Jump to content
EN
Play

Forum

Ideas for Augments!


Maf
 Share

Recommended Posts

Posted (edited)
On 3/12/2025 at 2:43 AM, EagleChappie said:

any duration for the inmune effect? like idk, 10 secs?

These details are largely determined by the developers, who should be able to make adjustments.

I also want it to have a duration

Edited by NBIHFADH

Share this post


Link to post
Share on other sites

On 3/13/2025 at 1:58 AM, JustBlackWolf said:

I'd rather have it remove negative effects on a random healing tick since it's called purifier.

Random? Do you mean that the negative effect can only be removed after a critical hit? That would be too weak and the effect would not be obvious.

Share this post


Link to post
Share on other sites

Posted (edited)

not after a critical hit, random chance every tick, there's 4 ticks in a second, so 4 chances per second, why, how do you want yours to apply? as long as the target is getting healed? Sounds a little too good to me.

Oh right, right my bad, i forgot balance no longer exists in this game, so yes, great idea! Give some love to my isida!

Edited by JustBlackWolf

Share this post


Link to post
Share on other sites

Posted (edited)
On 3/13/2025 at 12:40 PM, JustBlackWolf said:

not after a critical hit, random chance every tick, there's 4 ticks in a second, so 4 chances per second, why, how do you want yours to apply? as long as the target is getting healed? Sounds a little too good to me.

Oh right, right my bad, i forgot balance no longer exists in this game, so yes, great idea! Give some love to my isida!

Have you used Isida? If Isida is a Remote turret, then you are right, but it is not. If you change it as you said, it will just be in the warehouse and become an antique. Isida's best use is to follow a teammate and heal continuously, and the changes you made will make it almost useless against most negative effects (except Stun and AP), which has nothing to do with game balance. Do you understand this?

Edited by NBIHFADH

Share this post


Link to post
Share on other sites

Posted (edited)
On 3/13/2025 at 6:57 AM, NBIHFADH said:

Have you used Isida? If Isida is a Remote turret, then you are right, but it is not. If you change it as you said, it will just be in the warehouse and become an antique. Isida's best use is to follow a teammate and heal continuously, and the changes you made will make it almost useless against most negative effects (except Stun and AP), which has nothing to do with game balance. Do you understand this?

I know that i understand game balance more than you, that's for sure. Your idea is focused on granting the polarization effect so long that the Isida beam is connected to a tank, now imagine the amount of losers abusing this with their pet Isidas, ruining game after game, hell, imagine a group of 3 with each using isida (Isida train).

 

And yes, i used Isida enough to know what I'm talking about, i could go on, but that'll be enough of this conversation for now.

Edited by JustBlackWolf

Share this post


Link to post
Share on other sites

Posted (edited)

Scorpion "Stinger" augment

Advantages

Damage: +75 (2030)

Impact Force: +100%

Damage is not distance-dependent

Final velocity of the projectile = 1000 m/s

Shell minimum ricochet angle: 5°

Disadvantages

Reload: +75% (5.6s)

Critical damage removed

 

Scorpion "Ballistic Missiles" augment

Advantages

Rocket damage: +350% (1800)

Salvo reload: -75% (3.5 sec)

Minimum rocket speed: +100%

Maximum rocket speed: +500%

Minimum rocket angular velocity: +300%

Maximum rocket angular velocity: +2700%

Rocket minimum splash damage radius: 10 m

Rocket average splash damage radius: 5 m

Disadvantages

Aiming time: +100% 

Rockets in salvo: -9 (1 total)

 

Scorpion "Cerberus" augment

Advantages

Damage: +25% (1450)

Critical damage: +30% (1820)

Rocket damage: +50% (600)

Aiming time: -50%

Salvo reload: -50% (7s)

Maximum rocket speed = 350 m/s

Disadvantage

Reload: +30% (4.16s)

Rockets in salvo: -7 (3 total)

Minimum rocket speed = 25 m/s

Edited by AcnoIogia

Share this post


Link to post
Share on other sites

Posted (edited)

I think this augment idea is so good, it must be added to the game! It bring such a uniqueness and twist to the Scorpion turret. The standard shot and the missiles literally switch positions, the missiles become the main damage because of the fast reload, and the standard shot becomes a lethal shot with a huge reload.

 

(The parameters are in Mk7 max upgrades)

Scorpion "Mysterious" augment

Advantages

Standard shot damage: +160% (3016 damage)

Critical damage: +190% (4060 damage)

Every 2nd hit is guaranteed to be a critical

Aiming time: -90% (0.1 sec)

Reload after salvo: 1 sec

Rocket damage: +25% (500 damage)

Maximum rocket speed = 1000 m/s

Initial rocket min. angular velocity: 1deg/sec

Initial rocket max. angular velocity: 360 deg/sec

Rocket acceleration time: -50%

Disadvantages

Rockets in salvo: 1

Minimum rocket speed = 1 m/s

Standard shot reload: +200% (9.6 sec)

 

I am not the best at this rocket angular velocity thing, but It should be made for the rocket to be able to hit the enemy at all times.

Edited by AcnoIogia

Share this post


Link to post
Share on other sites

Posted (edited)
On 3/14/2025 at 1:37 AM, JustBlackWolf said:

I know that i understand game balance more than you, that's for sure. Your idea is focused on granting the polarization effect so long that the Isida beam is connected to a tank, now imagine the amount of losers abusing this with their pet Isidas, ruining game after game, hell, imagine a group of 3 with each using isida (Isida train).

 

And yes, i used Isida enough to know what I'm talking about, i could go on, but that'll be enough of this conversation for now.

You feel so threatened by just making one teammate immune to negative effects, is your turret only going to use Augments with negative effects? Have you ever thought about removing Paladin? Do you also want to remove Modules? Then you can make this clear from the beginning so that others can understand why you are against this idea.

What illusion makes you think that no one uses Isida to form trains now? Are you going to delete Isida?

If you have these ideas and think that healing turrets are too unbalanced, please post a new thread to suggest weakening healing turrets and augments instead of telling me here, because I'm not an administrator, I'm just a player.

Edited by NBIHFADH

Share this post


Link to post
Share on other sites

Posted (edited)
On 3/14/2025 at 12:41 AM, NBIHFADH said:

You feel so threatened by just making one teammate immune to negative effects, is your turret only going to use Augments with negative effects? Have you ever thought about removing Paladin? Do you also want to remove Modules? Then you can make this clear from the beginning so that others can understand why you are against this idea.

What illusion makes you think that no one uses Isida to form trains now? Are you going to delete Isida?

If you have these ideas and think that healing turrets are too unbalanced, please post a new thread to suggest weakening healing turrets and augments instead of telling me here, because I'm not an administrator, I'm just a player.

Paladin used to be in a MUCH MUCH more overpowered state, and yes, many wanted it removed because of how overpowered it was.

still, you don't get it and i'm fine with that, this conversation is over, feels like i'm talking to a wall.

Edited by JustBlackWolf

Share this post


Link to post
Share on other sites

On 3/14/2025 at 1:52 PM, JustBlackWolf said:

Paladin used to be in a MUCH MUCH more overpowered state, and yes, many wanted it removed because of how overpowered it was.

still, you don't get it and i'm fine with that, this conversation is over, feels like i'm talking to a wall.

Because you are talking to the wrong person. I am not an administrator and it makes no sense for you to tell me these things.

Share this post


Link to post
Share on other sites

   Due to some well-known reasons (actually YouTube videos), developers have showcased many undisclosed Phoenix augments. Based on my own understanding of the game, I believe it is necessary to enhance the Phoenix in melee turrets (mainly discussing freeze and firebird). Here are my arguments to prove that I am not talking nonsense.

    Firstly, in the current gaming environment, short, medium, and long-range turret's augments are becoming more and more op. These augments give them almost equal advantages when facing melee turrets. Correspondingly, melee turrets can only be destroyed due to their short range when facing them, and even if they can barely approach, it is difficult to quickly establish a damage advantage. This makes the positioning of melee turrets very awkward. To make up for this gap, players usually use active drones such as Defender or Trickster to ensure that they are not quickly destroyed or can quickly approach their targets. Unfortunately, this measure will soon be unavailable as developers claim to be making changes to active drones soon, and their use will be completely different from now, to the point where it will be almost ineffective. On the other hand, the impact on the turrets of other ranges is relatively smaller or even positive.

   Secondly, among all Phoenix augments, the buffs obtained from the harsh environment of melee turrets are not equivalent to those of other turrets, such as Thunder, shaft, and Scorpion. They can sit comfortably at home and easily obtain dozens of KD with just a click of the mouse, which is completely unimaginable for melee turrets.

   Finally, since the right to harvest and kill has been allocated to the other turrets, should melee turrets be given more emphasis on functionality? Unfortunately, the Phoenix augment of the melee turret did not fully utilize its own characteristics and advantages. Taking freeze as an example, its Phoenix only increased its distance by 50%, freezing efficiency by 60%, and consumption by -20%(Perhaps not entirely accurate, but the error is small). In the YouTube video, It is completely unable to perform its intended function. Moreover, we tested it and found that the freezing efficiency is affected by distance, with lower efficiency as the distance increases. This means that it is almost impossible to freeze the target at a long distance (within the effective range). Therefore, I believe that the freeze‘s Phoenix aumgent is not sufficient. On the one hand, its killing efficiency is not as good as the other exotic augments, and on the other hand, its functionality is almost inferior to the epic augment "Shock Freeze". I suggest either improving the current advantages or focusing more on killing efficiency or functionality, rather than both being weak.

Share this post


Link to post
Share on other sites

Hull Augment “Restorative Redistributor”

A portion of armor provided to a hull with this augment is redistributed to surrounding allies.

Advantages:

  • Armor restoration is now shared between allies (5% per surrounding teammate, up to 5 teammates)

Disadvantages:

  • Armor provided by healing affects: -10% (additional -5% for each teammate within x radius, up to -25%)
  • Armor is only distributed to tanks with line of sight



 Hammer Augment "Buckshot Nanobots"


Fire nanobots instead of pellets, healing teammates at the cost of damage.

Advantages:

  • Shells now restore armor of targeted allies (35% of damage)

Disadvantages:

  • Range: -15%
  • Damage: -35%
  • Clip Size: Reduced to two shots


(Not sure if the values are actually good; more so posted for the concepts)
 

Share this post


Link to post
Share on other sites

Scorpion "Massacre" augment

Advantages

Reload: -50% (1.6s)

Aiming time: -50% 

Salvo reload: -75% (3.5 sec)

Damage per rocket: +25% (500)

Minimum rocket angular velocity: +200%

Maximum rocket angular velocity: +1800%

Maximum rocket speed: +1500%

Pause between salvo's rockets: -50%

Disadvantages

Critical damage removed

Rockets in salvo: -8 (2 total)

Weak damage = 25%

Range of minimum damage: -50% (90m)

Range of maximum damage: -50% (60m)

Share this post


Link to post
Share on other sites

Posted (edited)

Scorpion Missile Launcher "Gemini" augment

Advantages

Rocket damage: +20% (480)

Aiming time: -75%

Salvo reload: 5 sec

Pause between salvo's rockets: -100%

Min. rocket speed: 200 m/s

Max. rocket speed: 400 m/s

Initial rocket min. angular velocity: 1 deg/sec

Initial rocket max. angular velocity: 360 deg/sec

Disadvantages

Rockets in salvo: -8 (2 total)

Gemini: It comes from the Latin geminī, plural of geminus, meaning “twin.”

 

Scorpion "Trinity" augment

Advantages

Damage: +50% (1740)

Critical damage: +50% (2100)

Rocket damage: +140% (960)

Aiming time: -50%

Reload after salvo: -50% (7sec)

Max. rocket speed: 500 m/s

Minimum rocket angular velocity: +300%

Maximum rocket angular velocity: +1500%

Disadvantages

Reload: +50% (4.8 sec)

Rockets in salvo: -8 (2 total)

Min. rocket speed: 10 m/s

 

Trinity: 1 shot + 2 rocket = It can kill most tanks and all 3 type of damage boosted

 

Scorpion "Cannon" augment

Advantages

Damage: +75% (2030)

Critical damage: +120% (3080)

Rocket damage: +25% (500)

Impact Force: +100%

Aiming time: -90%

Salvo reload: -90% (1.4 sec)

Max. rocket speed: 1000 m/s

Rocket acceleration time: -50%

Disadvantages

Reload: +75% (5.6 sec)

Min. rocket speed: 1 m/s

Rockets in salvo: -9 (1 total)

 

Scorpion "Grinder" augment

Advantages

Final velocity of the projectile: 1000 m/s

Reload: -50%

Impact force: +50%

Disadvantages

Min shell speed: 1 m/s

Projectile acceleration time: 2 sec

Recoil force: +25%

Edited by AcnoIogia

Share this post


Link to post
Share on other sites

Posted (edited)

status augments suck on melee weapons; forcing you to rely on poor RNG which barely ever triggers.
so for those weapons augments, I think the weapons which have no way to guarantee the status effect to have guaranteed crits every x amount of hits you land on the enemy
example:
Firebird/Freeze/Isida: Guaranteed crit after dealing 20 registered hits
Tesla: Guaranteed crit every 8 registered hits
Hammer: Guaranteed crit every 6 registered hits

Edit: it was supposed to be "status augments", I typo'd

Edited by NikmanGT
typo

Share this post


Link to post
Share on other sites

But melee weapons have a very good tick rate which makes critical chances higher than long range like railgun or thunder, plus these new augments like Hammer's offer crit on every 3 shot (revolver), critical mix for fire and freeze.

  • Agree 4

Share this post


Link to post
Share on other sites

On 3/19/2025 at 12:37 PM, Acecaddy said:

status augments suck on melee weapons; forcing you to rely on poor RNG which barely ever triggers.

They suck on Firebird, Freeze and Tesla because they have additional debuffs attached to them that are not present on other status augments. Firebird and Freeze had them for 2 years while for Tesla it was a part of the recent rework. 

 

Outside of that, if you think status melee turrets make you rely on RNG, I'm wondering what your opinion on the base turret is. Status augments have 10% higher critical chance than Stock. 

On 3/19/2025 at 12:37 PM, Acecaddy said:

example:
Firebird/Freeze/Isida: Guaranteed crit after dealing 20 registered hits
Tesla: Guaranteed crit every 8 registered hits
Hammer: Guaranteed crit every 6 registered hits

I'm not sure if you were here during these periods of time but Hammer and Ricochet used to have ways of guaranteeing a status applications. And even before that was removed, many of the dual mode turrets only had one guaranteed method of application (Shaft with scope, Gauss with salvo, Tesla with ball, etc.). As time went on, more status augments and Pulsars were released and previous status augments that only had guaranteed applications on one firing mode received them on critical hits too. Battles eventually became cancerous and they blanket nerfed all status augments and put targeted nerfs to specific turrets. It is unlikely that they intentionally ramp up the applications of status effects, lest we have a repeat of what happened before. 

Share this post


Link to post
Share on other sites

On 3/19/2025 at 7:56 PM, TheCongoSpider said:

They suck on Firebird, Freeze and Tesla because they have additional debuffs attached to them that are not present on other status augments. Firebird and Freeze had them for 2 years while for Tesla it was a part of the recent rework. 

 

Outside of that, if you think status melee turrets make you rely on RNG, I'm wondering what your opinion on the base turret is. Status augments have 10% higher critical chance than Stock. 

I'm not sure if you were here during these periods of time but Hammer and Ricochet used to have ways of guaranteeing a status applications. And even before that was removed, many of the dual mode turrets only had one guaranteed method of application (Shaft with scope, Gauss with salvo, Tesla with ball, etc.). As time went on, more status augments and Pulsars were released and previous status augments that only had guaranteed applications on one firing mode received them on critical hits too. Battles eventually became cancerous and they blanket nerfed all status augments and put targeted nerfs to specific turrets. It is unlikely that they intentionally ramp up the applications of status effects, lest we have a repeat of what happened before. 

Oh that makes sense
I guess its better that they remain that way

Share this post


Link to post
Share on other sites

On 11/29/2024 at 4:27 PM, Goku said:

I think that Tanki should change the mechanics of the Blaster Augment. Its too abusive for regular match making. Its like a garrenteed kill if players are close.
I suggest they add a 40 second cool down after use. So its not as destructive. Most players will just use this augment in DM gold rush or Siege mode and its frustrating. 

Also gives other augments a chance to be used. Most players are using this broken Augment.

Blaster Augment - Changes: Added a 40 second cool down after use

The time of cool down can be changed by developers after testing

 

 

On 12/1/2024 at 2:08 PM, It_Aint_Too_Late said:

Aim assist on allies removed. That's it basically. We all know it's a little too overpowered. Balance this augment similar to healing thunder. Add some sense into this augment.

Those who are in possession of the augment, obviously wouldn't want it to get nerfed! Can't blame you for that.

But please give unbiased opinions.

 

 

On 12/23/2024 at 9:37 AM, Azarinth.h said:

I have come up with an idea for Isida augment, and I’m calling it Sanctuary.

Sanctuary turns Isida into the ultimate team player, fully dedicated to healing and supporting allies while giving up its ability to deal damage. It’s the perfect choice for players who love playing a purely supportive role, focusing on keeping their teammates alive and strong in the heat of battle.

Advantages:

1. Enhanced Healing Output

        Regular healing rate is increased by 150%.

2. Overheal Shield Mechanic

        Allies healed beyond their maximum health gain a temporary Overheal Shield that reduces up to 15% of the incoming damage.

3. Healing Aura

        Allies within a 10 meter radius of the Isida passively regenerate 5% HP per second.

 

Disadvantages:

1. No Offensive Capabiltiy

        Isida's damage beam is completely disabled.

2. Critical hits removed

 

 

On 12/25/2024 at 7:47 AM, Azarinth.h said:

Is it possible to have a Critical mix augment for isida just like firebird and freeze

Topic Merged

Share this post


Link to post
Share on other sites

On 12/30/2024 at 8:29 PM, Muscularity said:

I suggest to add an Anti-Adrenaline augment for every turret that works the opposite way from the Adrenaline augment. Basically, the more HP you have the more damage you do and if you have max HP, you'll deal much more bonus damage. This augment might promote camping but why not?

 

On 1/16/2025 at 7:14 AM, Only.One said:

Create an Augment of hammer which is similar to hyperspeed rounds or shells, highlighting range +100% , as the distance increases the damage also does !

 

On 1/16/2025 at 4:33 PM, WaIIe said:

Nowdays all turret augments can be divided into two groups - augments that apply some status effect on critical hit and ones tha somehow modify base stats of turret - change damage/reload etc.

But there are 1 augs that oustand from this classification - Incendary band for Vulcan. It basically makes turret stronger, but at the same time - almost permanently makes player to be burning. And it could be very interesting conception.

Lets imagine railgun, that has self-healing (like vampire isida) and increased damage, but passively drain 200 hp/s of its owner. If player is active and offensive - it could be extremely  effective, but in other cases he will just slowly die.

Or shaft that apply 30s armor-piersing on its owner after each shot? That would be literally "glass cannon" without ability to withstand any serious damage. In exchange - reload time may be decreased.

Or even "negative self-healing" for smoki. After dealing any damage, 25% of it is applyed to shooter. In exchange - 50% increased damage.  That should motivate players to team-play with isidas and choose targets wisely.

 

I have provided several examples, but I wolud like to suggest and discuss general conception. Would it be playable and interesting to play? I suppose that augs that just increase some of characteristics or apply just another SE are totally boring now(

Also I hope that realisation of such conception would not very tough. Most of aforementioned mechanics are already presented in the game

 

 

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

For many years I have thought about it and they still haven't made it, so it's maybe not as obvious as it is to me, so I will suggest Holiday themed items. So far we have DC skins as a skin for halloween and ICE skins for Winter, but I think things can go beyond this.

Valentine day

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

Augments: Introduce healing Tesla! Plus as simple as adding new augments for turrets a Valentine/Love themed augment name.

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)

Shot effects: Black shot effects for turrets that don't have any shot effects

 

Halloween:

Skins are given (DC)

Augments: Halloween themed names for new augments (Tarantula, Black Widow, Trick or Treat?, Jack-o-Lantern... etc)

Shot effects: Orange shot effects for turrets that don't have any shot effects

 

Winter

Skins are given (ICE)

Augments: Winter themed names for new augments (Blizzard, Frostbite, North Pole, Absolute Zero...etc)

Shot effects: Blue/White shot effects for turrets that don't have any shot effects (Could be similar to the Valentines day one)

 

That's all that I can think of now. ? 

 

On 2/23/2025 at 6:47 PM, Acecaddy said:

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.


 

 

 

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

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

 

On 3/14/2025 at 12:36 AM, AcnoIogia said:

I think this augment idea is so good, it must be added to the game! It bring such a uniqueness and twist to the Scorpion turret. The standard shot and the missiles literally switch positions, the missiles become the main damage because of the fast reload, and the standard shot becomes a lethal shot with a huge reload.

 

(The parameters are in Mk7 max upgrades)

Scorpion "Mysterious" augment

Advantages

Standard shot damage: +160% (3016 damage)

Critical damage: +190% (4060 damage)

Every 2nd hit is guaranteed to be a critical

Final velocity of the projectile: +100% (1000 m/s)

Aiming time: -90% (0.1 sec)

Reload after salvo: 1 sec

Rocket damage: +25% (500 damage)

Maximum rocket speed = 1000 m/s

Initial rocket min. angular velocity: 10 deg/sec

Initial rocket max. angular velocity: 300 deg/sec

Rocket acceleration phase duration: -50%

Disadvantages

Rockets in salvo: 1

Minimum rocket speed = 1 m/s

Standard shot reload: +200% (9.6 sec)

 

I am not the best at this rocket angular velocity thing, but It should be made for the rocket to be able to hit the enemy at all times.

 

 

On 3/11/2025 at 8:16 AM, NBIHFADH said:

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%

 

On 3/15/2025 at 1:41 PM, Mihoyo said:

   Due to some well-known reasons (actually YouTube videos), developers have showcased many undisclosed Phoenix augments. Based on my own understanding of the game, I believe it is necessary to enhance the Phoenix in melee turrets (mainly discussing freeze and firebird). Here are my arguments to prove that I am not talking nonsense.

    Firstly, in the current gaming environment, short, medium, and long-range turret's augments are becoming more and more op. These augments give them almost equal advantages when facing melee turrets. Correspondingly, melee turrets can only be destroyed due to their short range when facing them, and even if they can barely approach, it is difficult to quickly establish a damage advantage. This makes the positioning of melee turrets very awkward. To make up for this gap, players usually use active drones such as Defender or Trickster to ensure that they are not quickly destroyed or can quickly approach their targets. Unfortunately, this measure will soon be unavailable as developers claim to be making changes to active drones soon, and their use will be completely different from now, to the point where it will be almost ineffective. On the other hand, the impact on the turrets of other ranges is relatively smaller or even positive.

   Secondly, among all Phoenix augments, the buffs obtained from the harsh environment of melee turrets are not equivalent to those of other turrets, such as Thunder, shaft, and Scorpion. They can sit comfortably at home and easily obtain dozens of KD with just a click of the mouse, which is completely unimaginable for melee turrets.

   Finally, since the right to harvest and kill has been allocated to the other turrets, should melee turrets be given more emphasis on functionality? Unfortunately, the Phoenix augment of the melee turret did not fully utilize its own characteristics and advantages. Taking freeze as an example, its Phoenix only increased its distance by 50%, freezing efficiency by 60%, and consumption by -20%(Perhaps not entirely accurate, but the error is small). In the YouTube video, It is completely unable to perform its intended function. Moreover, we tested it and found that the freezing efficiency is affected by distance, with lower efficiency as the distance increases. This means that it is almost impossible to freeze the target at a long distance (within the effective range). Therefore, I believe that the freeze‘s Phoenix aumgent is not sufficient. On the one hand, its killing efficiency is not as good as the other exotic augments, and on the other hand, its functionality is almost inferior to the epic augment "Shock Freeze". I suggest either improving the current advantages or focusing more on killing efficiency or functionality, rather than both being weak.

Topic Merged

Share this post


Link to post
Share on other sites

Scorpion "Assault" augment

Advantages

Reload: -35% (2.08 sec)

Impact Force: +25%

Aiming time: -75%

Salvo reload: -80% (2.8 sec)

Rocket damage: +125% (900)

Max. rocket speed: 150 m/s

Minimum rocket angular velocity: +200%

Maximum rocket angular velocity: +1800%

Diasdvantages

Damage: -20% (928)

Rockets in salvo: -9 (1 total)

Min. rocket speed: 15 m/s

Critical damage removed

 

 

Scorpion "Assassin" augment

Advantages

Damage: 1400 (approx. +20.7%)

Rocket damage: +75% (700)

Aiming time: -50%

Reload: -65% (4.9 sec)

Impact force: +100%

Rocket impact force: +500%

Explosion impact force: +500%

Min. rocket speed: +300%

Max. rocket speed: +100%

Rocket min. angular velocity: +400%

Rocket max. angullar velocity: +400%

Rocket acceleration phase duration: -75%

Disadvantages

Rockets in salvo: -8 (2 total)

Reload: +25% (4 sec)

Critical hit removed

 

Share this post


Link to post
Share on other sites

Posted (edited)
On 3/19/2025 at 9:56 PM, TheCongoSpider said:

It is unlikely that they intentionally ramp up the applications of status effects, lest we have a repeat of what happened before. 

Yeah, especially considering that status augments got demoted from legendary to epic tier recently. They're not meant to compete with endgame OP augs.

Edited by Maf
  • Agree 1

Share this post


Link to post
Share on other sites

Posted (edited)

I have a new augment idea for Isida. The name of the augment is "Donor". Its overview is given below:–

 

Donor

When a teammate is being healed with this augment equipped, the healing rate doubles, at the expense of the health of the healer's tank deteriorating over time. However, due to this deterioration of the healer tank's health, the XP points granted by healing a teammate using this augment are double/triple/quadruple than those earned by healing a teammate using any other augment or without any augment. If a tank gets destroyed while healing an ally tank using this augment, it wouldn't be considered "self-destruction", but "a sacrifice", and so it would not deduct the healer's score in the battle, but increase it significantly.

Advantages

▪︎ Healing: 200 HP/tick

▪︎ XP Points Granted: +100%/+200%/+300%

Disadvantages

▪︎ Deterioration of the health of the healer's tank: 100 HP/tick

 

[NOTE: The above parameters are set according to the Mk7-20 modification level of Isida having no augments equipped, and developers may change them as required]

 

This augment could also be useful in situations like these:–

▪︎ If You Want To Change Your Equipment: From what I've observed, what most people do when they feel like changing their equipment mid-battle is that they go to the garage even if their tank is intact, change their equipment, and then return to the battle, in which case, their tank has to self-destruct in order to switch the equipment. However, what I personally prefer doing, is going to the garage to change my equipment after someone destroys my tank and before it respawns, just so I don't have to self-destruct my tank, thus avoiding an unnecessary deduction in my battle score, however small the amount. So, for players like me, this augment can be of use when we want to change our equipment in a battle, because then we wouldn't have to wait for someone to destroy our tank in order to change our equipment. We can just keep healing our teammates to the point our own tank gets destroyed (or "sacrificed"), and then we can head to the garage, before the tank respawns, to change our equipment. And this functionality of "sacrifice" could even be somewhat useful to the players who opt for changing their equipment even if their tank is not destroyed, as after returning to the battle, they too have a chance of healing the HP of their teammates and sacrificing their tank, until the self-destruction timer goes off.

▪︎ If Your Tank Is Flipped 90°/Sideways (not upside down): In such a situation, if you have a teammate present near your tank, in a direction towards which you can rotate your turret, you can just point your turret at that teammate and heal him/her till the point your tank gets destroyed, without needing to self-destruct your tank, thus avoiding the unnecessary deduction of your score in the battle. I know, it is highly unlikely for this exact situation to occur in a battle, but it is certainly possible. And if it does occur, having this augment equipped could benefit us a bit.

 

Also, this augment wouldn't render the functionality of self-destruction ineffective at all, because players would still need to self-destruct their tanks in a lot of cases, like when they flip their tank upside down; there is no teammate present nearby a tank to help it sacrifice itself using the Donor augment; etc.... Moreover, tanks self-destruct automatically when they fall into a pit, an empty space, or when they reach too high of a height, so even that would still remain as it is, even after the addition of this augment. In a nutshell, the functionality of self-destruction would not get significantly impacted even if the "sacrificing" functionality of the Donor augment replaces the functionality of self-destruction in some situations.

 

I really do think Donor augment would be a great addition to the augments in the game, as it has multiple ways to be utilized in battles.

 

I really hope Tanki devs consider this idea and add this augment in the game. Looking forward to it...

 

Thanks a lot in advance ?

Edited by Sharva
  • Like 2
  • Agree 1

Share this post


Link to post
Share on other sites

It's certainly interesting. I'm not sure what the implications are of a turret that gives massive EXP bonuses. Would it even be worth it? Getting EXP faster isn't something most players want in Tanki as it only makes it harder to keep up equipment upgrades at lower ranks, and then gives one normal container per 40k EXP on Legend.

  • Agree 1

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...