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5 hours ago, Viking4s said:

When first introduced Alterations did not re-enforce your turret, since then they changed the rules and renamed them as Augments (make (something) greater by adding to it; increase) to clearly explicite the change. 

Now Augments do re-enforce your turrets, the more expensive the Augment the greater the effect.

Maybe, True.

But why they didn't make it give the turret clear advantages without any disadvantages?

With this advantages-disadvantages trying to balance + their old saying------ every player will think that its balanced and didn't strengthen your turret?

Ok if they changed their mind, so why they didn't tell us or write in their Wiki that strengthen the turret?

But what happens is opposite

mYw-rHTZ1y1qpTFySmdLDGxVl5wKRO3vfa4VXNpixI4bXnavQ_f0JxUsYmKDnSq7lbQCYDM8OXPbk13Fy9zxgBNvamr7Am6-OMDFQEyVj0GbLWn--MgIFytLWq4XEzT4GXuaXMrxa3ZnVQyY_58UA_T2B08AFxLi8KhctI1rE_u0_PIHqu9DV3G9YkZDa_b5gzFCdnTcJMyESr614SQxOrSICyJuQ3HqQaOz9h4QSMmazoJoKv6h9oSk8KJ0AOzbiC8fOZ4B6g3BlpYveV-x-KR1kbw9jyXRuPvNyzV5gHRf669YGtf6GoktOIPjuz33U2JCqLHlZsf58SjXOrHNOkpBsB7JqpKdi27G09qwaINh66Hn1mt-QrOe4myqzbVoiJbRoI3u3CgZN3NxJm4_Qn6HdDAD8-tHCrtwoL9oDrYBAQy0BZ2Vadqmsibz2xNagxWt4BH1L814QmUprtTZ3QAMEcuKaqVaKiaM5MeA_D30eX0LlnkTqpc5Et-aMUN9Sz1VZRoeD13ZgdrlDfh00Pfb3RqWh_PqVcVJeBfr12_AwK6skmV1S-2u0FtHYgtx_Q5ear8RqCV5Gx6Lfp04zKnD-7Z0TmmD_7ll1Qx9s4C9_3822lkT1tKgIU-oPo-BlaChae7is8yTiW32IBASkrn1Fm5rTsQ20XQmNJ975K6WOdEI_em8GUJIcZHc=w464-h238-no?authuser=0

So last point is

Alterations are vague and they're liars

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Guys I will give you a serious secret

Tanki added Alterations for hulls so buyers bought the Heat-Immunity, but the Firebirds players become opressed so Tanki give him Incendiary-mix to make him in balance.

Also Incendiary Vulcan is OP, but buyers have Fire-Immunity so this makes him in balance

 

Surely the preys are non-buyers

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9 minutes ago, asem.harbi said:

 

Guys I will give you a serious secret

Tanki added Alterations for hulls so buyers bought the Heat-Immunity, but the Firebirds players become opressed so Tanki give him Incendiary-mix to make him in balance.

Also Incendiary Vulcan is OP, but buyers have Fire-Immunity so this makes him in balance

 

Surely the preys are non-buyers

Incendiary-mix came out well before the hull augments.  And the two are not related.  Fire immunity protects against afterburn which comes from stock firebird or compact tanks alteration - which has been around for years.

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28 minutes ago, asem.harbi said:

Maybe, True.

[...]

Ok if they changed their mind, so why they didn't tell us or write in their Wiki that strengthen the turret?

[...]

Alteration: the action or process of altering or being altered.

Augment: make (something) greater by adding to it; increase.

Yes they did change their mind, but turret augment benefit to all:

- You pay only once (no MU)
- You can wear them all the time (no extra supply required)
- You can only equip one at any time (a few per turret are available).

Limited access to Hull Augment is defo P2W and they act more like protection module, they augment the resilience of your hull.

Yes they did all of that to get more money, which is not new news and certainly not a secret.

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36 minutes ago, Ap3xA1pha said:

But would you say that it's better than stock Gauss - or the Adrenaline augment? Actually, speaking of Adrenaline, I have no idea if that thing is even worth it...

YES.  Way better.   

Cutting your defense in half more than makes up for the moderate damage nerf.

And... it reloads faster - can hit you again before your supplies cooldown.  So it just repeats this if you are not dead or have not found cover.

It was obviously created for buyers that wanted an OP item.  I quit many battles when I see enemy operating them.

 

Since the only downside of equipping Adrenaline is not being able to equip another augment - why not?  If you don't have Gauss EMP why not equip adrenaline?  It's not as if buying Adrenaline is preventing you from buying EMP.

Edited by wolverine848
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3 hours ago, wolverine848 said:

Incendiary-mix came out well before the hull augments.  And the two are not related.  Fire immunity protects against afterburn which comes from stock firebird or compact tanks alteration - which has been around for years.

I know, but now the buyers have the alternative. IDC if its before the hull Augments or no.

The perspective of a new player who sees the situation like this, he surely will understand like what I said (That Fire immunity is OP, so Firebird users have the alternative Incendiary-mix, doesn't matter what comes first or what Tanki intend)

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3 hours ago, Viking4s said:

{...}

Yes they did change their mind, but turret augment benefit to all:

{...}

 (a few per turret are available).

{...}

Well, when they promote the Alterations by saying it didn't strengthen your turret, they should announce it again if they changed their mind.

But it still the phrase didn't changed in the Wiki,

so I have the right to critisize

also maybe no need of using more than Two Augments in every turret, but you must buy an Augment for every turret you use, so it's a lot not a few

I bought Ricochet plasma-torch in sales for 123K crystals, its really expensive especially when the most discounts are about 30% not 50%,  and every Alterations has its disadvantages so their 245K price isn't a logical

 

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On 9/23/2020 at 5:32 PM, Ap3xA1pha said:

But would you say that it's better than stock Gauss - or the Adrenaline augment? Actually, speaking of Adrenaline, I have no idea if that thing is even worth it...

All Adrenaline augments are worth it. It increases your damage for the low requirement of HP, which is bound to happen in a battle. If you only use Stock, there is no reason not to use Adrenaline. 

 

On 9/23/2020 at 5:32 PM, Ap3xA1pha said:

But would you say that it's better than stock Gauss - or the Adrenaline augment? 

Yes. 

 

While Electromagnetic Salvo is more devastating to the enemy, Stock Gauss does have its own advantages over it that presents itself in battle often. The main advantage is its higher sudden damage. Gauss' average damage is more than enough to one-shot unprotected medium hulls of the same modification. EMP Gauss will likely always take 2 shots to kill the same hull. Being able to end the engagement against a full HP enemy with one shot is huge, especially if you yourself only needs one hit from the target to die. 

Shooting into groups with Hornet's OD from a far vantage point will usually have Stock Gauss or Adrenaline yield more than EMP. That damage is enough to one-shot most tanks there thanks to the generous splash damage distribution. 

 

Everywhere else though, EMP Gauss tramples over Gauss. EMP Gauss serves as an equalizer if the enemy has supplies while you don't. And thanks to the 2x faster reload sped after a sniping shot, you can keep the enemy without supplies for as long as you want if they keep rushing towards you. EMP Gauss by itself is a menace to mass pushes, but this is a team game with team battle modes. The EMP Gauss along with teammates who have their own supplies will be able to swiftly kill anyone coming their way. Being unprotected against a turret in Tanki with DD will not have you live long, and EMP Gauss can do this to anyone it chooses. 

 

If I had EMP Gauss, there is no way I'm taking it off unless I start feeling sorry for my enemies and use Adrenaline instead. EMP Gauss by itself gives a team so much utility. 

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1 hour ago, asem.harbi said:

To stress about how Augments changed the game mechanics a lot?

Augments were released years ago. Everything there is to say and discuss about them has already been said many times in various topics. And if there's any more discussiion to be had, this topic was made for that exact purpose.

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5 minutes ago, Maf said:

Augments were released years ago. Everything there is to say and discuss about them has already been said many times in various topics. And if there's any more discussiion to be had, this topic was made for that exact purpose.

Do you see any other topics in the Forums to discuss than my topic (except events topic)? .... as there are a tens of topics everyday so my topic is one annoying?

Spy didn't give me even the opportunity to see some replies or opinions on my topic just immediately messed up with it - so I say don't take the things personally

Edited by asem.harbi

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2 minutes ago, asem.harbi said:

Do you see any other topics in the Forums to discuss than my topic (except events topic)? .... as there are a tens of topics everyday so my topic is one annoying?

Spy didn't give me even the opportunity to see some replies or opinions on my topic just immediately messed up with it - so I say don't take the things personally

Ok, I restored your topic for a week or so, or until it becomes inactive.

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3 minutes ago, asem.harbi said:

Do you see any other topics in the Forums to discuss than my topic (except events topic)? .... as there are a tens of topics everyday so my topic is one annoying?

Spy didn't give me even the opportunity to see some replies or opinions on my topic just immediately messed up with it - so I say don't take the things personally

Your topic was 'annoying' because there is a topic for that, and two same topics shouldn't exist.

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Remote rocket explosives Augment For striker - What are your thoughts on this augment? I haven't heard much about it, and as an avid Striker user, I like to know my options. What are some disadvantages/advantages you've experienced with it? Any incredible stories and experiences you've had? Let us know!

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3 minutes ago, ishay20 said:

What are your thoughts on this augment? I haven't heard much about it, and as an avid Striker user, I like to know my options. What are some disadvantages/advantages you've experienced with it? Any incredible stories and experiences you've had? Let us know!

Topic merged.

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Hi,

what do you people think of the Augments with a kill condition? E.g. Hammer's "Adaptive Reload" and Ricochet's "Berserk" ? Are they worth getting ?

Also, is Cryo Rounds for Smoky any good ? I wanted to mention Scout, but that's obviously powerful, but Hyperspace Rounds seem to be worthless for a lot of people ?

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3 minutes ago, T879 said:

Also, is Cryo Rounds for Smoky any good ?

It is if you like defense. 

3 minutes ago, T879 said:

but Hyperspace Rounds seem to be worthless for

There are better augments but since even allies can be used to increase the damage, it can be used strategically to get a high damage shot.

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34 minutes ago, T879 said:

Hi,

what do you people think of the Augments with a kill condition? E.g. Hammer's "Adaptive Reload" and Ricochet's "Berserk" ? Are they worth getting ?

Also, is Cryo Rounds for Smoky any good ? I wanted to mention Scout, but that's obviously powerful, but Hyperspace Rounds seem to be worthless for a lot of people ?

Augment with kill condition are good for turret with high damage output and better used with Hornet Overdrive and/or and of course Booster drone, instant reload gives you more shot during the effective time of the Overdrive/drone.

Cryo Rounds for Smoky is a gimmick, you lose all the super critical hit to a more than questionable advantage, except in defense but you need to be in a weak team. I never used scout, but I use Hyperspace rounds which is better suited for light hulls and battle mode which favour enemy assembly. Good for wounding Juggernaut which are usually protected by enemy, doubling the damage output is very useful. Usually get behind his personal Isida healer and aim at both. The isisda become the tool to increase the damage output to the Jug ?

Edited by Viking4s
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3 hours ago, T879 said:

Hi,

what do you people think of the Augments with a kill condition? E.g. Hammer's "Adaptive Reload" and Ricochet's "Berserk" ? Are they worth getting ?

Nanomass Reactor - garbage

 

Beserk - Very strong if there aren't many Riocochet protection modules on the enemy team. 

 

Adaptive Reload - A direct upgrade to Stock Hammer

 

"Death Herald" Compulsator - The most fundamentally broken out of the four of them, but is held back by Stock Railgun damage and the many Falcon protection modules. 

 


 

I have all except Beserk but I've seen a good number of them around after the last buff. Ricochet protection helps your team immensely from it (the team, not yourself). I've seen Stock Ricochets go on killing sprees left and right, it isn't hard for Beserk to do the same especially if it gets more ammo the longer it goes. 

 

Nanomass Reactor is just bad and held back by a lot of things. Firstly, the amount of damage you get for a full clip is just barely enough to kill a heavy hull of the same modification on equal footing. If you miss a tick of damage anywhere, congratulations, consider the kill lost. Next we have it's aiming. As you know, Isida has a poor cone angle coupled with a focus mechanic rather than a spray mechanic like Firebird and Freeze. This makes it hard to deal good damage under constant impact force. It also makes fighting Vikings (a common hull) harder due to how short it is compared to the other hulls. It requires superb Ping to be able to do something decent with this augment. When you do run out of ammo, it's hard to get additional ticks of damage on the enemy due to the slow reload coupled with the fast energy consumption and the other factors listed. 

If the enemy team has Isida protection modules, well, good luck getting kills with 4 seconds of ammo that can be interrupted easily. There has also been a bug with this augment where you randomly stop dealing damage. I would go up to someone, start shooting them, then 5 ticks in, my damage cuts off and more than half my ammo is wasted because of the higher energy consumption. Kill lost. This was on Flash. I haven't played on PC for months so I don't know if this has been fixed on Flash or whether or not it happens on HTML5. 

The best thing I was able to do with this was during the x20 gold box DM maps with Hornet's Overdrive. I had to put on Driver just so I can get to the Overdrive as fast as possible because not having was just too much to bear. 

 

Adaptive Reload can be used a s a substitute for High-Capacity Ammo Clip. If you're confident that you can kill the enemies with your current magazine, you'll have fill ammo after the kill. You can go on potentially long kill chains for a negligible increase in the clip reload time. Every Hammer augment except Duplet is an upgrade to Stock in some way, so you have other options to choose from besides Adaptive Reload. 

 

"Death Herald" Compulsator is theoretically the best. Long range damage with no drop off, can hit multiple enemies, a fast enough firing rate, and has a negligible increase in the shot delay. You'll see them going on killing sprees with Hornet in DM modes and some team modes with Booster. But, there are better options than this in the form of Scout and LCR. 

 

Edited by TheCongoSpider
bit -> bug
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1 hour ago, T879 said:

Also, is Cryo Rounds for Smoky any good ? I wanted to mention Scout, but that's obviously powerful, but Hyperspace Rounds seem to be worthless for a lot of people ?

Cryo Rounds was underwhelming for me but the freezing effect came in clutch many times. I use it only for defense. 

 

Hyperspace Rounds is great where multiple enemies gather in one place. This includes Siege or Assault if you're on the red team. Since allies are also going to the Siege point, you can use them to get that first increase (the most important one) in the damage. Paired with Hornet's Overdrive, it can comfortably one-shot heavy hulls behind an ally. Also great for gold events where players pile up. There are more practical options in the form of Scout and LCR.

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On 10/19/2020 at 4:09 PM, ishay20 said:

Remote rocket explosives Augment For striker - What are your thoughts on this augment? I haven't heard much about it, and as an avid Striker user, I like to know my options. What are some disadvantages/advantages you've experienced with it? Any incredible stories and experiences you've had? Let us know!

It can be really deadly, but it takes a lot of practice.

(This is not my video.)

Edited by GrayWolf8733
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On 10/19/2020 at 11:09 PM, ishay20 said:

Remote rocket explosives Augment For striker - What are your thoughts on this augment? I haven't heard much about it, and as an avid Striker user, I like to know my options. What are some disadvantages/advantages you've experienced with it? Any incredible stories and experiences you've had? Let us know!

I bought this augment at Tankers Day, as well as Striker Mk7. I found the concept of RRE unique and interesting, I had only seen a handful people using it but they appeared to be incredibly successful with it. And since I like using uncommon combinations and augments I decided to purchase it. 

Compared to other Striker-augments, this one needs some practice in order to get the hang of it (opinions may differ): the rockets travel in slower pace and you have to be cautious with the remote detonation; estimating time and distances is also important while using this augment.    Functionally, RRE doesn't differ too much from its stock-version, the decreased projectile speed is to assist you by properly estimating distances but it is still fast enough to surprise your enemies. RRE's key feature is that it enables you to hit and destroy enemies behind corners, walls and other obstacles with the remote explosion-feature - which will come as a huge surprise for your enemy - you are also able to damage tanks on a lower platform which can be beneficial. Striker inflicts massive damage, in salvo-mode it averagely deals most damage of all turrets in game. Even with the lower velocity of the rockets, salvo-mode is still useful for RRE. 

In short, using Remote Rocket Explosions does require a lot of skill and precisement, but those who have mastered the augment are incredibly deadly! Since you are an avid Striker user, I would suggest you to buy this augment.
However, do know what you get yourself into when buying this augment. It is the cheapest of the Striker augments, but don't let that 'small' price fool you: if being precise is not a key characteristic of yours, you may want to think tiwce before buying this augment. If you want to be sure if you make the right choice, go to the test servers and try it out for yourself. I have been using this augment quite often, especially back when I was regularly playing, and I absolutely enjoy it! 

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6 hours ago, GrayWolf8733 said:

It can be really deadly, but it takes a lot of practice.

(This is not my video.)

As I see in the video it's really powerful I liked it (though I was thinking a lot what it benefits but after watching this video I know)

But then I realized that he have strong equipment with drone and hornet OD and playing in CP without giving a **** care to points, thats helps him a lot... also I noticed he is a skilled one.

but to be honest, in this situation, every turret would be OP and very strong.

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