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Magnum: "Training Shells"

+Shells now have an outline showing the flight path of the shot while charging up

-The smoke produced by said shells lingers in the air longer, compromising your position.

-50% less overall splash AOE.

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I thought of a really good idea (in my opinion) to make the game more fun. My idea is a new hull Augment that would "Reflect" off some splash damage. Basically, if you have this Augment equipped, and an enemy has a turret that does splash damage (Thunder, Guass, Magnum, Twins, Striker), when he shoots you, he would do more self damage than normal, but in return, the player that has this augment equipped would have 10% slower speed, due to the added "reflective armor". Normally when Player A (equipped Thunder) goes close to Player B and shoots, Player A would recieve for example 300 self damage, but with the Reflective Armor Augment, Player A would now recieve 500 self damage.

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This is another one of my ideas that I've had. Basically, if you have this augment equipped, you turret's rotation speed would go up by 25%, but the turrets reloading would increase by 10%, due to the extra gears in the turret. For example, Mk8 Railgun (Mk7 Maxed out) has a rotation speed of 90 and a reload of 3.7. With this augment, Mk8 Railgun's rotation speed would go up to 112.5 and reload would go to 4.07. What do you guys think of this idea?

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strange idea and I think it is not logical to implement it and maybe its benefits a few

btw if they will implement it no need of 10% slow speed, because Tanki intend with hulls Augments that have no downsides effects

Edited by asem.harbi
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Vulcan Augment (Sorry don't have a cool name yet)

+ Convert to hit-scan / Significantly increase projectile speed

- Reduce damage

This basically make it feel similar or the same as the original Vulcan. Currently, it is very hard to track moving targets in mid to long range with Vulcan.

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Vulcan augment-Cryo bands

+shots freeze the target 

+Maximum freezing per projectile:0.07%

-freezing only when no self-heating

-Overheat resistance=6.00sec

This augment makes more easy targeting.

Explain the augment 

 Part of the ability to cool the barrel has been changed to the ability to cool the target.
Therefore, the barrel immediately heats the hull.

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4 minutes ago, ThirdOnion said:

Hull augment: Signal Jammer

Effect: Tank does not show up on Hornet's radar.

i was gonna ask you to add more details about it but since all ideas in these sub topics get ignored... nvm

sounds interesting

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2 hours ago, ThirdOnion said:

Hull augment: Signal Jammer

Effect: Tank does not show up on Hornet's radar.

It is a good idea, but in reality this Hull Augment will not give you a real advantage, that would make it one of the most weak augment.
Unless it also immunize you against Hornet OD, then that... that would be the top Hull Augment!

TO could so that, they are very good at creating a specific problem and then selling you a remedy XD

Edited by Viking4s

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19 minutes ago, Viking4s said:

It is a good idea, but in reality this Hull Augment will not give you a real advantage, that would make it one of the most weak augment.

There is nothing wrong with having a "weak" augment. Better underpowered than overpowered.

Edited by ThirdOnion

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49 minutes ago, ThirdOnion said:

There is nothing wrong with having a "weak" augment. Better underpowered than overpowered.

Nothing wrong at all, I don't see where you got this from my build-up. I was just wondering about the interest/potential of such idea. Low potential is not wrong, I personally won't buy it for 245k crystals.

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The title says it all. Let's talk about how we can balance and hence make Railgun's Round Stabilization augment better. Forum mods, if you could merge this post after a couple of days, that'd be perfect.

As we all know, the Round Stabilization augment makes Railgun's damage more consistent as well as giving it a full penetration damage multiplier. Perhaps the most balanced augment in theory, it suffers compared to the other Railgun augments simply because of the fact that it doesn't really have much to offer, mainly for two reasons. The first of these is that certain others are just too powerful in their own right, such as Large Caliber Rounds and Scout (however, those can be talked about elsewhere). The other, and seemingly less glaring reason, is because of Railgun's penetration power matching RS's exactly when maxed, thus rendering it useless.

All of this leads me to one conclusion. If we're not talking about balancing certain other offenders (which should have been done long, long ago), then I see no other way to make RS viable but to decrease the penetration power otherwise to a certain extent. I personally thought of changing this from 50%->100% to 25%->50%, but I can see an argument for that being too harsh. However, it should be obvious that it needs to go down enough so that RS can finally have an edge.

I think that's it. When replying to this, please remember to talk about this objectively and respectfully regardless of how much time you have spent with Railgun and how much you love it or its augments. There shouldn't be situations like these where certain augments are neglected and hence robbed of their places in the meta, while others continue to dominate without any changes to them.

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11 minutes ago, sarim2345_the_master said:

I dont understand, first you say its simply useless but then you want to decrease penetration damage which makes it even more useless?

He's suggesting decreasing the penetration power of stock Railgun.

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13 minutes ago, ThirdOnion said:

He's suggesting decreasing the penetration power of stock Railgun.

Oook.. he worded it pretty weirdly;

"I see no other way to make RS viable but to decrease the penetration power"

I thought he was still talking about the augment

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This augment is the cheapest of the Railgun series (96k).

Name Description Effects Price
  Round stabilization
Alteration railgun round stabilization.png
Aiming system chooses a more predictable flying path for rounds.
Each shot will deal a constant damage and retain the power after piercing the target.

Penetration: =100% Plus.png
Minimum damage: +50% Plus.png
Maximum damage: -25% Minus.png

 96 000 Crystal.png 

100% Penetration is IMO a huge advantage for low rank/modification (Mk1 is 50%), and become irrelevant as the modification increases (Mk7+ is 100%). 

Railgun
   Мk1   
  Мk2    
  Мk3  
  Мk4  
  Мk5  
  Мk6  
  Мk7  
  Мk7+  
Rank Available From
Gefreiter
Master Sergeant
Warrant Officer 3
Second Lieutenant
Lieutenant Colonel
Major General
Marshal
Marshal
A1f0718c.png Penetrating power (%)
50.00
60.29
67.65
73.53
79.41
83.82
88.24
100.00

 

Regarding damage, RS perform slightly less or in par with standard average.

Railgun
   Мk1   
  Мk2    
  Мk3  
  Мk4  
  Мk5  
  Мk6  
  Мk7  
  Мk7+ 
2a40baa3.png Min damage (HP)
390.00
474.41
534.71
582.94
631.18
667.35
703.53
800.00
2a40baa3.png Max damage (HP)
810.00
972.65
1088.82
1181.76
1274.71
1344.41
1414.12
1600.00
Average standard (HP) 600 724 812 882 953 1006 1059 1200
Average with RS (HP) 596 721 809 880 951 1005 1058 1200

 

RS looks like an augment at low rank/MK, but lose its appeal when improving MK (it looks like an Alteration then), so a cheaper / affordable option if you can't afford Hyperspace rounds (245k). But you should replace it with a better Augment at higher rank/MK.
 

To keep it balance/appealing at higher rank it should have another advantage, however there is no much parameter available to improve. Maybe give it -20% reload time across the MK range. 

Edited by Viking4s
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31 minutes ago, At_Shin said:

How about instant Hit? It will give a different kind of experience with railgun. No other railgun has it. RS should have charge-up delay time reduced to 0.1 seconds. 

Look at scout, it is ridiculously op

Imagine a railgun with no charge up time... are you kidding me??

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1 hour ago, At_Shin said:

 

For me, adding RS to Death Herald Compulsator does not add extra value. I also don’t see why DHC would need a consistent damage-output. Personally speaking, there is no need to balance out DHC, as a matter of fact I would see this as a downgrade since it loses potentially higher DPS. Having constant penetration-damage is interesting and perhaps useful, but again Death Herald does not need it. Augments such as LCR and EAS should be fixed, but I think DHC is just fine as it is now.
Hyper Space Rounds is basically an improved version of RS. Adding consistent damage makes HSR more reliable to use, not having to worry that your shots deal not enough damage. However, it will be dealing less damage, compared to the current 10% damage-nerf, if the same stat-changes from RS apply to HSR.

Instant charge-up would be OP, it would resemble EAS too much, only having more damage but less. Not to forget, RS costs only 96k so it should not receive a large buff

Edited by BloodPressure
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By the way, I have thought of a way to balance RS and that is "simply" to slightly increase RS damage output. As @Viking4s already posted in this topic, RS's consistent damage-value is always lower than the average DPS of stock railgun, meaning that damage-wise RS is not as good as stock-Railgun.

Railgun
   Мk1   
  Мk2    
  Мk3  
  Мk4  
  Мk5  
  Мk6  
  Мk7  
  Мk7+ 
2a40baa3.png Min damage (HP)
390.00
474.41
534.71
582.94
631.18
667.35
703.53
800.00
2a40baa3.png Max damage (HP)
810.00
972.65
1088.82
1181.76
1274.71
1344.41
1414.12
1600.00
Average standard (HP) 600 724 812 882 953 1006 1059 1200
Average with RS (HP) 596 721 809 880 951 1005 1058 1200

If the min.damage-increase is somewhat higher than 50% while the max.damage-decrease is slightly less than 25%, Round Stabilization would deal more damage on average than stock. As a result, RSs consistent damage would be more effective, but it is not an improvement of stock since normal Railgun is still capable of dealing more damage. The new stat-changes could look like this: 

Name Description New effects Price
  Round stabilization
Alteration railgun round stabilization.png
...

Penetration: =100% Plus.png
Minimum damage: +60% Plus.png
Maximum damage: -20% Minus.png

 96 000 Crystal.png

Alternatively: 

Name Description Alternative effects Price
  Round stabilization
Alteration railgun round stabilization.png
...

Penetration: =100% Plus.png
Minimum damage: +70% Plus.png
Maximum damage: -15% Minus.png

96 000 Crystal.png

I am not an expert concerning statistical balances, but it's an idea anyways. 

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the alt is used to do the same damage it means means that max damage and min damage are the same with cconstant pentaring so idk if change the alt states is good idea

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42 minutes ago, BloodPressure said:

By the way, I have thought of a way to balance RS and that is "simply" to slightly increase RS damage output. As @Viking4s already posted in this topic, RS's consistent damage-value is always lower than the average DPS of stock railgun, meaning that damage-wise RS is not as good as stock-Railgun.

Railgun
   Мk1   
  Мk2    
  Мk3  
  Мk4  
  Мk5  
  Мk6  
  Мk7  
  Мk7+ 
2a40baa3.png Min damage (HP)
390.00
474.41
534.71
582.94
631.18
667.35
703.53
800.00
2a40baa3.png Max damage (HP)
810.00
972.65
1088.82
1181.76
1274.71
1344.41
1414.12
1600.00
Average standard (HP) 600 724 812 882 953 1006 1059 1200
Average with RS (HP) 596 721 809 880 951 1005 1058 1200

If the min.damage-increase is somewhat higher than 50% while the max.damage-decrease is slightly less than 25%, Round Stabilization would deal more damage on average than stock. As a result, RSs consistent damage would be more effective, but it is not an improvement of stock since normal Railgun is still capable of dealing more damage. The new stat-changes could look like this: 

Name Description New effects Price
  Round stabilization
Alteration railgun round stabilization.png
...

Penetration: =100% Plus.png
Minimum damage: +60% Plus.png
Maximum damage: -20% Minus.png

 96 000 Crystal.png

Alternatively: 

Name Description Alternative effects Price
  Round stabilization
Alteration railgun round stabilization.png
...

Penetration: =100% Plus.png
Minimum damage: +70% Plus.png
Maximum damage: -15% Minus.png

96 000 Crystal.png

I am not an expert concerning statistical balances, but it's an idea anyways. 

I made this in an old article to show the range of damages by using this Augment. The new min and max are narrow down to a very small range 892-904 (ex-M2) ~ 12 damages difference and 0 difference at M3+.
wzA65pf.png


What you are proposing is that the average to be higher, not bad idea as it fulfill the augment. however it looks like a stabilized LCR which cost 245 000 Crystal.png plus 100% penetration, ... these proposal are too much of an increase you will have to adjust the cost too. But then there is no option for low budget player.

 

Edited by Viking4s

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8 hours ago, Tidebreaker said:

I personally thought of changing this from 50%->100% to 25%->50%, but I can see an argument for that being too harsh. However, it should be obvious that it needs to go down enough so that RS can finally have an edge.

i don't agree with change of pentaring this will make hyperscape round OP

at least buff damage but not pentaring when i play with this alt i feel that i play with Mk7+ due to it's pentaring that is currently 100%

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imo this augment isnt bad and i find use in it by knowing that there isnt going to be rng potentially messing me up. when you talk about the penetration being equal to a maxed railgun shots penetration its not bad for this alt since if you think about the penetration damage of a railgun shot on the lower end or even bang in the middle of its damage scale then you are going to be hitting for more damage than that on a penetration shot. 

though i do think other things should be toned down and its not stock railguns penetration, its scout and large cal rounds. particularly scout. (just another braindead ult that makes railgun a thunder thats hitscan and has infinate range with no fall off damage). scout should have a slower fire rate than it does now but still faster than stock, and as for large cal make the reload a little longer. i think these kind of changes would make the alterations in more of a balanced position relative to eachother. 

TLDR

i think this alteration is fine as is in terms of balance with other turrets but other alterations should be toned down since they are almost straight upgrades (whereas this is more of a change. not to say this alt is bad as i find it quite useful but the other alts are just too good) 

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2 hours ago, Viking4s said:

 

I dont quite understand what you mean with a "stabilized LCR". Large Caliber Rounds has a damage scatter from 1120 to 2240 when maxed while RS would have a damage output of 1280, taking into account the suggested changes. What exactly do you mean with this? 
Also, I am aware that the costs of the augment would increase, but the augment itself would improve alot as well. Players who already have the augment would receive an instant buff, while others who plan to buy the augment would get something more valuable in return

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