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On 5/28/2025 at 6:58 PM, BL_AZE said:

grenades thrown while using it should not be deducted from the player's grenade count

yeah time to take out my TSAR BOMBA and spam it every 40 seconds or whatever lol

yeah grenadier augment sucks but is it really a problem? Do we really need yet another overpowered hull augment?

It's fine as it is. Should it be in epic instead of legendary? Absolutely.

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Scorpion "Bulldozer" augment

Advantages

Standard shot reload: -65% (1.05 sec)

Aiming time: -75%

Damage per rocket: +300% (1600)

Initial rocket speed: 350 m/s

Final rocket speed: 150 m/s

Initial rocket angular speed: 300 m/s

Final rocket angular speed: 200 m/s

Rocket minimum splash damage radius: 10 m

Rocket average splash damage radius: 5 m

Disadvantages

Standard shot damage: -35% (754)

Critical damage: -25% (1050)

Rocket reload: +50% (21 sec)

Pause between rockets in salvo: +100%

 

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Posted (edited)

Scorpion "Sickle" augment

Advantages

Initial speed of the projectile = 1400 m/s

Final speed of the projectile = 700 m/s

Standard shot damage: +160% (3016)

Aiming time: -75% (0.25 sec)

Reload after salvo: -80% (2.8 sec)

Damage per rocket: +20% (480)

Impact force = 15 cond. units

Rocket force = 9 cond. units

Initial speed of the rocket: +400% (350 m/s)

Final speed of the rocket: +700% (160 m/s)

Initial rocket angular velocity = 300 m/s

Final rocket angular velocity = 200 m/s

Disadvantages

Standard shot reload: +120% (6.6 sec)

Critical damage disabled

Ricochet effect disabled

Rockets in salvo: -8 (2 in total)

Recoil = 7 cond. units

Rocket recoil = 4 cond. units

Pause between rockets in salvo: +100% (0.22 sec)

Edited by Isshiki

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Posted (edited)

Scorpion "Blooming/Florescence" augment

Advantages

Standard shot damage: +75% (2030)

Critical damage: +190% (4060)

Standard shot reload: -35% (1.95 sec)

Standard shot impact force: +40% (9.8 cond. units)

Final rocket speed = 700 m/s

Rockets in salvo: +40 (50 in total)

Pause between rockets in salvo: -75%

Initial rocket angular velocity: 300 m/s

Final rocket angular velocity: 200 m/s

Disadvantages

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

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

Critical chance: 1%

Aiming time: +200% (3 sec)

Initial rocket speed = 1 m/s

Reload after salvo: +100% (28 sec)

Weak damage = 25%

Edited by Isshiki

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Scorpion Missile Launcher "Legion" augment

Advantages

Aiming time: -50%

Reload after salvo: -25%

Damage per rocket: +25% (500)

Rocket force = 7 cond. units

Pause between rockets in salvo: -75%

Final speed of rocket: 500 m/s

Rocket acceleration time: -60% (1 sec)

Initial rocket angular velocity: 200 m/s

Final rocket angular velocity: 100 m/s

Disadvantages

Initial speed of rocket: 5 m/s

Rockets in salvo: -4 (6 in total)

 

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Scorpion "Scorpion King" augment

Advantages

Standard shot damage: +25% (1450)

Critical damage: +30% (1820)

Projectile force: +30% (9.1 cond. units)

Shell minimum ricochet angle: 1°

Initial speed of projectile = 1000 m/s

Final speed of projectile = 500 m/s

Projectile speed after a ricochet = 1000 m/s

Damage per rocket: +50% (600)

Reload after salvo: -30% (9.8 sec)

Final speed of rocket = 150 m/s

Rocket acceleration time: -60% (1 sec)

Rocket minimum splash damage radius: 10 m

Rocket average splash damage radius: 5 m

Disadvantages

Aiming time: +50% (1.5 sec)

Pause between rockets in salvo: +30% (0,143 sec)

Initial speed of rocket = 15 m/s

Rockets in salvo: -4 (6 in total)

Weak damage: 25%

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Scorpion "Arachnid" augment

Advantages

Standard shot reload: -60% (1.2 sec)

Critical damage: +120% (3080)

Projectile force: +30% (9.1 cond. units)

Arcade minimum splash damage radius: 12 m

Arcade average splash damage radius: 6 m

Radius of critical explosion damage: 12m

Aiming time: -50% (0.5 sec)

Damage per rocket +300% (1600)

Initial rocket speed: 400 m/s

Final rocket speed: 200 m/s

Initial rocket angular velocity: 300 m/s

Final rocket angular velocity: 200 m/s

Disadvantages

Standard shot damage -22.5% (899)

Critical chance: 1%

Rockets in salvo: -8 (2 in total)

Pause between rockets in salvo: +50% (0.165sec)

Projectile acceleration time: -50%

Ricochet effect disabled

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Scorpion "Stabilized Ammunitions" augment

Advantages

Initial projectile speed: 2400 m/s

Final projectile speed: 1200 m/s

Projectile speed after ricochet: 1200 m/s

Shell minimum ricochet angle: 1°

Critical damage: +28.5% (1799)

Projectile force: +200% (21 cond. units)

Rocket force = 14 cond. units (per rocket)

Upward autoaim: 45° (for barrel shot & aiming as well)

Turning speed: +100% (180°/sec)

Turning acceleration: +100% (180°/sec)

Damage is not distance dependent

Aiming time: -75% (0.25 sec)

Reload after salvo: -75% (3.5 sec)

Final rocket speed: 150 m/s

Initial rocket min. angular velocity: 1 deg/sec

Initial rocket max. angular velocity: 360 deg/sec

Rocket acceleration time: -60% (1 sec)

Disadvantages

Standard shot damage: -22.5% (899)

Standard shot reload: +20% (3.6 sec)

Initial rocket speed: 15 m/s

Rockets in salvo: -8 (2 in total)

Aiming recovery time: -70% (0.9 sec)

Recoil: +70% (5.1 cond. units)

Pause between rockets in salvo: +100% (0.22 sec)

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Tesla "Constellation" augment

Advantages

Reload = 0.25 sec

Critical damage chance = 30%

Lightning ball reload: -75% (1.5 sec)

Lightning ball speed: +150% (15 m/s)

Radius of adding a ball lightning to the circuit: +100% (30m)

Permits ball lightning to bounce off props, similar to Ricochet: Maximum number of ricochets: 10

Disadvantages

Damage: -65% (315)

Lightning ball damage: -75% (290)

Ball lightning does not burst until the 11th impact and is less likely to cause splash damage

 

 

Tesla "Deus Sema" augment

Advantages

Range: +20% (30m)

Lightning ball damage: +250% (4060)

Lightning ball speed = 75 m/s

Lightning ball warmup time: -100% (0)

Radius of min explosion damage = 20m

Radius of medium explosion damage = 10m

Radius of max explosion damage = 7m

Disadvantages

Lightning ball reload: +100% (12 sec)

Critical damage chance = 1%

 

 

Tesla "Stargazer" augment

Advantages

Range: +60% (40m)

Damage: +70% (1530)

Lightning ball speed: +400% (30m/s)

Lightning ball damage: +160% (3016)

Lightning balls self damage removed

Disadvantages

Critical damage removed

Lightning ball reload: +50% (9sec)

Lightning balls splash damage removed

Radius of adding an ally tank to the circuit = 1m

Radius of adding an enemy tank to the circuit = 1m

Radius of adding a ball lightning to the circuit = 1m

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Scorpion "ICBM" augment (Intercontinental Ballistic Missiles)

Advantages

Initial speed of the projectile: 2100 m/s

Final speed of the projectile: 1050 m/s

Range of max damage: +100% (240m)

Range of min damage: +100% (360m)

Standard shot reload: -20% (2.4 sec)

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

Radius of max explosion damage: 3m (Standard shot)

Radius of medium explosion damage: 6m (Standard shot)

Radius of min explosion damage: 12m (Standard shot)

Rocket force: +200% (4.5 cond. units / rocket)

Damage per rocket: +150% (1000)

Final rocket speed: 700 m/s

Reload after salvo: -50% (7 sec)

Aiming recovery time: +100% (6 sec)

Initial rocket angular speed = 1 deg/s

Final rocket angular speed = 360 deg/s

Rocket acceleration time: -60% (1 sec)

Disadvantages

Ricochet effect removed

Critical damage removed

Projectile acceleration time: -50%

Rockets in salvo: -4 (6 in total)

Initial rocket speed = 10 m/s

Aiming time: +200% (3 sec)

Pause between rockets in salvo: +50% (0.165 sec)

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Scorpion "Lancer" augment

Advantages

Critical damage: +7.5% (1505)

Standard shot reload: -33.33% (2 sec)

Projectile force: +30% (9.1 cond. units)

Initial projectile speed = 1400 m/s

Final projectile speed = 700 m/s

Projectile speed after a ricochet = 700 m/s

Minimum angle of ricochet = 1°

Weak damage = 100%

Aiming time: -75% (0.25 sec)

Rocket damage: +150% (1000)

Reload after salvo: -35% (9.1 sec)

Final rocket speed = 350 m/s

Initial rocket angular speed = 300 deg/s

Final rocket angular speed = 100 deg/s

Rocket acceleration time: -60% (1 sec)

Disadvantages

Damage: -12.5% (1015)

Recoil: +50% (4.5 cond. units)

Rockets in salvo: -4 (6 in total)

Initial rocket speed = 10 m/s

Aim recovery time: -75% (0.75 sec)

Pause between the rockets in a salvo: +50% (0.165 sec)

 

Scorpion "Taurus" augment

Advantages

Standard shot damage: +30% (1508)

Projectile force: +200% (21. cond units)

Aiming time: -90% (0.1 sec)

Reload after salvo: -80% (2.8 sec)

Rocket damage: +25% (500)

Rocket force = 14. cond units

Explosion force: 9. cond units

Radius of medium explosion damage: 6m

Radius of min explosion damage: 12m

Final rocket speed: 350 m/s

Rocket acceleration time: -80% (0.5 sec)

Final rocket angular speed = 360 deg/s

Disadvantages

Reload: +40% (4.2 sec)

Critical damage removed

Initial rocket speed = 1 m/s

Initial rocket angular speed = 1 deg/s

Rockets in salvo: -8 (2 in total)

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Posted (edited)

Popular augments for different turrets made for Scorpion

 

 

Scorpion "Strict Ammunition" shells augment

Advantages

Every fourth hit is guaranteed to be a critical

The first shot after spawning will be a critical

Reload time: -30% (2.1 sec)

Critical damage: +30% (1820)

 

Scorpion "Hyperspeed" shells augment

Advantages

Initial projectile speed: 1400 m/s

Final projectile speed: 700 m/s

Weak damage: 300%

Range of minimum damage: -60% (72m)

Range of maximum damage: -70% (36m)

Highlighting range: +100% (720m)

Disadvantages

Standard shot damage: -40% (696)

Critical hits disabled

 

Scorpion Missile Launcher "Uranium" augment

Advantages

Aiming time: -50% (0.5 sec)

Critical damage: +160% (3640)

Rocket damage: +400% (2000)

Rocket radius of medium explosion damage: 6m

Rocket radius of min explosion damage: 12m

Final rocket speed: 350 m/s

Initial rocket angular velocity: 300 m/s

Final rocket angular velocity: 100 m/s

Disadvantages

Rockets in salvo: -6 (4 in total)

Projectile acceleration time: -50% (0.25 sec)

Initial rocket speed: 1 m/s

Rocket acceleration time: +30% (3.25 sec)

Pause between rockets in salvo: +400% (0.55 sec)

 

Scorpion Missile Launcher "Faust" augment

Advantages

Aiming time: -75% (0.25 sec)

Reload after salvo: -80% (2.8 sec)

Rocket damage: +125% (900)

Pause between rockets in salvo: -50% (0.055 sec)

Final rocket speed: 500 m/s

Rocket acceleration time: -80% (0.5 sec)

Initial rocket angular velocity: 360 deg/sec

Final rocket angular velocity: 360 deg/sec

Disadvantages

Rocket range = 40m

Initial rocket speed: 1 m/s

Rockets in salvo: -6 (4 in total)

 

Scorpion "Destroyer" augment

Advantages

Standard shot damage: +160% (3016)

Critical damage: +190% (4060)

Projectile force: +30% (9.1 cond. units)

Standard shot radius of medium explosion damage: 6m

Standard shot radius of min explosion damage: 9m

Rocket damage: +1900% (8000)

Rocket force: 21. cond units

Final rocket speed: 25 m/s

Initial rocket min. angular velocity: 1 deg/sec

Initial rocket max. angular velocity: 360 deg/sec

Disadvantages

Reload: +70% (5.1 sec)

Turret rotation speed: -50% (45 deg/sec)

Turret rotation acceleration: -50% (45 deg/sec)

Recoil: +30% (3.9 cond. units)

Initial projectile speed: 500 m/s

Final projectile speed: 150 m/s

Aiming time: +300% (4 sec)

Initial rocket speed: 1m/s

Rockets in salvo: -9 (1 in total)

 

Scorpion Missile Launcher "Meteor" augment

Advantages

Standard shot damage: +25% (1450)

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

Pause between rockets in salvo = 50ms

Final rocket speed: 700 m/s

Rocket acceleration time: -70% (0.75 sec)

Initial angular velocity: +300% (320 deg/sec)

Final angular velocity: +2700% (196 deg/sec)

Disadvantages

Ricochet effect removed

Critical hit removed

Initial rocket speed: 7 m/s

Edited by Isshiki

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Scorpion Uranium augment balance change suggestion

Advantages

Max ricochet count: 3

Shell minimum ricochet angle: 5°

The first shot after spawning will be a critical

Every third hit is guaranteed to be a critical

Reload: -20% (2.4 sec)

Shell speed: +100%

Critical damage: +10% (1540)

Radius of mean area damage in normal mode = 2 meters

Minimum area damage radius in normal mode = 12 meters

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For hulls:

Radar Jammer - Masks your signature on the mini-radar and grants immunity to Hornet's overdrive. At close enough proximity the effect no longer works, but by then it won't matter...

 

For Isida:

Hippocratic Oath - Healing teammates costs no energy, but damage to enemies is greatly reduced.

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For Railgun:

Sabot Rounds

+Hitting closer to center mass does guaranteed critical damage

-Cannot randomly deal critical damage

"This specialized ammunition is designed to tear through steel, components, and out the other side of enemy hulls! Due to lacking any explosive filler or spalling effect the internal damage is maximized when aimed directly at vital areas and lessened on glancing shots."

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Tesla "Horus" augment

Advantages

Reload = 0.25 sec

Critical damage chance = 30%

Range: +60% (40m)

Radius of adding a ball lightning to the circuit = 40m

Lightning ball damage: +160% (3016)

Disadvantages

Damage: -80% (180)

Radius of adding an ally tank to the circuit = 1m

Lightning ball reload: +50% (9 sec)

Lightning ball speed: -50% (3 m/s)

Cone angle: -50% (10°)

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Scorpion Missile Launcher "Fangs" augment

Advantages

Rocket damage: +150% (1000)

Reload after salvo: -50% (7 sec)

Rocket min explosion damage radius: 12m

Rocket medium explosion damage radius: 6m

Rocket max explosion damage radius: 3m

Final rocket speed = 500 m/s

Initial rocket angular speed = +100% (160 deg/s)

Final rocket angular speed = +1300% (98 deg/s)

Disadvantages

Aiming time: +200% (3 sec)

Rockets in a salvo: -4 (6 total)

Initial rocket speed = 1 m/s

Pause between the rockets in a salvo: +400% (0.55 sec)

 

Scorpion "Hazard" augment

Advantages

Projectile force: +200% (21 cond. units)

Shell minimum ricochet angle = 3°

Shell speed: +100%

Aiming time: -50% (0.5 sec)

Reload after salvo: -40% (8.4 sec)

Rocket damage: +25% (500)

Rocket force: +500% (9 cond. units/rocket)

Pause between the rockets in a salvo = 50ms

Final rocket speed: 150 m/s

Initial rocket angular speed = 300 deg/s

Final rocket angular speed = 100 deg/s

Disadvantages

Rockets in a salvo: -6 (4 in total)

Recoil: +100% (6 cond. units)

Initial rocket speed: 15 m/s

Aim recovery time: -70% (0.9 sec)

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Scorpion "Berserker" augment

Advantages

Damage: +160% (3016)

Critical damage: +190% (4060)

Projectile force = 15 cond. units

Weak damage = 100%

Final rocket speed = 200 m/s

Rocket acceleration time: -80% (0.5 s)

Rocket damage: +400% (2000)

Reload after salvo: -30% (9.8 sec)

Initial rocket angular velocity = 200°/s

Final rocket angular velocity = 300°/s

Pause between the rockets in a salvo = 50 ms

Disadvantages

Reload: +33.5% (4.0s)

Initial projectile speed: -50% (350 m/s)

Final projectile speed: -25% (225 m/s)

Ricochet effect disabled

Turret turning speed: -50% (45°/s)

Turret turning acceleration: -50% (45°/s)

Recoil: +50% (4.5 cond. units)

Aiming time: +100% (2 sec)

Initial rocket speed = 1 m/s

Rockets in salvo: -8 (2 in total)

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Scorpion "Splashyard" augment

Advantages

Shell minimum ricochet angle: 5°

Radius of critical explosion damage in normal mode: 12m

Radius of max explosion damage in normal mode: 3m

Radius of medium explosion damage in normal mode: 6m

Radius of min explosion damage: 12m

Rocket max explosion damage radius: 3m

Rocket medium explosion damage radius: 6m

Rocket min explosion damage radius: 12m

Disadvantages

Self damage at close range

 

Scorpion "Spikes" augment

Advantages

Reload: -70% (0.9 s)

Recoil: -80% (0.6 cond. units)

Aiming time: -50% (0.5 s)

Rockets in salvo: +20 (30 total)

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

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

Final rocket speed = 100 m/s

Initial rocket angular velocity = 300°/s

Final rocket angulat velocity = 100°/s

Disadvantages

Damage: -40% (696)

Critical damage: -25% (1050)

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

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

Rocket damage: -75% (100)

Initial rocket speed = 10 m/s

 

 

Scorpion "Super-smart ammunition" augment

Advantages

Damage reduction when enemy damaged: 50% (1.8 s)

Destroying an enemy with a salvo reloads the salvo

Rocket minimum splash damage radius: 10 m

Rocket average splash damage radius: 5 m

Initial rocket angular velocity = 200°/s

Final rocket angular velocity = 100°/s

Disadvantages

Base reload: +20% (3.6 s)

Reload after salvo: +50% (21 s)

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Hi... I have an idea to add to the tank (hulls)... which is to restore 1000 health points with each kill... When killing a tank, the health increases by 1000 points.....my address in tanki is (ingx)...I have another idea.but its not so good...(The idea is that when a player dies, one or more mines are placed in the place of death. This helps protect the enemy’s flag when it is stolen.)

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Posted (edited)

Scorpion "Mathayus" augment (Mathayus = Scorpion King)

Advantages

Shell minimum ricochet angle = 1°

Radius of maximum area damage in normal mode = 3m

Radius of medium area damage in normal mode = 6m

Radius of minimum area damage in normal mode = 12m

Rocket medium splash damage radius = 5m

Rocket minimum splash damage radius = 10m

Rocket damage: +25% (500)

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

Weak damage = 100%

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

Critical damage: +7.5% (1505)

Aiming time: -75% (0.25 sec)

Reload after salvo: -50% (7 sec)

Final rocket speed = 500 m/s

Rocket acceleration time: -60% (1 sec)

Initial rocket angular velocity: 200°/s

Final rocket angular velocity: 300°/s

Disadvantages

Damage: -12.5% (1015)

Recoil: +50% (4.5 cond. units)

Rockets in salvo: -4 (6 total)

Pause between the rockets in a salvo: +100% (0.22 sec)

Aiming recovery time: -80% (0.6 sec)

Initial rocket speed = 1 m/s

Self damage at close range

Edited by Isshiki

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Posted (edited)

Scorpion "Pistol" augment

Advantages

Reload: -40% (1.8 sec)

Rockets in salvo: +2 (12 in total)

Rocket damage: +150% (1000)

Rocket force = 4 cond. units

Pause between rockets in salvo: -30% (0.077 sec)

Rocket medium splash damage radius: 5m

Rocket minimum splash damage radius: 10m

Initial rocket speed = 150 m/s

Final rocket speed: 75 m/s

Initial rocket angular velocity = 300°/s

Final rocket angular velocity = 100°/s

Disadvantages

Critical damage removed

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

Weak damage = 25%

Aiming time: +100% (2 sec)

Salvo reload: +50% (21 sec)

 

 

Scorpion "Bazooka" augment

Advantages

Damage: +75% (2030)

Critical damage: +120% (3080)

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

Aiming time: -90% (0.1 sec)

Rocket force = 15 cond. units

Reload after salvo: -85% (2.1 sec)

Rocket damage +25% (500)

Final rocket speed = 350 m/s

Initial rocket angular velocity: 360°/sec

Final rocket angular velocity: 360°/sec

Rocket acceleration time: -60% (1 sec)

Pause between rockets in salvo = 50 ms

Disadvantages

Reload: +40% (4.2 sec)

Rockets in salvo: -8 (2 total)

Initial rocket speed = 1 m/s

Recoil: +100% (6 cond. units)

Aiming recovery time: -90% (0.3 sec)

Edited by Isshiki

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New hull augment: "Hazard"

It would be a hard to earn augment like the Phoenix one... or even harder. My idea of obtaining this augment is after you completed Phoenix missions for your hull a new mission becomes available for this Hazard augment which requires you to use your Phoenix hull augment in Matchmaking battles and earn 1.000.000 or 2.000.000 battle score. . . so that would make it a total 6-7 million score. Could make "Hazard" augments for Turrets as well in the future!

Let's get to the point here is what it can do:

Advantages

Picking up a supply box adds 500 HP

Speed of overdrive reload (score): +100%

Regardless from the type of the hull deals 999 chaos damage upon death to enemies nearby

Radius of maximum splash damage: 6m

Radius of average splash damage: 6m

Radius of minimum splash damage: 6m

Average and minimum splash damage: 100%

Protects the tank from destruction once per respawn

Health 20px-Lifeguard_icon.png recovered: 1 HP

A maximum of 10 placed mines survive after the death of the tank.

Grenade reload no longer requires tank respawn.

Disadvantages

Overdrive does not charge passively over time

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Scorpion "Uranium" shells augment balance

Advantages

The first shot after spawning will be a critical

Every third hit is guaranteed to be a critical

Reload time: -20%

Critical damage: +30%

Max ricochet count: 3

Shell minimum ricochet angle: 5°

Radius of max explosion damage = 3m

Radius of medium explosion damage = 6m

Radius of min explosion damage = 12m

Disadvantages

Critical hits cannot happen consecutively

Self damage at close range

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