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Ideas for Augments!


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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.  

 

 

Center relative to the hull, I suppose. I just consider the turret the "center" of the tank because IIRC mines are deployed beneath the turret. It might also encourage more Railguns to have to come out of cover completely to line up their shots instead of just quickly shooting for the corner of your hull and then hiding again. It never made sense to me Railgun and Shaft could one-shot you from shooting a hole clean through the corner of your tracks, but then again we're dealing with a game where tanks play football.

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Some Striker Alterations

 

Missile Launcher "Lightning"

 

 

Rank:

Cost: 35,000 Crystals

 

Missile Speed: x1.5

Missile Damage: x0.5

 

 

 

Missile Launcher "Firestarter"

 

 

Rank:

Cost: 120,000 Crystals

 

Missiles burn target

Target Acquisition Time: x0.75

Total Rockets in Salvo: 2

Damage: x0.75

 

Notes:

If both missiles make contact, the target will freeze at the same temperature as Smoky's Incendiary Rounds. If only one missile makes contact, the target will burn at half that temperature.

 

 

 

Missile Launcher "Permafrost"

 

 

Rank:

Cost: 160,000 Crystals

 

Missiles freeze target

Target Acquisition Time: x0.75

Total Rockets in Salvo: 2

Damage: x0.75

 

Notes:

If both missiles make contact, the target will freeze at the same temperature as Smoky's Cryo Rounds. If only one missile makes contact, the target will freeze to half that temperature.

 

Tell me if you have any feedback 

Edited by GrayWolf8733
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I have some ideas for alterations.

Smoky:

HE rounds (High Explosive).

+ Critical hits deal splash damage (triggers only hitting enemies).

- Critical hits deal regular damage.

AP rounds (Armor Piercing).

+ Critical hits +20% Impact force.

- Normal hits -20% Impact force.

EM rounds (Electro-Magnetic).

+ Critical hits stun enemies for 3 seconds (also reset charging turrets).

- Critical hits deal regular damage.

 

Firebird-Freeze:

Reactive capacitors. (works like last isida's alteration).

+ Destroying an enemy refills energy consuption.

- Energy consuption +30%

 

Railgun:

Kinetic energy concentrator.

+ Damage buff each 30m (both min and max damage) +10%

+ Impact force buff each 30m +10%

- Base damage -20%

Elastic Uranium concetrator.

+ Shots can bounce up to 2 times (damage stacks)

- Added self-damage (self-damage also stacks aswell)

- Base damage -15%

 

Ricochet:

Large caliber rounds.

+ Max and min damage +35%

+ Projectile speed +35%

- Recharge time +35%

 

Vulcan:

Heavy machine gun (not metal slug).

+ Max damage +10%

- Wind up and down time +30%

 

Hammer:

Slingshot.

+ Max damage +25%

- Recharge +20%

Bullseye.

+ Distance +60%

- Vertical and horizontal scatter distance -15%

- Recharge +20%

Domino.

+ Damage buff each shot +20%

- Max damage -20%

example:

base damage 1000, first shot deal 800, secomd 1000, and then 1200.

 

Shaft:

Arcade domination mode.

+ Distance of max damage +150%

- Sniper mode removed

Sniper domination mode.

+ Recharge -30%

+ Consuption +30%

- Arcade mode removed

 

Gauss:

Heavy energy concentrator (similar to striker's cyclone).

+ Damage in sniper mode (both max and min) +30%

- Aiming time +40%

Light energy collector (similar to striker's hunter).

- Damage in sniper mode (both max and min) -30%

+ Aiming time -40%

 

Rebalance of current alterations:

 

Firebird-Freeze:

High pressure pump.

Cone angle -50% instead of -75%

 

Isida:

Nanomass reactor.

Energy consuption +20% instead of +50%

 

Twins:

Heavy plasmagun.

Max and min damage +20% instead of +35%

Projectile speed -25% instead of -50%

 

Railgun:

Round stabilization

Max damage -20% instead of -25%

Min damage +55% instead of +50%

Large caliber rounds

Min damage +60 instead of +40%

Recharge (not delay time) +35% instead of +40%

 

Striker:

Uranium launcher

Aiming time -30% (if it shots 2 missiles it should need less aiming time).

Cyclone launcher

Impact force and recoil -30% (its complicated to stand out 8 constant missiles)

Remote control missile launcher

Acceleration up to 400 m/s instead of 350 m/s

Activate explosion requires press spacebar 3 times instead of 2 (too hard to control only with 2 times)

 

Magnum:

Mortar

Lifetime of mines up to 1 minute instead of 30 seconds (i dont know if im wrong)

Added chance of lay a mine +50% instead of 100%

 

Thanks for reading whole text. ;)

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I'd make a "Radioactive" alteration for Magnum.

Positive attributes: Toxic after-effect.

Negative attributes: Self-damage.

You sure do like Magnum. 

 

It was shown that the idea of Magnum's splash having an afterburn or cryogenic effect was already thought of. SO your best bet is with that and not a toxic after-effect. 

 

Some Striker Alterations

 

Missile Launcher "Lightning"

 

 

Rank:

Cost: 35,000 Crystals

 

Missile Speed: x1.5

Missile Damage: x0.5

 

 

For a 50% cut in damage, that'd also warrant a decrease in either the acquisition time for a lock-on shot or the reload time for one-by-one missiles. 

 

Missile Launcher "Firestarter"

 

 

Rank:

Cost: 120,000 Crystals

 

Missiles burn target

Target Acquisition Time: x0.75

Total Rockets in Salvo: 2

Damage: x0.75

Interesting way to make up for the damage lost by halving the salvo's missile count. This alteration would be better to have at M2. After that point, Stock will generally be picked over it as the increased % of Firebird protection takes away from its fixed damage parameter. It's a good way to weed out groups of enemies to use repair kits, but at M3 and 4, it lacks the damage to be as viable as Stock. 

 

It'll shine in situations where the enemy would be out of sight by the time the missiles are launched with Stock. So with this, you''d deal less damage but with a safer window. 

 

Missile Launcher "Permafrost"

 

 

Rank:

Cost: 160,000 Crystals

 

Missiles freeze target

Target Acquisition Time: x0.75

Total Rockets in Salvo: 2

Damage: x0.75

While not as potent as Firestarter is at killing and wittling down enemy HP, this would make for some interesting gameplay with light hulls. If both missiles hit, it'd take the enemy down to 100% of minimum temperature. With the freeze effect nerf, it won't do much to the turret but it would make enemies harder to escape you. Incendiary alterations are by default better at destroying than Cryo alterations. This alteration misses out on 1,500 extra damage that Firestarter has. 

 

This one'll warrant a further decrease in the acquisition time. It'll have a better place with defending enemy pushes. 

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You sure do like Magnum. 

 

It was shown that the idea of Magnum's splash having an afterburn or cryogenic effect was already thought of. SO your best bet is with that and not a toxic after-effect. 

 

For a 50% cut in damage, that'd also warrant a decrease in either the acquisition time for a lock-on shot or the reload time for one-by-one missiles. 

 

Interesting way to make up for the damage lost by halving the salvo's missile count. This alteration would be better to have at M2. After that point, Stock will generally be picked over it as the increased % of Firebird protection takes away from its fixed damage parameter. It's a good way to weed out groups of enemies to use repair kits, but at M3 and 4, it lacks the damage to be as viable as Stock. 

 

It'll shine in situations where the enemy would be out of sight by the time the missiles are launched with Stock. So with this, you''d deal less damage but with a safer window. 

 

While not as potent as Firestarter is at killing and wittling down enemy HP, this would make for some interesting gameplay with light hulls. If both missiles hit, it'd take the enemy down to 100% of minimum temperature. With the freeze effect nerf, it won't do much to the turret but it would make enemies harder to escape you. Incendiary alterations are by default better at destroying than Cryo alterations. This alteration misses out on 1,500 extra damage that Firestarter has. 

 

This one'll warrant a further decrease in the acquisition time. It'll have a better place with defending enemy pushes. 

Magnum is my favorite turret ever.

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Magnum Alteration "A Joke"

 

  • Damage to enemies = 0
  • Healing per shot = 100% HP of teammates
  • Impact force--> +300%
  • Range of Splash healing--> -25%
Your teammates would be bouncing with joy. A single shot is capable of providing full health to all allies within the splash radius... if they manage not to flip.

You can also try blasting out Juggernauts into space.

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Magnum Alteration "A Joke"

 

  • Damage to enemies = 0
  • Healing per shot = 100% HP of teammates
  • Impact force--> +300%
  • Range of Splash healing--> -25%
Your teammates would be bouncing with joy. A single shot is capable of providing full health to all allies within the splash radius... if they manage not to flip.

You can also try blasting out Juggernauts into space.

Haha! Good one! :lol:

 

That will be useful for CTF, blue team ASL and Rugby! One shot heal 'em up! And you should also earn EXP by healing them. :lol:

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I'd want this for my Magnum tbh. +300% impact force isn't going to matter much when the shot flies past my ally on their screen due to S E R V E R L A T E N C Y. 

 

Haha, I could just imagine my Wasp teammate making it out of the enemy base with 20% HP and then I make him do two backflips before he lands on his turret. He'll say "wtf Magnum" and I'll say ¯\_(ツ)_/¯

Edited by TheCongoSpider
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Magnum Alteration "A Joke"

 

  • Damage to enemies = 0
  • Healing per shot = 100% HP of teammates
  • Impact force--> +300%
  • Range of Splash healing--> -25%
Your teammates would be bouncing with joy. A single shot is capable of providing full health to all allies within the splash radius... if they manage not to flip.

You can also try blasting out Juggernauts into space.

 

XD Not sure how that would play out, but good one.  :lol:

Edited by MartinGarrix15

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Railgun alteration

 

"Charged particle cannon"

Holding the firing button allows the shot to be charged and released whenever the tanker needs it.

The shot can be fired if the firing button is released.

 

Pros:The charged shot has damage increase by 10% per second it is charged, max damage increase is 30% or = to 3 sec of charge time.Impact force to initial target +20%.

 

Cons:The shot can only damage or penetrate maximum of 2 tanks if they are lined.

penetrative power is reduced by 50%, this means the 2nd target will take way less damage than normal.

Reload time +10%.

 

This alt will probably help rail users to have another option of even more nasty hit and run tactic. 

Edited by LakadMatatag

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Ive been thinking... new alteration. Ah! 

Striker alteration unlocked at warrant officer 4.

Hurricane

Positive attributes:

Fire 12 rockets per salvo. (Best for campers in tjr) 

Reloading time: -30%

Negative attributes;

Targeting time: +100%

Damage decrease: -20%

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Also idea for an overdrive alteration: nuclear self destruct.

Wasp alt

Pro: detonate yourself in a giant nuclear blast that surrounds the map

Con: players can survive by taking cover

Shrieking mouse

Viking alt

Pro: releases a volly of bullets into the air that rain down like a thunderstorm 

Cons: causes tank to go haywire resulting in death. Players can avoid this by hiding under a roof.

Edited by Ahnialatoroftanks

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Hello,

 

There have been many instances where I had used the double armour supply, activated Titans overdrive which provides more armour and have protection against railgun and people with railgun would shot me and take out a lot of health from me. This isn't fair for anyone playing. This alteration needs to be nerfed to make it more fair for players. 

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My favorite Railgun alt. Keeping it like this is good. Most of tankers have railgun protection module, so reducing its damage would make it less used in the MM world.

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23 hours ago, destroyerrocks said:

activated Titans overdrive which provides more armour and have protection against railgun and people with railgun would shot me and take out a lot of health from me.

What seems to be the case here is that you're being shot by a Hornet Railgun, which has its own overdrive activated. Hornet's overdrive completely ignores all additional protection, including Titan's dome, which is why they would be able to take out a lot of your health or even kill you with one shot. This is an intentional feature and it applies to all turrets when combined with Hornet, not just Railgun. 

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No need to nerf railgun alts please. Players who have devoted their careers to XpBp mostly do not have other turrets to compete with others. I bought isida, guess what? Got nerfed the other day. I bought twins, guess what? Its projectiles became more reflevtive and can damage your own tank, that didnt used to be the case before. In other words, game is pretty much balanced when it comes to railgun and its alterations. ?

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7 hours ago, iFrosTiger said:

My favorite Railgun alt. Keeping it like this is good. Most of tankers have railgun protection module, so reducing its damage would make it less used in the MM world.

LCR is stupidly OP if you ask me, and a nerf has long been needed for now. I'd honestly be glad if it was less used, because it's a massive threat provided someone uses either Hornet or Viking.

1 hour ago, Sacrifice said:

No need to nerf railgun alts please. Players who have devoted their careers to XpBp mostly do not have other turrets to compete with others. I bought isida, guess what? Got nerfed the other day. I bought twins, guess what? Its projectiles became more reflevtive and can damage your own tank, that didnt used to be the case before. In other words, game is pretty much balanced when it comes to railgun and its alterations. ?

There's a difference between an alt being good and and an alt being blatantly OP. This is true in the case of Railgun. Stock Railgun is so pitifully weak that it can even struggle to kill a Hornet on equal terms with Double Damage. However, slap an alt on it and it can take out medium hulls, no problem, as well as critically injure heavies. That's not something that's balanced. Like at all.

I'm sorry to break this to you, but if I see someone using LCR in battle, I will go out of my way to target them. That's how much I hate it.

If XP/BP players are skilled enough, they shouldn't need an alt that just makes them godlike. They should work wonders with Stock or RS just fine.

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34 minutes ago, Tidebreaker said:

LCR is stupidly OP if you ask me, and a nerf has long been needed for now. I'd honestly be glad if it was less used, because it's a massive threat provided someone uses either Hornet or Viking.

There's a difference between an alt being good and and an alt being blatantly OP. This is true in the case of Railgun. Stock Railgun is so pitifully weak that it can even struggle to kill a Hornet on equal terms with Double Damage. However, slap an alt on it and it can take out medium hulls, no problem, as well as critically injure heavies. That's not something that's balanced. Like at all.

I'm sorry to break this to you, but if I see someone using LCR in battle, I will go out of my way to target them. That's how much I hate it.

If XP/BP players are skilled enough, they shouldn't need an alt that just makes them godlike. They should work wonders with Stock or RS just fine.

Tidebreaker I can't thank you enough for the love and support you have shown to my suggestions. ? ? 

Additionally, you maybe right, because about yesterday I killed two titans in their domes. But if I ever see you in battle, I am comming at you with my LCR! ????

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29 minutes ago, Sacrifice said:

Additionally, you maybe right, because about yesterday I killed two titans in their domes. But if I ever see you in battle, I am comming at you with my LCR! ????

Right back at you with my Shaft and LCs ?

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14 hours ago, iFrosTiger said:

My favorite Railgun alt. Keeping it like this is good. Most of tankers have railgun protection module, so reducing its damage would make it less used in the MM world.

Reducing its damage would make it less used? So this means Stock Railgun isn't cutting it in MM, right? Isn't the bigger problem here the current state of Stock Railgun in the game's balance? Stock Railgun goes up against the same protection modules, but would be doing less damage on average. Stock is at an innate disadvantage. 

 

On 1/20/2020 at 1:30 AM, destroyerrocks said:

This alteration needs to be nerfed to make it more fair for players. 

At the moment, I'm not in favour of reducing the alteration's damage. What I am in favour of is tying the impact force received from the shot to do damage it deals. Low damage? Low impact force. High damage? High impact force. 

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8 hours ago, Tidebreaker said:

LCR is stupidly OP if you ask me, and a nerf has long been needed for now. I'd honestly be glad if it was less used, because it's a massive threat provided someone uses either Hornet or Viking.

There's a difference between an alt being good and and an alt being blatantly OP. This is true in the case of Railgun. Stock Railgun is so pitifully weak that it can even struggle to kill a Hornet on equal terms with Double Damage. However, slap an alt on it and it can take out medium hulls, no problem, as well as critically injure heavies. That's not something that's balanced. Like at all.

I'm sorry to break this to you, but if I see someone using LCR in battle, I will go out of my way to target them. That's how much I hate it.

If XP/BP players are skilled enough, they shouldn't need an alt that just makes them godlike. They should work wonders with Stock or RS just fine.

Every turret has better or worser alterations. If you use hornet, for example,  LCR looks an op alt, but for some one, LC for shaft looks very op and they don't take into account LCR. For example, i hate firebirds CFT, because it heats my tank and I cannot do anything so we can say it has oneshoted me ? .

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LCR is strong, but only if you are good at Railgun. Any miss is costly in time and score.

I prefer myself the Hyperspace rounds. More interesting, same recharge and reload time.

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