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Ideas for Augments!


Maf
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IF - big IF - they ever add back vampirism it won't be close to 50% which made it way too strong.  Maybe 25% or even 20%.

 

And because it is an alt and gains something - it also has to give up something.  Maybe DPS.  Maybe reload.  Maybe a combo...

 

But - TO has struggled to have have good balance with many of the Alts - so who knows...

Okay, okay.

Yes, read the post. It gains something - moderate vampirism - and loses something. IT LOSES HEALING TEAMMATES.

 

TO worried about balance? Laughable....

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But you Forgot the main thing. the Overheating is removed. if we didn't reduce anything, that alteration would be too OP. just imagine mammoth vulcan with isida support, which shoots like... 4ever. it never stops shooting. that's why we have to reduce something.

If the alteration has a Positive side, it Must have a Negative side too. what do you think about this? what could be the Negative side of "Thermal controller" alt?

By the way, "Low capacity batteries" doesn't deal more total damage, but due to the increased DPS, it's more effective for 1 VS 1 cases.

& Don't forget that these are just Ideas and they might never be real!

First off - please use default font - this candy-cane colour scheme is goofy...

 

I would never use a Vulcan that increases spin-up time AND reduces damage.

So what if it never overheats... you'll never kill anything because 1) by time u start firing target is already dead or hidden and 2) you'll just tickle them IF you do manage to start firing before they finish dinner.

 

Yes they are just ideas... and... you asked what we thought.... my thoughts are above.

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First off - please use default font - this candy-cane colour scheme is goofy...

 

I would never use a Vulcan that increases spin-up time AND reduces damage.

So what if it never overheats... you'll never kill anything because 1) by time u start firing target is already dead or hidden and 2) you'll just tickle them IF you do manage to start firing before they finish dinner.

 

Yes they are just ideas... and... you asked what we thought.... my thoughts are above.

Vulcan is kinda... complicated turret. do you remember what did i say about Positive & Negative sides? if you're sure that i'm wrong about that, you can check the link (https://en.tankiwiki.com/Alterations). I know, that reducing damage by 30% is way too much, but i'm asking again... What would you choose to be the Negative side? rotation speed? impact force? vertical autoaim?

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No offence, but...

 

Alteration for Vulcan: "Thermal controller"

Overheating removed.

Barrel slowdown: +15%

Barrel startup: +25%

Damage: -30%

Meet the new brick-on-the-space-bar turret! :ph34r:

 

At least the turret turning speed wasn't increased...

Edited by Given
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Vulcan is kinda... complicated turret. do you remember what did i say about Positive & Negative sides? if you're sure that i'm wrong about that, you can check the link (https://en.tankiwiki.com/Alterations). I know, that reducing damage by 30% is way too much, but i'm asking again... What would you choose to be the Negative side? rotation speed? impact force? vertical autoaim?

Yes I understand how alterations work.

 

Not sure why you want a turret that can keep shooting on-and-on-and-on like twins.  This is not needed.

 

Especially if you increase spin-up time.  That was already increased for stock - and - I absolutely hate that now.

Imagine my hate for it if it was even longer...

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Maybe they alteration could become a particle beamish weapon, hence reducing reload since you dont have to physically fit a shell into the gun but also completely removing impact.

So then a completely different turret... 

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So then a completely different turret... 

Not entirely. It just switches out solid shells for some kind of energy canister.

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auto cannon smoky shoots 120 times a minute instead of 40

 

gets 24 critical shots a minute (average) instead of 8

 

96 regular shots and the 24 critical shots

 

9600 damage + 19200 damage = 28800 damage a minute

 

non alteration smoky is 16000 + 6400 = 22240

 

auto cannon has 6560 more damage a minute, rapid fire easy to use noob garbage (like ricochet) to prevent me from getting full health back from a repair kit, and 3x as many infinite range shots.

 

look at this noob complaining about the impact force

 

all the other rapid fire trash alterations need impact force reduction: railgun, double hammer, thunder and that stupid rapid fire shaft alteration that has no negative effect of the alteration

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My idea is that shots have alterations. Most people will think I mean shot colors, however I mean something different. Tanki doesn't need too many different alterations, but I will just provide examples for Thunder:

 

Tracker shot:

Benefit: Hitting an enemy will allow the user to see their position on the map via a medium sized red/blue dot for 45 seconds. Enemies have a cooldown time of 1 minute, after which they can be tracked again.

 

Drawback: 5% reduction in damage

 

EMP shot:

 

Benefit: Hitting an enemy with this shot will prevent the enemy from activating supplies or overdrive for 20 seconds. The shot has a cooldown time of 1 minute and 20 seconds, after which it is possible to hit the same enemy with an emp shot

 

Drawback: 15% longer reload time

 

Sticky grenade shot

 

Benefit: Hitting an enemy with this shot will deal damage and attach a sticky grenade to their tank. The Grenade will deal 300 damage to the enemy. This shot has a cooldown time of 45 seconds.

 

Drawback: 7% lower damage, 10% less maximum damage range

 

I know it seems kind of redundant with alterations, mines and overdrives around, but I think it will call for a slightly more tactical response from players and thus improve gameplay. 

 

 

 

 

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Sounds cool, but I don't see why this should be a whole new feature, rather than part of existing turret alterations. Its basically the same thing. Also, I think it's wrong to make functionality of certain overdrives available as turret (or shot) alterations. I feel like it makes the game confusing and ruins the unique characteristic of each hull and its overdrive.

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Under review

 

Sounds cool, but I don't see why this should be a whole new feature, rather than part of existing turret alterations. Its basically the same thing. Also, I think it's wrong to make functionality of certain overdrives available as turret (or shot) alterations. I feel like it makes the game confusing and ruins the unique characteristic of each hull and its overdrive.

Well I mean kind of like with the protection modules thing, maybe this could give players their choice of alteration along with their favorite type of shot. I do suppose so with the ideas of overdrive similarity though.

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Now, technically this idea is almost if not fully similar to some of the alterations already in the game. That being said these could be modified and adapted to suit as completely new alterations for certain/specific turrets or added as a whole new option. I'm neutral on this one, although the "Tracker" and "EMP" are innovative ideas!

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My idea is that shots have alterations. Most people will think I mean shot colors, however I mean something different. Tanki doesn't need too many different alterations, but I will just provide examples for Thunder:

 

 

 

Tracker shot:

Benefit: Hitting an enemy will allow the user to see their position on the map via a medium sized red/blue dot for 45 seconds. Enemies have a cooldown time of 1 minute, after which they can be tracked again.

 

Drawback: 5% reduction in damage

 

EMP shot:

 

Benefit: Hitting an enemy with this shot will prevent the enemy from activating supplies or overdrive for 20 seconds. The shot has a cooldown time of 1 minute and 20 seconds, after which it is possible to hit the same enemy with an emp shot

 

Drawback: 15% longer reload time

 

Sticky grenade shot

 

Benefit: Hitting an enemy with this shot will deal damage and attach a sticky grenade to their tank. The Grenade will deal 300 damage to the enemy. This shot has a cooldown time of 45 seconds.

 

Drawback: 7% lower damage, 10% less maximum damage range

 

 

 

I know it seems kind of redundant with alterations, mines and overdrives around, but I think it will call for a slightly more tactical response from players and thus improve gameplay. 

In many cases Alterations are different types of ammo - mostly any weapon that fires a physical slug or shell.  having said that some feedback on the ones described so far...

 

Tracker: 45 seconds might be a little too long.  Maybe 20-30 seconds

 

EMP: redundant as this is Hunters OD.  And too OP for being able to deliver from a distance

 

Grenade: 300 damage is not compensated for by the 7% lower damage.  Since Thunder already has extra like Splash damage, not sure this would be appropriate.

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"Tungsten Round"

 

DieselPlatinum requested earlier....

"Latest innovation of projectile round allowing to hunt and shut down enemy's protection module. Such round cannot explode upon inpact. Impact force and recoil handling has reduced. For safety precaution, it is not possible to ignore Thunder's Grizzly."

Pro:

No self-damage.

Ignore's enemy's Grizzly.

Con:

No area damage.

Inpact force reduced and recoil increased by 25%.

Cannot target enemy Thunder's Grizzly.

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DieselPlatinum requested earlier....

 

"Latest innovation of projectile round allowing to hunt and shut down enemy's protection module. Such round cannot explode upon inpact. Impact force and recoil handling has reduced. For safety precaution, it is not possible to ignore Thunder's Grizzly."

 

Pro:

 

No self-damage.

 

Ignore's enemy's Grizzly.

 

Con:

 

No area damage.

 

Inpact force reduced and recoil increased by 25%.

 

Cannot target enemy Thunder's Grizzly.

Yes!!!Nice idea.

 

+1

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Decreased recoil would be a pro, not a con.  

 

What does that part that says "Cannot target enemy's Grizzly" mean?

 

I'm sorry, I actually meant increase the recoil....

 

"Cannot target enemy's Grizzly" means if you fire Tungsten Round to an enemy Thunder that has Grizzly, that shot cannot ignore his/her module.

 

Yes!!!Nice idea.

 

+1

Thanks! Say enemy tanks bye bye to their Grizzly!

 

And the best part is.... you can deal more damage to them! If you equipped M4 Thunder Tungsten Round..... And enemy tank has M4 Grizzly.... guess what? Instead of dealing 440 average damage, you deal 1,320 damage in average! 2 shot KO against light hull guaranteed!

 

Did I actually request this idea? :huh:

When I made "Module Executioner" (the 1st anti-module alternation), your response was "It would be nice to make one for Thunder, but IDK...."

 

Would be unfair

 

Ehhhh... The ability to ignore the Grizzly module? I think not.

 

@Kari and Pyre: Of course you want to deal with annoying Thunder.

 

If ya all remember the anti-Eagle alternation I made, that alt immediately emits laser when entering sniper mode AND it takes one second to lock on an enemy tank that has Eagle equipped (just like Striker's locking reticle).

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