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Ideas for Augments!


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21 minutes ago, cosmic666 said:

Randomly deploys a wasp bomb at enemy base destroying all HORNET players, exactly WHY it should be a thing. ?

then you turn around to see the one hornet that wasn't in the base activate its OD

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4 minutes ago, sharifsahaf said:

then you turn around to see the one hornet that wasn't in the base activate its OD

And just before that happens a wasp team mate appears and not only takes him out but the HORNETS i just wiped out a few seconds before as they have all spawned right next us.?

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11 minutes ago, cosmic666 said:

And just before that happens a wasp team mate appears and not only takes him out but the HORNETS i just wiped out a few seconds before as they have all spawned right next us.?

maybe they should give this augment to titan or mammoth

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4 minutes ago, sharifsahaf said:

maybe they should give this augment to titan or mammoth

Possibly...but wasp is a better choice BOOOOOMB no more hornets, how satisfying would that be.

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4 hours ago, TheCongoSpider said:

LCR has 50% more shot reload. The Wiki was has not updated the numbers correctly as yet.

50%? That seems much too slow, doesn't it?

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45 minutes ago, Tidebreaker said:

50%? That seems much too slow, doesn't it?

The firing rate is on par with Magnum and Gauss so it seems fine to me. 

 

Mk8 LCR fires a shot every ~5 seconds. 

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1 hour ago, Tidebreaker said:

50%? That seems much too slow, doesn't it?

 

Patch Notes #600

Augment for Railgun «Large caliber rounds»:
Reload time increase is now 20% instead of 50%.

 

BUT ... WIKI shows time for RAIL as ...

Reload Time = Charge Time (2.60) + Shot delay (1.1) = 3.70

Augment seems to pool the two components together for penalty to total time.  3.70+20% = 4.44 seconds.

 

1 hour ago, TheCongoSpider said:

The firing rate is on par with Magnum and Gauss so it seems fine to me. 

 

Mk8 LCR fires a shot every ~5 seconds. 

 

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7 minutes ago, wolverine848 said:

Patch Notes #600

Augment for Railgun «Large caliber rounds»:
Reload time increase is now 20% instead of 50%.

 

BUT ... WIKI shows time for RAIL as ...

Reload Time = Charge Time (2.60) + Shot delay (1.1) = 3.70

Augment seems to pool the two components together for penalty to total time.  3.70+20% = 4.44 seconds.

Wow! It's a good thing I took a screenshot of the Patch Notes immediately as it came out. It says there (in my screenshot), "reload time increase removed". 

And as I had seen, the LCR Railguns have the same shot delay as Stock and their firing rate is one every 5 seconds which lines up with only the shot delay being removed. Even up to earlier today I watched the killfeed and saw an LCR Railgun getting a kill every 5 seconds with Hornet. 

 

Maybe they changed it and because 4.44 is close to 5 seconds, I may not have been able to see the difference. 

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46 minutes ago, wolverine848 said:

 

I just did it with my Mk5 Railgun. It has a firing rate of one shot every 4.38 seconds. By my calculations, it should have a firing rate of one shot every 6 seconds while by your calculations, it should fire every 5.25 seconds. 

In the battle my LCR Railgun was firing every 6 seconds. Even the RU Wiki has it as 50%. The RU version of the Patch Note still says it removed the shot delay only. 

Edited by TheCongoSpider

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woa woa woa lemme catch up a bit

15 hours ago, mjmj5558 said:

I think both are really gpod ideas, but they don't need that many nerfs, since almost all augments has positive effect for the turret. I've added my opinipns to the quote.

Bro they are possible nerfs tanki will do what they want from them.

14 hours ago, sharifsahaf said:

one word :too powerful .shaft is quite well balanced but remove its laser -it will be a hellhole .and  experienced snipers dont zoom in on a target .they choose a wall or spot slightly away from the target ,charge the shot and then aim and zaap in a split second .And the ignoring modules and da .hahahaha .you want another hornet    OD ?hey @wolverine848 get a load of this, man

Not well balanced trust me i play with shaft a lot. and its laser shouldnt have existed in the first place (i mean its a sniper for heavens sake it should shoot in such a way noone even knows what happened) and no ignoring the modules only 25-50% more damage like i said.

 

12 hours ago, wolverine848 said:

1)  So you want to have a permanent Hornet OD?  ?      ?   ?

2) Well how much damage are you giving up to have no laser?

I know... you took the words out of my mouth.

1) is that an inside joke?

2) ask tanki

 

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23 minutes ago, spiderman1000 said:

 

Not well balanced trust me i play with shaft a lot. and its laser shouldnt have existed in the first place (i mean its a sniper for heavens sake it should shoot in such a way noone even knows what happened) and no ignoring the modules only 25-50% more damage like i said.

 

1) is that an inside joke?

2) ask tanki

 

1.ya well i don't play with shaft (the only mk7 i have) ,i just take it to matches and dangle it in front of my enemies ,showing off .cutting off the sarcasm -i'm sorry i  should have been clear -shaft is quite well balanced if you know how to use it ,which i'm starting to doubt .Undo the recent nerf about arcade damage ,i won't have a  single complain against shaft .If you really want 25 percent extra damage ,use  heavy capacitors .you use shaft with mammoth so it should be ok .snipers are supposed to be invisible .I doubt no one would notice your mammoth even if the shaft had no laser indicator

1.Hornet OD is an inside joke (at least to those who play tanki) .I mean there you are sitting inside your titan dome with all supplies equipped then suddenly kapow -LCR railgun with dd and hornet OD . Very funny situation for the hornet ,almost a killing joke you may say .For the titan -not much fun

2. Tanki can't even answer when ares will come out properly .Doubt they'd answer this

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1 minute ago, sharifsahaf said:

1.ya well i don't play with shaft (the only mk7 i have) ,i just take it to matches and dangle it in front of my enemies ,showing off .cutting off the sarcasm -i'm sorry i  should have been clear -shaft is quite well balanced if you know how to use it ,which i'm starting to doubt .Undo the recent nerf about arcade damage ,i won't have a  single complain against shaft .If you really want 25 percent extra damage ,use  heavy capacitors .you use shaft with mammoth so it should be ok .snipers are supposed to be invisible .I doubt no one would notice your mammoth even if the shaft had no laser indicator

(-_-)

I know how to use it aight i even get 20 kills and 0 deaths but its really annoying when you just aim at a wall hiding the laser waiting for an enemy and the one who comes has DA.

IKR?
I dont have any augments except for the all supply tank (i dont use it) and firebird (dont use it either)

Im sorry i just take out 4 wasp+shafts with 1 Mammoth+shaft. trust me bro its way better cause you can go head on with snipers and take their hits like a ...... tank? lets say zamazenta. anyways i had an idea and i posted it.

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11 minutes ago, spiderman1000 said:

its really annoying when you just aim at a wall hiding the laser waiting for an enemy and the one who comes has DA.

That's got to be the most boring way ever to play with Shaft. I, too, had always thought that you were meant to equip a heavy hull with Shaft and just stare into empty space, waiting for an enemy to pop up. But then I started using Shaft on light and medium hulls and playing actively instead of camping. It's a hundred times more fun. You spot a player and snipe them using your skills.

Removing the laser would just take out the skill part and make it something like Gauss is right now- a cheat.

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15 minutes ago, spiderman1000 said:

(-_-)

I know how to use it aight i even get 20 kills and 0 deaths but its really annoying when you just aim at a wall hiding the laser waiting for an enemy and the one who comes has DA.

IKR?
I dont have any augments except for the all supply tank (i dont use it) and firebird (dont use it either)

Im sorry i just take out 4 wasp+shafts with 1 Mammoth+shaft. trust me bro its way better cause you can go head on with snipers and take their hits like a ...... tank? lets say zamazenta. anyways i had an idea and i posted it.

1.consider switching to a medium hull .right now hunter may be a good option since due to the reduced arcade range ,viking is not effective 

2.maybe buy an augment tho they do cost a lot 

3.mammoths are too slow for me .hit them once on the move ,then again while they charge .boom

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17 minutes ago, Gauss-Hornet said:

That's got to be the most boring way ever to play with Shaft. I, too, had always thought that you were meant to equip a heavy hull with Shaft and just stare into empty space, waiting for an enemy to pop up.

i dont usually do that but sometimes i have to wait for the flagman to come out.

 

17 minutes ago, sharifsahaf said:

1.consider switching to a medium hull .right now hunter may be a good option since due to the reduced arcade range ,viking is not effective 

2.maybe buy an augment tho they do cost a lot 

3.mammoths are too slow for me .hit them once on the move ,then again while they charge .boom

1. trust me ive tried

2) i have only 11,000

3) you cant change my style. after all when i tried out of style stuff it failed drastically and worst case scenario i have my Wasp+freeze ready.

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5 hours ago, spiderman1000 said:

woa woa woa lemme catch up a bit

Bro they are possible nerfs tanki will do what they want from them.

Not well balanced trust me i play with shaft a lot. and its laser shouldnt have existed in the first place (i mean its a sniper for heavens sake it should shoot in such a way noone even knows what happened) and no ignoring the modules only 25-50% more damage like i said.

 

1) is that an inside joke?

2) ask tanki

 

1) Neglecting DA & ignoring shaft module is the same thing as having permanent hornet OD.  A) how do you not understand the comparison?  and B ) how do you not understand how OP that would be?  And +20% damage with DD to boot?  

2) Well - you are the one suggesting no laser for a damage reduction.  You've only supplied half the idea.  What is the rest?  How much damage are YOU willing to give up to have no laser?

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On 08/07/2020 at 10:50, Black.L-Antonio said:

Alterações no Smoky

Sobrecarga : Preço: 245.000 Crystal.png

adiciona modo de dano de mira

Dano por excesso de acerto crítico desativado Minus.png

Tempo de atraso:  + 35% Minus.png 

Modo de sniping de dano mínimo (HP) 650,00

 Modo de sniping de dano máximo (HP) : 1300,00

 

 

 

KKKKKKK

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Turrets: medium or short reach

increases damage by 0.0075% with each new continuous damage (compound interest)

example: Isida Mk7 20:

1º: 250

2º:251,87

3º:253,75

4º:255,65

5º:257,56

Edited by Black.L-Antonio

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1 hour ago, Black.L-Antonio said:

Turrets: medium or short reach

increases damage by 0.0075% with each new continuous damage (compound interest)

example: Isida Mk7 20:

1º: 250

2º:251,87

3º:253,75

4º:255,65

5º:257,56

❓

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How about a Hammer augment that makes the pellets bounce 2 or maybe three times?  Maybe called "Reinforced Alloy" or "Reinforced Pellets", suggesting that the tungsten pellets Hammer's shots are made of have increased in density, making them bounce more.

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7 hours ago, wolverine848 said:

❓

 

When the tower damage increases with each new consecutive damage, the value of the increase (+ 0.0075%) is calculated based on the last value.

exemplo: Freeze Mk7 20

Dano (HP / s):

1 º damage number is 225

2º 225+ (0,0075% de 225) = 1,69 = 226,69

3 º  228,39

4 º  230,10

5 º  231.82

Edited by Black.L-Antonio

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26 minutes ago, Black.L-Antonio said:

Quando o dano da torre aumenta cada novo dano consecutivo, o valor do aumento (+ 0,0075%) é calculado com base no último valor.

exemplo: Freeze Mk7 20

Dano (HP / s):

1 º número de danos é 225

2º 225+ (0,0075% de 225) = 1,69 = 226,69

3 º  228,39

4 º  230,10

5 º  231.82

English please.

And explain more - I have no idea what your numbers represent.

Edited by wolverine848

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2 minutes ago, TheCongoSpider said:

It looks to be increasing damage per tick. 

Might be.  Stock isida does 250 "per tick"?

No trade off listed then...

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