Jump to content
EN
Play

Forum

Ideas for Augments!


Maf
 Share

Recommended Posts

Makes sense for skins, shot effects and paints to have visual features of the season, it does not make a sense for augments to have seasonal names though. There is no reason to give augments seasonal names, as they are not created for any specific season or celebration nor do they have much relation to the seasons.

Edited by krokorok

Share this post


Link to post
Share on other sites

On 2/13/2025 at 6:26 AM, Maf said:

Might as well throw in a themed paint also.

Frankly, we already have a bunch of junk holiday themed paints. I feel like I would rather have nothing new then another cheap junk to fill the already super diluted pool of container rewards. Also they would have to be of exceptionally higher quality to spark any significant interest (I feel like they failed to deliver on that with the sheer amount of mediocre paints released over the years). I kinda feel that paints lost their sparkle over the years to the point where you can barely differentiate them in battle. In the past we did not even have animated paints, but wearing something like Zeus, Prodigy, Inferno, Clay, Emerald signified some kind of status of end game player (partly because of the protections that have been linked to them as well, but also because they have been visually standing out). These days most paints are outright mediocre and even blend into each other so significantly you cant even tell which is which, especially when equipped on a tank.

Share this post


Link to post
Share on other sites

On 2/13/2025 at 1:32 PM, krokorok said:

Frankly, we already have a bunch of junk holiday themed paints.

Check the suggestion again - OP is saying that existing items should be assembled in themed sets, including existng skins and shot effects. Only the proposed themed augments are new. So if the idea it so sell holiday kits, then they could easily include existing paints too. There's multiple fitting paints for each holiday.

Share this post


Link to post
Share on other sites

On 2/13/2025 at 1:19 PM, Maf said:

Check the suggestion again - OP is saying that existing items should be assembled in themed sets, including existng skins and shot effects. Only the proposed themed augments are new. So if the idea it so sell holiday kits, then they could easily include existing paints too. There's multiple fitting paints for each holiday.

Maybe you should be checking again. Although, he mentions some existing things for already big holidays like Halloween and Winter skins, he is definitely talking also about adding new nonexisting stuff rather than just talking about compiling existing stuff into themed kits.... Also there is not a single word mentioning selling holiday kits that could include paints in thatentire post, but okay.

On 2/12/2025 at 3:06 PM, AcnoIogia said:

 

Valentine day

Valentine themed skins which are similar to HD XT skins, but could decorate with red/pink rubies.

Shot effects: Obviously Red or Pink animated shot effect (or like monochrome paint, but red and pink that fades into the other color)

First Valentine skin should definitely be Isida, and pair it with Hornet. The second could be Tesla because It "connects" people, and the hull is Paladin.

 

Black Friday

The new Black HD XT skins could be introduced then, and the new ones (if they plan to make more)

 

Edited by krokorok

Share this post


Link to post
Share on other sites

On 2/13/2025 at 4:40 PM, krokorok said:

Also there is not a single word mentioning selling holiday kits that could include paints in thatentire post, but okay.

Ok yeah, to be fair I'm improvising and adding my own input here to make the idea more feasible. Otherwise it's just "add more skins and shot effects" which is like... ok? New skins are being added anyway, as fast as the artists can make them.

Themed augments are definitely an original idea, but at the same time you can't really "theme" an augment besides changing its name.

Share this post


Link to post
Share on other sites

On 2/13/2025 at 2:04 PM, Maf said:

Ok yeah, to be fair I'm improvising and adding my own input here to make the idea more feasible. Otherwise it's just "add more skins and shot effects" which is like... ok? New skins are being added anyway, as fast as the artists can make them.

Themed augments are definitely an original idea, but at the same time you can't really "theme" an augment besides changing its name.

Yeah, I agree on that. There isnt really much to "theming" of augments around holidays and celebrations. Augments are just playing around the numbers of their parameters and gimmicks. Even if the augment is released around particular celebration and getting a name linked to it, it does not have much relevance to what the turret or augment actually do. 

Share this post


Link to post
Share on other sites

On 2/12/2025 at 5:02 PM, EXP said:

I have a creative augment idea for railgun. So after pressing the shooting button with railgun you need to wait a little for it. And I suggest to increase damage depending on how much you rotate your turret between pressing the button and the shot. For example doing a full loop before shot which is called "360" by xp/bp players will increase damage a lot but the direct hits without rotating turret will deal less damage or maybe critical damage can be disabled as a disadvantage (You need to rotate after pressing shoot button btw, not just rotate and then shoot xD) It will need skill to use like vacuum augments and will be very fun to play with it ?

Friction-beam (railgun):
A non-standard but nifty tech for seasoned tanks who are up to moving their turrets frequently, rotations cause the beam to accumulate increased amount of electricity on the next discharge, increasing the railgun's impact, this tech, however, causes the beam to require a significantly increased wind-up time before it can launch its beam, allowing you to accumulate further impact, but may hinder you more vulnerable
Pros:
10%-120% damage increase on the next shot depending on how much you rotated (120% on 360 degrees)
+20% turning speed

Cons:
+50% wind-up time on the railgun shot
-20% reload speed

Refraction beam(may require some modifying)(railgun):
This modification of the beam allows it to bounce off of hard surfaces, allowing you to hit enemies behind lines with careful positioning, this also results in the railgun beam bouncing off of other tanks, which can render it difficult to hit multiple enemies at once
Pros:
beam refracts up to 3 times on hard surfaces and tanks
Fall-off is halved when beam refracts

Cons:
-20% damage on non-refracted hits
Beam no longer passes through enemies



 

  • Like 1

Share this post


Link to post
Share on other sites

Blind missile battery (striker)
Removes the targeting and homing systems of your rocket launcher, allowing you to launch your barrage at enemies on demand when held down, but the lack of homing and targeting capabilities may hinder combat on certain terrain
Pros:
holding down fire button for a while triggers barrage without the need of a target

Cons:
rockets no longer home on enemies


 

Share this post


Link to post
Share on other sites

Valentine day skins could be called Apollo skins (Apollo is the God of Healing and Protection), and they are special to the turrets which has the ability to heal (base or augment) in case of hulls, the overdrive that can heal or give protection. It would be available in mini-game.

Make Tesla healing in one of these events. (Positive Charging)

The shot effects: Red; Roses and Pink; Pink Clouds

It means these skins would be special to Isida, Tesla, Thunder, Shaft & Paladin, Dictator, Titan, Ares (I would pair them: Dictator-Isida, Paladin-Tesla, Titan-Thunder, Ares-Shaft)

I imagine Apollo skins as similar to HD XT, Gold and White parts, gems/rubies embedded in the skin. The hull has a wing on the side like Hornet HD XT but it is white (obiously can't make it with flying hulls) Plus a special effect, when wearing the Healing augment or in Isidas case all the time (except Vampire nanobots) a Halo will appear above the tank which is light blue colored (It states that the tank is able to heal, and you can see it from afar). Tanki wanted to make an animated skin, this could be one like the halo is rotating slowly and slighly moving up and down. The hull could also have a light blue colored effect while moving similar to Crisis drones.

 

Share this post


Link to post
Share on other sites

Internal freezing (Freeze)
The cold now reaches to the deepest parts of the enemy's systems, slowing down not only their movements, but also their turret's reloading speed, this, however, halves how fast you freeze your opponent
PROS:
Freezing also effects enemy's reload speed
CONS:
-50% freezing speed

Shell melter (firebird)
the heat melts through enemy tank's outer shell, causing it to take increased damage from all sources while burning, but this causes it to consume charges faster
PROS:
Heat also increases the damage the enemy takes, up to 25%
CONS:
+25% Charge drain
-50% burn damage dealt by you

Chain shock systems (tesla)
Tesla deals less damage, but no longer loses damage when chaining against multiple targets
PROS:
Tesla deals fixed damage when hitting multiple times
CONS:
-20% damage

System supplier (Tesla)
Shocked allies gain an increased boost in reload speed for a few seconds, but your own damage and reload speed outputs are reduced

PROS:
Shocking allies grants +25% reload speed (multiplicative)
CONS:
-15% damage
-15% reload speed

Balanced nanobots (isida)
configures nanobots to grant improved healing while not being set back as much in combat
PROS:
+50% healing per tick
+50% healing from crits
CONS:
-25% damage per tick
-25% damage from crits

Share this post


Link to post
Share on other sites

Scorpion "Skully" augment

Advantages

Salvo damage: +150% (1000/rocket)

Maximum rocket speed: +500%

Minimum rocket speed: +700%

Initial rocket min. angular velocity: 10 deg/sec

Initial rocket max. angular velocity: 300 deg/sec

Disadvantages

Pause between salvo's rockets: +200%

Rockets in salvo: -4 (6 total)

 

Scorpion "Ragnarok" augment

Advantages

Reload: -75% (0.8 sec)

Critical damage: 100% (2800)

Disadvantages

Standard shot damage: -75% (290 damage)

Impact Force: -50%

 

Scorpion "Mantis" augment

Advantages

Damage: +25% (1450)

Critical damage: +30% (1820)

Impact Force: +50%

Disadvantages

Reload: +25% (4 sec)

Recoil: +100%

 

Scorpion "Grudge" augment

Advantages

Salvo damage: +25% (500/rocket)

Salvo reload: -50% (7 sec)

Maximum rocket speed: +5900%

Minimum rocket angular velocity: +500%

Maximum rocket angular velocity: +2000%

Pause between salvo's rockets: -50%

Rocket acceleration time: -50%

Disadvantages

Rockets in salvo: -6 (4 total)

Aiming time: +100%

Minimum rocket speed: -100%

 

Scorpion "Assassin" augment

Advantages

Reload: -40% (1.92 sec)

Rocket damage: +200% (1200/rocket)

Aiming time: -90%

Salvo reload: -75% (3.5 sec)

Minimum rocket angular velocity: +100%

Maximum rocket angular velocity: +900%

Maximum rocket speed: +300%

Minimum rocket speed: +500%

Disadvantages

Damage: -20% (928)

Critical damage removed

Rockets in salvo: -9 (1 total)

 

Edited by AcnoIogia

Share this post


Link to post
Share on other sites

a way to make turrets more enjoyable at early/mid game without having to unbox, is to add unlock-able ones via requires doing something with that turret to unlock the augment.
This would give starting players more stuff to start with.


 

  • Like 1

Share this post


Link to post
Share on other sites

Tesla "Einstein's Lightning" augment

Advantages

Reload: -25% (0.75 sec)

Connecting to an ally or an ally being in the chain lightning circuit will increase the damage by 100% with each teammate.

Disadvantages

Damage: -25% (675)

Critical damage removed

Share this post


Link to post
Share on other sites

Tesla "Flash" augment

Advantages

Reload: -90% (0.1 sec)

Disadvantages

Damage: -90% (90 damage)

Critical damage: -50% (450 damage)

Allows for faster reload, thus regarding in dealing critical damage more often, but regular damage and critical damage is reduced.

 

Tesla "Spider Lightning" augment

Advantages

Range: +60% (40m)

Radius of adding an ally to the circuit: +40% (21m)

Radius of adding an enemy to the circuit: +40% (21m)

Radius of adding a ball lightning to the circuit: +50% (45m)

Disadvantages

Cone angle: -60%

Lightning ball reload: +25% (7.5 sec)

Range is increased in exchange for less cone angle. You have to be very precise to hit someone. Adding an ally/enemy/ball lightning to the circuit is also increased, so you can hit enemies easier, but be careful because your damage reduces with more enemies in the circuit.

 

Tesla "Anvil Lightning" augment

Advantages

Damage: +25% (1125 damage)

Range: +25% (30m)

Lightning ball damage: +75% (2030 damage)

Lightning ball speed: 50 m/s

Disadvantages

Radius of adding an ally to the circuit: 1m

Radius of adding an enemy to the circuit: 1m

Radius of adding a ball lightning to the circuit: 1m

Lightning ball reload: +75% (10.5 sec)

Critical damage removed

Adding an ally, enemy, ball lightning to the circuit becomes impossible (you can damage 1 target at a time), but damage, range, lightning ball damage & speed is increased.

 

Tesla "Tempest" augment

Advantages

Damage: +50% (1350 damage)

Critical damage: +100% (1800 damage)

Lightning ball damage: +150% (2900 damage)

Lightning ball speed: 25 m/s

Disadvantages

Reload: +50% (1.5 sec)

Lightning ball range: -75% (25m)

Lightning ball reload: +50% (9 sec)

All types of damage is increased in exchange for a longer reload, and much less ball lightning range.

 

Tesla "Critical Discharge" augment

Advantages

Every third hit is guaranteed to be a critical

The first shot after spawning will be a critical

Reload time: -20% (0.8 sec)

Critical damage: +25% (1125 damage)

It is in fact the same as Thunder's Strict Ammunition Load augment ? 

 

Tesla "Adaptive Discharge" augment

Advantages

Reload reduction per enemy damaged: 25%

Disadvantages

Base reload time: +20% (1.2 sec)

Critical damage chance: -33% (10%)

Attacking 1 enemy: 0.9 sec reload, 2 enemy: 0.67 sec reload, 3 enemy: 0.5 sec reload, 4 enemy: 0.37 sec reload, 5 enemy: 0.27 sec reload 6 enemy: 0.2 sec reload . . .

 

 

Share this post


Link to post
Share on other sites

Scorpion Missile Launcher "Tandem" augment

Advantages

Aiming time: -75%

Rocket damage: +25%

Reload after salvo: -75%

Rocket minimum, initial and maximum speed: 350m/s

Pause between salvo's rockets: -100%

Initial rocket min. angular velocity: 10 deg/sec

Initial rocket max. angular velocity: 300 deg/sec

Disadvantages

Rockets per salvo: 2

 

Scorpion "Mysterious" augment

Advantages

Aiming time: -90%

Reload after salvo: 1 sec

Rocket damage: +25% (500 damage)

Standard shot damage: +160% (3016 damage)

Maximum rocket speed: +3900%

Critical damage: +190% (4060 damage)

Every third hit is guaranteed to be a critical

Minimum rocket angular velocity: +300%

Maximum rocket angular velocity: +1500%

Rocket acceleration phase duration: -50%

Disadvantages

Rockets in salvo: 1

Minimum rocket speed: -50%

Standard shot reload: +200% (9.6 sec)

This is an interesting and fun augment because your rockets become the main source of damage thanks to the quick reload. The standard shot is way more powerful but takes much longer to reload.

 

 

Scorpion "Anubis" augment

Advantages

Standard shot damage: +75% (2030 damage)

Critical damage: +120% (3080 damage)

Reload after salvo: 5 sec

Rocket damage: +25% (500)

Minimum rocket angular velocity: +200%

Maximum rocket angular velocity: +1800%

Disadvantages

Rockets in salvo: -4 (6 total)

Standard shot reload: +100% (6.4 sec)

Aiming time: +200% (3 sec)

 

Scorpion "Lillies of the Valley" augment

Advantages

Rockets in salvo: +40 (50 total)

Rocket minimum splash damage radius: 20m

Rocket average splash damage radius: 10 m

Pause between salvo's rockets: -50%

Max. rocket speed: 1000 m/s

Rocket impact force: +200%

Splash damage impact force: +200%

Standard shot reload: -75% (0.8 sec)

Disadvantages

Aiming time: +200% (3 sec)

Reload after salvo: +50% (21 sec)

Min. rocket speed: 1 m/s

Standard shot damage: -40% (696 damage)

Critical damage: -35% (910 damage)

Impact force: -50%

 

Scorpion "Adaptive Reload" augment

Advantages

Destroying an enemy with standard shot cuts off the cooldown and instantly reloads it

Destroying an enemy with rockets fully reloads the salvo

Disadvantages

Reload: +15%

Salvo reload: +15%

Share this post


Link to post
Share on other sites

Posted (edited)

Base railgun: Normal Damage 1,400    Critical Damage: 1,750      Reload Time 2.4s       Shot Warmup Time: 1.2s

Railgun's "Armageddon" v1

Advantages

Normal Damage: +80% (2,520)

Penetration Damage: +50%

Impact Force: +200%

Disadvantages

Shot warmup Time: +100% (2.4s)

Reload Time: +50% (3.6s)

Recoil: +50%

Critical hits disabled

Railgun's "Armageddon" v2

Advantages

Normal Damage: +20% (1,680)

Critical Damage: +100% (3,500)
Impact force: +150%

Disadvantages

Fixed critical chance: 10%

Reload Time: +33% (3.192s)

Shot warmup time: +80% (2.16s)
Recoil: +30%

Railgun's Electromagnetic Accelerator «Cobra» 

Advantages

Damage is not distance-dependent

Reload time: -55% (1.08s)

Shot warmup time: -75% (0.3s)

Recoil: -50%

Disadvantages

Normal Damage: -60% (560)

Critical Damage: -20% (1400)

Impact force: -50%

Edited by Supremes
Showing the value's of each stat, so no need to personally calculate
  • Thanks 1

Share this post


Link to post
Share on other sites

Isida's (Bolstering nanobots)
Pros:
Allows you to overheal allies for up to 25% of their protection
+50% healing power
Cons:
+25% energy consumption when beam is attached to enemies
lose 0.5% of overheal per second while not attached to an isida's beam
Removes crits

Share this post


Link to post
Share on other sites

Tesla "Vortex Field" augment

Advantages

Lightning ball reload: 2 sec (approx. -66,67%)

Lightning ball speed: 0 m/s

Lightning ball damage: +160% (3016)

Lightning ball lifetime: 20 sec

Damage: +15% (1035)

Critical damage: +125% (2025)

Disadvantages

Chain lightning reload: +50% (1.5 sec)

Lightning ball range removed

Lightning ball splash damage removed

The Lightning ball stays at the same place therefore the range is removed, instead gains a "lifetime" of how long it can stay on the field. With quick lightning ball reload you can easily set up a good defense or counter attack.

 

Tesla "Lethal Discharge" augment

 

Advantages

Damage: +15% (1035)

Lightning ball damage: +250% (4060 sec)

Lightning ball speed: 75 m/s

Lightning ball warmup time: -100% (Time interval between pressing the firing button and the shot happening, also known as “charging”)

Reload reduction per enemy damaged by lightning ball: 50%

Disadvantages

Reload: +20% (1.2 sec)

Critical damage removed

Lightning ball reload: +300% (24 sec)

Lightning ball range: -50% (50m)

The damage and speed of the lightning ball has been increased in exchange for a longer ball reload. However if you succeed to hit 1 enemy your reload cuts down by 50%, if you hit 2 enemy you instantly reload your lightning ball.

 

Tesla "Sustainable Energy" augment

Advantages

Damage: +15% (1035)

Critical damage: +15% (1035)

Lightning ball reload: -60% (2.4 sec)

Lightning ball speed: 75m/s

Disadvantages

Reload: +15% (1.15 sec)

Lightning ball range: -75% (25m)

This augment change many interactions on the battlefield of how many hits it takes to kill an enemy tank.

Share this post


Link to post
Share on other sites

This augment is absolutely broken, especially when I'm Juggernaut, if you get caught off guard or you see the rockets at the last moment, it deals -18k damage. What's even worse is that there's no longer delay between the rockets, it comes all together very fast. 

My suggestion :

1) Decrease the rocket damage, since it's 20 of even instead of 10 for regular scorpion

2) Add a delay between each rocket flying (pause between salvo) or make the reload much more longer

Share this post


Link to post
Share on other sites

On 3/9/2025 at 4:49 PM, DMR said:

1) Decrease the rocket damage, since it's 20 of even instead of 10 for regular scorpion

An augment like this exists already. It's called Explosive Warheads. 

Share this post


Link to post
Share on other sites

On 3/10/2025 at 1:39 PM, TheCongoSpider said:

An augment like this exists already. It's called Explosive Warheads. 

You got me wrong, I was just comparing the amount of rockets in this augment to the default scorpion. I was just suggesting a decrease of damage since it has 2 times more rockets than default scorpion.

Share this post


Link to post
Share on other sites

On 3/10/2025 at 4:41 PM, DMR said:

You got me wrong, I was just comparing the amount of rockets in this augment to the default scorpion. I was just suggesting a decrease of damage since it has 2 times more rockets than default scorpion.

You're suggesting a decrease in the damage of each rocket, effectively reducing the number of Stock equivalent missiles in the salvo. This would make it no different to the Explosive Warheads augment that already exists. 

Share this post


Link to post
Share on other sites

Isida's new Augments: Purifier

The designer installed a specially made lightweight Polarizer on the turret, so that it can help teammates clear the enemy's status effects, but due to weight and space issues, the Rotation speed and Normal healing are reduced.

  • Advantages: Makes the healed teammate immune to all enemy status effects (including temperature effects). 
  • Disadvantages: Rotation speed: -20%, Normal healing -20%
  • Like 1

Share this post


Link to post
Share on other sites

Posted (edited)
On 3/10/2025 at 9:43 PM, TheCongoSpider said:

You're suggesting a decrease in the damage of each rocket, effectively reducing the number of Stock equivalent missiles in the salvo. This would make it no different to the Explosive Warheads augment that already exists. 

I never said to reduce the damage up to 50% which would now be equivalent to the Explosive Warheads augment. I'm just want it to have a decreased salvo damage and the % decreased will be decided by the developers.

Edited by DMR

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
 Share

×
×
  • Create New...