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Best Augments for each turret:

  • Firebird: Adrenaline
    • Has zero downsides. Works great in any situation.
       
  • Freeze: Adrenaline
    • Has zero downsides. Works great in any situation.
       
  • Isida: Adrenaline
    • Has zero downsides. Works great in any situation.
       
  • Hammer: Adrenaline
    • Has zero downsides. Works great in any situation.
       
  • Twins: Adrenaline
    • Has zero downsides. Works great in any situation.
       
  • Ricochet: Super Smart Minus Field (I bet you were expecting Adrenaline, were you?)
    • With a bit of skill, you can constantly deal full damage to all of your enemies, no matter what. Be advised, this Augment does not work good on maps with few linear structures, such as Massacre.
    • Compared to Adrenaline, you're better off doing full damage to your enemies than waiting till you're low on health just for a blockable 30-something percent damage boost.
       
  • Smoky: Adrenaline
    • Has zero downsides. Works great in any situation.
       
  • Striker: Adrenaline
    • Has zero downsides. Works great in any situation.
       
  • Vulcan: Reinforced Aiming Transmission
    • Makes Vulcan incredibly versatile in most situations due to the rotation penalty while firing being removed. However, be advised to avoid confrontations with enemies that are located at vastly different elevations than you.
    • *Incendiary Band is NOT the best Augment for Vulcan, as in order for it to actually work, you're forced to sacrifice some of your health. So most of the time, it's a relative downgrade until you begin overheating and you have the sufficient defenses to survive the overheat. And no, I am not including interactions with Hull Augments on this list because it is an unfair comparison due to none of the other Augments/Alterations being affected by Hull Augments*
       
  • Thunder: Adrenaline
    • Has zero downsides. Works great in any situation.
       
  • Railgun: Super Armor Piercing Rounds, Stun Rounds, and EMP Rounds
    • All are annoyingly OP, especially due to the critical damage update inadvertantly buffing Super Armor Piercing Rounds, as well as the status effect durations of Stun and EMP Rounds.
       
  • Magnum: Mortar
    • You can essentially double-hit enemies if you splash near them and they also drive on the mine that spawns.
    • Armor-Piercing Core would've been the best Augment for Magnum, but the recent critical damage update makes it so now it only pierces when critical hits occur.
       
  • Gauss: Electromagnetic Salvo
    • Go around the forum and find posts of people complaining about it.
       
  • Shaft: Adrenaline
    • Has zero downsides. Works great in any situation.
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On 4/17/2021 at 10:26 AM, Tanker-Arthur said:

Best Augments for each turret:

Adrenaline = Useless! 

I was "Frozen" - "Burned" - "Incinerated" - "Electrocuted" - "Stunned" - and Pulverized -  all at the same time!   ?  My Augmentations are Useless!   ?  I miss the Good Old Tanki Times! ?

Edited by At_Shin
Posts Merged.

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7 hours ago, At_Shin said:

Isida Adrenaline augment provides a big buff over the normal turret - it can buff up your damage as well as your healing powers.
 A few players also found out that Striker Adrenaline and Vulcun Adrenaline augments work very well. Try using these.

 

you need to use the mammoth overdrive. It cancels out all these status effects and heals you too which helps in not being pulverized.

On you recommendation I will try it again!  ?  But if it doesn't work I am suing you for all your supplies of "mines"!  (I only have 94,000 left of them! ?)

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13 hours ago, cool12345 said:

Adrenaline = Useless! 

Adrenaline is last choice of augment if all other augment is not good enough. Like gauss, since that is only augment available to crystal player, as you can splash self damage first before sniping from far on enemy to boost power

close range turret benefit more from adrenaline augment as they more likely get damaged at close range. Like isida on booster drone after hit by JGR, it can taken down JGR in 1 load of energy

vulcan and smoky are another example of high dps benefit of always stay in sight situation, where all incoming fire is always on to them. Twins however, plasma travel to slow to hit without fast traveling augment

Edited by wild001
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On 4/17/2021 at 5:07 PM, GrayWolf8733 said:

Everything is effective with Booster... :<

Especially, it is effective with the augment:)

Read all and say something 

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Here is a full document of all the Turret Alteration ideas I came up with for the past two years:

https://docs.google.com/document/d/1BBUpqmD8D3P9S_BXOQL7WFK7ZLGTtBeqh_i8QqgH-iw/edit?usp=sharing

 

Please Note Before Reading - the most important things you need to know will be green:

  • These are "Alterations", not "Augments". Meaning, I try to avoid things that are simply "DIrect Upgrades".
  • The crystal prices were based on the Alteration prices we had before the devs cranked up all the prices to be 245,000 for most of the Augments.
    • Basically, the cheaper the price, the lower the rank you could unlock the alteration.
  • Do not worry about the weird burning effect stats I put. The ones I put are based on how the original burning effect was like back in 2018, before it did the crazy 300 damage per second that we have today.
  • Don't worry about the descriptions. I'm not a tank expert so when I made the descriptions, I just put together a bunch of cool-sounding words so it sounds....cool.
  • Some of the alterations introduce brand-new "status effects" we never saw before. Don't worry about them...at least for now.
  • Some of the alterations are very....weird, so even though I made them, don't expect them to be added to the game soon. They may not be very practical.
  • Some of the alterations may have already been added to the game. I just came up with the ideas before they were added to the game.
  • Some of these alterations also use the old modification system for their stats, M0, M1, M2, M3, and M4. I was too lazy to change them to Mk.
  • These alterations (at least I believe most of them) do not take into effect the lame critical damage for all turrets update we had recently.
  • These alterations are mostly based on the turrets' stats as they were back in 2018 and part of 2019. Meaning, most balance changes from 2019-2021 like the recent Striker buff do not count. However, the balance changes that do count are the Vulcan buff in 2020 (and it's subsequent damage nerf shortly after).
  • All of the Magnum alterations rotate vertically.
  • If you scroll to the bottom, you'll also find a chart with Hull Alterations, which are basically just nerfed Hull Augments. I also added in some Hull Alteration ideas of my own.
  • At the very bottom, you'll find a list of "Balance Changes". Since April 20th, 2021, I started recording the tweaks I did when changing up some of the Alterations. 
  • I started the list in January 2019. It's still growing - the newest Alteration I added was added today lol.
Edited by Tanker-Arthur
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Just now, Rutgers said:

1) Damage is decreased signifcantly

2) Energy pool and/or reload is reduced.

3) The amount of HP you receive from the damage you dealt is reduced.

I agree

In my opinion, both options 1 and 3 have to be done. Meaning the alt decreases damage AND the HP that is self-healed is reduced.

Option 2 isn't really needed.

Edited by Tanker-Arthur
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On 4/25/2021 at 1:05 PM, Tanker-Arthur said:

Here is a full document of all the Turret Alteration ideas I came up with for the past two years:

https://docs.google.com/document/d/1BBUpqmD8D3P9S_BXOQL7WFK7ZLGTtBeqh_i8QqgH-iw/edit?usp=sharing

 

Please Note Before Reading - the most important things you need to know will be green:

  • These are "Alterations", not "Augments". Meaning, I try to avoid things that are simply "DIrect Upgrades".
  • The crystal prices were based on the Alteration prices we had before the devs cranked up all the prices to be 245,000 for most of the Augments.
    • Basically, the cheaper the price, the lower the rank you could unlock the alteration.
  • Do not worry about the weird burning effect stats I put. The ones I put are based on how the original burning effect was like back in 2018, before it did the crazy 300 damage per second that we have today.
  • Don't worry about the descriptions. I'm not a tank expert so when I made the descriptions, I just put together a bunch of cool-sounding words so it sounds....cool.
  • Some of the alterations introduce brand-new "status effects" we never saw before. Don't worry about them...at least for now.
  • Some of the alterations are very....weird, so even though I made them, don't expect them to be added to the game soon. They may not be very practical.
  • Some of the alterations may have already been added to the game. I just came up with the ideas before they were added to the game.
  • Some of these alterations also use the old modification system for their stats, M0, M1, M2, M3, and M4. I was too lazy to change them to Mk.
  • These alterations (at least I believe most of them) do not take into effect the lame critical damage for all turrets update we had recently.
  • These alterations are mostly based on the turrets' stats as they were back in 2018 and part of 2019. Meaning, most balance changes from 2019-2021 like the recent Striker buff do not count. However, the balance changes that do count are the Vulcan buff in 2020 (and it's subsequent damage nerf shortly after).
  • All of the Magnum alterations rotate vertically.
  • If you scroll to the bottom, you'll also find a chart with Hull Alterations, which are basically just nerfed Hull Augments. I also added in some Hull Alteration ideas of my own.
  • At the very bottom, you'll find a list of "Balance Changes". Since April 20th, 2021, I started recording the tweaks I did when changing up some of the Alterations. 
  • I started the list in January 2019. It's still growing - the newest Alteration I added was added today lol.

I introduced your great idea on YouTube 

 

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Recently, I've been thinking about the merits of each premium hull augment (i.e. not Heat or Cold Resistance). Aside from the situational Heavyweight/Lightweight augments, I feel as though the top 3 premium augments are the following (in no particular order): EMP Immunity, Stun Immunity and Heat Immunity.

More often than not, as evidenced by the likes of Incendiary Vulcan (hate it with a passion), EMP Gauss and Stun Railgun, I find that the respective status effects each turret dishes out is no fun to face against.

Honorable mention goes to AP Immunity, which is most powerful under a Titan Dome and is good against AP turrets like Toxic Mix Freeze or AP Core Magnum. Hence, Titan with AP Immunity is pretty OP. Otherwise, though, I feel like other hulls don't benefit from AP Immunity as much. I mean sure, it's handy to neutralize any AP stuff like Hornets or Toxic Freeze, but I do feel that being burned, EMP'd or stunned are each bigger threats to deal with. Case in point, an AP Immune Titan getting easy kills with EMP Gauss (too OP pls nerf).

Second honorable mention goes to Cold Immunity, which does nullify the utility of Freezing effects like Cryo Smoky or Shock Freeze. Still, I feel that Freezing isn't as powerful as the aforementioned three status effects.

What do you think?

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12 minutes ago, At_Shin said:

Yet, I managed to capture a flag all by myself. Haha, I wonder what would have happened had I used EMP or Stun Smokey to fight you. : D

Obviously I'd equip EMP immunity or Stun immunity you already knooow

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On 5/1/2021 at 10:27 PM, Mr.Spark said:

I introduced your great idea on YouTube

?

 

I appreciate it XD

Spoiler

If you don't mind, can you change the title so it says "Tanker-Arthur" instead of "Tank_Arthur"? Thanks if you can.

 

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On 5/2/2021 at 5:02 AM, Rutgers said:

The vampire isida augments needs to be reworked. Isida already has such a high DPS (1150) outclassing its cousins firebird/freeze by a longshot. Now, armed with this, it can heal itself back too.

 

The "drawbacks" to this augment are that Isida cannot heal its teammates and critical damage is removed. One, Isida can do just fine in a battle without healing its teammates. We've all been in battles in which we had Isidas on our teams, but they rarely healed, if ever. And definitely not effectively! Healing with stock isida is already bad as it is, so the fact that it cannot heal any longer with the Vampire augment isn't much of a setback to players.

 

Second, the critical damage removal is barely a drawback at all. Isida is one of the several turrets where critical damage doesn't make a huge difference. Why? Well, ocelot protections aren't common, its one of the rarer prots to see in MM. So Isidas, usually enjoy battles without dealing with their corresponding prots, therefore not needing critical damage. Another reason is that Isida has an insane DPS that it can fall back on, and can usually kill people even with some prot against them, albeit they'll use up more of their energy pool. The last reason, which is the same for most other turrets, is that their critical damage doesn't have an actual damage boost to it. Every tick that is considered critical damage does the same amount as its regular damage tick, unlike Railgun and now Striker (Yes I know Railgun and Striker don't deal damage in ticks but you get my point). Isida's critical damage ticks (and healing ticks as it only has a 1% chance of occurring) makes a tiny difference in the grand scheme of things, and is why it should not be regarded as a disadvantage in the wiki, at least not a balanced one.

 

Isida's vampirism was brought back for the same reason it was removed--it was and is overpowered. For crying out loud, even the devs said it themselves in the Vlog that announced its removal that it was too overpowered and disrupted game balance, go look for yourselves! Now they brought it back. Well fine...I battled against them over and over years ago, as many of us did, and I can do it again. Not to mention, with the crazy augments Tanki has been releasing as of late, it was bound to happen. But at least make it balanced, and not even more overpowered than what it once was years ago. Even more so when you combine it with drones like Crisis/Defender/Lifeguard, which is common to see, as the people who already have this augment are usually the ones who already have maxed out accounts. These tanks are invincible leeches. Which is why I recommend one or a combination of the following three disadvantages to be added to this augment.

 

1) Damage is decreased signifcantly

2) Energy pool and/or reload is reduced.

3) The amount of HP you receive from the damage you dealt is reduced.

 

Naturally, I should have specific parameters worked out for the 3 ideas above, since I feel so inclined to inform you all about my opinion on the matter... but I'm tired lol. And watching the criticism of tanki on different threads of this forum today isn't helping either lol, so I do apologize for shortchanging ya. Nevertheless, I am a person of conviction and I do believe that what I say here is true and that this is the popular sentiment on this topic

Well said.

Best option is just stop playing, cut your game time by 75%. If more players did this then it spits in the face of the developers, who have been been doing the same to players for years.

Developers are bona fide hypocrites.  

 

9 hours ago, Alklines said:

Obviously I'd equip EMP immunity or Stun immunity you already knooow

He has the 20% module on, good luck with that then.

 

@At_Shin How did you come by the 20% against everything module, you earn it in e-sports?

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@LambSauce @antillis  Best Helpers of the Month are given the Spectrum B module, which offers 20% protection against all turrets(also the critical hits of all turrets, including Terminator, but not Terminator's regular shots) and mines, for one month unless they are nominated the next month and in that case, they get to keep it(for one more month and so on).

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46 minutes ago, At_Shin said:

no flex

 

  Reveal hidden contents

unknown.png

^^ That's from my ratings page. I like this module for it is pretty balanced.

I do not exploit it with defender to get ~50% defence from all enemies because I hate defender drone and I do not own it.

Never asked if you exploited it, why would you say that.

I asked a valid question which got answered by someone else.

You mods like to extrapolate with words that have no bearing on the original question at all. It's called taken it out of context.

Next time any player asks you a question, just answer the question, don't go off tangent.

Hope i have helped you out with why answering a question with a straight answer is always for the best, saves confusion and keeps it nice and simple.

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18 hours ago, Tanker-Arthur said:

?

 

I appreciate it XD

  Hide contents

If you don't mind, can you change the title so it says "Tanker-Arthur" instead of "Tank_Arthur"? Thanks if you can.

 

I’m sorry:(

I will change it

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On 9/23/2016 at 1:01 PM, Rohit_1997 said:

Smoky and shaft alterations are useless

Well, they are called "Alterations". You don't need to buy them to beat the game. Default turret should work just as fine as well :)

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Idk about all of you, but I'm still waiting for rare and epic augments for Gauss)

Subcaliber rounds (that for goot substract from EMPS) would be nice for arcade mode.

Analogue of rare aug for Shaft but for Gauss would be cool too.

There is plenty of ideas all around forum.

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44 minutes ago, The_Resistance said:

Idk about all of you, but I'm still waiting for rare and epic augments for Gauss)

Subcaliber rounds (that for goot substract from EMPS) would be nice for arcade mode.

Analogue of rare aug for Shaft but for Gauss would be cool too.

There is plenty of ideas all around forum.

Not interesting enough. ?

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