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Ideas for Augments!


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Scorpion "Hawk Eye" augment

Advantages

Arcade shot reload time: -50% (1.6s)

Salvo reload time: -75% (3.5s)

Aiming time: -75% (0.25s)

Damage per rocket: +125% (900)

Maximum rocket speed = 100 m/s

Initial rocket min. angular velocity: =200 deg/sec

Initial rocket max. angular velocity: =100 deg/sec

Rocket acceleration time: -50%

Disadvantages

Rockets in salvo: -8 (2 in total)

Critical damage: -20% (1120)

Damage: -20% (928)

Minimum rocket speed: 10 m/s

 

 

 

Scorpion "Eagle Grip" augment

Advantages

Aiming time: -50% (0.5s)

Reload after salvo: -50% (7 sec)

Rockets in salvo: +10 (20 in total)

Standard shot reload: -25% (2.4 sec)

Impact force: +100%

Missile impact force: +100%

Pause between rockets in salvo: -75%

Disadvantages

Salvo damage: -75% (100/rocket)

Recoil: +100%

Missile recoil: +100%

 

 

 

Scorpion "Shotgun" shells augment

Advantages

Damage: +75% (2030)

Reload: -10% (2.88s)

Disadvantages

Range of maximum damage: -80%

Range of minimum damage: -50%

Weak damage = 25%

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Scorpion "Etherion" augment

Advantages

Initial velocity of the projectile: =2000 m/s

Final velocity of the projectile: =1000 m/s

Range (of minimum damage): +100%

Range (of maximum damage): +100%

Reload: -40% (1.92s)

Reload after salvo: -50% (7s)

Impact Force: +100%

Min. rocket speed: +500% (450 m/s)

Pause between rockets: -50%

Disadvantages

Aiming time: +100% (2s)

Damage: -20% (928)

Critical damage removed

Ricochet effect disabled

Splash damage removed

Rocket acceleration time: +100%

Max. rocket speed: -80% (5 m/s)

Salvo damage: -25% (300/rocket)

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Scorpion "Assassin" augment

Advantages

Standard shot damage: +150% (2900)

Shell minimum ricochet angle: 1°

Impact Force: +100%

Explosion Force: +100%

Radius of total blast damage: 7m

Intermediate blast damage radius: 10m

Maximum blast damage radius: 20m

Aiming time: -90% (0.1sec)

Reload after salvo: -95% (0.7sec)

Rocket damage: +15% (460)

Rocket minimum splash damage radius: 10 m

Rocket average splash damage radius: 5 m

Initial rocket min. angular velocity: 1 deg/sec

Initial rocket max. angular velocity: 360 deg/sec

Max. rocket speed: 250 m/s

Disadvantages

Standard shot reload: +200% (9,6 sec)

Rockets in salvo: -9 (1 total)

Min. rocket speed: 25 m/s

Critical damage removed

Recoil: +100%

Splash damage at close range

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Scorpion "Hunter" augment

Advantages

Standard shot reload: -70% (0.96s)

Aiming time: -90%

Reload after salvo: -50% (7 sec)

Rocket damage: +350% (1800)

Max. rocket speed: 100 m/s

Rocket acceleration speed: -50%

Disadvantages

Damage: -60% (464)

Critical damage removed

Rockets in salvo: -9 (1 in total)

Min. rocket speed = 10 m/s

It has fast reload to easily finish off enemies with low HP.

 

Scorpion "Thorn" augment

Advantages

Standard shot reload: -50% (1.6s)

Impact force: +100%

Shell minimum ricochet angle: 1°

Rocket minimum splash damage radius: 10 m

Rocket average splash damage radius: 5 m

Maximum rocket speed = 150 m/s

Disadvantages

Minimum rocket speed = 15 m/s

Damage: -40% (696)

Critical damage: -35% (910)

Recoil: +100%

Rockets in salvo: -2 (8 in total)

It has incredible Impact Force to throw off enemies aim.

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Hello,

I'd like to suggest reworking the Freezing and Freeze's multiple augments in following ways:

Make the Boosted Damage removal apply ONLY after certain temperature is reached i.e. -0.6, while giving augments like <<Pulsar>>, <<Critical Mix>> and all Status augments  cap at -0.5 (Either by reducing the freezing rate so that it becomes impossible or just put a hard-cap)

To not make <<Shock Freeze>> absolutely broken, It should receive -30% damage alongside no criticals and maybe reduced range and/or increased fuel consumption, just like <<Compact Fuel Tanks>>.

 

This would make Freeze augments more playstyle-specific with <<Critical Mix>> being for criticals, Status augs (<<Pulsar>> incl.) will keep their gimmick while not being obnoxious to face, and would keep Stock relevant or augments like <<Stable Mix>> still useful 

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  • Agree 4

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I agree, but Freezing hasn't seen any changes for like 1-2 years now, so I suspect that devs (i.e. Opex) are happy with how it's working right now.

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On 3/19/2025 at 10:07 PM, Acecaddy said:

 

On 3/26/2025 at 6:59 PM, Acecaddy said:

 

On 3/22/2025 at 4:54 AM, Sharva said:

 

On 4/6/2025 at 12:44 PM, Acecaddy said:

 

Topic Merged

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Posted (edited)

 

 Isida <<Neutralizing Nanobots>>

Advantages: 

Critical healing applies status effect <Polarizer> for 2s (Polarizer - a positive status effect which removes and protects tanks from negative status effects.)

Critical healing chance +150 %  (from 2 % to 5 %)

Energy consumption when healing -25 % 

 

Disadvantages:

Regular Damage -25 % 

Critical Damage -25 %  

Critical Chance -50 % 

Regular Healing -25 % ( 75/150 without/with double dmg)

Critical Healing -85 % (from 1000 to 150) 

Energy consumption when attacking +25 %

Edited by Tekken8

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Striker: Target lock "Punching bag"
Loads up more rockets from your salvo and allows you to lock on enemies faster, but salvo launches rockets at a slower rate, Final rocket in the chamber is powered up to deal lethal damage, salvo shots are also slightly elevated to help striker to harm enemies on higher grounds with ease

Pros:
Salvo shots +50%
-30% lock-on duration
Salvo shots are launched at a 3 degree elevation
+100% salvo projectile speed
Final shot from salvo deals 200% critical damage

Cons:
-50% salvo rate of fire
Salvo projectile speed does not accelerate over longer distances


Hull augment: Converter
-10% boost effects duration (does not apply to super crits), collecting boxes refills a portion of all active effects

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Posted (edited)

Scorpion Missile Launcher "Himars" augment

Advantages

Rocket damage: +400% (2000)

Max rocket speed: 1000 m/s

Min. rocket angular velocity: 300 m/s

Max. rocket angular velocity: 200 m/s

Reload after salvo: -65% (4.9 sec)

Rocket minimum splash damage radius: 10 m

Rocket average splash damage radius: 5 m

Aiming recovery time: +100% (6 sec)

Disadvantages

Aiming time: +200% (3 sec)

Rockets in salvo: -9 (1 in total)

Min. rocket speed: 1 m/s

Rocket acceleration time: +50% (3 sec)

Edited by Isshiki

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Posted (edited)

1. Universal Hull Augment - “Cloak”

Advantages:

The Cloak augment hides the tank from enemy radar/detection systems. The tank itself would be fully visible, this augment isn’t an invisibility gimmick, but it limits enemies finding you through ‘techy’ solutions and forces them to learn your whereabouts through more... direct methods.

  • The tank does not appear on the enemy radar
  • Enemy tanks cannot see overhead tank stats, such as health, active supplies, or Charged overdrive
  • The tank does not appear with a highlight in enemy sights (no outline indicating if in range to give away their position)
    • This may need special tweaks when considering players who have auto-fire enabled. Perhaps it just sucks for them and they’ll have to fire manually when pitted against an opponent with this augment. A similar issue arises for Salvo shots, but those are usually a matter of intentionality anyways.

Controversial Advantages:

  • The tank is concealed from enemy Hornet’s overdrive
  • Prevents the tank from Displaying Overhead battle indicators while carrying a flag/rugby ball. Icon_ctf_flag_blu_move.pngIcon_rgb_red_delivering.png
  • Damage indicators dealt to your tank are hidden, so pesky stray shots won’t give away your position to the enemy. (Red “eliminated” damage indicators are still visible)

Disadvantages:

  • Opportunity Cost

OR

  • Tank is also hidden from ally radar/detection systems. Ally tanks will not be able to see health, or you on the radar. Additionally, they will not see battle indicators to know where you are with a rugby ball/flag.

 

A similar idea has been brought up before in the forums, but it was ignored and had no comments/reactions from mods or players.

Edited by Firestar220006
typo & clarification
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Isida <<Protective Nanobots>>

 

Advantages: 

Recovers HP at a rate of 50% of your base healing per tick while beam is on an ally. Healing rate is not affected by protection, supplies, or status effects.

Range + 20 %  (30m)

Disadvantages: 

Critical hits - removed (damage and healing)

Regular Damage -25 % 

Energy consumption when attacking: +35%

 

 HP is recovered only if there is damage to be healed, you will not recover HP if you are healing someone whos HP is full. 

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as nanotech, I would love to be able to manually track allies movement and shoot at certain points without having to rely on the vertical AA, which targets allies so badly at longer distances, it will miss them by an inch as long as they are moving constantly, and its not particularly possible to do that on different elevations, because only with AA you can aim up/down as long as there is an enemy/ally to shoot at
Maybe make it so that right click allows you to manually aim your turret vertically and horizontally.

Or at least make it target the center of the tank when possible, instead of "closest to AA"

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It's an intentional disadvantage of Nanotech Thunder. I recommend using HE Shaft instead, if you have it. Its shots are hitscans.

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Posted (edited)
On 5/19/2025 at 6:49 PM, Maf said:

It's an intentional disadvantage of Nanotech Thunder. I recommend using HE Shaft instead, if you have it. Its shots are hitscans.

HE shaft sounds nice, but I'm glad that I managed to grab either heal augments so I don't have to deal with using Isida ever again
(Specially after the update)

Edited by Acecaddy
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Posted (edited)

Nanomass reactor: no longer consumes energy on attack, instead restores 200 energy/s while attacking, healing consumes more energy

Support nanobot: cylinder is now required for attacking instead of healing, healing consumes no energy

Shock nanobot injection: Beam can remain attached on teammates when reaching 0, but no longer heals

Vampire nanobot: Restore 25% energy on kill OR no energy consumption at cost of -50% range

 

Edited by Acecaddy
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If you asked me, I don't think Thunder has enough augments that increase the firing rate with no damage penalty. So I'm suggesting two more. 

 

 

1)

Advantages: 

Reload: -30%

Critical damage: +10% 

Weak damage: =50%

 

Disadvantages:

Maximum damage range: -50%

Impact force: -25%

 

 

2)

Advantages: 

Reload: -10%

Initial projectile speed: +60%

Maximum damage range: +30%

 

Disadvantages:

Final projectile speed: -67%

Acceleration time: =0.3 seconds

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On 5/19/2025 at 9:48 PM, Acecaddy said:

Nanomass reactor: no longer consumes energy on attack, instead restores 200 energy/s while attacking

They actually wanted to do that, but it was too complicated to implement, weirdly enough.

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Scorpion "Gemini" augment

Advantages

Critical damage: +12.5% (1575)

Standard shot reload: -30% (2.1 sec)

Aiming time: -75% (0.25 sec)

Reload after salvo: -85% (2.1 sec)

Damage per rocket: +25% (500)

Max. rocket speed: 150 m/s

Rocket acceleration time: -60% (1 sec)

Rocket min angular velocity: 200 m/s

Rocket max angular velocity: 100 m/s

Disadvantages

Rockets in salvo: -8 (2 total)

Min. rocket speed: 15 m/s

Damage: -12.5% (1015)

Impact force: -50% (3.5 cond. units)

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Posted (edited)

There is no reason to play isida for attacking purposes outside of pulsar now. Every meele turret does that job better, and healing is so bad now, focusing on it in the battle will end up tragically. 

 

How I would change Isida ? Back how it was before, it just needed better cone angle and perhaps better energy recovery for certain augments (vampire nanobots) thats it. It was unique and fun to play  in many ways because of enough augments that required different gamestyle to work, not particularly OP in any side, good all rounder. Unless player decided to focus on healing (with the exchange for worse attacking) or opposite, focusing on attack without ability to heal.  Worked perfectly.

 

Now in this current patch, no matter how you look at it, isida will suck at healing with any augment +  that particular augments that are ment to help with healing mode will suck at attack either.  Attacking side does not seem to be so bad, but for me it is, and from the observation of first week I can tell that whole gameplay of isida shifted from all the augments towards few status effect just like I predicted... if anyone is playing with isida now its pulsar/emp or ap. I saw players using broadband, vampire or nanomass untill they realized that its trash and switched to another turret.  

 

Nerfing DPS for isida now means that every meele range player who you meet in 1v1 will kill you (unless playing with pulsar and get lucky for crit) and augments which still have energy consumption for attacking does suffer same DPS nerf, which is absurd.

 

with the assumption that this changes will stays in game, this is how I would change augments.

Support nanobots and Sustainable nanobots were both created for improving healing mode -> supportive role at the expense of attacking mode.  With this in mind

 -  Support nanobots 

  •      Variant 1     Unlimited energy for healing, energy consumption for attacking, +100% healing crit chane -25 % dmg nerf.    
  •      Variant 2    -50 % energy consumption when healing, +100 % increased healing, +100 % healing crit chance, -50 % dmg nerf. Energy recovery increased from 14s for full energy bar  to 10s (pre patch)

- Sustainable nanobots 

  •    Energy consumption 50 per tick ( pre patch stock isida energy consumption for healing) Energy recovery 10s (not 14s) 

 

Attacking side 

- Vampire nanobots 

  •   variant1   Dmg increased by 15 %, Energy recovery 8s, 35 % base dmg per tick = self heal
  •   variant2  Dmg increased by 15 % , Maximum energy in barrel -50 %, Energy recovery 3s, 35 % base dmg per tick = self heal 

- Nanomass reactor

  •  Ulimited energy for attack , recover 100 % energy on kill.               

- Shock nanobots     

  • Would add assist kill when supporting ally who kills enemy with dmg boosted OR increase healing from 50/100 to 75/150. 

 

Edited by Tekken8

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Tesla "Tarantula" augment (reworked)

Advantages

Lightning ball speed: 1 m/s

Lightning ball reload: -50% (3 sec)

Radius of adding an ally tank to the circuit: +100% (60m)

Radius of adding an enemy tank to the circuit: +100% (40m)

Radius of adding Ball Lightning to the circuit: +100% (30m)

Connecting to a lightnig ball makes the reload 50% faster (0.5 seconds)

Disadvantages

Range: -20% (20m)

Lightning ball range: -40% (60m)

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On 4/12/2025 at 7:32 AM, NBIHFADH said:

 

 

On 5/3/2025 at 2:23 PM, Where said:

 

 

On 5/13/2025 at 5:35 AM, Firestar220006 said:

 

 

On 5/17/2025 at 8:06 AM, Acecaddy said:

 

Topic Merged

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Scorpion "Grippen" augment

Advantages

Standard shot reload: -40% (1.8 sec)

Projectile force: +100% (14 cond. units)

Damage per rocket: +275% (1500)

Aiming time: -75% (0.25 sec)

Max rocket speed: 500 m/s

Rocket acceleration time: -60% (1 sec)

Initial projectile speed: 1400 m/s

Final projectile speed: 700 m/s

Disadvantages

Standard shot damage: -12,5% (1015)

Critical damage removed

Rockets in salvo: -8 (2 in total)

Min. rocket speed: 5 m/s

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I believe the Grenadier augment feels somewhat unnecessary with its current parameters. Compared to other hull augments, it tends to be less useful. Most of the time, the tank gets destroyed multiple times before the grenade cooldown even ends. To make this augment more viable, grenades thrown while using it should not be deducted from the player's grenade count — in other words, only users of this augment should be able to throw grenades without consuming emanter.

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