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Augments for Page 185 Turret LASER 

Beam Laser - Switches laser weapon with a cyan Laser beam that shoots simliar to isida 

-Pro-  -Advantages- Plus.png-- No delay between Shooting a Enemy like Isida

-Con-  -Disadvantages-  Minus.png  --   up to 50% less damage than regular Laser , less precise to Isida due to a Thin laser beam , Has to fully reload before it can Fire and it cannot reload until Depleted 

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Beam Splitter Augment- Augment that increases range slightly by slightly bouncing off a target and can hit up to 1 more tank if in range of the first tank hit (DARK RED LASER) intead of normal

-Pro-  -Advantages- Plus.png--- can hit up to 2 tanks at once

-Con-  -Disadvantages-  Minus.png  -- 2nd tank takes up to 50% less damage than the first tank 

 

Edited by GENERALSpidy

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Battlemaster ( or ShellShock Maybe Name)  Page 185 of Turrets

Augments---

Nuclear Augment-  Weaker damage to Stock tank but leaves a trail of radiation on ground that deals damage to enemies that cross it till it dissapears  about 10 to 50 damage per second , its almost like afterburn from firebird

-Pro-  -Advantages- Plus.png-- leaves radition that still damages enemies

-Con-  -Disadvantages-  Minus.png ---  10 to 25% less damage than stock

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AutoLoader- 25 to 40% less damage than Stock but adds 2 extra shots instead of 1

-Pro-  -Advantages- Plus.png--- 3 shots instead of 1 

-Con-  -Disadvantages-  Minus.png --- Cannot hold shots shoots al 3 , 1 after the other

--------------------------------------------------------------------------

Flame Compound augment- adds afterburn effect in shells  

10 to 20 damage per socond for 10 to 15 seconds

-Pro-   -Advantages- Plus.png-  10 to 20% chance to ignite with after burn , 

-Con-  -Disadvantages-  Minus.png --  10 to 15%  Less damage from Shells that ignite , afterburn cant stack

--------------------------------------------------------------------------

Stun shells Augment -- adds  Stun effect to Shells

Edited by GENERALSpidy

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STRIKER Augments --  (REST of Striker Augments currently on page 136) 

U shot augment-  Barrels are slightly upward instead of normal , missiles launched in this  go upward in a U then crash down into the ground

  ( Changes Striker from Medium range to Short range / Melee )

-Pro-  -Advantages- Plus.png  Can hit tanks behind walls if it hits them , salvo is quicker To launch due to being Shorter range on target Lock

-Con-  -Disadvantages Minus.png   Shorter range than regular striker , Salvo Mode is Shorter range lock , can miss  Enemies if they Close to The Player , SALVO Homing Rockets Removed

Reposted WITH Gif to show what it could Looks like (For the Striker Augment)

RISE-OF-THE-REDS-2-2-VIDT-O-GIF.gif

 

 

Edited by GENERALSpidy
  • Like 1

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On 9/22/2022 at 2:18 AM, cybernite said:

I like this idea; because that little tap would deal weak damage but you can still fire -- might be useful for close range.

Ya, Rail needs some improvement. I rarely use.

 

Might also be useful to make an enemy, like another Railgun, miss - especially if the knock-back effect is still as strong as a normal hit.

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Railgun needs a Pulsar! Here are my predictions:

Jammer: 5 sec
Electromagnetic Pulse: 2 sec
Stun: 1.5 sec
Armour Piercing: 6 sec
Burning: 4 sec

What do you think? Let me know in the comments :biggrin:


 

Edited by jessecool123

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Stealth Module

This module requires all 4 slots to be used for system redundancy since protection is minimized and would need to be functional under heavy fire. You will be able to literally sneak under the enemy radar. No one can lock on to you, but you still need to remain undetected or else move fast to avoid getting severely damaged or even one-shotted.

 

+ immune to Hornet overdrive (detection part only) and reticle lock on (excluding Juggernaut?); there is no outline on your tank when you are in range/sight of any turret; hull and turret augments will still work for you

- requires 4 module slots to use, therefore you are subject to more damage since other modules cannot be loaded; you are not immune to status effects other than the augment you have equipped on your hull

 

 

It is the developers' decision for adjustments, rank level, how to obtain it and its rarity.

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Firebird - Glacial Mix: This augment has the ability to freeze a target on every critical damage hit (burning effect disabled)

Firebird - Demonic Mix: This augment stuns and disables enemies supplies on every critical hit for 1 second

Firebird - Pulsar - On every critical hit it will give out the following status effects: Stun 1 second, Jammer 4 seconds, EMP 2 seconds, Burning 6 seconds, Armor-Piercing 5 seconds

Freeze - Smoldering Mix - Every critical hit deals burning damage to the enemy (freeze effect disabled)

Freeze - Demonic Mix - This augment stuns and disables enemies supplies on every critical hit for 1 second

Freeze - Pulsar - On every critical hit it will give out the following status effects: Stun 1 second, Jammer 4 seconds, EMP 2 seconds, Burning 6 seconds, Armor-Piercing 5 seconds

Isida - Blazing Nanobots - This augment burns the target for 2 seconds on every critical hit

Isida - Frigid Nanobots - This augment freezes the target for 2 seconds on every critical hit

Isida - Dazing Nanobots - This augment stuns the target for 1 second on every critical hit

Isida - Jamming Nanobots - This augment jams the targets overdrive, and drone for 1 second on every hit

Isida - Radiation Nanobots - This augment disables the targets supplies for 1 second on every critical hit

Isida - Supplementary Nanobots - This augment sports the ability of turning Isida from a one-faced turret to a four-faced turret allowing you to heal your allies on all sides but only kill enemies on the main turret also the healing rate per second is decreased by 95%

Isida - Transfixing Nanobots - This Augment has the ability for isida's beam to penetrate through the maximum of 3 targets at once

Isida - Pulsar - On every critical hit it will give out the following status effects: Stun 1 second, Jammer 4 seconds, EMP 2 seconds, Burning 6 seconds, Armor-Piercing 5 seconds

Hammer - Helios - With this augment the hammers pellets will go further

Hammer - Rock-Solid Pellets - This augment increases the amount of damage on every pellet by 15%

Hammer - Quad Magazine - This augment allows you to shoot 4 shots at once but the damage is decreased by 35%

Hammer - Tormented Pellets - This augment allows  the shots to travel through certain walls and objects

Twins - Multishot - With this augment you can shoot out of both barrels at the same time

Twins - Tormented Plasma - This augment allows  the shots to travel through certain walls and objects

Ricochet - Tormented Field - This augment allows the shots to go through certain walls and objects

Ricochet - Nanotech Field - This augment allows you to heal your allies

Ricochet - Minus-Field Destabilization - This augment allows you to deal splash damage but every time you kill an enemy your critical hit chance increases by 25%

Smoky - Vacuum Rounds - This augment has the ability to deal splash damage and do more raw damage 

Smoky - Hyperspeed Rounds - This augment allows you to deal more damage the farther you are away from a target the farther the shot the more damage it will deal

Smoky - Tormented Rounds - This augment allows  the shots to travel through certain walls and objects

Smoky - Uranium Rounds - This augment allows the rounds to ricochet off walls and also deal extra splash damage

Smoky - Super Accelerator Belt - This augment is better version of Autocannon allowing for the rounds to be fired 2x faster than the rounds from the autocannon augment

Striker - Missile Launcher Threefold - This augment contains 3 rockets per salvo 

Striker - Missle Launcher Cluster - This augment contains 12 rockets per salvo

Striker - Super Explosive Missiles - This augment allows you to deal more splash damage

Striker - Incendiary Missiles - This augment burns the enemy for 2 seconds on every critical hit

Striker - Cryo Missiles - This augment freezes the enemy for 2 seconds on every critical hit

Striker - Tormented Missiles - These missiles can go through certain walls and objects

Striker - Jamming Missiles - This augment applies the Jammer effect for 1 second per shot

Striker - Electromagnetic Missiles - This augment applies the EMP effect for 1 second per critical hit

Vulcan - Cryo Band - Every time Vulcan starts to burn up due to firing way too much will apply the Freeze effect the longer the afterburn the more seconds of Freezing gets applied

Vulcan - Tormented Band - This augment allows the shots to go through certain walls and objects

Thunder - Cartridge Accelerator System - This augment significantly decreases the reload time

Thunder - Tormented Shells - This augment allows the shots to go through certain walls and objects

Scorpion - Missile Launcher Spiral - This augment allows the missiles to go up in a spiral form

Scorpion - Missile Launcher Detonation - This augment allows only one rocket to be fired per salvo but the one rocket deals significant damage as well as better splash damage

Scorpion - Missile Launcher Cannon - This augment allows the rockets to be fired up and straight forward and back down

Scorpion - Missile Launcher Sniper - This Augment allows only one rocket to be fired per salvo but instead of dealing normal damage it will deal Shaft turret damage

Scorpion - Tormented Shells - This augment allows the shots to go through certain walls and objects

Scorpion - Impaling Shells - This augment allows the shots to pierce through targets

Scorpion - Hyperspeed Shells - This augment allows you to deal more damage depending on how far the target is

Magnum - Incendiary Core - Every critical shot will deal splash damage along with igniting opponents on fire for 3 seconds

Magnum - Cryo Core - Every critical shot will deal splash damage along with freezing the opponents for 3 seconds

Magnum - Electromagnetic Core - Every critical shot will deal splash damage along with disabling enemies supplies for 2 seconds

Magnum - Jamming Core - Every shot  will deal splash damage along with jamming the targets for 3 seconds

Magnum - Stunning Core - Every critical shot will deal splash damage along with stunning the enemies for 2 seconds

Magnum - Hyperspeed Core - This augment allows you to deal more damage at farther distances while dealing damage up close will do little to no damage

Gauss - Cryo Salvo - This augment will freeze the target for 3 seconds on every critical hit and sniping mode shot

Gauss - Incendiary Salvo - This augment will ignite the target for 3 seconds on every critical hit and sniping mode shot

Gauss - Immobilizing Salvo - This augment will stun the target for 1 second  on every critical hit and sniping mode shot

Gauss - Jamming Salvo - This augment will jam the target for 1 second on every shot

Gauss - Vacuum Shells - This augment will deal extra splash damage

Gauss - Uranium Shells - This augment allows the shells to ricochet 3 times

Gauss - Hyperspeed Shells - This augment will allow you to deal more damage at farther distances

Gauss - Super-Sniping Shells - This augment will allow you to deal more damage in sniping mode at farther distances

Gauss - Tormented Shells - This augment allows the shots to go through certain walls and objects

Gauss - Tormented Salvo - This augment not only allows you to still lock on to targets even when it gets interrupted but also allows the salvo shots to go through walls

Shaft - Incendiary Sight - Every shot dealt to an enemy in sniping mode will ignite the target for 3 seconds

Shaft - Wyvern Sight - Every shot dealt to an enemy in sniping mode will freeze the target for 3 seconds

Shaft - Peacekeeper Sight -  Every shot dealt to an enemy in sniping mode will stun the target for 1 second

Shaft - Jamming Sight -  Every shot dealt to an enemy will jam the target for one second

Shaft - Electromagnetic Sight - Every shot dealt to an enemy in sniping mode will disable the targets supplies for 2 seconds

Shaft - Tormented Sight - This augment allows the shots to go through certain walls and objects

 

Edited by Jaden_Master_XXX
More Augment Ideas

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Remember when Vulcan got <<Incendiary Band>> as its only Status Effect Augment? It's time it got new augments!

Freezing: <<Cryo Band>>
EMP: <<Magnetic Band>>
Stun: <<Paralyzing Band>>
AP: <<Armour Piercing Band>>
Jammer: <<Jamming Band>>
 

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Salvo reloaded fully mere seconds after completely raining hell down on an enemy (Emptying a salvo, enemy kill is guaranteed 90%, even protections won't help), increased splash damage radius, increased average splash damage radius and increased number of rockets all for a demerit of increased arcade reload. It's questionable why an augment like this exists. Not sure why a significant disadvantage is absent here. This augment surely needs rework.
My suggestion is:
Change pause between salvo rockets increase from +30% to +0% and increase salvo reload by 60%.

                                                                             OR

Much more reasonably,

Change pause between salvo rockets increase from +30% to +60%. 

Always thought an augment which increases rocket count should have increased reload, but it is the other way around here. I'm confused. I hope you consider this :)

Edited by It_Aint_Too_Late

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I like your idea! However, it is impossible for Firebird to get a <<Freezing>> augment and Freeze to get a <<Burning>> augment. I understand that you want the burning and freezing effects disabled, but there's a reason why said turrets have only four status effect augments and not six, which most turrets have.

 

Edited by jessecool123

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why go to the trouble of obtaining an augment for firebird that gives freezing status effect and giving freeze heating status effect? Just equip regular freeze/fire turret, save the trouble. :biggrin:

Hammer helios is gonna be so OP, imagine Highways map where your hammer turret can kill enemies from one end to another :ph34r:

 

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I like some of these ideas, especially for Gauss, as it's been a while since that turret had any new ones. Although, I think the majority of them will just come in time as they're already obtainable with other turrets.

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SCORPION AUGMENTS--    

SWARM AUGMENT  , > Augment for Augment Swarm---  

Cryo swarmer augment --  

slightly Improved version of the Swarm Augment by adding SHOCK FREEZE  Abilty to Rockets

 -Pro-  -Advantages- Plus.png   -  Can freeze enemies , adds 2 to 4 extra rockets

-Con-  -Disadvantages Minus.png -- slower rockets , 10 to 15% damage decrease for Rockets

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SHAFT AUGMENT

 

Penetrating Emitters. 

Just lilke OG Shaft, it enables you to hit through multiple enemies AND to hit enemies through your teammates or dead tanks.

ADVANTAGES: Can hit multiple enemies with one shots (Damage stays the same) with both normal & sniping shots.

DISADVANTAGES:  Recoil increased by 20%

  • Saw it 1

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On 2/20/2023 at 2:41 PM, rapon said:

SHAFT AUGMENT

 

Penetrating Emitters. 

Just lilke OG Shaft, it enables you to hit through multiple enemies AND to hit enemies through your teammates or dead tanks.

ADVANTAGES: Can hit multiple enemies with one shots (Damage stays the same) with both normal & sniping shots.

DISADVANTAGES:  Recoil increased by 20%

Just a recoil increase (which is quickly mitigated if you wait about a second) wouldn't be enough to justify the readdition of Shaft's original properties, a base damage reduction along with damage falloff depending on the number of enemies would probably be a better choice (or enough to suffice). Shaft lost its ability to shoot through tanks for a reason - and the state of the turret already allows for high sniping damage along with several bursts of lower damage. Personally, I would like to see this added though, it's a cool idea.

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On 2/12/2023 at 7:24 AM, GENERALSpidy said:

STRIKER Augments --  

U shot augment-  Barrels are slightly upward instead of normal , missiles launched in this and  salvo mode go upward in a U then crash down into the ground

  ( Changes Striker from Medium range to Short range / Melee )

-Pro-  -Advantages- Plus.png  Can hit tanks behind walls if it hits them

-Con-  -Disadvantages Minus.png   Shorter range than regular striker

Reposted WITH Gif to show what it could Looks like (For the Striker Augment)

RISE-OF-THE-REDS-2-2-VIDT-O-GIF.gif

 

 

This is literally Swarm for Scorpion.

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I want suggest new augment for striker
Name: Javelin
Rarity: Legendary
How it work: when you shot 4 rockets with aiming mode after releasing missles they will go up and hit the enemy from the top but not too high like scoropion. missles will go high enough to avoid walls but not buildings. damage, will be same normal shots stays exactly same (so they wont go up). so advantage is that you can avoid walls or tanks which stand in front of target and hit enemy from top with rockets,missle speed while falling +50% and -20% aiming recovery time.  disadavantage is if enemy is too close you will miss rockets even if you are in aiming mode, +15% aiming time, pause betwen rockets +20% 

Edited by Noob_001

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Good afternoon Tankionline I hope the weather is good where you are,

 
I am a player of Tanki online and I have been playing for years.  I enjoy what Tanki has done to the game and how it is similar to how it used to be.  I have an idea for an alteration/Augment for Tesla.  A high-power beam with high impact force that knocks enemies off balance with every hit. 
 
Advantages- Knock players who don't have heavyweight construction augment around when you hit them.  
Makes it very difficult for enemies to hit you when exchanging shots/damage because of the high-impact force of the zaps. 
Zaps do good damage
 
 
Disadvantages-  Slower reload than normal
The user needs to aim the shot properly to be effective.
Zap range is less than a regular Tesla but still keeps the orb ball.
 
If this idea is considered good enough to be added to this game, I request that developers do not make the wait time between zaps too long.  Make this augment overpowered like the "triple shot hammer" or the "rapid firing ricochet".  I also ask that I receive this augment if Tanki Online feels this augment is a great idea.  Feel free to shoot me back an email for any reason.  
 
All the best,
 
 
  • Haha 1

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Augment proposal for the Magnum

The name of the augment would be "Harpoon"

Stats:

     Cons:

          -100% splash radius

          -50% knockback

          Guide for shot trajectory is disabled

     Pros:

          +25% reload speed & charge rate

          +25% damage

The point of this augment is to limit the passive capabilities of a magnum user, in exchange for better general combat capabilities, if you can aim your shots. You recieve nothing from missing someone, but you do more damage in a shorter amount of time if you can hit them reliably.

 

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On 4/24/2023 at 2:51 PM, curseuAARON said:

Augment proposal for the Magnum

The name of the augment would be "Harpoon"

Stats:

     Cons:

          -100% splash radius

          -50% knockback

          Guide for shot trajectory is disabled

     Pros:

          +25% reload speed & charge rate

          +25% damage

The point of this augment is to limit the passive capabilities of a magnum user, in exchange for better general combat capabilities, if you can aim your shots. You recieve nothing from missing someone, but you do more damage in a shorter amount of time if you can hit them reliably.

 

There is already an augment named Harpoon. 

Edited by TheCongoSpider

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This concept is quite similar to the adaptive reloads augments. But instead of increasing the reload speed or instantaneous reload, the next shot will just deal 15-20% more damage of that it would normally deal.

This would be an augment for:

-hammer

-smoky

-Tesla (maybe?)

-striker

-thunder

-scorpion (maybe?)

-railgun

-gauss

-magnum (maybe?)

-shaft.

 

For turrets that can kill more than 1 enemy per shot, it would be something like this:

•1 enemy = 15-20% damage increase

•2 enemies = 30-40% damage increase

•3 enemies = 45-60% damage increase

•4 enemies = 60-80% damage increase

• 5 enemies = 75-100% damage increase

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