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Ideas for Augments!


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1 hour ago, The_Black_Pearl said:

what I meant by twin railguns is like a (

doubled-barreled shotgun) I should have been for specific my mistake, and what do you mean by OP in

Ok, so like Duplet Hammer? A Railgun that shoots twice in quick succession? I'd argue that Death Herald augment already allows you to do that. Otherwise a quick double shot is the same as a high damage single shot, and for that we have Large Calibre Rounds.

Meanwhile an actual double barrelled Railgun cannot be an augment, because augments cannot change the physical appearance of turrets.

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It wouldn't work for some augments like Hammer AP since the status effect isn't applied when hitting a critical shot.

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1 hour ago, Spy said:

It wouldn't work for some augments like Hammer AP since the status effect isn't applied when hitting a critical shot.

Hmm. Maybe for those that rely on the critical hits, we just nerf the critical hit rate?

Edited by Crossbone
Damn autocorrect

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1 hour ago, Newnewnew said:

I like this idea but all of those augments already have a certain immunity to them. Decreasing their chances will only make them much worse. 

Yeah, the addition of immunity augments made trying to balance things out so much harder. 

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Hi guys, sorry for the not leading to the meaning title, but I couldn't explain in such a little words.

I see Striker RRE should be able to fire another shot after exploding the rocket, so if I'm fighting an enemy and I clicked space to explode my shot, I can fire another shot directly after that. Basically

It's meaningless to wait alot till you fire the next shot while you have exploded your rocket from a while.

Inspired my idea from an old computer game, the lion shoot another arrow directly after it hit you. Played the game again for memories, and get inspired?

Animated GIF

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I was reading through some posts on the legendary smoky augments, and I think that they could definitely use a buff. From what I've seen, EMP Smoky is only just about on par with Autocannon, despite the fact that it has a status effect attached to it, and all the others are far out of their league.

I think they could do with either less of a penalty, or some added buff to make them synergize with what they're given, similar to how the Armor-Piercing augments go about it. Armor-Piercing Rounds could be reworked to be more similar to AP Rail, with a longer status effect duration(buffed back to 5 seconds), but stronger normal shots and a lower crit rate, and Paralyzing Rounds could have less of a critical hit penalty(maybe reduced to only a -25% penalty for critical step chance, given the halved crit damage) so it has the ability to stun enemies more reliably(a -25% critical chance step penalty would have it reaching max critical chance on the 5th shot at mk7+, as opposed to on the 6th as it is now) like Stun Rail and Stun Striker (before you ask about yet another overpowered stun augment, I ran the numbers here, the luckiest it can get is to win the 10% crit chance on the 3rd hit, which would still give you 1.2 seconds to move - better than the infinite stunlock that Rail gets for its 10%, and the 1 second you get to move no matter what from Striker). As for some synergistic buffs, Rubberized Rounds could have a higher step chance on bounced shots, and Explosive Rounds could have a large splash distribution similar to Gauss lock-on shots for critical hits.

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4 hours ago, Abellia said:

I was reading through some posts on the legendary smoky augments

I was reading through some I&S posts when i found this topic, and it's definetely a bad idea to buff to OP augments. No thanks. Have you even met one in a battle?!?

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4 hours ago, mjmj5558 said:

I was reading through some I&S posts when i found this topic, and it's definetely a bad idea to buff to OP augments. No thanks. Have you even met one in a battle?!?

I wouldn't call them OP by any means, they all suck except for EMP.
I fought an Explosive Rounds that tried to get me around a corner with splash, and all their shots simply bounced off the floor. They weren't able to do anything, and when my team was clustered up, the pathetic radius made it trivially easy to separate ourselves to avoid taking any splash, which is why I think a bigger splash on crits would help. I also fought a Rubberized Rounds Smoky who I basically just drove up to, ignoring their bounced shots because Stock Smoky is lacking in terms of damage output, to say the least. Lastly the Armor-Piercing Smoky I saw had less DPS than Missile Launcher "Hunter", even when they got lucky and crit every fourth shot (I would know, I sat there spamming locked shots at them and they died first. Every time). Feels bad :(. As for paralyzing rounds, I've seen them be annoying, but that's it. No effect on the outcome of the battle, virtually nothing to help their team except maybe one stun on a flag in ASL.

Seriously, these augments are bad. I think they should be put on at least the same level of EMP and Autocannon, given that they're equally hard to get to the former and even harder compared to the latter.

Edited by Abellia
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34 minutes ago, Abellia said:

Seriously, these augments are bad. I think they should be put on at least the same level of EMP and Autocannon, given that they're equally hard to get to the former and even harder compared to the latter.

Both EMP and autocannon are overpowered, and needs a nerf. The last thing we need is more of those.

35 minutes ago, Abellia said:

wouldn't call them OP by any means, they all suck.
I fought an Explosive Rounds that tried to get me around a corner with splash, and all their shots simply bounced off the floor. They wasn't able to do anything, and when my team was clustered up, the pathetic radius made it trivially easy to separate ourselves to avoid taking any splash

That's a "bug" of explosive, it still bounce on surfaces. @LOLKILLERTOTHEDEATH (as b remember), already suggested that.

37 minutes ago, Abellia said:

Stock Smoky is lacking in terms of damage output, to say the least.

It isn't. It is a quite powerful turret.

 

38 minutes ago, Abellia said:

Lastly the Armor-Piercing Smoky I saw had less DPS than Missile Launcher "Hunter", even when they got lucky and crit every fourth shot (I would know, I sat there spamming locked shots at them and he died first. Every time). Feels bad :(.

Who cares how many DPS the AP smoky has compared to striker with "hunter"? Just to inform you, most turrets have different DPS, that's why thex are separate turrets. Also, one turrer will have less DPS than the other in any ways, let's buff all?

 

39 minutes ago, Abellia said:

As for paralyzing rounds, I've seen them be annoying, but that's it.

Yes, making you unable to complete the objective in CTF, RGB and ASL is definitelly just annoying. 

 

41 minutes ago, Abellia said:

Seriously, these augments are bad. I think they should be put on at least the same level of EMP and Autocannon, given that they're equally hard to get to the former and even harder compared to the latter.

You are comparing augments to the obviously overpowered ones, instead of balanced ones. All other augments are bad compared to the best one, and you can't change that. 

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24 minutes ago, mjmj5558 said:

Both EMP and autocannon are overpowered, and needs a nerf. The last thing we need is more of those.

That's a "bug" of explosive, it still bounce on surfaces. @LOLKILLERTOTHEDEATH (as b remember), already suggested that.

It isn't. It is a quite powerful turret.

 

Who cares how many DPS the AP smoky has compared to striker with "hunter"? Just to inform you, most turrets have different DPS, that's why thex are separate turrets. Also, one turrer will have less DPS than the other in any ways, let's buff all?

 

Yes, making you unable to complete the objective in CTF, RGB and ASL is definitelly just annoying. 

 

You are comparing augments to the obviously overpowered ones, instead of balanced ones. All other augments are bad compared to the best one, and you can't change that. 

The only smoky players I've ever seen do well are EMP and Autocannon. Are you saying you want to remove all the options Smoky players have to do well?

As for DPS of AP Smoky vs MLH - Smoky is a turret with a higher firing rate, and therefore higher dps. All turrets follow this trend - higher exposure time/requirement = higher dps. AP Smoky, despite having the ability to literally ignore protections, is somehow so statistically behind that it is outgunned by a crystal augment for a turret that has less of an exposure time requirement. It's ridiculous, and AP Smoky can't even make use of its critical AP to help teammates, because 3 seconds on an RNG timer? Yeah, your teammates are definitely going to react to that. (The dps issue applies to Smoky as a whole, and is part of the reason Autocannon is considered the strongest augment for it - because it gives you the DPS Smoky needs for the exposure time it needs.)

Also, yes Paralyzing Rounds is only annoying, did you read what I wrote? You might think "wow that's overpowered" when you get stunned and drop the ball, but how many are they going to get a stun per match, and how many times is it going to matter? Maybe only 2 or 3 meaningful stuns in ASL, with only 1 or 2 being impactful in CtF and Rugby. It also has halved critical shot damage, which utterly cripples your damage output in favour of stuns "every now and again." Compare that to Stun Rail and Stun Striker. They get their stuns constantly, and they can even chain them permanently with a 10% chance and with a small delay for you to move, respectively. Rail still hits ludicrously hard after the buff and its crit damage nerf is as a result far less significant, and Stun Striker doesn't even lose anything except the salvo. My proposed changes to Paralyzing Rounds gives it a 10% chance to get another paralyzing shot after the opponent has 1.2 seconds to move - longer than Stun Striker, with the chance to stunlock Rail gets, and still an overall comparatively terrible damage output. Seriously, it's bad.

EMP Smoky and Autocannon are relatively low-tiered "overpowered" augments. Neither will have as much of an impact on a game as an AP Hammer, Rail, or Gauss. I don't think it would be a good idea to nerf them, because that would get rid of all the "overpowered" options Smoky players currently have, and I think that the other legendary augments are seriously lacking and are deserving of a buff. 

Edited by Abellia

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The rule of OP Augments is: If an exotic Augment is stronger than any F2P Augment in the turret, it's OP.

Ok, EMP / Stun are stronger than AutoCannon and any F2P Smoky Augment, so they're OP.

But Explosive Rounds isn't obviously stronger than the rest of Smoky Augments like AutoCannon or Incendiary Rounds, so this is not OP. 

BTW, In My Opinion, ALL of Smoky Augments are sux compared to the new disgusting exotic Railgun Augments.

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5 minutes ago, asem.harbi said:

The rule of OP Augments is: If an exotic Augment is stronger than any F2P Augment in the turret, it's OP.

Ok, EMP / Stun are stronger than AutoCannon and any F2P Smoky Augment, so they're OP.

But Explosive Rounds isn't obviously stronger than the rest of Smoky Augments like AutoCannon or Incendiary Rounds, so this is not OP. 

BTW, In My Opinion, ALL of Smoky Augments are sux compared to the new disgusting exotic Railgun Augments.

Yeah, pretty much. I wouldn't say EMP is stronger than Autocannon though, at best they're equals, and especially not Stun.

Also yeah, UC Rail augments >>>>>>>>>> UC Smoky augments.

Edited by Abellia
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yes Telsa Augment ideas Some came from same Telsa weaponery seen in the links , they seem ok to use right? like when on yt if you like the vids for the uploader to, 

Tesla Augments      Name - Electro-Magnetic Disruptor.   replaces secondary firing mode shuts down any enemies in area of effect Press M to activate secondary mode press M again to change back has 2 to 4 second delay to switch back , enemies remain disabled for at least 5 to 7 seconds , also their supplies cooldown starts after they are out of the electric field

 -Pro-  -Advantages- Plus.png  has a static electric field around it disables any enemy in it completely  1:54      

-Con-    -Disadvantages Minus.png disables damage of your Turret and use of hull movement also 

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Stasis Ray augment -  replaces secondary firing mode

uses a electric stasis ray to stun an enemy from moving its hull for as long it is active,  has at least 2 to 4 second between switching mode,  press the R to use m if R is used already , it auto lock at the enemy in range / in front of you  ,  

 -Pro-  -Advantages- Plus.png  -Stops a tank from moving its hull ,  medium range ray  , slows enemy turret from moving 50%  , reload speed of enemy is Slower  by 10% to 30% , Disables double damage of Target , and 25% chance to disable Speed boost

-Con- -Disadvantages Minus.png -Single tank disabled , doesn't stop enemy from using turret firing  , unable to use main weapon when Stasis Ray is used , slight delay in using it , must have a enemy directly in front of ray or it misses 

2:28  to see how it works and would look in Tanki, like vid if you liked the uploaders Vid (its from You-Tube)

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Electric shock augment - replaces use of secondary firing mode

creates a small to medium ring of electric energy around tank that damages enemies in it, press the space bar when its charged to use has a longer reload than electric ball of normal teslas 

-Pro-  -Advantages- Plus.png -   damages multiple tanks in the blast of electric around you

-Con-  - Disadvantages Minus.png-   reload speed slow of secondary mode  , has 2-4 sec delay before it fires , unable to use regular firing when E S Augment is going off , weasel can protect the enemies from some of the damage

0:13 to see what it would look like in Tanki sort of 

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Double Coils-  replaces normal firing mode with 200-400 damage per barrel

Rework the telsa Look like the one in this Telsa tank  down below , for this augment technical aspects were changed to make it double the coils , reload speed is slightly faster than Duplet for hammer but not much  - shoots one barrel then the other one one shot per barrel (in same manner as striker)  as its weaponry was changed it  no longer can fire Electric balls of its own, can use other tesla balls around map though to its advantage somewhat

-Pro-  -Advantages- Plus.png - Can damage twice in a row,  10 to 20% extra range for its Melee 

-Con-  - Disadvantages Minus.png   , Melee cannot arc that much as normal tesla can its 86 to 92% less range of Arcing  ,  its Second Mode is Removed , 

Tesla-Tank-GIF.gif

                                                                                 (ABOVE THIS  ^     ) 

See Right darker area of Gif Tank For what it would look as a Tesla Augment 

5:13 on the right Video Removed changed it to Gif 22/6/2022

The JB   was the source Yt vid , i found way to cut vid then Gif then the Tank part from Vid 

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Purple Energy augment , Replaces Teslas Main electric melee with a Purple zapper , holding the Fire button does quite weak damage but there is no delay , 2 to 4 seconds delay if you stop firing ,  has a battery , that reloads after its out of battery (not garage supply battery but a medium one) , ejects used batteries before it reloads a new one, you cannot fire it when  reloading   , also its energy of electricity is lower than a standard Tesla  , has a heat meter/ meter if you overuse it or use it non stop ( dont stop holding fire button after 2 batteries have been used / reloaded it will overheat its weapon and it shorts out for a few seconds) its damage is less than a isida but is similar to its firing/ damage output , has a battery supply of 2 , has to reload longer if both have been depleted , 1 depletes at a time 

damage is 100 per second 125 to 150 if firing on any electric ball 

-Pro-  -Advantages- Plus.png -Can constant Fire its weapon  to attack enemies without delay , it can effect tesla balls but minimal 

-Con-  - Disadvantages Minus.png  Cannot fire if you stop firing has a delay before you can use it again ,  its damage is lower that a normal Tesla , slow reload when battery is depleted, can overheat , can arc but it cannot arc to more than 2 enemies , lesser damage if attacking 2 enemies at once,  a longer reload after 2 batteries have been used , 

https://www.youtube.com/watch?v=HLc3cfdUWCs check this video on technically how this turret would fire / look like  Gif >>  Tried to get Gun shooting as exampleGIF.gif

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SuperCharger Augment-  superchargers its Bolts to hit better when Firing Melee damage  

its Melee is changed to weaker melee bolts that arc slightly from the impact area at least 3 to 5 bolts instead of normal arcing  but is better at hitting the enemy  , its drawback it is  slower firing rate than normal  when using secondary mode

-Pro-  -Advantages- Plus.png -  its Melee firing rate is increased by at least 10 to 20% faster , Bolts now arc from the impact area like Lightning instead of normal, Melee range is 10 to 20% further , firing on any electric balls still applies its Lightning arc like its Melee can 

-Con-  -Disadvantages Minus.png    Its second Mode is Slower at firing  , by at least 10 to 20 seconds longer , 30 to 50% less damage from its Balls when they hit anyone , balls have a 5% extra speed than Normal ,  can only arc from a Single ball in its range

Check link i guess to at least try to see what i meant by lightning arc down Below,  Check at Around  0:38

 

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Idea i Had for Tesla Augment 18/6/2022  Below 

maybe found a name for It curvature. Augment

Tesla Weapon is Slightly upward instead of Its Normal look also it shoots a Electric ball whenever it Fires Normal firing mode but with a Extra charge for long range (Main turret attack Fires the Ball First then its main Turret fires a few seconds after (after it reaches enough over wall) Electric Ball is bigger but Power had to be sacrificed from its attack and its secondary Mode to have this ability 

-Pro-  -Advantages- Plus.png -  Turret Angle and its Tesla attack shoots a Tesla Ball giving it the Ability to attack from behind short Walls  ,

Slightly More range than Normal due to 10-15% Tesla ball size Increase

-Con-  -Disadvantages Minus.png   Lower damage ,  Secondary Mode shoots Smaller 10-20% smaller electric balls , Secondary mode Electric balls are Faster than Its melee fire up time making Electric chains from its Own secondary Mode impossible

Picture edited Shows how it Works (done in paint on a Tanki map picture To show How it Works ) to add later

4vfzjdy-TANKI-MAP-IMAGE-Diagram-of-Augme

either that or have it have a button to change its Turret Angle Up/Down (Like some magnum augments) 

Edited by GENERALSpidy

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-Striker Augments-

- Double Blast - (duplet reload speed) from hammer

-Pro-  -Advantages- Plus.png - shoots 2 missles instead of one from both barrels at once

-Con-  -Disadvantages Minus.png    Missile damage is 25-50% less of normal single shot , slowish reload speed 

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Splitter-   tap the fire button when  rocket is in air and it splits in 2 in V formation forward (spread shot)

 -Pro-  -Advantages- Plus.png  can hit multiple targets , slight faster reload than regular striker 5-15% faster

-Con-  -Disadvantages Minus.png   30-60% less damage per small rocket 

cannot fire another rocket till small rockets has exploded 

10-15% less damage on  Salvos , Salvo missiles cannot split

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Guided Missile-  replaces normal attack with guided missile that when fired camera follows it and it can be controlled by wasd  

-Pro-  -Advantages- Plus.png   Can make it go around a corner 

-Con-  -Disadvantages Minus.png   Cannot move hull or see your tank when missile is used , cannot fire another rocket till rocket has exploded 

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Figured name >> 19/6/2022 >> Rocket Pod Augment

(Mini strike<< previous Name)- uses Mini Missiles instead of regular , 5 shots instead of one missile , Missiles all fire one after another from one side tap space and it launches all 5 shots one after another

Also its Salvo is Replaced with a Barrage of 10 mini rockets (5 from each barrel)  Both barrels fire barrage at same time 5 rockets in each barrel are launched until empty and is 5-15% slower than hunter striker augment 

Medium-short  range

-Pro-  -Advantages- Plus.png   Mini missiles shot is like hammer and spread out randomly , rarely can hit 2 -3 players if close 

-Con-  -Disadvantages Minus.png    Missiles do light damage (50 to 150 damage per rocket)  ,       cannot reload till all 10 rockets have been used

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default its set to fire from Both barrels

B = Both    n  = Left side    and M = Right side  

-Pro-  -Advantages- Plus.png  Can use 2 missiles at once  , Has Red indicator light on Weapon  to show active Barrel to User

-Con-  -Disadvantages Minus.png    Longer Reload , Modes lock the Missiles so you cannot reload unless that side is in Active mode  ,  15 to 35%  Less damage than  stock per rocket

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Firework Compound - Uses fireworks instead of missiles that stun and blast light in enemy tanks hit random colors 

Small to Medium range

fireworks do 100-150 damage

stuns for 2-4 secs and blinds enemy for 2 -5 secs making it harder to see 

-Pro-  -Advantages- Plus.png   stun and blind enemies , salvo is faster than standard striker by at least 5-15%

-Con-  -Disadvantages Minus.png    Weaker missiles then regular striker

Salvo is replaced with firework missiles x4 that go faster then regular and cannot home on target , lock on enemy and it launches 4 missiles at where enemy was located last , salvo is slightly faster than normal striker by 5-15%

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below is similar to tomahawk turret idea in turret ideas that i posted

U shot augment-  Barrels are slightly upward instead of normal , missiles launched in this and  salvo mode go upward in a U then crash down into the ground

  ( Changes Striker from Medium range to Short range / Melee )

-Pro-  -Advantages- Plus.png  Can hit tanks behind walls if it hits them

-Con-  -Disadvantages Minus.png   Shorter range than regular striker

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Shifter augment- allows barrels to move up/down by pressing  keys n and m , rotating turret is like normal

-Pro-  -Advantages- Plus.png   Can fire downward if turret barrels are lowered 

-Con-  -Disadvantages Minus.png    Slower rotation speed of turret by 5-20%

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idea based on Emeraldcat345 post idea   V my idea added down below

OutBurst Augment-  allows the user to launch surprise barrage of missiles , you'll be able to charge up your Salvo without needing to point at an enemy ,  hold space to load salvo for a few seconds takes 2-3 secs for each missile to load then release to launch it , missile damage is 250-500 per rocket

-Pro-  -Advantages- Plus.png     Can launch a salvo of missiles like its instantly

-Con-  -Disadvantages Minus.png    Homing missiles in salvo removed , holding salvo can backfire if near wall if you release too early , Focus Laser can still give away your location as it doesn't turn off when rockets are firing and  3-6 secs after launch or holding space button , if you don't fully load before firing  it wont have 3 missiles  , must hold turret fire button to hold the salvo

upgraded Outburst augment or alpha outburst augment-  upgraded outburst augment  , makes it  so you don't have to hold fire button continuously for salvo , allows the user to launch surprise barrage of missiles , you'll be able to charge up your Salvo without needing to point at an enemy ,   press M to charge salvo takes 6-8 seconds to load , press fire button to focus laser forward , it launches after acquire a target for 3 seconds  and launches at that players last location  

-Pro-  -Advantages- Plus.png   Can launch a salvo of missiles like its instantly, doesnt Require you to hold turret firing button , missile speed increased by 10%

-Con-  -Disadvantages Minus.png   Homing missiles in salvo removed , holding salvo can backfire if near wall if you release too early , Focus Laser remains  , 3 rockets instead of 4 , focus laser appears when you launch Salvo at an opponent takes 2 secs to launch and has 3 seconds for it to focus 

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Pursuer accelerator Augment-  , or stalker accelerator  augment

  accelerates and by using homing on rockets makes this augment effective

Rockets speed up when near an enemy by 10-35% more speed and home on the enemy near it, rocket has a laser pointer on the front section of it , 1 to 2  seconds lock on before it speeds up towards the  target close by the rocket

-Pro-  -Advantages- Plus.png       Increases speed on Regular missile shot , Regular shots replaced by homing on Missiles , the replaced missiles can home on targets close by the rocket if target is destroyed before rocket gets to destroy that opponent 

(neutral) targeted enemies get a triangle notification which is yellow  and a black !  

-Con-  -Disadvantages Minus.png    Salvos have reduced speed and replaces  homing missiles from salvo with regular rockets , 2 rockets per Salvo and damage reduced  (5-25% less damage), 

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Smart targeting augment- some features of striker have been changed but by adding a smarter target lock it makes it easier to target, with a drawback of slower missiles (at least 10 to 30% slower than normal)

servo is faster than stock , but has only 2 missiles 

-Pro-  -Advantages- Plus.png   If you're target locked on a enemy it ignores anyone else  till Salvo is used , 10 to 20% extra laser area (laser is bigger)

-Con-  -Disadvantages Minus.png    . Lesser damage , slower rockets had to be added , also 2 less rockets in Salvo 

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Mini Spitter augment-  ( Added to post  1/9/2021 this augment idea and one below )  A augment which is similar to the Bounce shells of Thunder augment i posted  

Rockets appear to Bounce off solid Objects , what really happens is  if main rocket is about to hit something it launches a mini rocket from it which makes it look like main rocket has bounced , 

-Pro-  -Advantages- Plus.png  Main rocket will shoot out a mini rocket to the ground close by it which could do the extra damage to take out a enemy

-Con-  -Disadvantages Minus.png    Salvo loses 2 rockets , Mini missiles do lesser Damage (100 to 200 damage max) ,and can miss hitting anyone, 

mini rockets are not in salvo shots

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Sonic boom / sonic doom rockets augment- 

Equips striker with faster rockets that can push back enemies , just not as effective as juggernaut overdrive though 

-Pro-  -Advantages- Plus.png  Faster speed rockets than stock ,  can push back enemies to move backwards and sometimes flip a target if its near a edge

-Con-  -Disadvantages Minus.png    Salvo is Slower at firing by at least 10 seconds , Salvo reduced to 2 rockets , Normal firing mode takes 5 to 10 seconds longer than stock striker 

 

Edited by GENERALSpidy

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Fire Bird augments-

Twin Flame Augment -  reconfigured weapon Look to have 2 flame throwers and 2 separate tanks of fuel , a single tank of fuel is larger than a normal firebird by at least 25 to 35% 

Default is set to Both on , can select fire left fire right or fire from both at once  ,   press b n m  b= left n = right m= both

press space bar to start firing and it auto fires until space is pressed to stop , 

Press L to reload  cannot use turret if reloading or if 1 side isnt depleted, will have a animation when reloaded (drops out empty canister on ground), can drop out a half full canister that can blow up or be ignited to set players alight, comes with risk of setting yourself alight though.

1to 4 second delay when refiring weapon 

-Pro-  -Advantages- Plus.png   wider flame range than regular firebird due to 2 barrels , can hit more than 1 tank at a time , depletes 10-20% slower than regular firebird , also has 25 to 30% more fuel tank than normal firebird, 10 to 15% extra range compared to Stock

-Con-  -Disadvantages Minus.png  less damage than regular firebird , 

takes a while to heat up targets 10-25% slower than normal , cannot fire both at once if one side is depleted 

Wont be able to reload if you're still firing turret

Below from Wiki is a Look on what Augment Could look like 

TW-Flame-Tank-edit-small.jpg

 

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Wall of Fire or wall of flame augment-   adds secondary mode of firing ,  remodel firebird to add the second tank or fuel section

press shift key , than press space to fire , moves turret left / right in a U shape leaving a fire wall around half of tank automatically ,  press space again to stop

, Wall fire fuel tank is triple regular firebird fuel amount and depletes 20-50% slower than normal 

regular firebird tank is 15-30% less than its usual amount and deals 10-30% less damage 

-Pro-  -Advantages- Plus.png   enemies caught in wall of fire starts to burn and heat up of enemy is 10-20% quicker than regular firing mode 

-Con-  -Disadvantages Minus.png   disables Hulls ability to drive , cannot use regular fire mode if using wall of fire , damage is 5-25% less than regular firebird  , 2-5 secs delay when switching to regular fire mode and back

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Napalm  augment -  better fuel makes firebird shoot further than normal firebirds with bluish flames 

-Pro-  -Advantages- Plus.png       increase range by 15 to 35% further reach  , damage and heat up time    10-20% faster than regular firebird 

-Con-  -Disadvantages Minus.png      flames are 20 to 40% smaller in width makes targeting harder 

faster depletion due to 10 to 30%  less fuel size 

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liquid flame augment -  adds a flammable liquid tank instead of shooting fire and secondary mode burst a small ball of fire to ground to ignite the flammable liquid   , if ignighted does 100-300 damage  if tank has run over fluid can deal additional 100-150 damage , 1/12 critcal hit can damage 30-50%% of enemy health 

-Pro-  -Advantages- Plus.png    liquid stays 10-30 seconds on ground and can be run over and get on tanks treads 

-Con-  -Disadvantages Minus.png   can be ignited by explosions close to it and other firebirds can set it alight

cannot distinguish team from enemies properly and can hit be ignited by team mates

, slow reload and ignite function has 1-4 sec delay and can misfire 

liquid cant be directly put on enemies 

freeze can freeze it to make it a slippery surface for 5-10 secs before it melts away 

was last edited Oct 2021 ,

18 -19 / 6 /2022 

Edited by GENERALSpidy

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Optional tesla aug named Shocker

Pros- shoots a long range taser beam from the turret that does splash effect damage and applies stun effect.

Cons- tesla balls are removed as well as electric conducter, the effect is only applied to the tank hit and lasts 3 to 4 secs and has long warm up time. User alsp recieves stun effect if to close to target

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  • Head Administrator
On 6/17/2021 at 5:06 AM, The_Black_Pearl said:

 

Topic merged.

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