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Sad to say, but up until I was a captain I rarelly plaid the game, so I have been playing tanki for almost 3 years now. Within the last year they introduced augaments for the hull, but in efect the made the regular alts for the turret almost 4x more expensive, and the immunities for the hull almost impossible to get, unless your a buyer, list your reasons why u think they made the augaments so hard to get. (luckily i got most of the good ones before the switch over, XD)c

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On 8/15/2020 at 12:18 AM, TheCongoSpider said:

Aww man you're so lucky. I really want Rubberised Rounds. You may not have the best time using it like a Stock Vulcan. You'd want to be able to use the ricocheting feature comfortably throughout the battle. 

 

Your Heat Immunity would mean constant pressure on defending enemies as you don't need to stop firing. You can be damaging them out of your line of sight and thy won't be able to do much. The projectile speed decrease is half that of Incendiary Band so there shouldn't be too much problems with hitting moving enemies. 

 

A list of maps I'd use Rubberised Rounds over Incendiary Band is:

 

  • Chernobyl
  • Cologne
  • Future
  • Industrial Zone
  • Molotov
  • Silence
  • Solikamsk
  • Tribute
  • Wolfenstein
  • Year 2042

 

Polygon and (if it were included in MM battles) Dusseldorf

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6 minutes ago, StopChasingMe said:

Which Alteration would you guys suggest for Vulcan?  Are any of them worth buying?

If you are using Vulcan with Light hull, Reinforced Aiming Transmission. Otherwise, Incendiary band.

 

Also, Heat Immunity is the single best augment when using with Vulcan.

Edited by Aegis
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3 minutes ago, krish123_super said:

rubberised rounds op, shoot from any corner 

I have it, I tried it. And no, it is nowhere near OP. It is too situational.

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Shooting speed regulator: Mobile

Reinforced aiming transmission: Light/Medium hulls

Incendiary band: Medium/Heavy hulls

Rubberized rounds: It's a trap.

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11 minutes ago, At_Shin said:

I just bought smokey autocannon. It is good for DM.

Higher firing rate, more rooms for error

Edited by Aegis
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1 minute ago, StopChasingMe said:

Yeah this is the one I'm thinking about, but wonder if it's worth spending 122k+losing the 15% Vertical auto aim.....

Is the auto aim a big loss?

If you are playing light hulls, it worths every penny. Yet, it is debatable for medium hulls.

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2 hours ago, StopChasingMe said:

Yeah this is the one I'm thinking about, but wonder if it's worth spending 122k+losing the 15% Vertical auto aim.....

Is the auto aim a big loss?

It was a big loss. Then they started buffing it and buffing it until the loss is hardly noticeable up close. The loss is most notable with Dictator when it fights against Vikings at close range. The increased turret rotation was always worth the auto-aim loss imo. 

 

After the rework, you have 100% rotation speed. That's so much value for a 15% decrease in the auto-aim. RAT Vulcan has the auto-aim of a long range turret, of you're curious. 

 

2 hours ago, Aegis said:

If you are playing light hulls, it worths every penny. Yet, it is debatable for medium hulls.

Still top tier with medium hulls. Dictator is the least optimal with it but still very good to have when enemies circle you. 

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5 hours ago, At_Shin said:

 

Yeah, I bought the same items in my alt.  Thunder was the only turret there, but I can't stop playing DM after getting Autocannon today. ?

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Guys I will spread some of the Augments down that I see it stronger than stock turret as I see,

and anyone can argue or share his thinking about (hope to see)

let's start with

Railgun: Scout --- LCR

Magnum: Mortar

Gauss: Electromagnetic salvo -- both in real?

Ricochet: Plasma-torch

VulcanIncendiary band

Striker: Uranium

Hammer: Dragon's Breath

Smoky: Incendiary rounds

Twins: Stable Plasma

Red color means it's OP Augment. and the normal color means it's just more stronger than the stock turret even if the difference is negligent.

 

Maybe someone asks what I mean by this post?? --- Basically Tanki says that  "Alterations didn't strengthen your turret", and I think there are some Augments that didn't applied to him the sentence before

All of what I say guys are just my opinions and you can argue with that .. hope to see your opinions

Edited by asem.harbi

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31 minutes ago, asem.harbi said:

VulcanIncendiary band

If and only if while using together with Heat Immunity. Incendiary band alone is trash. Imagine you deal DOT, while suffering the same amount of damage.

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1 hour ago, asem.harbi said:

 

Firebird - Incendiary Mix - It has too much ammo for the reload speed and DPS it has. If the current DPS is what the devs want for it, then put its ammo capacity back to 6 seconds. 

 

Freeze - nothing stands out for Freeze. Shock Freeze is the one that would have bordered on more annoying than OP but with the nerf to the turret freeze %, you can fend yourself against something that has less damage than Stock. More time for you to kill it. 

 

Isida - nothng

 

Hammer - Slugger, Adaptive Reload, High-Capcity Ammo Clip and Dragon's Breath are all upgrades. The only one OP on paper is Adaptive Reload imo. 

 

Ricochet - nothing so far. Plasma Torch kills you much, much quicker but they run out of ammo very quickly so not much of a problem. 

 

Twins - Plasma Accelerators - It shuts me down from halfway across the map with the near unavoidable projectiles. 

 

Smoky - Autocannon - This feels more annoying than OP for me but I can see why others hate going against it. 

 

Thunder - Sledgehammer Rounds - It's no longer OP enough to put it in red. Thanks to the projectile speed implementation, Stock finally has an edge over it somewhere

 

Vulcan - Reinforced Aiming Transmission - 100% rotation speed for a near negligible decrease in the auto-aim? Sounds like heaven. 

 

Striker - Missile Launcher "Hunter" - It's the Duplet of Striker. Fast and consistent firing rate with increased projectile speed. The 4-missile salvo doesn't see much use from me in battles because one-by-one missiles are a safe guarantee of damage while my aim can get knocked off abruptly and lose all progress when I'm locking on because it only has a 1-second grace period. 

 

Railgun - Scout, LCR, Hyperspace, Death Herald - All 4 of them are a pain to deal with but Scout is by far the worst. 32% protection will still see my medium hull being two-shotted by a Scout. The firing rate is too close to Thunder that it might as well replace Thunder in the higher ranks. 

LCR is the standard high damage I exect from long-range turrets and some Railgun protection helps me from being one-shotted so all isn't too bad there. Hyperspace is just an unexpected (and unwelcome) surprise to be one-shotted from full HP with DA and Railgun protection. Death Herald was an upgrade even before the buff. I do not know why it should have ever received a buff. 

 

Magnum - Reinforced Gun Carriage - Makes Magnum too powerful since it will get direct hhits most if not all of the time, unlike Stock which won't be getting direct hits most of the time. 

 

Shaft - Light Capacitors - Increased firing rate with lowered damage makes survivability for medium hulls on equal footing much better but it gets t dish out that damage often. Saw a target running at the edge of your view, get to him quicker with the increased sniping rotation speed limit. 

 

Gauss - Electromagnetic Salvo <---- delete this.

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1 hour ago, asem.harbi said:

VulcanIncendiary band

Incendiary Band by itself isn't something you'd want for Vulcan after the rework. Outside of overheating, it is bad and very easy to avoid the maximum DPS. During overheating though, it has a maximum heating rate that is faster than the heating rate that it had upon its release (that was heavily nerfed a few days later). Using this without Heat Resistance or Heat Immunity isn't comfortable or lucrative. 

 

1 hour ago, asem.harbi said:

Striker: Uranium

I'm on the fence about the current Uranium. On one hand, yeah the damage increase breaks notable barriers for Striker and gives a stern warning for enemies that like driving in crowds. On the other hand, I just need to keep distance from it and I can avoid a lot of the missiles with a medium hull. The lock on is worse than Stock since it's only two missiles and the speed is reduced. 

 

 

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1 hour ago, TheCongoSpider said:

Gauss - Electromagnetic Salvo <---- delete this.

The funniest thing is, in 1 vs 1 fight, the EM Salvo sucks. While in team fight, this thing is amazing FOR TEAM MATES (not for the user).

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11 minutes ago, Aegis said:

The funniest thing is, in 1 vs 1 fight, the EM Salvo sucks. While in team fight, this thing is amazing FOR TEAM MATES (not for the user).

How does it suck in a 1 v 1 fight? It can keep the supplies off of its target for however long it wants to. It shines better with teammates around to kill the target faster but taking off the 50% protection you had against its damage (DA) and your damage to fight back against it (DD) is huge and the battle is decided. If the player is melee, take off the supplies and then shoot the arcade shots. They have no splash damage which makes it perfect for a 1 v 1. 

 

I've been spawnkilled and picked off by this thing too many times in a 1 v 1. I can't beat them. I just sit there and take the L. Nothing else I could do since I don't have EMP immunity. 

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