Jump to content
EN
Play

Forum

Ideas for Augments!


Maf
 Share

Recommended Posts

Scorpion "Earthquake" augment

Advantages

Reload: -70% (0.9 sec)

Critical damage: +100% (2800)

Projectile force: +50% (10.5 cond. units)

Shell minimum ricochet angle = 5°

Radius of medium explosion damage = 6m

Radius of minimum explosion damage = 12m

Recoil: -80% (0.6. cond. units)

Weak damage = 100%

Disadvantages

Damage: -20% (928)

Critical damage chance = 1%

Aiming time: +200% (3 sec)

Reload after salvo: +100% (28 sec)

Making the rockets almost unusable because of the long aiming time & reload, the standard shot have become the main source of damage!

 

 

Scorpion "Tsunami" augment

Advantages

Aiming time: -50% (0.5 sec)

Rockets in a salvo: +10 (20 total)

Reload after salvo: -75% (3.5 sec)

Rocket force: +100% (3 cond. units/rocket)

Pause between the rockets in a salvo: -80% (0.022)

Rocket acceleration time: -80% (0.5 sec)

Final rocket speed = 350 m/s

Initial rocket angular velocity = 360°/s

Final rocket angular velocity = 360°/s

Rocket medium explosion damage radius = 5m

Rocket minimum explosion damage radius = 10m

Disadvantages

Reload: +100% (6 sec)

Critical damage removed

Shell speed: -50% (350 m/s)

Weak damage = 25%

Rocket damage: -25% (300)

Initial rocket speed = 1 m/s

Making the standard shot almost unusable because of the long reload time, the salvo missiles have become the main source of damage!

Share this post


Link to post
Share on other sites

Striker augment "Tandem"

+Fire a missile from both chambers simultaneously with each shot

-Salvo fire ability removed

-The missiles are unguided and do not have any auto-aim

"By removing the targeting system and laser sight more missiles can be loaded and fired simultaneously, however they act more like unguided rockets. Users of this modification may find it conflicts with the use of cover-fire."

Share this post


Link to post
Share on other sites

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

 

 

 

On 5/20/2025 at 1:17 AM, TheCongoSpider said:

 

 

On 5/28/2025 at 5:58 PM, BL_AZE said:

 

Topic merged

Share this post


Link to post
Share on other sites

Hello,

I'm now a owner of dictator phoenix augment but I think it should be buffed since it doesn't have overdrive siphon. The buff would be that it should also give fire and freeze immunity rather than just resistance. Proof that I got it : https://prnt.sc/bOGCTlisgqVH

Share this post


Link to post
Share on other sites

Re-work of some of my previous augment suggestions

 

Scorpion "Stinger" shells augment

Advantages

Damage: +25% (1450)

Critical damage: +30% (1820)

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

Shell speed: +100% (1400 m/s)

Weak damage = 100%

Disadvantages

Ricochet effect removed

Recoil: +50% (4.5 cond. units)

 

Scorpion Missile Launcher "Tandem" augment

Advantages

Aiming time: -50% (0.5 sec)

Rocket damage: +125% (900)

Final rocket speed = 150 m/s

Reload after salvo: -70% (4.2 sec)

Initial rocket angular velocity: 300°/s

Final rocket angular velocity: 100°/s

Pause between salvo's rockets: -100%

Rocket acceleration time: -60% (1 sec)

Rocket minimum splash damage radius: 10 m

Rocket average splash damage radius: 5 m

Disadvantages

Rockets per salvo: 2

Initial rocket speed = 15 m/s

Aim recovery time: -50% (1.5 sec)

 

Scorpion Missile Launcher "Meteor" augment

Advantages

Rocket damage: +150% (1000)

Rocket force = 7 cond. units (per rocket)

Final rocket speed = 350 m/s

Rocket acceleration time: -80% (0.5 sec)

Initial rocket angular velocity: 200°/s

Final rocket angular velocity: 300°/s

Pause between rockets in salvo = 50 ms

Disadvantages

Splash radius = 1m

Rockets in salvo: -6 (4 in total)

Initial rocket speed = 1 m/s

Share this post


Link to post
Share on other sites

Posted (edited)

New selection of Augments

Small detail about them: They are called "Conquest" augments. Earning them will be hard, but worth it. They have one thing in common with the old phoenix augments... they are designed to eliminate the cons of the turrets with just a few disadvantages. Unlike the old Phoenix augments they don't include other augments abilities, but they are better at eliminating the cons of the turret. Conquest augments also boost the damage and critical damage/critical chance of the turret enough to take 1 less hit to destroy an enemy tank (but it depends on the hull) or deal critical damage more frequently.

Ways to get the augments: I would suggest for this augment to pop up in the "Phoenix missions" after achieving one of the Phoenix augments. To get this Conquest augment you would need to use the Phoenix augment for some time, e.g. 1.000.000 battle score.

Here is my suggestion for every Conquest augments

(The given amounts are parameters of fully upgraded modifications of the equipment)

 

Firebird (Cons of the turret: short range, runs out of fuel fast)

Advantages

Damage per second: 1500

Damage per tick: 375

Critical damage per second: 2000

Critical damage per tick: 500

Energy consumption = 200 cond. units/s (you can damage enemy for 5 seconds, which means 7500 damage per fuel tank)

Range of max damage = 20 m

Range of min damage = 30m

Range = 40m

Enemy highlight range = 50m

Disadvantage

Heating rate = 0.1 cond. units/sec

 

Freeze (Cons of the turret: short range, runs out of fuel fast)

Advantages

Damage per second: 1500

Damage per tick: 375

Critical chance = 4.8% (same as Firebird)

Energy consumption = 166 cond. units/s (you can damage enemy for 6 seconds, which means 9000 damage per fuel tank)

Range of max damage = 20 m

Range of min damage = 30m

Range = 40m

Enemy highlight range = 50m

Disadvantage

Freezing rate = 0.1 cond. units/sec

 

Isida (Cons of the turret: short range, slow reload, bad energy consumption when healing)

Advantages

Damage per second: 1400

Damage per tick: 350

Critical damage: 400

Critical chance = 4.8% (same as Firebird)

Critical healing chance = 4.8%

Charge = 250 cond. units/s (Fully reloading an energy fuel = 4 seconds)

Energy consumption when healing = 50 units/sec

Range = 40m

Enemy highlight range = 50m

Disadvantage

Energy consumption when idle = 250 units/sec

 

Tesla (Cons of the turret: short range, short radius of adding a ball lightning to the circuit, slow lightning ball reload, slow lightning ball speed, split damage)

Advantages

Damage: 1000

Critical damage: 1500

Lightning ball damage: 1500

Lightning ball reload = 3 seconds

Lightning ball speed = 20 m/s

Range = 40m

Enemy highlight range = 50m

Radius of adding a ball lightning to the circuit = 30 m

Lightning ball warmup time: -100% (0 seconds)

Damage does not split when more enemies are in the chain lightning or connecting to a lightning ball

Disadvantages

Radius of adding an ally tank to the circuit = 15 m

 

 

Hammer (short range, small amount of shots per clip)

Advantages

Damage: 1000

Critical shot damage: 1500

Amount of shots = 10

Range of max damage = 50 m

Range of min damage = 60m

Enemy highlight range = 80 m

Horizontal spreading degree: -80% (4 deg)

Disadvantages

Clip reload: +40% (3.5 sec)

Projectile force: -60% (6 cond. units)

 

Twins (medium range, slow projectile, high possibility of self damage)

Advantages

Damage: 250

Critical damage: 600

Initial projectile speed: +150% (300 m/s)

Range of max damage = 120 m

Range of min damage = 180 m

Enemy highlight range = 190 m

Self damage removed

Disadvantages

Splash damage removed

 

Ricochet (high energy consuption when firing, medium range, limited amount of ricochets)

Advantages

Damage: 400

Critical damage: 600

Energy per shot = 40 cond. units (You can fire 25 shots before energy tank runs out)

Final projectile speed = 300 m/s

Range of max damage = 120 m

Range of min damage = 180 m

Enemy highlight range = 190 m

Maximum number of ricochet = Infinite (When it reaches maximum range while bouncing the projectile disappears)

Disadvantages

Charge = 100 cond. units/s (10 seconds to fully reload the energy tank)

 

Vulcan (long time to stop the barrel, slow turret rotation when firing, time to overheat mechanic)

Advantages

Damage: 125

Critical chance = 2.8%

Final projectile speed = 300 m/s

Range of max damage = 180 m

Range of min damage = 240 m

Enemy highlight range = 360 m

Barrels stopping time = 1 s (Amount of time it takes to stop spinning the barrels)

Turret rotation slowdown mechanic removed (you can rotate your turret when firing in regular speed)

Time to overheat mechanic removed (you will not get burned when firing for too long)

Disadvantages

Barrels rotating time = 1.5 s (Amount of time between the press of the firing button and the start of firing)

 

Smoky (projectile is distance dependent, medium range, weak projectile force)

Advantages

Damage: 750

Critical damage: 1000

Projectile force = 5 cond. units

Enemy highlight range = 360 m

Weak damage = 100%

Disadvantages

Reload: +10% (1.21 s)

 

Striker (low amounts of rockets in a salvo, too much gap between rockets in the salvo, slow initial rocket, long aiming time)

Advantages

Damage: 1000

Critical damage: 1500

Number of rockets in a salvo: +2 (6 total)

Pause between the rockets in a salvo: -60% (0.1 s)

Initial rocket speed = 120 m/s

Aiming time: -62% (0.988 sec)

Aim recovery time: +100% (4 s)

Disadvantages

Reload after salvo: +50% (2.55 s)

 

Thunder (slow projectile speed for a medium range turret, projectile is distance dependent)

Advantages

Damage: 1000

Critical damage: 1500

Reload: -25% (1.5 sec)

Initial projectile speed = 1000 m/s

Final projectile speed = 500 m/s

Projectile force = 9 cond. units

Enemy highlight range = 360 m

Weak damage = 100%

Disadvantages

Splash damage radius: -25%

 

Scorpion (damage is distance dependent, rockets are unable to hit a target unless they are not moving, slow projectile speed, slow reload, slow reload after salvo)

Advantages

Damage: 1400

Critical damage: 1800

Rocket damage: 460

Reload: -25% (1.95 s)

Shell speed = 1400 m/s

Projectile force = 12 cond. units

Weak damage = 100%

Aiming time: -70% (0.3 s)

Reload after salvo: -70% (2.7 s)

Final rocket speed: 100 m/s

Rocket acceleration time: -75% (0.5 sec)

Pause between the rockets in a salvo = 0.05 sec

Initial rocket angular velocity = 360°/s

Final rocket angular velocity = 360°/s

Rocket weak damage = 100%

Disadvantages

Initial rocket speed = 10 m/s

Rockets in a salvo: -6 (4 in total)

Ricochet effect removed

 

 

Magnum (Cons of the turret: slow reload, slow projectile speed)

Advantages

Damage: 1500

Critical damage: 2000

Reload: -60% (1 s)

Initial projectile speed = 120 m/s

Final projectile speed = 350 m/s

Initial Turret Angle: 6

Disadvantages

Charge rate: +40% (3.5 sec)

 

Railgun (Cons of the turret: slow reload, damage is distance dependent)

Advantages

Damage: 1500

Critical damage: 2000

Reload: -60% (1 sec)

Weak damage = 100%

Disadvantages

Shot warmup time: 2 sec

 

Gauss (Cons of the turret: long aiming time, long reload, slow projectile speed for a long range turret, damage is distance dependent)

Advantages

Damage: 750

Critical damage: 1000

Salvo damage: 2000

Aiming time: -60% (0.6 s)

Reload after salvo: -40% (2.82 s)

Initial projectile speed = 1000 m/s

Final projectile speed = 500 m/s

Weak damage = 100%

Self damage removed in arcade firing mode

Disadvantages

Reload: +10% (1.43 s)

Splash damage removed in arcade firing mode

 

Shaft (Cons of the turret: low amount of minimum sniping damage, slow charge rate, slow energy consumption, bad sight in sniping mode, damage is distance dependent)

Advantages

Damage: 750

Critical damage: 1000

Minimum sniping damage: 2000

Maximum sniping damage: 6000

Charge rate = 200 cond. units/s (5 seconds to fully reload the energy bar after a sniping shot)

Energy consumption = 500 cond. units/s (it takes 2 seconds to reach the maximum sniping damage)

Max FOV = 50° (Field of view angle in sniping mode with full charge)

Weak damage = 100%

Disadvantages

Reload: +10% (1.65 s)

All sniping shots will consume the full energy bar and so require a full reload

 

Note: Ofc this is just an idea/suggestion, the parameters and everything... but the idea itself and the augment name "Conquest" is very good! It took more than 3 hours, so I would be glad if someone could appreciate it ? @Opex-Rah

Edited by Isshiki

Share this post


Link to post
Share on other sites

On 7/20/2025 at 6:42 AM, Isshiki said:

Energy per shot = 40 cond. units (You can fire 25 shots before energy tank runs out)

Charge = 100 cond. units/s (10 seconds to fully reload the energy tank)

These two things combined would be giving Ricochet infinite ammo if you're not aware. 

Share this post


Link to post
Share on other sites

Posted (edited)

Whenever I use Isida, I have Vampire Nanobots augment equipped. It's my favourite augment for Isida, as I like to have an attacking playstyle (destroying enemies) more than a supportive one (healing allies), and perhaps also because it reminds me of the old Isida, using which we could heal ourselves.

Recently, an idea just came to my mind... A slight buff to the Vampire Nanobots augment.

In every battle, there are some players who often flip their tanks by mistake, thus leading them to self-destruct or get destroyed by enemies. However, a few of them remain flipped sometimes, waiting for their opponents to destroy them, thus leading to time being wasted and a contribution to their team's potential loss in the battle. So, my idea is to update the Vampire Nanobots augment in such a way that it can suck the energy of flipped allies, and increase the HP of the user of the augment. This would be a win-win situation for both the players, (the one whose tank has got flipped, and the one using the Vampire Nanobots augment), because the player who has sucked the energy from his ally would obviously have his health increased, which is beneficial for him, but it would also benefit the flipped player, as he wouldn't lose his battle score, which he would have, if he had self-destructed his tank. However, there are some things to keep in mind:–

1. Players using the Vampire Nanobots augment would not be able to suck the energy of their allies who are well in place, but only the allies who are flipped upside-down, otherwise greedy players would just suck all of their allies' health for their own benefit.

2. Players using the Vampire Nanobots augment wouldn't be able to suck the health of their ally Juggernaut, even if he is flipped upside-down, as him being present on the battlefield is still beneficial to his team, even if he is flipped.

3. Players using the Vampire Nanobots augment wouldn't be able to suck the health of their allies if they are flipped 90° (not upside-down), as they still have a chance of returning to their ideal position, either with the help of their teammates, or using their own turret's recoil.

Overall, I think this update would be a slight yet nice buff to the Vampire Nanobots augment.

I hope the Tanki developers consider this idea and implement it in the game. Looking forward to it...

Thanks a lot in advance ???

Edited by Sharva
  • Saw it 1

Share this post


Link to post
Share on other sites

The chances of this being happening are very low, I doubt this will be implemented anytime ever, sorry. Most of the time, the flipped player self-destructs or gets killed by the enemies even during that countdown.

Now present a 1/10 scenario where you have an Isida vampire present beside it, I doubt half of them would leave their current object or gameplay to suck the health of their flipped ally. Do you understand my point ?

Plus, I don't know why I have a hunch that this might be ever used for sabotage, where you accidentally find a loophole and damage allies without them being flipped, but thats another story for some another day.

  • Like 2

Share this post


Link to post
Share on other sites

On 7/22/2025 at 11:25 PM, NikmanGT said:

The chances of this being happening are very low, I doubt this will be implemented anytime ever, sorry. Most of the time, the flipped player self-destructs or gets killed by the enemies even during that countdown.

Ohh okk... I see... No problem.

On 7/22/2025 at 11:25 PM, NikmanGT said:

Now present a 1/10 scenario where you have an Isida vampire present beside it, I doubt half of them would leave their current object or gameplay to suck the health of their flipped ally. Do you understand my point ?

Yeahh... Now I see where the problem lies... It's basically more effort than it's worth.

The situation in which this functionality could be useful would occur very rarely in a typical battle. First of all, an ally tank needs to be flipped. If it is, we have to pray for it to not self-destruct or get destroyed by enemies. If those conditions are also fulfilled, we have to be present close to the flipped tank. And even if all of those conditions are met, we have to have no enemies shooting at us, and we shouldn't be shooting any of our enemies either. Aaand our HP should also be less than a 100%. Then, and only then, would we be able to utilise this ability of being able to suck the HP of our flipped ally tank...

It would be more pain and less gain to implement this idea into the game...

Nevermind though... I'm glad this idea at least got considered...

Thanks for pointing out the flaws and correcting me ?

On 7/22/2025 at 11:25 PM, NikmanGT said:

Plus, I don't know why I have a hunch that this might be ever used for sabotage, where you accidentally find a loophole and damage allies without them being flipped, but thats another story for some another day.

Loophole... as in?

  • Agree 1

Share this post


Link to post
Share on other sites

Posted (edited)

Updating Augment suggestiosn for the freshly balanced Scorpion

 

Scorpion "Stinger" shells augment

Advantages

Initial projectile speed: +100% (1400 m/s)

Shell minimum ricochet angle: 3°

Projectile force = 15 cond. units

Reload: -25% (1.95 sec)

Disadvantages

Recoil: +30% (3.9 cond. units)

Critical damage removed

 

Scorpion Missile Launcher "Tandem" augment

Advantages

Rocket damage: +125% (900)

Aiming time: -50% (0.5 sec)

Final rocket speed = 100 m/s

Reload after salvo: -50% (4.5 sec)

Rocket acceleration time: -50% (1 sec)

Final rocket angular velocity = 80°/s

Pause between the rockets in a salvo: -100% (0 sec)

Disadvantages

Rockets in salvo: -8 (2 total)

Initial rocket angular velocity = 80°/s

Initial rocket speed = 10 m/s

 

Scorpion Missile Launcher "Meteor" augment

Advantages

Rocket damage: +150% (1000)

Final rocket speed = 350 m/s

Final rocket angular velocity = 170°/s

Rocket acceleration time: -75% (0.5 sec)

Pause between the rockets in a salvo: 50 ms

Disadvantages

Initial rocket speed = 1 m/s

Initial rocket angular velocity: 17°/s

Rockets in salvo: -6 (4 total)

Rocket splash damage radius = 1m

 

Scorpion "Demolisher" augment

Advantages

Damage: +160% (3016)

Critical damage: +190% (4060)

Rocket damage: +1200% (5200)

Final rocket angular velocity = 360°/s

Initial projectile speed: 1400 m/s

Final projectile speed: 700 m/s

Impact force = 21 cond. units

Aim recovery time = 10 sec

Rocket minimum splash damage radius: 12 m

Rocket average splash damage radius: 6 m

Disadvantages

Reload: +150% (6.5 sec)

Recoil: +100% (6 cond. units)

Rockets in salvo: -9 (1 total)

Aiming time: +200% (3 sec)

Initial rocket angular velocity = 1°/s

Edited by Isshiki

Share this post


Link to post
Share on other sites

Scorpion "Assassinator" augment

Advantages

Regular shot reload: -30% (1.82 sec)

Aiming time: -50% (0.5 sec)

Rocket damage: +200% (1200)

Final rocket angular velocity = 360°/s

Final rocket speed = 200m/s

Disadvantages

Initial rocket speed = 1 m/s

Initial rocket angular velocity = 1°/s

Reload after salvo: +100% (18 sec)

Pause between rockets in salvo: +100% (0.18 sec)

 

Scorpion "Gazelle" augment

Advantages

Shell minimum ricochet angle = 1°

Initial projectile speed = 1400 m/s

Final projectile speed = 700 m/s

Projectile speed after ricochet: 1400 m/s

Projectile force: +50% (10.5 cond. units)

Regular shot reload: -25% (1.95 sec)

Upward autoaim: 45°

Downward autoaim: 30°

Turning speed = +100% (180 °/s)

Turning acceleration +100% (180 °/s)

Weak damage = 100%

Aiming time: -50% (0.5 sec)

Reload after salvo: -60% (3.6 sec)

Rocket damage: +125% (900)

Final rocket speed = 150 m/s

Final rocket angular velocity = 120°/s

Rocket acceleration time: -50% (1 sec)

Disadvantages

Rockets in salvo: -8 (2 total)

Regular shot damage = 900

Initial rocket speed = 15 m/s

Initial rocket angular velocity = 1°/s

 

 

Scorpion "Scythe" augment

Advantages

Regular shot reload: -65% (0.91 sec)

Projectile acceleration time: +100% (1 sec)

Recoil: -80% (0.6 cond. units)

Aiming time: -80% (0.2 sec)

Final rocket speed = 100 m/s

Final rocket angular velocity = 180°/s

Pause between the rockets in a salvo: -50% (0.045 sec)

Disadvantages

Critical damage chance = 1%

Final projectile speed = 100 m/s

Projectile force: -80% (1.4 cond. units)

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

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

Rocket damage: -25% (300)

Initial rocket angular velocity = 1°/s

Share this post


Link to post
Share on other sites

Posted (edited)
On 7/20/2025 at 12:42 PM, Isshiki said:

New selection of Augments

Small detail about them: They are called "Conquest" augments. Earning them will be hard, but worth it. They have one thing in common with the old phoenix augments... they are designed to eliminate the cons of the turrets with just a few disadvantages. Unlike the old Phoenix augments they don't include other augments abilities, but they are better at eliminating the cons of the turret. Conquest augments also boost the damage and critical damage/critical chance of the turret enough to take 1 less hit to destroy an enemy tank (but it depends on the hull) or deal critical damage more frequently.

Ways to get the augments: I would suggest for this augment to pop up in the "Phoenix missions" after achieving one of the Phoenix augments. To get this Conquest augment you would need to use the Phoenix augment for some time, e.g. 1.000.000 battle score.

Here is my suggestion for every Conquest augments

Conquest augment for Hulls

They don't give any kind of protection or immunity against status effects, or boost the HP of the hull or speed of the hull, rather they are interfering with the Overdrives abilities.

You may think for some of the Overdrives that I am crazy, but these overdrives last for a few seconds and you could use them maximum 4-6 times / battle.

I will say it again, these are just suggestions or in my mind this is how I imagine these augments, just to give a little idea.

 

Wasp

Advantages

N-2 bomb will explode upon double-pressing shift button

Speed of overdrive reload (score): +100%

Disadvantages

Speed of overdrive reload (time): -100%

 

Hopper

Advantages

Delay before activation = 0 seconds

Burning duration: 10 seconds

Range = 30m

If an opponent holds a flag or a ball they drop it

Speed of overdrive reload (score): +100%

Disadvantages

Speed of overdrive reload (time): -100%

 

Hornet

Advantages

Delay before activation = 0 seconds

Turns your damage dealt with turret into chaos damage for 20 seconds

Speed of overdrive reload (score): +100%

Disadvantages

Speed of overdrive reload (time): -100%

Supercharge effect removed

AP effect removed

 

Viking

Advantages

Delay before activation = 0 seconds

Duration = 10 seconds

After activating overdrive gains immunity against all negative status effects for the duration of overdrive

After activating overdrive gains immunity against impact force from all turrets, mines, grenades, overdrives... etc

Speed of overdrive reload (score): +100%

Disadvantages

Speed of overdrive reload (time): -100%

 

Crusader

Advantages

Delay before activation = 0 seconds

Radius of max splash damage: 10 m

Radius of medium splash damage: 20 m

Overdrive medium splash damage = 75%

Overdrive minimum splash damage = 50%

Speed of overdrive reload (score): +100%

Disadvantages

Speed of overdrive reload (time): -100%

 

Hunter

Advantages

Delay before activation = 0 seconds

Chaos damage = 3000

If an opponent holds a flag or a ball they drop it

Speed of overdrive reload (score): +100%

Disadvantages

Speed of overdrive reload (time): -100%

 

Paladin

Advantages

Delay before activation = 0 seconds

Instant HP regeneration = 3000 (yourself)

Chaos damage protection = 50% (for 20 seconds) (yourself & allies in the radius of OD)

Immunity against Burning & Freezing status effects (yourself & allies in the radius of OD)

Speed of overdrive reload (score): +100%

Disadvantages

Speed of overdrive reload (time): -100%

 

Dictator

Advantages

Delay before activation = 0 seconds

Instant HP regeneration = 4000 (yourself & allies)

Protection against all turrets & mines = 50% (for 20 seconds) (yourself & allies who were in the range of OD when activating it)

Damage boost = +100% (Duration 20 seconds)

Doesn't trigger repair kit when activating overdrive

Speed of overdrive reload (score): +100%

Disadvantages

Speed of overdrive reload (time): -100%

Supercharge effect removed

 

Titan

Advantages

Delay before activation = 0 seconds

Enemies attacking tanks under the Dome will receive 20% of the damage they would originally deal (without the dome's 90% protection)

Speed of overdrive reload (score): +100%

Disadvantages

Speed of overdrive reload (time): -100%

 

Ares

Advantages

Delay before activation = 0 seconds

BFG ball will explode upon double-pressing shift button

Speed of overdrive reload (score): +100%

Disadvantages

Speed of overdrive reload (time): -100%

Possibility of self damage if detonated close to you

 

Mammoth

Advantages

Delay before activation = 0 seconds

Damage = 4000 per second (1000/tick)

Increase to maximum speed boost = 100%

Protection against all kinds of damages = 50% (damage from all turrets, critical damage, chaos damage... mine protection is still 100%)

Recovers 1000 HP per tick while damaging enemy with the Overdrive. Healing rate is not affected by protection, supplies, or status effects.

Speed of overdrive reload (score): +100%

Disadvantages

Speed of overdrive reload (time): -100%

Duration = 10 seconds

Edited by Isshiki

Share this post


Link to post
Share on other sites

You might like these augments then ? Instead of giving protections from status effects, boosting HP or speed they boost the overdrives abilities!

Share this post


Link to post
Share on other sites

Scorpion "Ragnarök" augment

Advantages

Reload: -61.5% (1.00 sec)

Recoil: -50% (1.5 cond. units)

Initial projectile speed = 1400 m/s

Final projectile speed = 700 m/s

Projectile speed after a ricochet = 1400 m/s

Shell minimum ricochet angle = 1°

Aiming time: -90% (0.1 sec)

Rocket damage: +900% (4000)

Rocket force = 9 cond. units

Final rocket speed = 700 m/s

Rocket acceleration time: -75% (0.5 sec)

Final rocket angular velocity = 17°/s

Rocket minimum splash radius = 12m

Rocket average splash radius = 6m

Disadvantages

Damage = 900

Critical damage removed

Rockets in salvo: -6 (4 total)

Reload after salvo: +100% (18 sec)

Initial rocket speed = 1 m/s

Initial rocket angular velocity = 1°/s

Pause between rockets in salvo: +1000% (0.99 sec)

Share this post


Link to post
Share on other sites

Isida "Apollo" augment (God of Healing)

Advantages

Range: +60% (40m)

Healing: +100% (200/tick)

Enemy highlight range: +50% (60m)

Energy consumption when healing: -100%

Critical healing happens after every 4th tick when healing

Healing gives 1-15 REPUTATION points, depending on the percentage of health restored

Disadvantages

Damage: -50% (130/tick)

Critical healing = 500 HP

Share this post


Link to post
Share on other sites

Scorpion "Hypersonic" shells augment (By enhancing the regular shot, the salvo has a hard time to hit enemies)

Advantages

Shell speed: +100% (1400 m/s)

Critical damage: +190% (4060)

Shell minimum ricochet angle = 1°

Radius of min explosion damage = 12m

Radius of medium explosion damage = 6m

Radius of critical explosion damage = 12m

Projectile force: +50% (10.5 cond. units)

Weak damage = 100%

Final rocket speed = 100 m/s

Disadvantages

Initial rocket angular velocity = 1°/s

Initial rocket speed = 1 m/s

Share this post


Link to post
Share on other sites

We have added a device to the warhead that can correctly identify the enemy. When it hits the wreckage of a tank or teammates, it will be in armor-piercing mode and will not detonate. It will only explode when it hits the enemy.

Our teammate was indeed penetrated, but we didn't turn on teammate damage, so we ignored it.

  • +Advantages
  • Shells can pass through tank wreckage and teammates to directly attack enemies hiding behind them.
  • -Disadvantages
  • Critical hit chance: -10%
  • Like 1

Share this post


Link to post
Share on other sites

Then soon wall penetrating Thunder shots, ignoring both allies and enemies and only attacking those that are mining the objective, available in the nearest Minigame near you.

  • Haha 1

Share this post


Link to post
Share on other sites

On 8/21/2025 at 1:40 PM, NBIHFADH said:

it will be in armor-piercing mode and will not detonate. It will only explode when it hits the enemy.

if it doesn't apply perma armor piercing status effect on the teammate that got pierced then i will NOT BE happy.

 

On 8/21/2025 at 1:40 PM, NBIHFADH said:
  • -Disadvantages
  • Critical hit chance: -10%

This is tricky but crit chance being the only disadvantage is either making this augment absurdly OP or absurdly useless (since it's just going to be stock thunder with barely noticeable gimmick. just look at hyperspace rounds for railgun.) and while on paper it sounds like a useless augment in a legend brainrot match its one of those where you cant be certain until you test it in game yourself.

Share this post


Link to post
Share on other sites

On 8/22/2025 at 12:53 AM, Hypersomnia said:

if it doesn't apply perma armor piercing status effect on the teammate that got pierced then i will NOT BE happy.

 

This is tricky but crit chance being the only disadvantage is either making this augment absurdly OP or absurdly useless (since it's just going to be stock thunder with barely noticeable gimmick. just look at hyperspace rounds for railgun.) and while on paper it sounds like a useless augment in a legend brainrot match its one of those where you cant be certain until you test it in game yourself.

I don't think it's that OP, since it doesn't increase any attack damage and can't penetrate walls, it just helps with teamwork.

Share this post


Link to post
Share on other sites

Universal hull augment "Nitro"

Advantages

Acceleration: +50%

Turning acceleration: +50%

Top speed: +30%

Power: +30% %

Disadvantages

HP: -10%

(10% HP might not seem much but light hulls will have 1800, medium 2700, heavy 3600 HP. If a turret has 900 damage, they can kill them with 1 less shot!)

Share this post


Link to post
Share on other sites

Scorpion Missile Launcher "Bazooka" augment

Advantages

Aiming time: -90% (0.1 sec)

Reload after salvo: -90% (0.9 sec)

Rocket force = 9 cond. units (per rocket)

Final rocket speed = 75 m/s

Final rocket angular velocity = 300°/s

Disadvantages

Rockets in salvo: -8 (2 total)

Pause between rockets in salvo: +100% (0.18 sec)

 

Scorpion "Stinger" shells augment

Advantages

Damage: +15% (1334)

Shell speed: +100% (1400 m/s)

Projectile force = 21 cond. units

Weak damage = 100%

Disadvantages

Recoil: +100% (6 cond. units)

Reload: +15% (2.99 sec)

Critical damage removed

Share this post


Link to post
Share on other sites

Scorpion "Dart" shells augment

Advantages

Reload: -25% (1.95 sec)

Shell speed: +50% (1050 m/s)

Shell minimum ricochet angle = 1°

Weak damage = 100%

Disadvantages

Damage = 1000

Critical damage removed

 

 

Scorpion Missile Launcher "Hydrogen Blast" augment

Advantages

Rocket damage: +150% (1000)

Final rocket speed = 40 m/s

Final rocket angular velocity: 100 °/s

Explosion force = 7 cond. units (The explosion force doesn't come from the rockets itself but the splash damage)

Rocket minimum explosion range: 10m

Rocket weak explosion damage = 100%

Disadvantages

Aiming time: +100% (2 sec)

Initial rocket speed = 1 m/s

Pause between the rockets in a salvo: +100% (0.18 sec)

Reload after salvo = 14 sec (approx. +55.5%)

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...