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Toxic mix augment


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According to Wiki the Toxic mix augment for freeze turret disables double armor for some time. With this augment there is not freeze effect, and the damage is reduced by 45%.

So why use this augment at all? Against tanks with no double armor active , there is only 55% damage and no freeze effect. It seems that this augment actually weakens the freeze turret.

Can you give more information about the toxic mix augment?

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This is an AP (Armor-Piercing) augment - It applies the AP effect ( 30px-AP_Status.png) to the tank you are shooting at and makes the tank tank lose its armor received from modules, supplies, and other sources

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1 hour ago, readyplayer2 said:

I believe freeze effect is not removed.

Swaps the cooling agent with toxic mixture. Damage is decreased, but an opponent affected by the mix cannot use armor for some time. - from Wiki

 

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5 minutes ago, yoni292 said:

Swaps the cooling agent with toxic mixture. Damage is decreased, but an opponent affected by the mix cannot use armor for some time. - from Wiki

 

The augment cancels the effect of double armour, protections and other sources - pretty much like Hornet's OD.

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1 hour ago, Spy said:

This is an AP (Armor-Piercing) augment - It applies the AP effect ( 30px-AP_Status.png) to the tank you are shooting at and makes the tank tank lose its armor received from modules, supplies, and other sources

But if a tank doesn't have a module against freeze and doesn't have double armor. then the damage by the freeze turret is almost half (with no freeze effect). So less points for the attacker with freeze turret and toxic mix augment.

Armor piercing shot augment for Hammer has no disadvantage. It give AP effect only on the last shot, but nothing is reduced from the turret

Super smart minus field augment for ricochet also has no disadvantage. It give AP effect after a shot ricocheting, but nothing is reduced from the turret.

Armor piercing rounds augment for smoky reduces damage of critical shot by 15% while giving the AP effect for each shot.

Armor piercing missile augment for striker has no disadvantage. It give AP effect only on the one of the shots in salvo, but nothing is reduced from the turret

So why for freeze the reduction is so much? 45% less damage an no freeze effect. It is absurd

Edited by yoni292

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1 minute ago, Spy said:

I don't know but I can assume it is because Freeze is already very powerful.

It is not powerful without the freeze effect. And with only 55% of the damage done, it is too weak. Can someone from the dev team relate to this issue, or maybe the parameters in Wiki are not correct?

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Just now, yoni292 said:

It is not powerful without the freeze effect. And with only 55% of the damage done, it is too weak. Can someone from the dev team relate to this issue, or maybe the parameters in Wiki are not correct?

The stats in the wiki were given to us by the developers themselves. If you'd like to suggest something, feel free to do so in the I&S section.

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3 minutes ago, yoni292 said:

But if a tank doesn't have a module against freeze and doesn't have double armor. then the damage by the freeze turret is almost half (with no freeze effect). So less points for the attacker with freeze turret and toxic mix augment.

Armor piercing shot augment for Hammer has no disadvantage. It give AP effect only on the last shot, but nothing is reduced from the turret

Super smart minus field augment for ricochet also has no disadvantage. It give AP effect after a shot ricocheting, but nothing is reduced from the turret.

Armor piercing rounds augment for smoky reduces damage of critical shot by 15% while giving the AP effect for each shot.

Armor piercing missile augment for striker has no disadvantage. It give AP effect only on the one of the shots in salvo, but nothing is reduced from the turret

So why for freeze the reduction is so much? 45% less damage an no freeze effect. It is absurd

True, it is the case with Hornet Overdrive too. However it is an advantage over drones and other strong defences. It is up to you to focus your attacked on strongly defended opponent. 
45% reduction is quite a lot. Freezing effect is not here? so you mean that enemies can move?

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3 minutes ago, Spy said:

The stats in the wiki were given to us by the developers themselves. If you'd like to suggest something, feel free to do so in the I&S section.

First of all I am not suggesting anything. I am just asking why this augment doesn't have any advantages comparing to other AP effect augments,

Second the "ideas for augments" in the I&S section doesn't point to any existing page.

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2 minutes ago, Tokamak said:

True, it is the case with Hornet Overdrive too. However it is an advantage over drones and other strong defences. It is up to you to focus your attacked on strongly defended opponent. 
45% reduction is quite a lot. Freezing effect is not here? so you mean that enemies can move?

According to wiki if there is no cooling agent, then the enemies are not slowed by the toxic mixture.

Check the comparison to other AP effect augments for other turrets. You will be amazed how the toxic mix augment is underwhelming.

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8 minutes ago, yoni292 said:

First of all I am not suggesting anything. I am just asking why this augment doesn't have any advantages comparing to other AP effect augments,

Second the "ideas for augments" in the I&S section doesn't point to any existing page.

I thought you may want to suggest a buff for this augment, oh well. (Updated link to the Ideas for augments)

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