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On 10/20/2020 at 2:39 AM, 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!

RRE is the most fun alteration in the game imo. It was also the hardest alteration to learn for me. It took around a month for me to master it. The fact that it is so rare means that most players don't know how to counter it. Many times, they won't realize what is going on.

Maps with lots of bridges, platforms and short ramps are where this alteration becomes really useful. As you play with this alteration, you can experiment and find many new situations where this alteration works (for example, In Cologne, you can stay on the upper level of the fort and deal good damage to players below, and they can't even hit you)

If you want to buy it, try it for some time on the test servers to see if it suits you.

Edited by coconuttree
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10 hours ago, GrayWolf8733 said:

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

(This is not my video.)

Seems to be very good with striker, but no way on gods green earth he would have got away with that against me. I just would not allow that to happen, but from what i saw, a very competent striker player. WAAAAYYYYY better than me. 

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17 minutes ago, cosmic666 said:

Seems to be very good with striker, but no way on gods green earth he would have got away with that against me. I just would not allow that to happen, but from what i saw, a very competent striker player. WAAAAYYYYY better than me. 

If I ever get Striker, have been using it a lot on the test servers, then RRE will be the augment I use

I don't like using lock-ons much because you have to stay in a target's line-of-sight for a long time, so RRE is an improvement on stock Striker for people who only want to use unguided shots

That player is very competent, but I don't know why someone on the opposing team isn't checking the scoreboard often > noticing that someone is getting lots of kills > hunting them down

It's much harder for someone to get a very high K/D when they are being harassed by two or more players

Edited by SporkZilla
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3 minutes ago, SporkZilla said:

If I ever get Striker, have been using it a lot on the test servers, then RRE will be the augment I use

I don't like using lock-ons much because you have to stay in a target's line-of-sight for a long time, so RRE is an improvement on stock Striker for people who want only want to use unguided shots

That player is very competent, but I don't know why someone on the opposing team isn't checking the scoreboard often > noticing that someone is getting lots of kills > hunting them down

It's much harder for someone to get a very high K/D when they are being harassed by two or more players

My thoughts exactly.

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17 hours ago, GrayWolf8733 said:

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

Hornet + drone + not even trying to cap in CP.  Player was doing TDM in a CP battle.

Yeah, they can be deadly.

But if put in danger they are not nearly as effective.

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Dont purchase armor piercing inmunity/armor pierciing augment!!

Its not necessary to purchase "armor piercing augment" and "armor piercing inmunity augment".

1) Hornet overdrive now is useless. Nobody knows what "visible tanks" mean. The strategy of stay hidden, activate overdrive and get out to kick tanks, IS NOT AVAILABLE ANYMORE

2) now, the odds to be "a visible enemy tank" with "hornet overdrive" its almost zero, so its not necessary purchase "armor piercing inmunity"

3) the odds to be close to a hornet are almost zero , so dont purchase "armor piercing augment", only works for "visible tanks?", see item 1)

Edited by Chiechitar

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6 minutes ago, Chiechitar said:

 

Topic merged.

Please use this topic for discussions related to Augments.

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I recently won it in a lucky ultra container but I don't see any benefit of it over my other augment (round destabilization). The damage is always around 500 to 700 (double that if I have supplies on) so basically there is no advantage I get by removing the enemy's armour because the damage is roughly half. I get around 1.2K damage per shot in average with round destabilization so even with the AP effect it's damage is less than the other augment, It takes 3 shots to kill a light hull instead of 2 (before this experimental update). I can see one advantage only and that is it makes it easier for the team to kill the tanks I hit cause they're defenseless without armour and no one has AP immunity yet, at least I haven't seen any. I usually can't deal with them myself due to very low damage per shot. So in MM my team gets a boost but i'm always in the bottom with max 2-3 kills and a million assists.

The rarity of this alteration is the same as that of the electromagnetic salvo of gauss and that is miles better because it removes every supply instead of just armour (and in splash damage!), so either the devs should buff it's damage or make it's effect similar to gauss where it removes every supply, that's a good compensation to reducing the damage so much. Meanwhile I'll just use railgun with my better alteration which, despite being less rare, does tons of more damage.

 

Small edit: I'm comparing round destabilization without supplies with AP alteration WITH supplies, in that case they have similar damage. If I put supplies on round destabilization I get up to 3K damage which is double of AP alt with supplies and on second hit after effect is activated. 

Edited by MisterWilly
clarification

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On 11/11/2020 at 10:04 PM, MisterWilly said:

I recently won it in a lucky ultra container but I don't see any benefit of it over my other augment (round destabilization). The damage is always around 500 to 700 (double that if I have supplies on) so basically there is no advantage I get by removing the enemy's armour because the damage is roughly half. I get around 1.2K damage per shot in average with round destabilization so even with the AP effect it's damage is less than the other augment, It takes 3 shots to kill a light hull instead of 2 (before this experimental update). I can see one advantage only and that is it makes it easier for the team to kill the tanks I hit cause they're defenseless without armour and no one has AP immunity yet, at least I haven't seen any. I usually can't deal with them myself due to very low damage per shot. So in MM my team gets a boost but i'm always in the bottom with max 2-3 kills and a million assists.

The rarity of this alteration is the same as that of the electromagnetic salvo of gauss and that is miles better because it removes every supply instead of just armour (and in splash damage!), so either the devs should buff it's damage or make it's effect similar to gauss where it removes every supply, that's a good compensation to reducing the damage so much. Meanwhile I'll just use railgun with my better alteration which, despite being less rare, does tons of more damage.

 

Small edit: I'm comparing round destabilization without supplies with AP alteration WITH supplies, in that case they have similar damage. If I put supplies on round destabilization I get up to 3K damage which is double of AP alt with supplies and on second hit after effect is activated. 

Don't say to buff AP augments. They are OP, not for the player, but fit its team.

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Guys Im thinking of buying Scout Augment for Railgun and I have 300K. Do ou guys have any advice for me for better ways of spending my 300k instead of an M5 Railgun Scout Augment? I have M4 Freeze, M 4-7 Healing, M 4 - 8 Thunder. My only hull is M5 hornet nothing more. Thanks! :D

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2 hours ago, Dregz001 said:

Guys Im thinking of buying Scout Augment for Railgun and I have 300K. Do ou guys have any advice for me for better ways of spending my 300k instead of an M5 Railgun Scout Augment? I have M4 Freeze, M 4-7 Healing, M 4 - 8 Thunder. My only hull is M5 hornet nothing more. Thanks! ?

Whatever you do don't buy any more turrets. 2-3 is more than plenty for your rank.

Concentrate on two hulls - your hornet and maybe a medium hull.  heavies at your rank are quite slow.

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18 hours ago, Dregz001 said:

Guys Im thinking of buying Scout Augment for Railgun and I have 300K. Do ou guys have any advice for me for better ways of spending my 300k instead of an M5 Railgun Scout Augment? I have M4 Freeze, M 4-7 Healing, M 4 - 8 Thunder. My only hull is M5 hornet nothing more. Thanks! ?

Scout used to be very effective with Hornet's OD, but I am not sure how effective it is now. I stopped using railgun after the developers nerfed Hornet because everyone has a protection against it. If I were you, I would consider purchasing this augment only if not too many players use Railgun protection 

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Finally some details about AP augments.

Toxic Mix
Alteration freeze Toxic Mix.png
Freeze - Swaps the cooling agent with toxic mixture. Damage is decreased,
but an opponent affected by the mix cannot use armor for some time.
AP duration: 1s Plus.png
Damage: -45% Minus.png

 

Armor-Piercing
Shot
Alteration hammer Armor-Piercing Shot.png

Hammer - A perfect farewell gift. The last shot in the clip

destroys the armor of any tank which was hit.

Clip reload accelerated: +20% Plus.png
AP duration: 7s Plus.png
Last shot only Minus.png

 

Super-smart
Minus-Field
Alteration Ricochet Super-smart Minus-Field.png
Ricochet - It is not certain how this super-smart minus-field
is smarter with this augment, but after ricocheting, rounds
pierce the enemy's armor, leaving no chance of survival.
AP duration: 2s Plus.png
After shot ricochet only Minus.png

 

Armor-Piercing
Rounds
Alteration Smoky Armor-Piercing Rounds.png
Smoky - Replaces common rounds with armor-piercing ones.
Critical damage is decreased, but an opponent
becomes armorless against the next shots.
AP duration: 5s Plus.png
Critical damage: -15% Minus.png

 

Armor-Piercing
Missiles
Alteration Striker Armor-Piercing Missiles.png
Striker - The perfect augment for bounty hunters who want to destroy one
very powerful target. Only one fast-targeting armor piercing rocket
per launch. Any tank hit by this rocket will not be able to use
armor for some time.
AP duration: 5s Plus.png
Aiming time: -50% Plus.png
1 AP missile in salvo only Minus.png

 

Super Armor-Piercing Rounds
Alteration Railgun Super Armor-Piercing Rounds.png
Railgun - It is not enough to just pierce an enemy tank's armor — the enemy should remember
this forever. Special rounds destroy armor for some time, long enough for one more fatal shot. Piercing the armor of multiple tanks in a row applies the AP effect to all of them.
AP duration: 7s Plus.png
Maximum and minimum damage: -33% Minus.png

 

Armor-Piercing Core
Alteration Magnum Armor-Piercing Core.png
Magnum - Magnum Fougasse ? projectiles have an ultra-dense armor-piercing core.
A direct hit destroys the target's armor. Doesn't affect other targets in
splash damage radius.
AP duration: 7s Plus.png
AP doesn't work for
splash damage Minus.png

 

Armor-Piercing Salvo
Alteration Gauss Armor-Piercing Salvo.png
Gauss - The special projectile's polarization destroys the target's armor.
Doesn't affect other targets in splash damage radius.
AP duration: 5s Plus.png
AP doesn't work for splash damage Minus.png

 

Armor-Piercing Sight
Alteration Shaft Armor-Piercing Sight.png
Shaft - Special sight which lets you destroy a target's armor with any
sniper mode shot. Makes the next shot at the target very sensitive or
maybe even fatal.
AP duration: 5s Plus.png
Sniper shot only Minus.png
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@yoni292 The freezing effect being decreased for Toxic Mix used to be on the Wiki but for some reason, it was removed recently. 

 

Remember that the Wiki isn't 100% accuracy all the time, and better understandings of some mechanics may be found during gameplay rather than on the Wiki. 

Edited by TheCongoSpider
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On 11/23/2020 at 5:02 AM, Tokamak said:

Finally some details about AP augments.

Toxic Mix
Alteration freeze Toxic Mix.png
Freeze - Swaps the cooling agent with toxic mixture. Damage is decreased,
but an opponent affected by the mix cannot use armor for some time.
AP duration: 1s Plus.png
Damage: -45% Minus.png

 

Armor-Piercing
Shot
Alteration hammer Armor-Piercing Shot.png

Hammer - A perfect farewell gift. The last shot in the clip

destroys the armor of any tank which was hit.

Clip reload accelerated: +20% Plus.png
AP duration: 7s Plus.png
Last shot only Minus.png

 

Super-smart
Minus-Field
Alteration Ricochet Super-smart Minus-Field.png
Ricochet - It is not certain how this super-smart minus-field
is smarter with this augment, but after ricocheting, rounds
pierce the enemy's armor, leaving no chance of survival.
AP duration: 2s Plus.png
After shot ricochet only Minus.png

 

Armor-Piercing
Rounds
Alteration Smoky Armor-Piercing Rounds.png
Smoky - Replaces common rounds with armor-piercing ones.
Critical damage is decreased, but an opponent
becomes armorless against the next shots.
AP duration: 5s Plus.png
Critical damage: -15% Minus.png

 

Armor-Piercing
Missiles
Alteration Striker Armor-Piercing Missiles.png
Striker - The perfect augment for bounty hunters who want to destroy one
very powerful target. Only one fast-targeting armor piercing rocket
per launch. Any tank hit by this rocket will not be able to use
armor for some time.
AP duration: 5s Plus.png
Aiming time: -50% Plus.png
1 AP missile in salvo only Minus.png

 

Super Armor-Piercing Rounds
Alteration Railgun Super Armor-Piercing Rounds.png
Railgun - It is not enough to just pierce an enemy tank's armor — the enemy should remember
this forever. Special rounds destroy armor for some time, long enough for one more fatal shot. Piercing the armor of multiple tanks in a row applies the AP effect to all of them.
AP duration: 7s Plus.png
Maximum and minimum damage: -33% Minus.png

 

Armor-Piercing Core
Alteration Magnum Armor-Piercing Core.png
Magnum - Magnum Fougasse ? projectiles have an ultra-dense armor-piercing core.
A direct hit destroys the target's armor. Doesn't affect other targets in
splash damage radius.
AP duration: 7s Plus.png
AP doesn't work for
splash damage Minus.png

 

Armor-Piercing Salvo
Alteration Gauss Armor-Piercing Salvo.png
Gauss - The special projectile's polarization destroys the target's armor.
Doesn't affect other targets in splash damage radius.
AP duration: 5s Plus.png
AP doesn't work for splash damage Minus.png

 

Armor-Piercing Sight
Alteration Shaft Armor-Piercing Sight.png
Shaft - Special sight which lets you destroy a target's armor with any
sniper mode shot. Makes the next shot at the target very sensitive or
maybe even fatal.
AP duration: 5s Plus.png
Sniper shot only Minus.png

 

only Freeze, smoke seems useful, as they can provide continue AP effect, and quickly apply to many enemies,

but freeze damage is reduced too much, and without teammate, it is better to use normal augment. freeze AP only good to clear enemy under titan doom.

other AP is too based on team support, and every short time gap to make it useful, same with hornet OD, it need team mate to support damage output

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Is it just me or does Super-smart Minus-field need some sort of re-work? It's the least convenient AP augment because it's the only one where you can't just play semi-normally. 

Maybe it could get some form of RNG (like Smoky's AP augment) or reduced damage (like Freeze's AP augment)

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1 hour ago, GrayWolf8733 said:

Is it just me or does Super-smart Minus-field need some sort of re-work? It's the least convenient AP augment because it's the only one where you can't just play semi-normally. 

Maybe it could get some form of RNG (like Smoky's AP augment) or reduced damage (like Freeze's AP augment)

AP augments and Adrenaline have no/hardly any disadvantages, so what are you complaining about? All of them ought to be nerfed.

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4 hours ago, wild001 said:

currently, the best anti-titan doom is WASP bomb, hunter OD and titan OD

for long range support against titan doom, maybe smoke AP and gauss AP

Hornet overdrive is still good against tanks below the titans dome.

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13 minutes ago, Picassoo said:

AP augments and Adrenaline have no/hardly any disadvantages, so what are you complaining about? All of them ought to be nerfed.

Adrenaline ones really works only for turrets with ~ constant flow of damage (melees, twins, ricoshet, smoky and vulcan). And for proper use of them you need to have less than half of HP. Some APs is OPs, but not all of them.

On 11/23/2020 at 12:02 AM, Tokamak said:
Toxic Mix
Alteration freeze Toxic Mix.png
Freeze - Swaps the cooling agent with toxic mixture. Damage is decreased,
but an opponent affected by the mix cannot use armor for some time.
AP duration: 1s Plus.png
Damage: -45% Minus.png

Well-balanced one. Especially because turret itself is melee. So, you can just run away from it. But i have some concerns. When the enemy have AP Immunity this augment is complete trash, UNLIKE most of the others legendary augments.

On 11/23/2020 at 12:02 AM, Tokamak said:
Armor-Piercing
Shot
Alteration hammer Armor-Piercing Shot.png

Hammer - A perfect farewell gift. The last shot in the clip

destroys the armor of any tank which was hit.

Clip reload accelerated: +20% Plus.png
AP duration: 7s Plus.png
Last shot only Minus.png

Strange one. In most cases Hammer destroys enemy with one clip. Unlike the first one this augment make turret better in any case. But 7 sec seems too long. You can fully reload and shot all clip within this time. Also you can hit multiple enemies at once with AP. I think, 5 seconds is more than enough.

On 11/23/2020 at 12:02 AM, Tokamak said:
Super-smart
Minus-Field
Alteration Ricochet Super-smart Minus-Field.png
Ricochet - It is not certain how this super-smart minus-field
is smarter with this augment, but after ricocheting, rounds
pierce the enemy's armor, leaving no chance of survival.
AP duration: 2s Plus.png
After shot ricochet only Minus.png

Another well balanced, i think. So, you need to aim to the target through ricochet. Also AP doesn't lasts too long and turret itself cannot instakill someone. Unlike the first and the second ones this augment doesn't change turret in situation with immunity.

On 11/23/2020 at 12:02 AM, Tokamak said:
Armor-Piercing
Rounds
Alteration Smoky Armor-Piercing Rounds.png
Smoky - Replaces common rounds with armor-piercing ones.
Critical damage is decreased, but an opponent
becomes armorless against the next shots.
AP duration: 5s Plus.png
Critical damage: -15% Minus.png

This is somewhere between APeeze and APammer. It is well-balanced. You don't know when you give AP to someone. This is disadvantage. Also in AP Immunity situation you'll have less critical damage unlike with Cryo and Incendiary epic bros of this augment. Wich is make sense, because it is legendary. You deal around 3 000 damage in AP duration (same as Incendiary rounds' fire damage). Yeah, make sense.

On 11/23/2020 at 12:02 AM, Tokamak said:
Armor-Piercing
Missiles
Alteration Striker Armor-Piercing Missiles.png
Striker - The perfect augment for bounty hunters who want to destroy one
very powerful target. Only one fast-targeting armor piercing rocket
per launch. Any tank hit by this rocket will not be able to use
armor for some time.
AP duration: 5s Plus.png
Aiming time: -50% Plus.png
1 AP missile in salvo only Minus.png

Another good one. You have your rocket launcher main mode (with sucks, but it's turret's balance problems) and like pistol that make your main mode cooler. Nice. It also have lazer aiming thing. Good debuff. In exchange you aiming is faster. Make sense. In AP Immunity situation just makes useless aiming more useful. I wait for *other status-effect* Missiles.

On 11/23/2020 at 12:02 AM, Tokamak said:
Super Armor-Piercing Rounds
Alteration Railgun Super Armor-Piercing Rounds.png
Railgun - It is not enough to just pierce an enemy tank's armor — the enemy should remember
this forever. Special rounds destroy armor for some time, long enough for one more fatal shot. Piercing the armor of multiple tanks in a row applies the AP effect to all of them.
AP duration: 7s Plus.png
Maximum and minimum damage: -33% Minus.png

Like Freeze one. Without AP Immunity is overpowered, otherwise — trash. I'd give it AP after penetration. It'll balance the turret in immunity/non-immunity situation. Also it'll play with main feature of the turret, that some of the AP augments do. Also i'd reduce duration of AP to 5 sec, but in exchange give reload buff (like APammer). So you can shoot more often and have more chance to penetrate tanks.

Other ones are strange. With these turrets you one-shot tanks in most cases. Especially with Shaft. Also Gauss already have OPeish legendary augment, that makes more sense than new one (except battles aganist Titan's dome).

So, we need some effect that works against AP and stun.

Also i do not understand why you release AP for Railgun (too much resists) and for Gauss (look two sentences ago), but not for Thunder (that is popular, so you can earn something from this, have a lot of protection against, long enough reload and do not have legendary augment).

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20 minutes ago, The_Voltage said:
Spoiler

Adrenaline ones really works only for turrets with ~ constant flow of damage (melees, twins, ricoshet, smoky and vulcan). And for proper use of them you need to have less than half of HP. Some APs is OPs, but not all of them.

Well-balanced one. Especially because turret itself is melee. So, you can just run away from it. But i have some concerns. When the enemy have AP Immunity this augment is complete trash, UNLIKE most of the others legendary augments.

Strange one. In most cases Hammer destroys enemy with one clip. Unlike the first one this augment make turret better in any case. But 7 sec seems too long. You can fully reload and shot all clip within this time. Also you can hit multiple enemies at once with AP. I think, 5 seconds is more than enough.

Another well balanced, i think. So, you need to aim to the target through ricochet. Also AP doesn't lasts too long and turret itself cannot instakill someone. Unlike the first and the second ones this augment doesn't change turret in situation with immunity.

This is somewhere between APeeze and APammer. It is well-balanced. You don't know when you give AP to someone. This is disadvantage. Also in AP Immunity situation you'll have less critical damage unlike with Cryo and Incendiary epic bros of this augment. Wich is make sense, because it is legendary. You deal around 3 000 damage in AP duration (same as Incendiary rounds' fire damage). Yeah, make sense.

Another good one. You have your rocket launcher main mode (with sucks, but it's turret's balance problems) and like pistol that make your main mode cooler. Nice. It also have lazer aiming thing. Good debuff. In exchange you aiming is faster. Make sense. In AP Immunity situation just makes useless aiming more useful. I wait for *other status-effect* Missiles.

Like Freeze one. Without AP Immunity is overpowered, otherwise — trash. I'd give it AP after penetration. It'll balance the turret in immunity/non-immunity situation. Also it'll play with main feature of the turret, that some of the AP augments do. Also i'd reduce duration of AP to 5 sec, but in exchange give reload buff (like APammer). So you can shoot more often and have more chance to penetrate tanks.

Other ones are strange. With these turrets you one-shot tanks in most cases. Especially with Shaft. Also Gauss already have OPeish legendary augment, that makes more sense than new one (except battles aganist Titan's dome).

So, we need some effect that works against AP and stun.

Also i do not understand why you release AP for Railgun (too much resists) and for Gauss (look two sentences ago), but not for Thunder (that is popular, so you can earn something from this, have a lot of protection against, long enough reload and do not have legendary augment).

 

IDK if the Striker AP alt only fires 1 AP missile or 3 regular ones with it.

But the Freeze AP is OP. You get to deal 110% of your regular damage to opponents with DA while making them easy to kill for your allies. You also ignore their protection modules. Rest are also overpowered, some having no disadvantages (Rico) and Railgun being sort of an exception.

And yes, they're useless against AP immunity, some pretty much unplayable. So you need to gamble on conts to get a P2W hull augment which is a hard counter to other P2W augments. Otherwise you're done for.

Adrenaline in turn has no disadvantages at all. Alterations are meant to alter turret gameplay (pointless with so many turrets, but still), not make them directly superior.

 

 

 

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7 minutes ago, Picassoo said:

But the Freeze AP is OP. You get to deal 110% of your regular damage to opponents with DA while making them easy to kill for your allies. You also ignore their protection modules. Rest are also overpowered, some having no disadvantages (Rico) and Railgun being sort of an exception.

Yeah. Freeze one is strange and hard to balance. What about Hammer and Striker ones?

7 minutes ago, Picassoo said:

And yes, they're useless against AP immunity, some pretty much unplayable. So you need to gamble on conts to get a P2W hull augment which is a hard counter to other P2W augments. Otherwise you're done for.

They rare, wich make their influence on the game balance less devastating. And this is no cool. Those augments needs to be not too OP and also Immunities and other crap would not make them useless.

7 minutes ago, Picassoo said:

Adrenaline in turn has no disadvantages at all. Alterations are meant to alter turret gameplay (pointless with so many turrets, but still), not make them directly superior.

We no longer have alts. Adrenalines do not give you uber buffs immediately. This is their disadvantage. Even with 50% HP you deals shy of 15% more damage.

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