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New Augments and Hornet's OD


Marcus
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Hello, tankers!

 

With tomorrow's servers restart on October 29th 02:00 UTC, a new update will be released.

 

We have worked hard to consider the possibilities of Hornet's «Scout Radar» overdrive and have made some changes in the game according to the consideration.

 

Many of you like Hornet's OD because it gives the mighty ability to ignore any type of protection. On the other hand, it's very hard to stay alive when you see an opponent with this overdrive activated.

 

Based on the working principle of this overdrive, we have created some new Augments for turrets and hulls which will give you more tactics to use in a battle.

 

Hull augment — AP immunity

 

The new «AP Immunity» will be available for all hulls.

 

This augment completely saves you from armor-piercing status effect. Any tank with this augment won't lose its armor received from modules, supplies, and other sources after the armor-piercing status effect is applied.

 

Augments for turrets

 

Using new augments for turrets, you may apply the armor piercing status effect to other tanks even without Hornet equipped.

 

Turret: Freeze
Augment: Toxic Mix
Description: Swaps the cooling agent with toxic mixture. Damage is decreased, but an opponent affected by the mix cannot use armor for some time.

 

Turret: Hammer
Augment: Armor-Piercing Shot
Description: A perfect farewell gift. The last shot in the clip destroys the armor of any tank which was hit.

 

Turret: Ricochet
Augment: Super-smart Minus-Field
Description: 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. 

 

Turret: Smoky
Augment: Armor-Piercing Rounds
Description: Replaces common rounds with armor-piercing ones. Critical damage is decreased, but an opponent becomes armorless against the next shots.

 

Turret: Striker
Augment: Armor-Piercing Missiles
Description: 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.  

 

Turret: Railgun
Augment: Super Armor-Piercing Rounds
Description: 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.

 

Turret: Magnum
Augment: Armor-Piercing Core
Description: 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.

 

Turret: Magnum
Augment: Harpoon
Description: Changes shot angle to 3%, changing Magnum from artillery launcher to be like any other turret. Splash damage is decreased.

 

Turret: Gauss
Augment: Armor-Piercing Salvo
Description: The special projectile's polarization destroys the target's armor. Doesn't affect other targets in splash damage radius.

 

Turret: Shaft
Augment: Armor-Piercing Sight
Description: 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.

 

 

Hornet's Overdrive

Some important changes of Hornet's Overdrive have also been done. 

 

Scout Radar still lets you and your teammates see the locations of your opponents, giving you a huge tactical advantage. 

 

Instead of ignoring all other tanks' armor, Hornet's Overdrive will be applying the armor piercing status effect to all visible tanks at the moment of activation. 

 

It is definitely worth trying out the new Augments and the Hornet's revamped Overdrive. Maybe it is even a good idea to combine them?

 

You can get the new Augments from Ultra Containers.

 

Enter the game tomorrow and try the new playing style!
 

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Well, the AP Immunity is definitely a step in the right direction, but I bet it'll be available exclusively for Tankoins, so that's still pretty irritating...

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So the Armor Piercing Augments need to can only be obtained by opening them in Ultra Containers, what about the Harpoon Augment for Magnum? Can that be bought with crystals? Besides, I already have the Reinforced Gun Carriage Augment, will it automatically change to Harpoon?

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3 hours ago, Marcus said:

With tomorrow's servers restart on October 29th 02:00 UTC, a new update will be released.

Hull augment — AP immunity

The new «AP Immunity» will be available for all hulls. This augment completely saves you from armor-piercing status effect. Any tank with this augment won't lose its armor received from modules, supplies, and other sources after the armor-piercing status effect is applied.

 

Augments for turrets

Using new augments for turrets, you may apply the armor piercing status effect to other tanks even without Hornet equipped.

 

Hornet's Overdrive

Scout Radar still lets you and your opponents see the locations of your opponents, giving you a huge tactical advantage. 

Instead of ignoring all other tanks' armor, Hornet's Overdrive will be applying the armor piercing status effect to all visible tanks at the moment of activation. 

Selling both the poison (at a low price) and the antidote (at exclusive and rich clients), like a true Arms Dealer.
We need clarification on what defines the Armor for the Augment for turret! It is clear for the hull Augment, but not so much for Turrets. Does armor in this case include:
- Double armor
- Protection module
- Drones passive protection
- Drones active protection
- Titan's dome
? Thanks in advance for clarifying this. Also is it available for crystals or for Tankoins? We have some clues from the test servers, but...

"Instead of ignoring all other tanks' armor, Hornet's Overdrive will be applying the armor piercing status effect to all visible tanks at the moment of activation." Clarification here too will be greatly appreciated, no distance limit on the map? I suppose it last until the enemy tank is dead, or the Hornet is dead. It is a really weird idea btw. 

Edited by Viking4s
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Well now the people that cried non-stop for nerfing Hornet's OD didn't change much, apart from a hornet being far away, nothing changed in it, And because of them crying about it, there's this whole AP thing which is messed up, It's gonna be the same as EMP salvo / Immunity, but for every turret, this won't end well, especially for regular players that would get smashed and spawnkilled by huge buyers without being able to use modules or even Double armor, I really don't feel this update at ALL

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1 minute ago, niko_konac said:

Well now the people that cried non-stop for nerfing Hornet's OD didn't change much, apart from a hornet being far away, nothing changed in it, And because of them crying about it, there's this whole AP thing which is messed up, It's gonna be the same as EMP salvo / Immunity, but for every turret, this won't end well, especially for regular players that would get smashed and spawnkilled by huge buyers without being able to use modules or even Double armor, I really don't feel this update at ALL

I think you are not far from the truth. Even if AP was planned, the Hornet situation help (triggered or eased) to come up with this update. It could have been solved with a simple debuff of Hornet, instead of 100% penetration it could have been 90% (like the 90% protection of the Titan's dome.) but that is not making revenue.
TO solutions to players' problem are always unsurprisingly in favour of TO.   

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27 minutes ago, Viking4s said:

We need clarification on what defines the Armor for the Augment for turret! It is clear for the hull Augment, but not so much for Turrets. Does armor in this case include:
- Double armor
- Protection module
- Drones passive protection
- Drones active protection
- Titan's dome
Thanks for clarification. Also is it available for crystals or for Tankoins?

"Instead of ignoring all other tanks' armor, Hornet's Overdrive will be applying the armor piercing status effect to all visible tanks at the moment of activation." Clarification here too will be greatly appreciated, no distance limit on the map? I suppose it last until the enemy tank is dead, or the Hornet is dead.

These things always feel like it's the players' job to find that out rather than them being transparent upfront. 

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I have a question:

If someone has the AP hull augment on him, will the gauss electromagnetic salvo be able to remove its supplies nevertheless?

Moreover, will the AP turret augment affect  players using Defender drone?

Furthermore, how much they will cost? Maybe I will buy for striker ?

Edited by UnknownSinister
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Just now, UnknownSinister said:

I have a question:

If someone has the AP hull augment on him, will the gauss electromagnetic salvo be able to remove its supplies nevertheless?

Furthermore, how much they will cost? Maybe I will buy for striker ?

This aug, i think, for protect you from new status-effect AP, not EMP

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If I understand this well, Hornet's OD now makes enemy tanks vulnerable to shots from everyone on said Hornet's team? This means that if a Hornet activates its OD when it has a view on all the enemy tanks, the entire enemy team will instantly become sitting ducks, correct? This might completely change how Siege works for instance. I guess that's interesting strategy-wise, but not sure how more balanced it is compared to the old one. Will have to see for myself.

Kind of the same thoughts on the new augments, at face value they seem fair, but I'm not so sure they really are. Because they are locked behind containers they will necessarily be rare and in the hands of buyers who combine them with other powerful equipment. Probably there will be only one or two players per game that have one of those augments, and it will massively skew the battle in favor of that team. Basically the same that's already happening with Gauss' EMP augment.

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