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Ideas for Augments!


Maf
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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.

 

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!

 

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

 

 

@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).

 

 

 

Still not understanding how this works...

If you have this "alt" and target has Grizzly module you bypass the module?

But if target has Grizzly module AND Thunder equipped you don't bypass the module?

 

Where did you get your numbers 440 & 1320 from?

 

Also - the "no self-damage" & "No Splash" is already an alteration - so that should be removed - don't want repetition...

 

The next anti-module alternation I will make is for Railgun.

 

LOL. wolverine846 won't be happy when seeing Tungsten Round and the would-have anti-Falcon alt.

Who knows if THAT GUY will be happy or not...

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

 

@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).

Can you give me the link?

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Flame-Inducing Laser - Alt for Shaft

 

DhSySy.png

 

Name: Flame-Inducing Laser

Price: 60 000 Crystal.png

Rank: Third Lt.

 

Description: Significant changes in the circuitry and modifications to the laser-targeting system were made so that the photons now carry intense amounts of heat. Thermonuclear explosions in a self-sufficient system under the turret dispenses more energy as the beam remains locked-on, but turns off if disturbed.

 


 

Basically, with this alteration, Shaft in unable to make shots and instead gains a new mechanic. The longer it can hold on its laser beam to an enemy tank, the damage to that tank will multiply exponentially. For example, if a Viking with 2048hp comes under the laser of the Shaft, and the damage increases two times per second, then the Shaft would need to keep its laser on the Viking for 11 sec to destroy it. If the laser is disturbed, the sequence starts from the start. The value could also be changed so that instead of stating from tens of damage, it could also start from the hundreds.

 

I just had a hilarious idea. Healing laser for Shaft!!!!
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I just had a hilarious idea. Healing laser for Shaft!!!!

It would be actually possible if the alteration had no arcade shots.

 

-10% damage

-10% recharge time

Healing added

No arcade shots

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Still not understanding how this works...

If you have this "alt" and target has Grizzly module you bypass the module?

But if target has Grizzly module AND Thunder equipped you don't bypass the module?

 

Where did you get your numbers 440 & 1320 from?

 

Also - the "no self-damage" & "No Splash" is already an alteration - so that should be removed - don't want repetition...

 

Who knows if THAT GUY will be happy or not...

Oops sorry wolv, didn't mean to misspelt your name.

 

Yes.

 

Yes.

 

The number 440 is from the average damage an M4 Thunder dealt if enemy tank has M4 Grizzly. 

 

The "1,320" is from 880*(1+0.5).

 

Can you give me the link?

Of what?

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Three more alterations

 

Thunder alt - Penetrating rounds 

 

This altered Thunder uses classical AP rounds full of high quality Swedish steel. These rounds are heavier than standard or Subcaliber rounds so they deal more punch but they take longer to reload. These rounds have no explosive filler so they deal lower damage. However, they have a limited penetrating ability (only through enemies, unlike Rail). Good for parkour.

-10% damage
+10% reload
+50% impact force
+25% recoil
No splash
M0 penetration - 25%
M4 penetration - 50%

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 Shaft alt - White Death 

 

This altered Shaft has a supermodern scope which always targets a weakpoint, mostly leading to insta-kill. That scope is so huge that there is no place for arcade shot mechanism and so precise that even the smallest damage stops your whole aiming process and drains your energy bar. You must be in full scope to shoot.

+100% damage
No arcade shots
You must be in full scope to shoot
Any damage ruins your scope and drains your energy bar

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Magnum alt - Howitzer mode 

 

This altered Magnum has faster reload but it has less maximum power. It also shoots shorter rounds to reload even faster. These rounds have less damage and splash. It is not a cannon anymore, it is a howitzer. Good at short and medium range.

-25% damage
-25% recoil
-25% impact force
-25% splash radius
-50% reload
-50% max power

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Oops sorry wolv, didn't mean to misspelt your name.

 

Yes.

 

Yes.

 

The number 440 is from the average damage an M4 Thunder dealt if enemy tank has M4 Grizzly. 

 

The "1,320" is from 880*(1+0.5).

 

Of what?

Where does the 1.5 multiplier come from?

 

So the module is somehow tied to the turret?  Makes no sense - there's really no reason the tungsten works better when module not paired with Thunder.

 

Also... how much would this cost?  You want to negate a 250K module (plus upgrades) with a ~ 100k alteration?

 

 

In the end though - this is another idea to give long-range turrets advantage.  Hard-pass.

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Oops sorry wolv, didn't mean to misspelt your name.

 

Yes.

 

Yes.

 

The number 440 is from the average damage an M4 Thunder dealt if enemy tank has M4 Grizzly. 

 

The "1,320" is from 880*(1+0.5).

 

 

Of what?

Of where I said that.

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Yeah but then that would take away what was special about Isida. 

 

The devs took away the penetrating mechanic of Shaft because it was meant to be UnIqUe To RaIlGuN. You're giving a healing ability to Shaft which would take away what was unique to Isida. Then maybe Isida may do a random tick worth 3x its regular tick damage every 8 ticks and that would take away what was unique to Smoky and so on. 

 

You said no arcade shot but you didn't mention any removal of the sniper shot. This means that it could one-shot some tanks while also have the potential to heal. Assuming that you're taking this exactly from the Flame-Inducing Laser alteration idea, then the sniper shot is removed and would only have the healing beam. Even with this, this may cause some balance problems because now, an Incendiary Vulcan can have healing from a melee-ranged source and a long-ranged source as well. It may interact badly with some existing alterations and playstyle.

 

Seems interesting but no. 

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Thunder alt - Penetrating rounds 

 

This altered Thunder uses classical AP rounds full of high quality Swedish steel. These rounds are heavier than standard or Subcaliber rounds so they deal more punch but they take longer to reload. These rounds have no explosive filler so they deal lower damage. However, they have a limited penetrating ability (only through enemies, unlike Rail). Good for parkour.

-10% damage

+10% reload

+50% impact force

+25% recoil

No splash

M0 penetration - 25%

M4 penetration - 50%

Nice. Seems like an upgrade of Subcaliber Round.

 

 Shaft alt - White Death 

 

This altered Shaft has a supermodern scope which always targets a weakpoint, mostly leading to insta-kill. That scope is so huge that there is no place for arcade shot mechanism and so precise that even the smallest damage stops your whole aiming process and drains your energy bar. You must be in full scope to shoot.

+100% damage

No arcade shots

You must be in full scope to shoot

Any damage ruins your scope and drains your energy bar

LOL, "Executioner" can do even better. +100% damage if aim on the turret. And no need to fully charge up. However, "Executioner" has one second on locking time if aimed on the turret.

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I honestly really like that Shaft alt. It would kinda give its position as a true sniper back. Maybe the damage should be altered so it can insta kill any hull of its modification except the heavies, probably leaving them with 15% health.

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Thunder alt - Penetrating rounds 

 

 

 

This altered Thunder uses classical AP rounds full of high quality Swedish steel. These rounds are heavier than standard or Subcaliber rounds so they deal more punch but they take longer to reload. These rounds have no explosive filler so they deal lower damage. However, they have a limited penetrating ability (only through enemies, unlike Rail). Good for parkour.

 

-10% damage

+10% reload

+50% impact force

+25% recoil

No splash

M0 penetration - 25%

M4 penetration - 50%

 

 

Wouldn't AP rounds have less impact? 

They punch through with ease... meaning the target does not absorb as much of the momentum/energy.

Unlike a shotgun.

 

 Shaft alt - White Death 

 

 

 

This altered Shaft has a supermodern scope which always targets a weakpoint, mostly leading to insta-kill. That scope is so huge that there is no place for arcade shot mechanism and so precise that even the smallest damage stops your whole aiming process and drains your energy bar. You must be in full scope to shoot.

 

+100% damage

No arcade shots

You must be in full scope to shoot

Any damage ruins your scope and drains your energy bar

 

 

I keep seeing suggested alterations for campers that want to do ridiculous amounts of damage.

There's a fixation for getting one-shot-kills on everyone.

 

This is too OP.

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5 Smoky Alt Ideas

 

 

HE Shells, Sabot Rounds, HEF Shells, HEAT-FS Ammunition, Smoke Shells

Four Different Ammunition Alterations Replacing Normal Critical Shots

 

 

 

 

HE Shells
Colonel: 120k
zukygw.jpg
Replacing standard Critical Shots, While originally meant as an anti-infantry measure and not intended to destroy tanks, high explosive shells are thin-walled and packed with TNT. While they do less damage than a normal critical shot, these will explode on your target's armor and damage nearby enemies, and maybe yourself if you're unfortunate enough to be close-by, so be careful.

 

Critical damage: -15%
Average splash radius= 4.5m

 

Sabot Rounds
Warrent Officer 4: 50k
2dchk5y.png
Replacing standard Critical Shots,"Sabot Rounds" is just a short way of saying it's full name: Armor Piercing, Discarding Sabot, Fin-Stabilized Rounds. The thin, long shot discards its shell (sabot) upon leaving the gun barrel, increasing velocity. All this is just a fancy way of saying it will have no problem totally sliding through enemy armor, and the next enemy tank its path, and the next... The problem is that the rod is a smaller caliber than conventional critical shells, so damage will be less.

 

Critical damage: -10%
Penetrating power= 75%

 

HEF Shells
Brigadier: 140k
2uojr5z.png
Replacing standard Critical Shots,Adding an explosive filler into the warhead of a normal shot, intended to explode after penetrating the enemy armor. This filler will, however, also decrease the mass of the shot, decreasing its ability to defeat the armor plate. These shots have the amazing capability in defeating light tanks with ease, even with increased armor. But these shots will have a decreased effect in damaging medium or heavily armored tanks, equivalent to just a normal hit in that case.

 

Critical damage (to LIGHT tanks ONLY): +110%
Critical damage (to ANY OTHER tank): Critical shots still hit, but have no more damage than a normal hit.

 

HEAT-FS Ammunition
General: 200k
2upqq3a.png
Replacing standard Critical Shots,A more sophisticated form of the Critical Round, combining it will the science of a Discarding Sabot shot. It has little problem breaking thick, heavy armor. Giving it an amazing capability to swiftly killing heavy tanks. However, the shape of the HEAT segment of the ammunition causes it to prematurely destroy itself when hitting light or medium armored vehicles, the damage, in that case, is equivalent to only a normal hit.

 

Critical damage (to HEAVY tanks ONLY): +300%
Critical damage (to ANY OTHER tank): Critical shots still hit, but have no more damage than a normal hit.

 

Smoke shells
Master Seargent: 20k
xc3g2h.png
Replacing standard Critical Shots, conventional explosives are removed from critical warheads and replaced with a rapidly expanding smoke screen that is guaranteed to leave your enemy blind and anyone around them. These shots have no other damage effect and equivalent to only a normal hit.

 

Critical effect= 25m (about 5 blocks) of smoke that lingers for 5 seconds
Critical damage: Critical shots still hit, but have no more damage than a normal hit.

Edited by Aigaion
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I don't know about the others but personally, when I'm playing, I rarely encounter players using Smoky and whenever I see someone, always they're using the fast reloading alteration. 

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I don't know about the others but personally, when I'm playing, I rarely encounter players using Smoky and whenever I see someone, always they're using the fast reloading alteration.

 

And if their rank is too low for the auto cannon alteration, they would be using incendiary rounds, cryo rounds, or even supercumulative rounds.

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I think that the integrity of different turrets should be maintained, with no alterations that make a turret resemble another. It's already bad enough to have incendiary and cryo rounds and it surely wouldn't help to add rounds resembling Thunder's or Railgun's with slight variations.

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I don't know about the others but personally, when I'm playing, I rarely encounter players using Smoky and whenever I see someone, always they're using the fast reloading alteration. 

Maybe this'll bring back some popularity than :s

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