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Ideas for Augments!


Maf
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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.

I agree, but sometimes you gotta fight fire with fire, I took your advice and did nerf them a little bit, remember that these alts ONLY affect smoky's critical shots, not normal ones, plus they bring the damage down.

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I agree, but sometimes you gotta fight fire with fire, I took your advice and did nerf them a little bit, remember that these alts ONLY affect smoky's critical shots, not normal ones, plus they bring the damage down.

The reason I loved Tanki ever since I first played it in 2014 was because there was no differential ranking of turrets. In other games we have guns at different levels with machine guns and shotguns and stuff like that that obviously aren't equally good. Rocket launchers are obviously better than simple pistols. In Tanki each turret has it's own playing tactics and is not just based on damage. Or, in a different situation, imagine turrets being like hulls, having changes only in reload and damage, like the hulls have in their speed and health. That wouldn't be great, no?

 

The message I want to convey is that it isn't about fighting against tanks in the same way as they do against you- the main reason we don't have just 1 turret and 1 hull, but about playing your own way against them.

And no, you gotta fight fire with a fire extinguisher. :p

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Striker alt: Missile launcher "rapid-fire"

 

Turns striker into a fast firing machine.

Pros:

· Reload time is reduced by 20%.
· Lock on time is reduced by 5%.
· Projectile speed is increased by 5%.

Cons:

· Damage is reduced by 30%.

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Sabot rounds look really strong but the other alts seem pretty useless. Sabot rounds should have -10% damage.

funny, I thought Sabot rounds was the weaker idea, being that penetration with rail doesn't happen all that much in average battles, Smoke I'll admit is kinda useless, but how are the other ones?

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...the US millitary

Because too much is not enough.

 

 

How are the other ones?

HE Shells: These past few days, I kept imagining scenarios where an Autocannon equivalent for Thunder may work. I then tried to see if Smoky had splash damage from its Autocannon. 

 

Smoky has a nice maximum damage range so it doesn't really need to be up close to their target and they can drive away if they think they'll be getting their critical soon enough. It is 4.5 metres after all. That's just barely equal to the supply marker. Being able to deal 595-680 damage to clumped up enemies might be too OP. A 15% reduction isn't that much considering that the damage for one critical is already high.

 

 

Sabot Rounds: Off the bat, this is overpowered. The difference in critical damage between M0 Smoky and M4 Smoky is only 100. Each modification is basically doing the same damage to an extent. Chipping off 5% of damage means you'd still be doing between 665-760 damage + 499-570 to the next target and then 374-427 to the next. Since it's too similar to Stock Smoky, Isidas who stay behind their heavy hulls for maximum security would be penalised for doing so since they basically get with an above average damage shot every time one gets a critical on the heavy hull soaking up the damage. I don't like this one. 

 

 

HEF Shells: I wonder how a Wasp player would feel seeing 86% of their health removed from one shot from a Smoky who isn't even using double damage. I have mixed feelings about this one. 

 

 

HEAT-FS Ammunition: Yeah, this is too powerful. M4 Smoky takes away 20% of a heavy hull's HP with a critical hit. This alteration's critical would take away 67% of its health. With double damage, it could one-shot it. I know that's not gonna rest easy for a lot of players - investing Hundreds of thousands of crystals into a heavy hull just to get one-shotted by a Smoky. Even a Stock M0 Smoky with this alteration can kill an M4 heavy hull in one hit. Seeing that heavy hulls are supposed to be the hardest to take out (in terms of HP) and Smoky already deals great damage with its regular shots, it would be too powerful and upset too many players. 

 

 

 Smoke Shells: I like this one. This would change your gameplay style from attacking to covering fire and distracting and obstructing the enemies' vision. You say that the smoke is "25 metres" but what does that mean? Is that its vertical length? if so, then how long is its horizontal length? Is it its horizontal length? If so, then how long is its vertical length? That should be specified as well. 

 

You know what would be somewhat funny? Some trolling with this. I can't remember if this was a scenario I made in my mind or if Claudiu did this already, but someone would freeze a tank then the other person with Shaft would charge up and kill them. They would do this to the same person multiple times. How about timing when you may get your critical, blind a Shaft in sniping mode, then as the fog is about to clear up, charge up a Large Calibre Rounds Railgun so as the fog disappears, all the Shaft sees for 0.5 seconds is a Railgun charging up beyond its reach and then itself dying from the shot. It's too precise but that would be very satisfying to play out.  

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...the US millitary

you sure they load HE or smoke shells randomly? 

 

so they can end up killi-- nevermind, they were the fools who lost to vietnam so i guess it makes sense that they'd do such stupid things

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you sure they load HE or smoke shells randomly? 

 

so they can end up killi-- nevermind, they were the fools who lost to vietnam so i guess it makes sense that they'd do such stupid things

I'm not sure they ever used smokes and HE I think is retired. But the rest are real and as far as I am aware still used.

 

 

Because too much is not enough.

 

 

 

 

 

HE Shells: These past few days, I kept imagining scenarios where an Autocannon equivalent for Thunder may work. I then tried to see if Smoky had splash damage from its Autocannon.

 

 

 

Smoky has a nice maximum damage range so it doesn't really need to be up close to their target and they can drive away if they think they'll be getting their critical soon enough. It is 4.5 metres after all. That's just barely equal to the supply marker. Being able to deal 595-680 damage to clumped up enemies might be too OP. A 15% reduction isn't that much considering that the damage for one critical is already high.

 

 

 

 

 

Sabot Rounds: Off the bat, this is overpowered. The difference in critical damage between M0 Smoky and M4 Smoky is only 100. Each modification is basically doing the same damage to an extent. Chipping off 5% of damage means you'd still be doing between 665-760 damage + 499-570 to the next target and then 374-427 to the next. Since it's too similar to Stock Smoky, Isidas who stay behind their heavy hulls for maximum security would be penalised for doing so since they basically get with an above average damage shot every time one gets a critical on the heavy hull soaking up the damage. I don't like this one.

 

 

 

 

 

HEF Shells: I wonder how a Wasp player would feel seeing 86% of their health removed from one shot from a Smoky who isn't even using double damage. I have mixed feelings about this one.

 

 

 

 

 

HEAT-FS Ammunition: Yeah, this is too powerful. M4 Smoky takes away 20% of a heavy hull's HP with a critical hit. This alteration's critical would take away 67% of its health. With double damage, it could one-shot it. I know that's not gonna rest easy for a lot of players - investing Hundreds of thousands of crystals into a heavy hull just to get one-shotted by a Smoky. Even a Stock M0 Smoky with this alteration can kill an M4 heavy hull in one hit. Seeing that heavy hulls are supposed to be the hardest to take out (in terms of HP) and Smoky already deals great damage with its regular shots, it would be too powerful and upset too many players.

 

 

 

 

 

Smoke Shells: I like this one. This would change your gameplay style from attacking to covering fire and distracting and obstructing the enemies' vision. You say that the smoke is "25 metres" but what does that mean? Is that its vertical length? if so, then how long is its horizontal length? Is it its horizontal length? If so, then how long is its vertical length? That should be specified as well.

 

 

 

You know what would be somewhat funny? Some trolling with this. I can't remember if this was a scenario I made in my mind or if Claudiu did this already, but someone would freeze a tank then the other person with Shaft would charge up and kill them. They would do this to the same person multiple times. How about timing when you may get your critical, blind a Shaft in sniping mode, then as the fog is about to clear up, charge up a Large Calibre Rounds Railgun so as the fog disappears, all the Shaft sees for 0.5 seconds is a Railgun charging up beyond its reach and then itself dying from the shot. It's too precise but that would be very satisfying to play out.

 

Well, thanks for taking the time to write all that lol,  but you do know, all those alts only affect crit shots, sabot shots would only be shot out as a critical, not the normal shot, lol that would be too OP. I think I agree and nerfed HEAT-FS, but again the smoky that is using it won't be able to even get crit damage to light or medium hulls, same goes for HEF, in my experience light hulls are the most annoying, we all know this, but hardest to hit using smoky. And using HEAT-FS/HEF you can still hit  medium, light/heavy and still get a crit, but won't have any more effect than a normal weak shot, so since you can only do extra-critical damage to once class of hull, a lil complicated I think I'm right in saying the chances of actually doing the super-damage would go down, as not everyone uses a light/heavy hull.

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I'm not sure they ever used smokes and HE I think is retired. But the rest are real and as far as I am aware still used.

I know that they're used... but probably not randomly with regular shells. what if you're supposed to damage the people around a building which your allies are inside? (they could be guarding or attacking) and you randomly fire a sabot? or if it's the opposite and you accidentally fire a HE? or what if you accidentally smoke your enemies helping them to hide from your allies? from my experience, when smoke is used by tanks it is usually to hide from aircraft or enemy tanks. 

 

i have no problem with the warheads (they're real after all). but randomly loading them is just pure madness. 

Edited by ZloyDanuJI
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I know that they're used... but probably not randomly with regular shells. what if you're supposed to damage the people around a building which your allies are inside? (they could be guarding or attacking) and you randomly fire a sabot? or if it's the opposite and you accidentally fire a HE? or what if you accidentally smoke your enemies helping them to hide from your allies? from my experience, when smoke is used by tanks it is usually to hide from aircraft or enemy tanks. 

 

i have no problem with the warheads (they're real after all). but randomly loading them is just pure madness. 

ofcourse not loaded randomly, sure you can carry more than one type of ammo, but after all this is tanki online 2019, we're beyond madness rn.

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ofcourse not loaded randomly, sure you can carry more than one type of ammo, but after all this is tanki online 2019, we're beyond madness rn.

well your idea surpasses the my limit for madness... :p but how about make the disadvantage be criticals removed and put those warheads on regular shells? 

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well your idea surpasses the my limit for madness... :P but how about make the disadvantage be criticals removed and put those warheads on regular shells? 

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Firebird alteration: ground scorcher

 

Rank Available: from first lieutenant/captain onward

Cost: 80,000 crystals (so 40K with 50% sale, good price) 

 

Description:

firebird fires in front of itself, heating the ground

heated ground can damage enemies

(can also target other surfaces like ramps/walls)*

 

*to stop those wall hugging railguns from walling up with there turrets sticking out

 

Specs:

-   - 40% damage

+ surfaces can be heated (1.75/ 2 times the burn time)

+ +50% more fuel

Damage: (from scorched ground)

a little less than MIDDLE burn damage (burn damage on standard firebird decreases, middle of that time)

 

*freeze can cool ground down

 

Pros:

makes firebird more passive (does not have to run after tanks, can set up "traps", especially in team modes like CTF)

duel purpose for firebird (more than one way for attacking, like thunder/ricochet)

Makes firebird more defensive (?)

not OP like mines, just a little side support thing

makes players have to think about firebird differently

hinders enemies (for example: thunder vs firebird on polygon, both around the repair box drop house, firebird blocks off one way for the thunder to reach it)

 

Cons:

reduced damage from firebird

still a short range for firebird (have to have cover to be effective)
damage from scorched ground not that powerful

only (really) useful in team modes

 

Specific Situations Where this Could be Useful:

-Firebird + Hunter has the flag, turns turret around and burns ground, delaying defenders

-Firebird + Titan(?) is defending the flag, sets up traps periodically

-Firebird + Hunter M3 Buyer, Drugger spawns kills everybody and sets up traps to make his job easier

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This alt has been tossed around this forum for a while, it basically lowers it's gas pressure and splashes it on the ground, than foosh. It may be technically possible but I don't think any firebird players are willing to give up 40% of their damage.

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Turns striker into a fast firing machine.

 

Pros:

 

· Reload time is reduced by 20%.

· Lock on time is reduced by 5%.

· Projectile speed is increased by 5%.

 

Cons:

 

· Damage is reduced by 30%.

 

The pros don't seem all that great.

5% buff for lock-on and speed is basically negligible.

 

And the Damage nerf is substantial.

I envision a lot of misses trying to use the more rapid single-shots, and when it does hit - it's for much less damage.

 

I actually would not buy this alteration.

 

Too much pros and very few cons, isn't it powerful? 

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Too much pros and very few cons, isn't it powerful?

 

 

Maybe, but it all evens out in the end.

 

 

 

What's the rank?

  

Maybe WO4 with a price of 75,000 crystals.

 

 

The pros don't seem all that great.

5% buff for lock-on and speed is basically negligible.

 

And the Damage nerf is substantial.

I envision a lot of misses trying to use the more rapid single-shots, and when it does hit - it's for much less damage.

 

I actually would not buy this alteration.

Well of course not everyone is gonna want to use it.

 

All the newest fast firing alterations have been blatant upgrades with auto cannon, duplet, and scout being the worst ones. I don't want that happen to this alteration if it ever gets released.

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In my view, increasing firing rate is better than it seems on just paper stats. My only suggestion, without messing with the concept of your idea, is to drive up the rank&price.

Edited by Aigaion
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I feel like it's just too boring. When you say "rapid fire", I imagine something an Autocanon-like Striker, which shoots a rocket every 0.5 seconds but deals much less damage. That would be more fun.

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I feel like it's just too boring. When you say "rapid fire", I imagine something an Autocanon-like Striker, which shoots a rocket every 0.5 seconds but deals much less damage. That would be more fun.

I honestly couldn't think of a better name for it.

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I honestly couldn't think of a better name for it.

Regardless of the name, the actual mechanics are just boring.

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