Jump to content
EN
Play

Forum

Ideas for Augments!


Maf
 Share

Recommended Posts

i have no words but in my opinion to make this alt balance i recommend : when we are very close to hit a penetration shot this alt moves the turret automatically and snaps for the perfect shot but this will work only when ur very close hitting the penetration . i am recommending this becuz i have played with this alt and i have missed ALOT close penetration shots

Share this post


Link to post
Share on other sites

33 minutes ago, At_Shin said:

Now, i am only playing with the idea of Instant hit Stabilized rounds. It will have the same reload as stock railgun (except for the firing delay, of course). I think it would give a different kind of experience with railgun. (Old thunder had instant hit at any range. I think this SR railgun will give a similar gaming experience to that). 

perhaps if it was hitscan, but the charge up time is added to the reload time?

Share this post


Link to post
Share on other sites

19 hours ago, At_Shin said:

Hey, what do you exactly mean by the term "hitscan"? 

Also, yeah the reload time after firing can be increased a bit so that both SR and rail gun would fire shots at equal intervals of time.

sorry i didnt mean to write hitscan, i meant instant fire. hitscan is when the gun fires the bullet hits immediately (like smoky). whereas a projectile would be you fire the gun and the bullet takes a little while to get there (like thunder).

Share this post


Link to post
Share on other sites

On 9/7/2020 at 12:15 AM, 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.

It's way to damn harsh to do anything to stock Railgun I think. I don't use Railgun ever, but I sure as hell can tell you that I NEVER see stock Railguns around in MM battles these days. If anything, it needs a buff.

The people in charge of balancing should try to make a game which doesn't have a clear meta as much as possible...

  • Like 2

Share this post


Link to post
Share on other sites

This is an Idea for Gauss

NITROGEN COOLED ACCELERATOR

Shot acquisition -50% [Positive]

Sniper Reload +30% [Negative]

Sniper Damage +30% [Positive]

Sniper Shots lose Splash damage while normal ones retain.

Share this post


Link to post
Share on other sites

Alteration for Railgun:

High Density Caliber Rounds

Improving the the Caliber system for a more diverse game-play, the impact force of each round is doubled and deals 20% more damage as it penetrates the target, but reload is 40% longer. 

Impact Force +100%

Damage +20%

Reload +40%

 

Share this post


Link to post
Share on other sites

Dear ,Tankionline .The isda gun should have a Augment .It should be called Vampire .The power is that if u deal damage to the enemy You will gain little health and if they heal a teammate and press ALT ( or any other key ) the healing will increase but the healers will be taking little damage (If u do not press alt u will do normal healing ).PLs make this in the game or make it for 10000 diamonds please and thank you
 
 
 

Share this post


Link to post
Share on other sites

Hello, I don't know if this been suggested before...A medium Hull, A Hull the Same size or slightly less of the Viking in HP. Faster or same speed as the Viking. Hull can be great for sleepers and creepers! A passive cloaking hull phases in and out of cloak between 50%-100% visibility, which distorts any direct aiming turret, with a higher chance of direct aiming turrets missing target, depending where the cloak is holding. Hull is weaker to area splash turrets, but visibly unseeable if standing still for more than 5 seconds. Passive cloak is still detectable by the Hunter's OD ability. As well, as long as the Phantom's cloak is not active, the Hull receiving any splash damage, causes the Hull to push more towards 100% visible.

Phantom's Overdrive; Phantom's cloak! When activated, maybe lasts same time or slightly longer than the Mammoth deadly OD ability, the Phantom's Cloak makes tank completely invisible. UNdetected by the Hunter's OD. The OD will expire early, if the Tank fires it's weapon. However, coming out of cloak early by firing weapon, first shot/1st sec of active shot (firebird, frost, vs Thunder or Hammer), the Tank's attack is doubled as if using the attack boost, but not stackable with said boost, even with boost active, coming out of Phantom, the most boost you'll have on attack is 2x. Phantom's cloak can also pass on to friendly units, only those close to Phantom's Hull when activated the moment it's activated, with no passive delay or opportunity to catch it afterwards. Any friendly cloaked from Phantom's Cloak uses it under the same rules, and doesn't matter what direction they take off in (doesn't have to remain close to Phantom's Hull in order to retain the ability, it won't last long anyway). When the Phantom's cloak is active, Splash damage still damages hull, but does not cause it to become visible, unlike passive cloak's weakness, however direct fire weapons miss 100% of time. 

Lastly, an option to add... if the Phantom hull is FULL Health, and ONLY Full health, the Phantom's Cloak recharges 2x the speed, any health less than 99.9% and the cloak recharges at it's normal pace! The OD receives no boost to charging based on kills and successful shots, unlike other Hull's. It's only recharge boost comes from having 100% health. 
Visually... I will try to add a picture if I come up with one, but to explain... Anyone ever see Predator movies? The Cloak of the Predator beast? When Phantom Cloak is activated, that's what you see, a silhouette of tank, distorted to the image behind it, but you can't see the tank at all, just it's visual distortion. The passive cloaking, the Tank is mostly visible, with parts of the tank at different phases of the cloaking field, like changing the Transparency of the tank's hull on a photoshop image editor, some parts are more visible than others, and varies visually depending where the passive cloak is. 

I think would be a great adition to the game. It would counterbalance direct shot turrets (snipers, thunder, ricochet, smoky, railgun, etc), but also fall weaker to area splash damage (thunder splash near it, Magnum, striker, and the firebird, and frost turrets, however, Isida needs a direct target, so it falls there, does not do splash). Its ability would provide a good perimeter breach ability, or allow sleepers to defensively camp, but must be strategically used, as the first strike out of Cloak can be strategically devastating, and only if you can keep it in prestine condition, can it be OP by constantly finding the Phantom available, which would be rare. 

What does everyone else think? Any questions for clarity? Don't hesitate to ask! 

Edited by DmanBattleMaster
Spell and grammar checks.
  • Like 1

Share this post


Link to post
Share on other sites

Couple Ideas for Augments!

One Augment can sacrifice the Phantom's recharge, taking longer before getting the Phantom's OD, but boosts the Passive cloak. With this Augment, the Passive cloak visibility maintains between 30%-80%, never becoming more than 80% visible. 

Another Augment can do the opposite, only visibility always between 70%-100%, and at a slight sacrifice of speed, the energy sources are redirected to the cloak, lasting twice as long, with a higher critical strike coming out of cloak, at 3x the first strike/sec. 

3rd augment. When the Phantom Cloak is activated, it takes a 30% hit to it's Hitpoints, but doubles the range of it's Phantom Cloaking ability, for firendly units up 2x the distance, receive the Phantom's Cloak til they use it (following the rules of the cloak; runs out by time, or friendly tank fires a shot with attack boost, or said friendly is killed, even if cloaked), and if friendly is cloaked, also gets a 3x critical strike coming out of cloak if cloak has not run out, but all at the cost of main Phantom Hull taking a 30% hit to health. 

Edited by DmanBattleMaster
Added 3rd augment.

Share this post


Link to post
Share on other sites

It is unlikely that the developers will add any additional hulls to the game anytime soon since Ares and Hopper have only recently been released. Besides, there is no need for any new hulls at the moment as there is already a good range.

Share this post


Link to post
Share on other sites

Nice idea, there is plenty of room for new hulls, and invisibility would be nice. However, to make it more interesting it should be able to go through other tank. In a way, if Hopper can avoid traffic by jumping, this Phantom hull should be able to drive through tanks ?.

It could look like that ?

Screenshot_939.png


Do you see this hull with caterpillar tracks, wheels or legs?

unknown.png
unknown.png

Edited by Viking4s

Share this post


Link to post
Share on other sites

6 hours ago, Viking4s said:

TX invisibility cloak (seems to be useless with the red outline from the auto-aim ?)

 

 

6 hours ago, fghjkl54 said:

even if it's implented here it still useless because HTML5/mobile auto-aim?

 

Yes... and I'm sure you read my entire detailed post thoroughly, and I'll admit MY mistake, I didn't consider the auto aim with some turrets... but just in case you MISSED IT... I DID specify Direct Fire turrets such as Shaft, Thunder, Smoky, Striker (aiming/lock-on), can not target the cloaked Phantom, so it should go without being said, those with auto aim do not lock on or aim at a Cloaked Phantom. Similarly, when the Phantom is not actively cloaked, but only passive, the auto aim, and ability to lock with specific turrets lose their target occasionally, depending where the passive cloak is between it's range of cloaking. So... exclude this conflict of interest, it would still be a great turret to consider. 

Remember two things, it's limited. And the Cloaked Phantom can not attack while cloaked, for doing so disengages the cloak. When Passively cloaked, any damage to Hull through splash damage pushes it closer to 100% visibility. The more visible it becomes, the easier it is for any direct fire/ auto targeting turrets, or lock on turrets to gain the target. 

Edit;
Although it could become OP as a great turret, it also comes with weakness to counter balance the OP. It would be a great idea! To those who provided the pictures of hulls, including the partially cloaked one, those were the idea/concept I had. For the picture with full invisibility, outlined by the auto aim red line? That's also a great image what I was thinking for the full Cloaked ability, minus the red line. As I just mentioned above, the auto targeting/auto lock/ auto aim feature would not work against the Fully cloaked tank. 

Edited by DmanBattleMaster
clarifying response/ grammar and spell checks.

Share this post


Link to post
Share on other sites

11 hours ago, GG_reg said:

It is unlikely that the developers will add any additional hulls to the game anytime soon since Ares and Hopper have only recently been released. Besides, there is no need for any new hulls at the moment as there is already a good range.

A good range indeed, and not arguing against that. HOWEVER... with the specifications I mentioned, the Phantom Hull would add a great strategic concept, and counterbalance to what the game already has in place. PLUS, i read somewhere on here in a tanki news article or comment somewhere, paraphrasing, "Now that all Hulls have custom OD abilities, their is more room than ever to add new Hull ideas"... where did I see that?? I'll get back to you on here with edit where I seen that!! 

OH YES... When selecting Ideas and Suggestions, than selecting Hulls and Overdrives, the thread I posted this in... the thread was started by Llia.Archangel, one of your moderators... this what she opend the post with... and I QUOTE!
"Have a brilliant idea for a new hull or overdrive? A suggestion on how to improve hulls or their ODs? Post it here!

 

Now that all hulls have unique overdrives, more hulls are likely to come in the near future. Every new hull will have its own unique Overdrive ability, so if you're suggesting a new hull, make sure to come up with an overdrive for it too."

 

So?? Maybe their is room for new hulls afterall?? 
Plus, it's not like these get made over night? Right? It would take a few months if enough community interest follow, or epic enough idea that one Moderator thinks it's a must have now. Maybe, we'll see! 

I think their is plenty of room for new ideas... seeing that it takes time for those ideas to develop? This would still be a few months out at least. 

Edited by DmanBattleMaster
  • Like 2

Share this post


Link to post
Share on other sites

8 hours ago, DmanBattleMaster said:

Yes... and I'm sure you read my entire detailed post thoroughly, and I'll admit MY mistake, I didn't consider the auto aim with some turrets... but just in case you MISSED IT... I DID specify Direct Fire turrets such as Shaft, Thunder, Smoky, Striker (aiming/lock-on), can not target the cloaked Phantom, so it should go without being said, those with auto aim do not lock on or aim at a Cloaked Phantom. Similarly, when the Phantom is not actively cloaked, but only passive, the auto aim, and ability to lock with specific turrets lose their target occasionally, depending where the passive cloak is between it's range of cloaking. So... exclude this conflict of interest, it would still be a great turret to consider. 

Remember two things, it's limited. And the Cloaked Phantom can not attack while cloaked, for doing so disengages the cloak. When Passively cloaked, any damage to Hull through splash damage pushes it closer to 100% visibility. The more visible it becomes, the easier it is for any direct fire/ auto targeting turrets, or lock on turrets to gain the target. 

Edit;
Although it could become OP as a great turret, it also comes with weakness to counter balance the OP. It would be a great idea! To those who provided the pictures of hulls, including the partially cloaked one, those were the idea/concept I had. For the picture with full invisibility, outlined by the auto aim red line? That's also a great image what I was thinking for the full Cloaked ability, minus the red line. As I just mentioned above, the auto targeting/auto lock/ auto aim feature would not work against the Fully cloaked tank. 

I 100% like your idea of invisibility cloak. I was joking on the TX screenshot, not on your idea. I posted it too also show how ALternative did the invisibility before (it is kinda cool). If you watch some youtube video of TX you will find example ot the invisibility cloak without the red outline. I like the idea of not being able to shoot when invisible.

As for the final details of the overdrive, it would need to be adapted to the current game mechanics so it fits well. All we are saying is that there is currently the auto aim (and the red outline) and Hornet OD (with the yellow outline which shows every tank), that would have to be modified if this invisibility overdrive is implemented. The OP side of it will depend of the overall environment and what the dev have decided about this Phantom hull role.

For example the Mammoth is strong and its OD make it even stronger and make it goes on a rampage. The Hornet OD sting enemy and kills many. The Hunter is good as strategy and setting traps to its enemy/prey.

Don't be too hard on the mod, he is just giving his opinion, he cannot know, like everybody else. The more feedback you get about your ideam the better.
 

What about the mine? Will the OD ignore them? 
Is the hull with legs, caterpillar tracks, hovering or with wheel? Hovering seems a good fit with the invisibility technology.

Edited by Viking4s

Share this post


Link to post
Share on other sites

7 minutes ago, Viking4s said:

I 100% like your idea of invisibility cloak. I was joking on the TX screenshot, not on your idea. I posted it too also show how ALternative did the invisibility before (it is kinda cool). If you watch some youtube video of TX you will find example ot the invisibility cloak without the red outline. I like the idea of not being able to shoot when invisible.

As for the final details of the overdrive, it would need to be adapted to the current game mechanics so it fits well. All we are saying is that there is currently the auto aim (and the red outline) and Hornet OD (with the yellow outline which shows every tank), that would have to be modified if this invisibility overdrive is implemented. The OP side of it will depend of the overall environment and what the dev have decided about this Phantom hull role.

For example the Mammoth is strong and its OD make it even stronger and make it goes on a rampage. The Hornet OD sting enemy and kills many. The Hunter is good as strategy and setting traps to its enemy/prey.

Don't be too hard on the mod, he is just giving his opinion, he cannot know, like everybody else. The more feedback you get about your ideam the better.
 

What about the mine? Will the OD ignore them? 
Is the hull with legs, caterpillar tracks, hovering or with wheel? Hovering seems a good fit with the invisibility technology.

Good to know... 
your idea, the Spider legs and Hover craft? We already have a Hover craft? Don't we? One of the new ones, before the Hopper, i forget what it was called. 
Or? Are you referring to the idea as the HULL for the Phantom? idk about hovering. i suppose wouldn't be a bad idea... but the Hover already here was specifically designed for the anti grav role of maintaining stabilization, and smoother ride, also strafing more effectively (I still can't figure out how it works...lol) so why would they create a second hull, like mine, to be anti grav? Would it also have the same features as the original? That would defeat the purpose of the original anti grav than. Why would they make a second anti grav hull but not have those same features? I don't think it would make much sense. 
As for the looks? I think it would look cool if it had the shape/angles of the USS Zumwalt Destroyer class combat ship the USN (in Real Life of course) recently came out with in last two years. Maybe increase some the angles a little, drop it close to the ground with angle covers over the tracked wheels so you can't see the tracks. Sort of what I'm thinking.
Yes, any time you create new ideas, you have to make it integrate with everything in the game, so changing some mechanics of other features like the Hunter's scan, or the anti aiming abilities? If the Hull is that great of a Hull, than It would be worth it. I think it would be! 
As for the final details? Idk off hand, but the numbers would of course all start smaller for the Mk1 and improve along the way, for sure. Like i said, the Phantom Cloak would last about the length of the Mammoth berzerk OD i suppose, what 6 or 8 seconds (not very clear on wiki)? during that time, it can't be hit or targeted by any direct fire weapons, but it can't fire unless it chooses to decloak. The idea that you only get the Double attack coming out of cloak early, is so the player must strategically decide, does he want the strategic attack, or stay cloaked longer, and if he chooses the strategic attack, than the duration of cloak isn't even as long as it could be! 

I think it would be great!! 

Share this post


Link to post
Share on other sites

After looking at the Mammoth specs on wiki, i discovered the Mammoth OD never changes with higher upgrades? That's CRAZY... why would they not upgrade the OD with the Hulls? I always thought they did. Granted, the Hulls improvements at base upgrading still increase the overall output, but I think OD specs should also increase? Maybe in tiny specs... or maybe improving a few specs of basic hull specs, but different specs of the OD. Idk! 

Maybe with Hull upgrades, the OD improves only ONE spec each upgrade, and each new upgrade is a different Spec? While the rest of the specs for the main Hull might improve in miniscule amounts each, or a few different specs increase with hull upgrade. 

Share this post


Link to post
Share on other sites

On 9/27/2020 at 3:59 PM, GG_reg said:

It is unlikely that the developers will add any additional hulls to the game anytime soon since Ares and Hopper have only recently been released. Besides, there is no need for any new hulls at the moment as there is already a good range.

There's definitely room for new hulls ?

The Phantom OD is an interesting concept, but the details are definitely questionable. If it were up to me, I'd make the OD last about 5-8 seconds and disable nearby tanks in a short range (like Hopper). It will be visible to Hornet's OD, and will be vunlerable to all damage-dealing ODs, but the only way to actually disable invisibility is with Hunter, unless you have EMP immunity.

  • Like 2
  • Saw it 1

Share this post


Link to post
Share on other sites

6 minutes ago, Maf said:

There's definitely room for new hulls ?

The Phantom OD is an interesting concept, but the details are definitely questionable. If it were up to me, I'd make the OD last about 5-8 seconds and disable nearby tanks in a short range (like Hopper). It will be visible to Hornet's OD, and will be vulnerable to all damage-dealing ODs, but the only way to actually disable invisibility is with Hunter, unless you have EMP immunity.

noooooooo don't make Hunter more OP (i have no issue with being visible to Hornet OD ?).
In my opinion if is is truly invisible then make it visible to Hornet OD, but it is is just blurred like the TX, it should be invisible to Hornet OD.

Share this post


Link to post
Share on other sites

On 9/27/2020 at 1:59 PM, GG_reg said:

It is unlikely that the developers will add any additional hulls to the game anytime soon since Ares and Hopper have only recently been released. Besides, there is no need for any new hulls at the moment as there is already a good range.

They will add at least one more hull....wait! You didn't watch v-logs carefully?

Edited by mjmj5558

Share this post


Link to post
Share on other sites

On 9/27/2020 at 6:38 AM, DmanBattleMaster said:

Hello, I don't know if this been suggested before...A medium Hull, A Hull the Same size or slightly less of the Viking in HP. Faster or same speed as the Viking. Hull can be great for sleepers and creepers! A passive cloaking hull phases in and out of cloak between 50%-100% visibility, which distorts any direct aiming turret, with a higher chance of direct aiming turrets missing target, depending where the cloak is holding. Hull is weaker to area splash turrets, but visibly unseeable if standing still for more than 5 seconds. Passive cloak is still detectable by the Hunter's OD ability. As well, as long as the Phantom's cloak is not active, the Hull receiving any splash damage, causes the Hull to push more towards 100% visible.

Phantom's Overdrive; Phantom's cloak! When activated, maybe lasts same time or slightly longer than the Mammoth deadly OD ability, the Phantom's Cloak makes tank completely invisible. UNdetected by the Hunter's OD. The OD will expire early, if the Tank fires it's weapon. However, coming out of cloak early by firing weapon, first shot/1st sec of active shot (firebird, frost, vs Thunder or Hammer), the Tank's attack is doubled as if using the attack boost, but not stackable with said boost, even with boost active, coming out of Phantom, the most boost you'll have on attack is 2x. Phantom's cloak can also pass on to friendly units, only those close to Phantom's Hull when activated the moment it's activated, with no passive delay or opportunity to catch it afterwards. Any friendly cloaked from Phantom's Cloak uses it under the same rules, and doesn't matter what direction they take off in (doesn't have to remain close to Phantom's Hull in order to retain the ability, it won't last long anyway). When the Phantom's cloak is active, Splash damage still damages hull, but does not cause it to become visible, unlike passive cloak's weakness, however direct fire weapons miss 100% of time. 

Lastly, an option to add... if the Phantom hull is FULL Health, and ONLY Full health, the Phantom's Cloak recharges 2x the speed, any health less than 99.9% and the cloak recharges at it's normal pace! The OD receives no boost to charging based on kills and successful shots, unlike other Hull's. It's only recharge boost comes from having 100% health. 
Visually... I will try to add a picture if I come up with one, but to explain... Anyone ever see Predator movies? The Cloak of the Predator beast? When Phantom Cloak is activated, that's what you see, a silhouette of tank, distorted to the image behind it, but you can't see the tank at all, just it's visual distortion. The passive cloaking, the Tank is mostly visible, with parts of the tank at different phases of the cloaking field, like changing the Transparency of the tank's hull on a photoshop image editor, some parts are more visible than others, and varies visually depending where the passive cloak is. 

I think would be a great adition to the game. It would counterbalance direct shot turrets (snipers, thunder, ricochet, smoky, railgun, etc), but also fall weaker to area splash damage (thunder splash near it, Magnum, striker, and the firebird, and frost turrets, however, Isida needs a direct target, so it falls there, does not do splash). Its ability would provide a good perimeter breach ability, or allow sleepers to defensively camp, but must be strategically used, as the first strike out of Cloak can be strategically devastating, and only if you can keep it in prestine condition, can it be OP by constantly finding the Phantom available, which would be rare. 

What does everyone else think? Any questions for clarity? Don't hesitate to ask! 

Don't you mean the Hornet's OD? 

I like the concept, but with balance, let's take something from Star Trek - a Romulan warbird cannot fire when cloaked. Also, it shouldn't be able to use supplies when cloaked, either - only move. It should be more of a defensive augment, like a sniper changing positions.

Question: if the tank grabs the flag or is near a control point, would the flag or CP beam be visible?

Share this post


Link to post
Share on other sites

On 9/27/2020 at 1:59 PM, GG_reg said:

It is unlikely that the developers will add any additional hulls to the game anytime soon since Ares and Hopper have only recently been released. Besides, there is no need for any new hulls at the moment as there is already a good range.

Hopper was released briefly after Ares was introduced; while the heavy hover-hull was mentioned one and a half year ago, developers suddenly announced the coming of Hopper. A medium hull - being a completing part of the 'trio' - can be expected to be released in the near feature.   In V-log 271, one of the screens at 0:44 shows the text 'mid - next' while the developers were talking about the new hovering hulls, potentially giving rise to the expectation of a hovering medium-hull to be added soon. 

 

Concerning potential overdrives, the overdrives among existing hulls can be divided into three OD-types (offensive overdives such as Wasp, Viking and Mammoth; defensive ODs would be Hopper, Hunter & Titan and supportive overdrives are Hornet, Dictator and Ares). Since there are already three medium-hulls, it would be cool to see something new. A Phantom-cloak overdrive would be interesting; you are able to turn your tank invisible and will turn visible again after 20/30 seconds or when you press the fire-button, nonetheless you are still affected by 'accidental' hits, mines and overdrives

Edited by BloodPressure
I keep forgetting that there are two new hulls now...

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
 Share

×
×
  • Create New...