50%, damage by 10% and reload by 20% but otherwise it looks balanced.

Edited by GorgoBlesk

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You won't be doing Max damage if you plan to hit from afar on the larger maps.

 

I make use of Vulcan's 50% "weak" damage a lot on maps like Kunger (have not seen that in MM now for weeks). Enemies are quite surprised how fast their health disappears when getting hit by enemy from across the map.

 

Of course you are not gonna equip this alteration when placed on smaller maps like Sandal or Sandbox.

Kunger, Alexandrovich, Solimnnsk, etc - where you have long-range camping spots are best.

 

It's a little like using the smoky high-impact alt - you give up some big damage to annoy targets more...

Critical hit is a bonus which gives Smoky a small DPS advantage over Thunder. Thunder has bigger damage per shot and splash, splash is great when used correctly. Both turrets are equally strong. They are great at long range due to 50% weak damage.

 

However, incendiary Smoky is better than other Smokies and Thunders because incendiary crit is much stronger that standard crit. Repair kit is the only way to stop OP afterburn.

 

I have almost 40000 crystals so I will buy Incendiary alt for Smoky soon.

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I'm thinking that the reason for your suggestions is so that when an isida has finished with one enemy and and then when another one has appeared right away, then the isida will still have a chance at killing them too. Is that right?

Exactly. Isida runs out of energy too quickly to deal any serious damage.

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Every smart player would put that altered Thunder on heavy hull.

 

Still, 10% range increase is not much and I do not want bigger splash. Campers like me would also need to correct their aim after every 1 or 2 shots due to recoil.

 

I think that impact force should also increase by 50%, damage by 10% and reload by 20% but otherwise it looks balanced.

it's not supposed to be a big gain cos It doesn't nerf damage or reload, the point of this alt is to be unique and not mess with damage/reload, as thunder's 2/3 alts already do that, and ofc people would rather this alt with a heavy, but the recoil would still be pretty hefty like you said and you'll have to adjust your aim more often, but if you don't want bigger splash... don't buy it xD, and the gains, as I said aren't that much, as they're not supposed to be.

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Shaft Alt Idea: Tri-Shot Sniper Loading

 

 

2uzxsgh.png

 

(this is a complex alt idea, so bear with me)

 

For fans of complete and utter destruction at any cost. The sniping function is taken under a mass re-configurement, It now has the ability to rapidly fire 3 deadly sniper rounds in succession, the cost of which is it can only fire upon finishing charging, as you charge up your shot it will automatically immediately rapid fire 3 shots upon finishing its charging cycle, you also lose the ability to fire at a half charge, or at any percentage of charging progress, if you abort the charging progress before it finishes charging, it will not fire anything and go back to arcade mode, as usual, base sniper reload will increase.  

 

+Sniper mode can rapid fire 3 normal (full-charge) sniper shots, the time in-between each of the 3 shots is 0.1 seconds.

-It will only fire automatically and immediately after you finish charging (like an old shaft), you can not delay the shot after it finished charging like a normal shaft.

-It will not fire if you don't let it complete the charge.

-Sniper mode reload increased 30%.

 

Additional Info

 

-The laser sight will now become visible half way through the charging cycle
-When it's firing it's 3 shots, you can still move your point of impact (sight) between shots, but the time gap between each shot is 0.1 seconds, so it won't make too much of a difference

-you will experience no recoil between the 3 shots, so as I said you can still aim it

-the shaft will go back to arcade mode normally after the last shot has been fired. 

-normal sniper shots mean normal 100% charged shots, so 3 full power ones

 

 

qzpy8j.png

Edited by Hate
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If you want to improve Shaft, give back 50% weak damage to the arcade shots...

 

My idea:

 

50% weak damage

+25% arcade shot reload

I don't want to improve shaft, its an alteration, its meant to improve something and lower another, something the devs don't understand xD

*cough cough Duplet*

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Sniper Rifle "Executioner"

 

Another OP Shaft alt:

Sniper Rifle "Executioner"

"Inspired by the games' mechanism 'headshot 2x damage bonus' , the reconfigured scope allow ultra-precision aiming and deals great damage bonus when the shot penetrate through the turret's body. Due to this, it is only available in sniper mode."

Pro:

100% bonus damage when aiming at the turret's body.

Con:

Only available in sniper mode.

Cannot deal bonus damage when aiming at the turret's barrel.

@ Aigaion: Yes I know you don't like it, but I need to hear other tankers' opinion too.

Edited by Hate

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But the shots already deal 100% damage to the tank, regardless of whether you hit the turret or the body. I'm not sure what you mean by that benefit.

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But the shots already deal 100% damage to the tank, regardless of whether you hit the turret or the body. I'm not sure what you mean by that benefit.

He probably means that you don't have to wait for the shot to fully charge

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Thunder alt: high damaging warheads.

 

 

Pros:

· 75% more damage.
· 50% increase in the range of max damage.

Cons:

· Reload time has increased by 100%.
· Splash radius has decreased from 12m to 9m.

A good alteration for those that want to camp with thunder from afar. However, it's effectiveness at short range has decreased considerably. The splash radius decrease is for balance purposes only.

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But the shots already deal 100% damage to the tank, regardless of whether you hit the turret or the body. I'm not sure what you mean by that benefit.

I'm sorry Maf, let me clarify: A fully charged M4 Shaft shot without Double Power deals 3000 damage. When you equipped with "Executioner", it deals 6000 damage when aiming at the turret's body.

 

But to avoid Magnum complaining (since a Shaft can aim on his/her barrel), no damage bonus.

 

@FrozenRailgun

looks like we got rival shaft ideas >_>

xD

*Troll face*

 

I forgot to add the requirement and cost:

 

Unlock at Brigadier and cost 150k

Edited by FrozenRailgun
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