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Ideas for Augments!


Maf
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Posted (edited)

Magnum: Airstorm
Vertical control, magnum launches 2 miniature shells which are slightly arced from the main projectile (from the left and right), sporting reduced damage and even more reduced splash radius, but perfectly positioned shots can land a devastating amount of damage
Pros:
+ 2 mini projectiles which are launched around 5 degrees from the main projectile

Cons:
Main projectile has 40% reduced splash radius


Magnum: Grenade launcher module
Changes magnum so that it functions like a grenade launcher; launching distance and splash radius is significantly reduced, but reload speed is significantly improved, projectile speed is increased and shots are always automatic and on full power,  magnum's projectiles have a timed explosion, but will explode directly on collision with a tank, otherwise, they will bounce when landing on surfaces.

Pros:
magnum is angled at 1 degree at all times
reload speed +50%
Projectile speed +30%
effects:
Projectiles bounce once when landing on hard surfaces
Projectiles always explode after 2 seconds regardless of collision
Cons:
-40% splash radius
-20% splash damage

Hulls: Scrapper
clears any destroyed tank's hull upon collision, restore protection based on 50% of destroyed tank's hull

Shaft: All-in sniping system
Puts all the energy of the shaft into your sniping shot, this allows you Snipe more frequently, but cannot use arcade mode until you recover from sniping

Pros: +50% sniping reload speed, +20% min sniping damage
Cons: Cannot use arcade mode while reloading from a sniping shot

All turrets: Vampire mix/shell/core
Restore some protection whenever you land a crit, but critical damage is significantly reduced
Pros:
Critical damage restore 200% of the damage dealth
Cons:
-50% critical damage

 

Edited by Acecaddy
correction

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Posted (edited)
On 3/22/2025 at 4:04 PM, Maf said:

It's certainly interesting.

Glad you like the idea ?

On 3/22/2025 at 4:04 PM, Maf said:

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.

Yeah, I understand. Nowadays it's so easy to rank up compared to the earlier days, that players don't need any XP bonuses at all.

I just added the "extra XP gain on healing teammates" aspect to this augment because while using this augment, you're sacrificing your tank's HP to increase the HP of other tanks, sometimes even completely destroying your own tank. This "sacrifice" is what I thought is so important, and therefore the players using this augment had to get something extra compared to the players who use any other augment or those who don't use any augment. And the first thing that came to my mind was XP points.

But you're right. Players neither need nor want any XP bonuses in Tanki right now, because they already rank up so fast that it makes it harder for them to keep up with their equipment upgrades. Plus, all they get is one normal container after a rank up.

So maybe, players using this augment could get any other bonuses instead of the additional XP. Increased battle score, perhaps? ? What do you think?

Also, thanks for replying to my post.

Edited by Sharva
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On 3/22/2025 at 6:38 PM, Sharva said:

Increased battle score, perhaps?

Battle score bonuses are risky to mess with, since they affect the meta of how many of the game's missions and challenges are done. People grinding Phoenix hull augmnts would probably immediatly switch to anything that gives them battle score faster, and everyone else would complain that players using this augment get an unfair advantage that helps them take top spots in team.

The advantage needs to be gameplay-based, so for example, this augment could be a legendary version of Adrenaline, where you have faster healing by default (like you said), but losing own health also gives progressively more damage.

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Posted (edited)
On 3/23/2025 at 4:01 AM, Maf said:

Battle score bonuses are risky to mess with, since they affect the meta of how many of the game's missions and challenges are done. People grinding Phoenix hull augmnts would probably immediatly switch to anything that gives them battle score faster, and everyone else would complain that players using this augment get an unfair advantage that helps them take top spots in team.

Yeah, that's a good point. I didn't think about it this deeply...

On 3/23/2025 at 4:01 AM, Maf said:

The advantage needs to be gameplay-based, so for example, this augment could be a legendary version of Adrenaline, where you have faster healing by default (like you said), but losing own health also gives progressively more damage.

Nice idea... I think I got what you are saying, but still, correct me if I'm wrong anywhere over here:–

So you're talking about making the augment work in such a way that a player who has this augment equipped can heal his teammates by sacrificing his HP, and then deal more damage to his enemies because his HP is low, just like the Adrenaline augment works, right?

I must say, this is a great idea, because not only does the "sacrifice in HP" functionality of the Donor augment go well with the "increased damage with decreased health" functionality of the Adrenaline augment, but also the players having this augment equipped will get something extra (in this case, extra damage) in return to the sacrifice in their HP. Also, because this is a purely gameplay-based mechanism, it wouldn't directly interfere with any of the other elements in the game, like the progress towards Pheonix augments, or the ranks (positions) of players in a battle, as you said.

Edited by Sharva
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Posted (edited)
On 3/22/2025 at 11:34 AM, Maf said:

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.

Phoenix farming.

But i see you already figured it out.

Edited by JustBlackWolf

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Scorpion "Falcon Dive" augment

Advantages

Min. rocket speed: 500 m/s

Rocket damage: +25% (500)

Aiming time: -50%

Rocket acceleration time: +100% (It would be a disadvantage but since the min rocket speed is more than the max it is an advantage)

Disadvantages

Rockets in salvo: -4 (6 total)

Max rocket speed: 10 m/s

 

Scorpion "Critical shell" augment

Advantages

Every third hit is guaranteed to be a critical

The first shot after spawning will be a critical

Reload time: -25% (2,4s)

Critical damage: +30% (1820)

 

Scorpion "Vulture Strike" augment

Advantages

Aiming time: -50%

Rocket damage: +200% (1200)

Max. rocket speed: 200 m/s

Rocket acceleration time: -50%

Reload: -40% (1.92s)

Disadvantages

Damage: -20% (928)

Critical damage removed

Salvo reload: +50% (21s)

Min. rocket speed: 10 m/s

Pause between salvo rockets: +100%

 

Scorpion "Scorpion King" augment

Advantages

Damage: +25% (1450)

Impact Force: +100%

Damage is not distance dependent

Rocket damage: +125% (900)

Aiming time: -50%

Initial rocket min. angular velocity: 1 deg/sec

Initial rocket max. angular velocity: 360 deg/sec

Disadvantages

Critical damage removed

Rockets in salvo: -8 (2 total)

Reload: +25% (4 sec)

(One disadvantage may be invisible, but it is the rockets reload, since it stays the same 14 seconds as with 10 rockets)

 

Scorpion "Cataclysm" augment

Advantages

Critical damage: +200% (4200)

Reload: -50% (1.6 sec)

Pause between salvo's rockets: -50%

Max. rocket speed: 100 m/s

Disadvantages

Critical chance: 1%

Damage: -50% (580)

Min. rocket speed: 50 m/s

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On 3/22/2025 at 11:31 PM, Maf said:

Battle score bonuses are risky to mess with, since they affect the meta of how many of the game's missions and challenges are done. People grinding Phoenix hull augmnts would probably immediatly switch to anything that gives them battle score faster

Tbh if you get bonus score for getting destroyed by healing, then it wouldn't really help you to gain battle score faster, as respawning takes plenty of time, so i think it's be a fair mechanic. 

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Posted (edited)
On 3/24/2025 at 6:35 PM, mjmj5558 said:

Tbh if you get bonus score for getting destroyed by healing, then it wouldn't really help you to gain battle score faster, as respawning takes plenty of time, so i think it's be a fair mechanic. 

No no, it's not like that... Let me clarify...

My idea was to award additional battle score to the players using the Donor augment not just when they get destroyed while healing a teammate, but also if they heal a teammate without getting destroyed, because their HP is still getting sacrificed. So @Maf is right... it would be risky to mess with the battle scores awarded to the players, as it would then help them take top spots in battles and also in grinding Phoenix augments, giving them a kind of an unfair advantage over the other players. I mean, yeah, they should be getting something additional, in comparison with the other players, for sacrificing their HP, but increased battle score points could potentially be an overkill...

Edited by Sharva

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What @mjmj5558 is saying is that if you give up your HP, it means you're gonna be damaged most of the time, so you'll die more easily and more often, leading to more time wasted on respawning.

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On 3/25/2025 at 4:38 AM, Maf said:

What @mjmj5558 is saying is that if you give up your HP, it means you're gonna be damaged most of the time, so you'll die more easily and more often, leading to more time wasted on respawning.

Ohh, now I get what @mjmj5558 means...

I thought that @mjmj5558 took my idea to mean that additional battle score points would be awarded to a player using the Donor augment only if his/her tank gets destroyed while healing an ally tank, and not if his/her tank stays intact after healing the ally tank.

But I see, that's not what @mjmj5558 meant... Thanks for clarifying it ?

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Posted (edited)
On 3/22/2025 at 1:24 AM, Sharva said:

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 ?

The last thing lower ranks need is exp increase, you are basically rushing to the worst part of the game where it becomes a truly unbalanced mess (and getting exp faster means you will be having much worse tank than everyone else at legand, which is not fun)
For the Legend ranks, I guess it might help if you wanna grind common keys but i'm not sure why would you wanna do that, when you could just wait till the next day for 3 of em

Other than that, lower the deterioration by 50 and you can get a solid support nanobot side-grade that replaces dealing less damage to enemies with damaging itself During heals

Edited by Acecaddy
text fix

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Kind of indirectly punishes the player for using it as support by lowering the heal output, which indirectly makes you gain less score/exp/crystals because you are healing slower with it.

 

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Scorpion "Vandal" augment

Advantages

Reload: -25% (2.4 sec)

Impact force: +25%

Shell minimum ricochet angle: 1°

Pause between salvo's rockets: -50%

Rocket min. angular velocity: +400%

Rocket max. angular velocity: +400%

Rocket impact force: +100%

Disadvantages

Damage: -20% (928)

Critical Damage: -25% (1050)

Rocket damage: -30% (280)

 

Scorpion "Seizure" augment

Advantages

Reload: -75%

Impact Force: +100%

Critical damage: +30% (1820)

Disadvantages

Damage: -80% (232)

Critical chance: 1%

 

Scorpion Missile Launcher "Precise" augment

Advantages

Aiming time: -90%

Reload after salvo: 2 sec

Rocket damage: +15% (460)

Initial rocket min. angular velocity: 1 deg/sec

Initial rocket max. angular velocity: 360 deg/sec

Disadvantages

Rockets in salvo: -9 (1 total)

 

Scorpion "Demolisher" augment

Advantages

Damage: +160% (3016)

Impact force: +100%

Explosion impact force: 9

Radius of total blast damage: 7

Intermediate blast damage radius: 10

Maximum blast damage radius: 20

Disadvantages

Reload: +100% (6.4 sec)

Recoil: +200%

Self damage at close range

Critical damage removed

 

Scorpion "Petrify" augment

Advantages

Damage: +75% (2030)

Critical damage: +190% (4060)

Impact Force: +50%

Rocket damage: +25% (500)

Max. rocket speed: 350 m/s

Rocket acceleration time: -50%

Disadvantages

Min. rocket speed: 1 m/s

Rockets in salvo: -6 (4 total)

Critical chance: 1%

Reload: +50% (4.8 sec)

Recoil: +50%

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Scorpion "Heavy Barrel" augment

Advantages

Rocket damage: +150% (1000)

Rockets in salvo: +10 (20)

Aiming Recovery Time: +100%

Intermediate damage radius of missile explosion: 5 m

Maximum radius of destruction by missile explosion: 10 m

Max rocket speed: 150 m/s

Minimum rocket angular velocity: +500%

Maximum rocket angular velocity: +1000%

Arcade shot damage: +30% (1508)

Disadvantages

Aiming time: +200%

Reload after salvo: +50% (21 sec)

Pause between salvo's rockets: +100%

Min. rocket speed: 25 m/s

You have to be very cautious with this augment, because aiming takes much longer, so you have more time to think about your actions if you really want to shoot them rockets or not, because It will take a while to shoot out all that 20 rockets with increased pause between salvo's rockets. But it is a good way to take out enemies with the sturdiest armors and protections against you.

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Scorpion "Splashyard" augment

Advantages

Rocket minimum splash damage radius: 10 m

Rocket average splash damage radius: 5 m

Radius of mean area damage in normal mode = 5 meters

Minimum area damage radius in normal mode = 12 meters

Shell minimum ricochet angle: 5°

Max. rocket speed: 100 m/s

Rocket acceleration time: -50%

Disadvantages

Critical chance: 1%

Reload after salvo: +25% (17.5sec)

Min. rocket speed: 1 m/s

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Scorpion Missile Launcher "Harlequin" augment

Advantages

Aiming time: -75%

Max. rocket speed: 1000 m/s

Rocket acceleration time: -50%

Rocket damage: +150% (1000)

Salvo cooldown reduction if the rocket has hit the enemy: -100%

Disadvantages

Rockets in salvo: 1

Min. rocket speed: 1 m/s

Note: If the rocket doesn't hit the enemy your salvo reload is the regular (for Mk7+ modification 14 seconds)

 

 

Scorpion "Titanic" shells augment

Advantages

Standard shot cooldown reduction on direct hit: -75%

Impact force: +50%

Disadvantages

Base reload: +75% (5.6 sec)

Critical damage removed

Recoil: +50%

Note: Standard shot = 5.6 sec - 75% (cooldown reduction on direct hit) = 1.4 sec

 

 

Scorpion "Joker" augment

Advantages

Damage: +160% (3016)

Critical damage: +190% (4060)

Aiming time: -50%

Reload after salvo: -75% (3.5 sec)

Rocket damage: +25% (500)

Rocket min. angular velocity: +400%

Rocket max. angular velocity: +400%

Rocket min. speed: +500%

Rocket max. speed: +500%

Disadvantages

Reload: +150% (8 sec)

Rockets in salvo: -7 (3 total)

Turning speed: -50%

Rotational acceleration: -50%

 

 

 

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On 3/23/2025 at 4:01 AM, Maf said:

The advantage needs to be gameplay-based, so for example, this augment could be a legendary version of Adrenaline, where you have faster healing by default (like you said), but losing own health also gives progressively more damage.

About this, another idea just struck my mind... The Donor augment could also be added into the game as the Legendary version of the Vampire Nanobots augment (and the rarity of Vampire Nanobots could be changed to Epic), by which a player can sacrifice his HP to heal his allies, and then he could heal himself by damaging his opponents. Also, this wouldn't cause the augment to be overpowered, because when the health of a player is low, the opponents having more HP than the player would most likely have a higher chance of destroying the player's tank, thus preventing him from healing his HP. Exceptions are always there though, like when an enemy is looking elsewhere, other than the player, or when the tank of an enemy is flipped upside down, sideways, etc....

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IDEA: STEALTH AUGMENT

Available for long-range weapons (shaft, gauss, thunder etc) in which the user's tank neither shows outline in red when targetted, nor is picked-up by Hornet's overdrive

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Spear is a great augment for Scorpion. Allows you to hit an enemy wherever they are, the rocket can make a full turn and even hit the target who is right in front of you. Tho... I liked the old Spear augment (Javelin). Let's bring it back!

 

Scorpion Missile Launcher "Javelin" augment

Advantages

Aiming time: -50%

Reload after salvo: -50% (7 sec)

Rocket damage: +25% (500/rocket)

Rocket min. speed: +500% (450 m/s)

Rocket max. speed: +300% (100 m/s)

Rocket min. angular velocity: +400%

Rocket max. angular velocity: +400%

Disadvantages

Standard shot damage: -20% (928)

Rockets in salvo: -6 (4 total)

Pause between rockets in salvo: +50%

 

I gave it more rocket damage so you can finish off light hulls with 1 salvo if you use crisis or booster drone, but took away some damage from the arcade shot, so you either have to rely on crisis/booster drone or you need +1 hit with the arcade shot to kill an enemy. There are more pause between rockets in salvo than before but for compensation the rockets are a bit faster than before as well, which also makes the min range to hit an enemy worse, but better on longer range.

It is a little bit more powerful than it was, because Spear can hit the target anywhere... but Javelin needs a little bit of distance to hit the target, and it is for hunting down enemies on longer range.

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Scorpion Missile Launcher "Tandem" augment

Advantages

Aiming time: -50%

Rocket damage: +150% (1000/ rocket)

Reload after salvo: -50% (7 sec)

Rocket min. angular velocity: +100%

Rocket max. angular velocity: +900%

Pause between salvo's rockets: -100%

Max. rocket speed: +1500% (400 m/s)

Rocket acceleration time: -75% (0.5 sec)

Disadvantages

Rockets in salvo: -8 (2 total)

Aiming recovery time: -50% (1.5 sec)

Min. rocket speed: -80% (15 m/s)

 

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Scorpion "Shamrock" augment (Shamrock =Clover. It has 3 leaves. 2 rocket + 1 arcade shot = 3... and it sounds good ?)

Advantages

Aiming time: -75% (0.25 sec)

Reload after salvo: -75% (3.5 sec)

Max. rocket speed: +1300% (350 m/s)

Standard shot damage: +5% (1218)

Initial angular velocity of rocket: 200 deg/s

Final angular velocity of rocket: 100 deg/s

Rocket acceleration time: -75% (0.5 sec)

Disadvantages

Critical chance: 1%

Min. rocket speed: -60% (30 m/s)

Rockets in salvo: -8 (2 total)

This augment was designed to quickly eliminate enemies equipped with light hulls! 1 arcade shot +2 rockets.

 

Scorpion "Lucky Clover" augment (4 leaved clover... it has 4 rockets in the salvo, lucky when you make a critical hit)

Advantages

Aiming time: -50% (0.5 sec)

Reload after salvo: -25% (10.5 sec)

Rocket damage: +25% (500 damage/rocket)

Critical damage: +120% (3080)

Max rocket speed: +900% (250 m/s)

Initial angular velocity of rocket: 200 deg/s

Final angular velocity of rocket: 100 deg/s

Rocket acceleration time: -50%

Disadvantages

Critical chance: 1%

Rockets in salvo: -6 (4 total)

Min. rocket speed: -80% (15 m/s)

You can kill enemies with medium hulls equipped with the salvo + 1 arcade shot. The salvo alone can kill a light hull.

 

Scorpion "St. Patrick's Clover" augment (The mightiest clover of all)

Advantages

Aiming time: -50% (0.5 sec)

Standard shot damage: +75% (2030)

Impact force: +25%

Max. rocket speed: +500% (150 m/s)

Rocket damage: +150% (1000 damage/rocket)

Final angular velocity of rocket: 100 deg/s

Rocket acceleration time: -50% (1 sec)

Disadvantages

Critical damage removed

Standard shot reload: +50% (4.8 sec)

Recoil: +100%

Rockets in salvo: -4 (6 total)

Min. rocket speed: 1 m/s (approx. -98.6%)

A Standard shot can kill a light hull, the relaod haven't been increased by the same amount as the damage because the critical hit was removed and the recoil was doubled. It was designed to finish off a heavy hull with 50% protection against you with a salvo + 1 arcade shot)

 

Scorpion "End of the Rainbow" augment (At the end of the rainbow we find a caldron full of gold coins... I mean A LOT of coins!

Advantages

Standard shot damage: +250% (4060)

Impact force: +50%

Rockets in salvo: +40 (50 total)

Rocket damage: +50% (600 damage/rocket)

Max. rocket speed: +1900% (500 m/s)

Rocket minimum splash damage radius: 10 m

Rocket average splash damage radius: 5 m

Final angular velocity of rocket: 100 deg/s

Rocket acceleration time: -50% (1 sec)

Disadvantages

Critical damage removed

Min. rocket speed: 1m/s

Aiming time: +100% (2 sec)

Standard shot reload: +200% (9.6 sec)

Reload after salvo: +100% (28 sec)

A standard shot can finish off a heavy hull without any extra protections. The amount of rockets have been increased by the same amount of coins in the caldron. It was designed to finish off a heavy hull with 50% protection + defender/crisis boosted damage + taking into account for using repair kit and having lifeguard augment. (approx. 25.000HP)

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The augment is rubbish, all it does is halves your shooting speed at cost of doubling your damage, a useless change that contributes nothing to vulcan's favour
it would only be fair if that joke of an augment was moved down tier lower because something this bad doesn't deserve to have such a rarity

 

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We focused on strengthening the gearbox and turret drive motor, which will greatly enhance the flexibility of the hull and even increase the rotation speed of the turret, but will not increase the top speed.

  • Acceleration +20%
  • Turning speed +20%
  • Turning speed of the turret +20%
  • Casting speed of Overdrive +20%(if possible)

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FIrebird and freeze augment: Heat/gas cloud: projectiles now act like a clump of clouds: they linger in the air but also last for a respectable period of time, allowing creation of trap areas to cripple your opponent, this, however, makes it much harder to engage in direct combat due to the decreased range and battery limitation

Pros:
shots decelerate into a halt within a second, turning into a damaging cloud that burns/freezes enemy
Cloud duration: 10 seconds
+50% energy regen

Cons:
Clouds cannot be stacked over each other
-50% energy capacity
min range = max range

Isida: absolver nanobots: while the  beam is attached, you and ally receive reduced damage, while also receiving reduced heals, this is better suitable to combat against one-shot weapons
Pros: you and ally receive 25% less damage while your beam is attached to ally
Cons: -50% heal power

Hammer: "Feeder" shotgun: automatic reloading, shotgun disperses more projectiles when its more than half full, but fires less projectiles the more ammo is spent
Pros:
shots are loaded automatically whenever there is space
+50% projectiles when energy > 75%
Cons:
<75% but >50%: -25% projectiles
>50%: -50% projectiles




 

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Hull augment "Vitalizer" 

Advantages

Delay before activating overdrive: -100%

Top speed: +20%

Turning speed: +20%

Disadvantages

Weight: -20%

 

Hull augment "Bulldozer"

Advantages

Provides complete immunity from Impact Force

Disadvantages

Acceleration: +20%

 

Hull augment "Temperature Control"

Advantages

Provides complete immunity from Burning

Provides complete immunity from Freezing

Disadvantages

Vulcan's Incendiary band augment can't inflict burning status effect

 

 

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