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Ideas for Augments!


Maf
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Will someone realise that Gauss needs a cool alteration? :/

Not like, " removes splash damage and -XYZ% Damage adds Freezing or Burning effect "

Honestly this would be so Bad :(

Please don't ruin The Best turret with noob alterations :c

 

Gauss needs to kill Medium hulls with 1 lock-on, trust me...

Only Shaft and Striker has the ability to kill Medium hulls with ease ( and Terminator ( the turret of jgr )

At least give Gauss Double shoots ( but don't ruin the damage... )

If M4 Gauss can do 1320-2170 damage in aiming mode, If It shoot twice the damage should be between 2640-4340

It has the change to kill M4 Medium hulls which has 3000HP

 

But also, Nowadays a lot of people start buying Gauss protection, so I think this "shooting twice with 1 lock-on"

(delay 0.5sec between the 2 shot) is a good Idea.

 

To get in balance with the Gauss protection, The Tripple shoot ( or 5 shot ) could work also as I mentioned before.

3x shot could get "laser" maybe? like Striker and Shaft has. (also 0.5sec delay between each shot)

Recharge requires 2 times more after aiming shot and 2x time needed to lock-on the enemy. Impact Force also reduced.

 

I think they both are fair. I just really want Gauss to have at least one of these alterations if not all :/

I really really don't like when they are removing Damage. That is so annoying in my opinion.

Please consider these  :(

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Give Smoky a shot effect

 

Self-explanatory. It's just that it isn't fair that any user with Smoky can't get 9999 GS (not saying I'm one, @PORTES_S is one, though). Maybe the critical effect gets colored? Also, if this gets completed by the New Year celebrations (probably not, though), then maybe put it in the January challenges?

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Shot effects don't increase your GS.

Yes, they do. They increase it by 15. 

 

Let's look at this photo here:

 

 

 n-O-WONDER-HE-S-FIRST.png

 

 

After assessing him, he would have

 

Turret and Hull: 8,000

 

Protection Modules: 1,200

 

Drone: 500

 

40 of each supply: 240

 

Legendary Paint: 14

 

Hornet XT skin: 15

 

 

 

This all adds up to 9969. 

 

The two things the person is missing is a Thunder shot effect and a skin for his Thunder. 

 

 

That is proof from analysing someone else, here is the proof I have. 

 

Perhaps you have tested this, but you may have failed to notice something when testing it. I found out last week that equipping the shot effect does not immediately reset the visible GS in your EXp bar. Equip another turret, and then equip the first one that you put the shot effect on. And there you have it, a 15 score in crease:

 

 

 Without-shot-effect.png

 

You-have-to-click-away-first.png

 

Clicked-away-first.png

 

And-9it-is-updated.png

 

 

I saw that you already figured it out though. 

Edited by TheCongoSpider

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Yes, they do. They increase it by 15.

Just double checked. My mistake, they actually do. It's just pretty weird that they do since not all turrets have them.

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Just double checked. My mistake, they actually do. It's just pretty weird that they do since not all turrets have them.

Aww, I was just about to edit some proof, I'll edit it anyway, felt like time I shouldn't have wasted. 

Edited by TheCongoSpider

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I would like a Thunder shot effect as well, maybe one that makes a yellow explosion with some black smoke behind it. It would resemble the old explosion.

Edited by 2shots2kills
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Actually, postponing the challenge till November will be a breath of fresh air.

Agree. I don't want something tempting me to grind stars, at least for a month. The reason for this is that once I get really close to Lieutenant Colonel, I'm going to not battle, and instead wait for Cyclops kit to be put in the Garage.

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And you get Loam paint in containers, equip Hunter M2 and make everyone think you bought the Chiropractor kit.

 

Smoky shot effects would be quite helpful to you also, so you could use the Aborigine kit and flex your "critical effect-colored effect".

 

This means your normal shots aren't colored, but your critical shots are. If the enemy has a blueish paint, and you have a shot effect similar to the "Snow" shot effect (but a little blue - could be called the "Thor" effect), it kinda looks like the Lightning Storm paint for a second.

 

:ph34r:

Edited by Zekrom

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New Alteration for Vulcan

 

Hello, tankers!
 
Recently, I and my friend @Alphascoutx have found out that some of the players are always bothered by the overheating effect and they wanted an affordable alteration in order to deal with this problem. Henceforth, @Alphascoutx and I have designed a new alteration for Vulcan (which actually seems like a new turret). The following words will be highlighted in green for improved factors and red for reduced factors.
 
Here is the first design:

Damage per hit: -331/3(66 -> 44 for M0, 132 -> 88 for M4)

RPM (Rate of fire): +100% (300 ->600, not upgradeable)

Clip size: 50/100/150/200 (choose yourself after buying it, not upgradeable)

Reload speed: 50 ammunition/second (which means a 50-ammo-clip takes 1 second to reload, 2 seconds for 100-ammo-clip, etc. Not upgradeable)

Ability to reload without emptying a clip (which means when you still have 20 rounds in a 50 ammo clip, it will take only 0.6 seconds to reload instead of 1.) by clicking "R" (which means you can only use "V" to see tankers' gear score).

 

However, we have found out that there is a huge problem. An M0 Vulcan with this alteration can use a 200-ammo-clip to defeat a double armored M4 Titan/Mammoth (44*200*50%=4400 damage, M4 heavy hull only have 4000 hp), so we decided to nerf it.

 

Here is the more balanced design:

Name: Assault Rifle

Damage per hit: -331/3(66 -> 44 for M0, 132 -> 88 for M4)

RPM (Rate of fire): +100% (300 ->600, not upgradeable)

Clip size: 50 (not upgradeable)

Reload: 25 ammunition/second (0.04 seconds/ammo to be reloaded. Not upgradeable)

Range: =100-150 m (not upgradeable)

Damage drop (damage decrease after passing maximum damage range): 1/meter (not upgradeable)

Weak damage (minimum damage dealt to the enemy after reached 150 meters or further): 50% of maximum damage (not upgradeable)

Ability to reload without empty clip

Impact force: -50%

Recoil: -50%

Price: 100000 crystals or above

Unlock rank: Warrant Officer 1

 

So here's our design! I hope Tanki could add this alteration for tankers who hate the overheating effect. As for the price, I have set it very high compared to Warrant Officer level alterations because this alteration being too overpowered but it is somehow urgent for beginners who have to deal with the overheating effect. Of course, the devs should tweak the parameters so this could be more balanced and effective for players who hate the overheating effect at the same time.

 

Jason_Skywalker_XT

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Price: 100000 crystals or above

Unlock rank: Warrant Officer 1

I forgot this was an alteration idea for a second, and read it like you were trying to get M0 to unlock at WO1 for 100K crystals :P

 

Overall, the first idea definitely sounds OP, even if the clip is limited to 50 rounds. Not something that I want to be facing at those ranks. Perhaps if you put it at Brigadier for a similar price it would be better.

Edited by Initiate

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This seems too complicated to be considered. Especially letting them choose different settings when buying it. 

 

I actually don't understand what this alteration is doing or supposed to do. What is the first suggestion doing? From what I'm seeing, you reduced the damage it deals during overheating. Why? 

 

Then you have this "Rate of Fire +100% (300-600, not upgradeable). What does that even mean? Where did the 300 and 600 come from? My guess is that you're using the damage it had before the damage buffs it received as of late. 
 

 

Lastly, the price of alterations are locked behind what rank they are unlocked at. If it is to be 100,000 crystals, it would be unlocked at . if it were to unlock at , then the price would be at 35,000 crystals. 

 

 

 

I just simply don't understand what this is asking for. You did say that it was to help with the overheating aspect of Vulcan, but there is already an alteration for that, which is Shooting Speed Regulator. It decreases your maximum damage by 20%, but it gives you 50% more time to shoot before overheating. And what more? It decreases your spin up and down time, so your worries about stopping and then shooting again has been decreased. 

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I just simply don't understand what this is asking for.

Honestly, me neither. I just saw that the idea vaguely resembles an alteration and:

 

3dm0qr.jpg

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I think that the overheating effect was just to prevent unlimited firing, and at the same time not restrict tanks to a limited ammo.

Tanks are supposed to have gatling guns, not people popping out firing assault rifles.

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Railgun configuration "Dart"

 

+Hitting closer to the center of the target (where their turret is positioned) causes up to 100% more damage

-Damage decreases the further from the center the shot hits

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This seems too complicated to be considered. Especially letting them choose different settings when buying it. 

 

I actually don't understand what this alteration is doing or supposed to do. What is the first suggestion doing? From what I'm seeing, you reduced the damage it deals during overheating. Why? 

 

Then you have this "Rate of Fire +100% (300-600, not upgradeable). What does that even mean? Where did the 300 and 600 come from? My guess is that you're using the damage it had before the damage buffs it received as of late. 

 

 

Lastly, the price of alterations are locked behind what rank they are unlocked at. If it is to be 100,000 crystals, it would be unlocked at . if it were to unlock at , then the price would be at 35,000 crystals. 

 

 

 

I just simply don't understand what this is asking for. You did say that it was to help with the overheating aspect of Vulcan, but there is already an alteration for that, which is Shooting Speed Regulator. It decreases your maximum damage by 20%, but it gives you 50% more time to shoot before overheating. And what more? It decreases your spin up and down time, so your worries about stopping and then shooting again has been decreased. 

Thanks for your comment

 

Okay, so now I am here to answer your questions.

 

You are asking where did the rate of fire come from, so lookie here. Vulcan M0 deals 330 damage per second, and deals 66 damage per shot, so it fires 5 rounds per second, which is equivalent to 300 rounds per minute. Now, I double it to 600, and now each bullet deals 44 damage per hit, so the new damage per second for Vulcan will be 440.

 

Alright, so the price. I had no idea what to do with this so I basically randomly placed a rank with a high amount of crystals for the overpowered alteration.

 

As for the overheating effect, this was supposed to REMOVE the overheating effect instead of suppressing it. Yes, your suggestion is good, but this is a brand new alteration that gives a different gameplay. If you think it's too overpowered, don't worry. I will soon post another suggestion in the forum to solve that. Maybe a firearms mode? I will post it later in the forum to tell you more about it. 

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Alteration for Striker 

 

"Twin Missile Hunter" launches 2 Missiles after acquisition 

 

Aiming time: -60% Plus.png
Projectile angular velocity: +25% Plus.png
Reloading after salvo -40% Plus.png
Rockets in salvo: -2 Minus.png
Maximum projectile speed: -40% Minus.png

 

"Client trace On"

 

Guaranteed hit once target is acquired, Missile will find its path directly while maneuvering its own way to the target avoiding any obstacle.Provides an almost instant target acquisition while aiming, but has only one rocket per salvo.

 

Aiming time: -70% Plus.png
Reloading after salvo -30% Plus.png
Rockets in salvo: -3 Minus.png
Maximum projectile speed: -50% Minus.png

Edited by LakadMatatag

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Will someone realise that Gauss needs a cool alteration? :/

Not like, " removes splash damage and -XYZ% Damage adds Freezing or Burning effect "

Honestly this would be so Bad :(

Please don't ruin The Best turret with noob alterations :c

 

Gauss needs to kill Medium hulls with 1 lock-on, trust me...

Only Shaft and Striker has the ability to kill Medium hulls with ease ( and Terminator ( the turret of jgr )

At least give Gauss Double shoots ( but don't ruin the damage... )

If M4 Gauss can do 1320-2170 damage in aiming mode, If It shoot twice the damage should be between 2640-4340

It has the change to kill M4 Medium hulls which has 3000HP

 

But also, Nowadays a lot of people start buying Gauss protection, so I think this "shooting twice with 1 lock-on"

(delay 0.5sec between the 2 shot) is a good Idea.

 

To get in balance with the Gauss protection, The Tripple shoot ( or 5 shot ) could work also as I mentioned before.

3x shot could get "laser" maybe? like Striker and Shaft has. (also 0.5sec delay between each shot)

Recharge requires 2 times more after aiming shot and 2x time needed to lock-on the enemy. Impact Force also reduced.

 

I think they both are fair. I just really want Gauss to have at least one of these alterations if not all :/

I really really don't like when they are removing Damage. That is so annoying in my opinion.

Please consider these  :(

 

 

Not sure I agree with Gauss being able to "one-shot" a medium hull without a laser...

 

However, IF something similar were implemented - increasing the sniping shot damage would have to coincide with removing the Spalsh damage. You can't have both Armor-Piercing and high-explosive.  Too OP.  Why would anyone buy shaft when they could just equip this alt?

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Railgun configuration "Dart"

 

+Hitting closer to the center of the target (where their turret is positioned) causes up to 100% more damage

-Damage decreases the further from the center the shot hits

Ehh, I don't think something like this could work out. I mean, the hulls already are small so there isn't much distance to distribute the damage over. 

 

And what about Mammoth, Dictator and Wasp? They have their turrets at the back front, back and back of their hulls respectively. What would be the case there? 

 

I can see this too easily trumping Stock Railgun, especially since heavy hulls are slow, which makes aiming for the middle easier, and they now can be reliably one-shotted. Too many Railguns with high-damaging alterations around. Adding this would be unpleasant to say the least.  

 

Alteration for Striker 

 

"Twin Missile Hunter" launches 2 Missiles after acquisition 

 

Aiming time: -60% Plus.png

Projectile angular velocity: +25% Plus.png

Reloading after salvo -40% Plus.png

Rockets in salvo: -2 Minus.png

Maximum projectile speed: -40% Minus.png

That's just an objectively better version Missile Launcher "Hunter". 

 

"Client trace On"

 

Guaranteed hit once target is acquired, Missile will find its path directly while maneuvering its own way to the target avoiding any obstacle.Provides an almost instant target acquisition while aiming, but has only one rocket per salvo.

 

Aiming time: -70% Plus.png

Reloading after salvo -30% Plus.png

Rockets in salvo: -3 Minus.png

Maximum projectile speed: -50% Minus.png

Basically another better version of Missile Launcher "Hunter". Do you have a hate for Missile Launcher "Hunter"?

 

Not sure I agree with Gauss being able to "one-shot" a medium hull without a laser...

Neither do I. 

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