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Augments review  

42 members have voted

  1. 1. Which turret's augments would you like to see ranked?

    • Firebird
      3
    • Freeze
      2
    • Isida
      2
    • Hammer
      3
    • Twins
      0
    • Ricochet
      1
    • Vulcan
      2
    • Smoky
      7
    • Thunder
      1
    • Striker
      3
    • Railgun
      7
    • Gauss
      1
    • Shaft
      9
    • Magnum
      1


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As a sniper-fanatic, I would like to see a review of Shaft's augments. Each augment offers a new style of playing with the turret and I believe some of these can push the boundaries of sniping skills further than most people realise

 

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Hammer should be interesting, many option and mechanics with the Augments. Plus it is less used which means less protection around so definitely an underdog turret.  

Edited by Tokamak
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Quote

As a sniper-fanatic, I would like to see a review of Shaft's augments. Each augment offers a new style of playing with the turret and I believe some of these can push the boundaries of sniping skills further than most people realise.

~ BloodPressure

Beware though Lolkiller, the Mobile Snipers will be after you blood if you post anything about Shaft that's outrageous in their eyes...

EDIT: I voted for Hammer, lolkiller... it seems to be the least discussed...

Edited by Venerable
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I have more than half of augment for all guns

[I use freeze, as it can circle enemy even low health]

Fire: Compact fuel (focus on heat damage), Incendiary mix (focus direct damage )
Freeze: Adrenline (low health make damage high, and with freeze effect, it actually works as Freeze has more survive ability)
Isida: Adrenline (for damage output, better than nothing), Support nano (for team support), other 2 I got free from challenge and no use.

hammer: Duplet (best for one shot kill for those fast moving hull), other pretty much nerfed during past, I got years ago when hammer was out.
twins: plasma accelerator (shot fly faster and further, making twins actually hit enemy), stabilized plasma (no splash no self damage, it used to be good when hit headon, but nowadays in drug war, you can use health kit, and splash damage double your output in attack and defence )
[twins is better than rico]

smoky: Cryo rounds (best for defence as slow enemy attack, and also for trap fast moving light hulls), Adrenline (rarely got chance to low health to make use if you hide behind wall for smoky style.) Assult round (high impact shots, it used to be good when can flip hornet on ground, but no hover hull can't be flipped), other dont use

stricker: I have all the augment, but nowadays high damage Uranium is nerfed from 4 to 2 rocket , and it is hard to lock on when laser is showing while Gauss just better for lock and hide
vulcan: I have got the Buyer only Rubberized rounds from free container, worse than I thought, as I dont have heat immu for hulls and vulcan self heat damage make not effective compared to twins in today's faster pace

thunder: Gause without snipping
Rail: LCR is default for me (for get kills), Electric Scout (less used than I thought, unless I need fast action for defence) hyperspace rounds (only for fun, rarely got align for multi tanks, LCR is just more convinient), The Best is AP around of course if I am lucky in future; rest are useless

Magmum: Adrenline (for attack, as you mostly likely low on health due to self splash damage, so it actually works in real battle, best of horizontal rotate augment), Mortar (for laying mine and defence, best with Miner drone, making all your 30s magmum mine also survive even you are destroyed, best for vertical rotate augment)

 

Gauss: EMP salvo (best of best if you luck from free ultra container, turn off supply for all tanks under titan dome, huge area affection, but on legend rank, more people has EMP immu hulls), Adredline (2nd best, as that is the only choice for non buyer)
Shaft: Gauss is better than shaft for dynamic battle play style.
 

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To me, Firebird's are pretty self-explanatory....

Based on Matchmaking battles centered around the Legend Rank....

 

Best Augment/Alteration: High Pressure Pump - Overall, a jack of all trades. The cone angle reduction won't bother most skilled Legend players, and the turret still retains all of it's prior stats, including a range boost of 10% for overall range, and a massive 100% boost for maximum damage range. This alt has great direct damage potential for mowing down enemies...and should it face a player without Heat Immunity, it has the burn effect (which by the way, is a bit easier to inflict due to the 10% range increase).

  • Full Energy/Ammo
  • Full Burning Effect
  • Increased Range
  • Rather difficult to hit multiple targets at a time...but is still doable

 

Second Best Augment/Alteration: Incendiary Mix - A great counter for the heat immunity augment, it brings Firebird's direct damage potential up to be on-par with Freeze's....possibly even more. It's great for melting away enemy tanks....however, it lacks the burning effect to take care of them after you die, so it's best to use this augment/alteration while under protection with Double Armor or other factors in order to deal constant, and massive damage.

  • Greatly increased direct damage potential
    • Increased damage per second
    • Decreased energy consumption (more ammo)
  • No burning effect.....may or may not be a hindrance, depending on what the opponents have equipped.

 

Third Best (aka Worst) Augment/Alteration: Compact Fuel Tanks - In a world plagued by Heat Immunity, Firebird protection modules, and long ranged turrets such as Gauss, Vulcan, and Magnum, trading away half your energy (ammo...aka...direct damage) for a burn effect that can be easily removed by a hull augment, or a repair kit (everyone at Legend uses that as if they have an infinite supply) is not ideal at all. Only extremely lucky tankers who are placed in a battle where matchmaking is in their favor will prevail with this augment/alteration. Additionally, this augment/alteration greatly loses it's efficiency the more leveled-up the Firebird is, due to an in-game mechanic that forces all burning effects to burn for no longer than 10 seconds (without interference), no matter what turret or augment/alteration is equipped. As such, it is not worth equipping this with an Mk7 (M3) Firebird.

  • Easier to inflict the burning effect
  • For lower modifications of Firebird, will greatly increase the maximum burning duration
    • Higher leveled modifications of Firebird will still have the same max burn duration, regardless if Compact Fuel Tanks is equipped or not
  • Massive reduction of direct damage.
    • Much faster energy consumption = less ammo = inability to destroy heavily armored opponents in a single charge
  • Can be completely nullified by the Repair Kit
  • Major downgrade against Heat Immunity users

 

 

But yeah....I honestly want to see a ranking of Striker's Augments/Alterations. They're all pretty balanced with each other (except for......sigh.....Remote Rocket Explosives).

 

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On 1/5/2021 at 9:35 AM, wild001 said:

vulcan: I have got the Buyer only Rubberized rounds from free container, worse than I thought, as I dont have heat immu for hulls and vulcan self heat damage make not effective compared to twins in today's faster pace

Um come again ... I am sorry but what? Lets just slow this whole sentence down.  But please let me prove you wrong about.. whatever this sentence is.

No one should place any valuation on a description of rubberized round with the above quote. I almost dont even feel qualified to comment as Im not even sure what it is saying? I should give you chance to clarify first... and then I think its clear you are not even evaluating rubberized rounds.. this is just a statement about vulcan.

To be clear we are talking about rubberized rounds which does this: +400% number of projectile bounces. (so 5 bounces? feels like it is more in practise). Minimum Richochet angle of 10 degrees vs 60 degrees for standard vulcan? And the negative is -25% in projectile speed. The positives are huge boon. No real sacrifice to damage. Projectile speed down side... is not that big deal.

But lets just be a bit more attentive to the phrase. You begin ... I have got the buyer only rubberized rounds from free container *free ultra container I assume you mean. Ok check, Im with you so far. I got it too. I paid for a bundle got it in that way, but I aint complaining. But lets continue, so then you wrote, worse than I thought. Ok. It is worse than you thought... guess this could still be true... maybe you thought it would be better. I think it is absolutely amazing and the ultimate destroyer of worlds... but lets continue. You write, as I dont have heat immunity for hulls and vulcan self heat damage make not effective compared to twins in todays fast pace. Ok, well then your complaint is with vulcan. And I cant disagree with you that with heat immunity vulcan will be at a whol' notha' level if you know mad tv. So in this sense, everything seems like what you say is legit.

But what did you write that describes rubberized rounds? Just that, when you use rubberize rounds as an augment ... you overheat? Im sorry but things start to fall apart here. There is no augment for vulcan the turret that removes heating. Only the hulls. So in your view, maybe you are saying the best augment for vulcan the turret is a hull augment for heat immunity? I mean, aside from being not an augment for the turret vulcan I can see your thinking... but lets assume you do have a hull augment that is heat immunity. Then what vulcan augment would you pair with that hulls heat immunity.... Well you opened it in a container, you would use rubberized rounds. Because it does so much better than any of the others.

Entire areas of map become open to you and impossible for enemies to hide- anywhere. If you are on the highest highway on  the map highways right perched on top of the opponents base you can literally hit them anywhere they are except a very very slim number of places. And even those places you probably can, I just havent found the angles yet. I can confidently say the world is your oyster up there, and you can find ways to hit them. So... normal vulcan cant do that. Adrenaline Vulcan cant. Incendiary Band vulcan cant. Shooting speed and regulator cant either. Neither can twins. Lets say they have like 6 spots on highways map to hide... maybe. Anywhere back in the buildings, you can get them. Its up near the grey slab walls. Anyways. Maybe you think Im cherry picking maps? Um no. Every map becomes opened up. You spend a gratuitous amount of time anticipating where people are just by firing at buildings to see if they are in places where you learn the bounces go. Every ramp whether from below or above becomes usable as a valid ricochet spot.

A very few number of maps do not truly benefit from rubberized rounds. And really, its just massacre. You could say... rubberized rounds isnt good on massacre. And other that. Rubberize rounds will kill anything. It is better than twins in every way. Twins fires from two barrels... constantly. Vulcan fires from one... constantly. So constant fire is same. Twins has less range. Twins will self damage at its close range. Twins will miss a large range of its shots at its longest range. So there are a few downsides to twins there. Vulcan will have trouble targeting or rotating at the closest of ranges against enemies. BUT rubberized rounds equipped will often ricochet in many locations to hit them mitigating this one downside soemwhat. Vulcan over heats... so yes. But there are remedies in heat protection and heat immunity which negate that as well. And other than that, vulcan does high damage and you can aim and hit target fairly well with it. I could go on about how great vulcan rubberized rounds is for ages... I could write up a series on every map, with various modes.

 

Sometimes Rubberized rounds is exceedingly good because of: assault mode location of score spot like in chernoybl, you literally just camp on top of the holes of the ceiling and you can ligtht hem up underneath with them having zero ability to shoot back at you. Where cps or rugby points or flags are.

 

Really, you ahve rubberized rounds ... so you gotta use it. So get a heat immunity SOMEHOW. ideally on titan if youve got it. but I think on lots vulcan can do well. I just would recommend some health to pair with it. Or just equip fire protection and get some practise in. And use this combo. Its really good. So so so so so so so good.

The only problem maybe when they equip some vulcan protect against you... maybe. In straight up one v one, there are several combos that can beat you. But with rubberized, and in areas with buildings and walls, and other things. Or maybe its that your vulcan isnt upgraded to the level it needs to be at your rank in compared to others I dunno. but you can slam teams to death with it. Also depends your style of play. Rubberized should be played to get you kills. It may not help you score goals when you are traversing open ground to the score point, but it will help you in many ways sneaking up, or just planning a route. And to be fair, scoring a rugby can be done when you can shoot around corners killing everyone there first.

It just does so much...

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On 1/5/2021 at 9:35 AM, wild001 said:

stricker: I have all the augment, but nowadays high damage Uranium is nerfed from 4 to 2 rocket , and it is hard to lock on when laser is showing while Gauss just better for lock and hide

So you have all the striker augments... and you describe one you dont like? I have all striker augments too... and so I would say my faovurite is hunter.

On 1/5/2021 at 9:35 AM, wild001 said:

Shaft: Gauss is better than shaft for dynamic battle play style.

You didnt describe any of shafts augments. You just stated gauss is better... A lot of your comment... i dunno man. You are responding to thread about augments... and you are just comparing stuff or saying stuff isnt good. I guess I was thinking youd be writing about the best of each. Maybe I misunderstood what your post was intending to do. So all good. With my last comment, maybe you were jsut writing to say you didnt like rubberized and vulcan. I thought you were commenting on the augments, now reading more, I see you were perhaps doing something else. Some you def described the augments you mentioned. But with thunder and some thigns above, you didnt really elaborate.

 

On 1/5/2021 at 4:52 AM, LOLKILLERTOTHEDEATH said:

Hey guys! So I'm planning to rank all augments for turrets, and I felt that it'd be helpful to ask which turret you guys want to see ranked first. If you have any other comments/suggestions feel free to make them too!

think wild001 hinted at an idea I would actually recommend as an alternative. Maybe you could do your top pick for each turret, and then rank your view of the all top turrets and their best augment. Can vulcan rubberized be first? :P :D I mean sure.. make gauss emp first if you want... but, in any case. Gauss emp has a whole augment that can shut it down. Vulcan rubberized... you can really only get a protection against it. So Id say vulcan rubberized is best.

 

I would vote fore list of best augment for each turret. Then rank each combo of turrets with their best augments.

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5 hours ago, iplayatankonline said:

think wild001 hinted at an idea I would actually recommend as an alternative. Maybe you could do your top pick for each turret, and then rank your view of the all top turrets and their best augment. Can vulcan rubberized be first? :P :D I mean sure.. make gauss emp first if you want... but, in any case. Gauss emp has a whole augment that can shut it down. Vulcan rubberized... you can really only get a protection against it. So Id say vulcan rubberized is best.

 

I would vote fore list of best augment for each turret. Then rank each combo of turrets with their best augments.

The reason I'm not particularly keen on just making a list of the best augments is because that's just taking and ranking all of the most powerful ones. More likely than not, it wouldn't feature the more commonplace augments for turrets (such as sledgehammer for Thunder), and thus doesn't let me talk about the diversity of gameplay. In any case, I don't think Rubberized rounds would be the best (Incendiary band and Reinforced Aiming transmission are both better).

I think I may have misunderstood what you mean, so if that is the case, please feel free to correct me.

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8 hours ago, LOLKILLERTOTHEDEATH said:

I think I may have misunderstood what you mean, so if that is the case, please feel free to correct me.

Nope, I think you understood perfectly and the response is fair. Were just looking at different information to focus on.

Rubberized in my view still beats incendiary hands down. I dont even think it is a competition. Two main thoughts to keep in mind, 1) what does the augment let me do in addition to not having it 2) what counterplay options do my opponents have to stop me. I freely admit rubberized and incendiary band add a lot (rubberized adds more). And obviously keeping both thoughts with heat immunity equipped in mind. Having said that, if I have rubberized roudns with heat immunity, and someone else has incendiary band with heat immunity in straight up battles I beat them. They dont ignite me on fire. You can chase them around corners and have line of sight as long as you know the angles in so many ways. I accept some may think equipping heat immunity is out of favour, prefering to equip emp immunity or stun immunity. But still. I think my point stands. if they want to stop you, they will equip it, then you incendiary band is toothless. So I think it becomes this, which is better at hitting their targets and doing what their augment allows. Does incendiary open fire on the oppnents and light them on fire when they re in sight better, or does rubberized hit them in the open killing them, and also chase them behind buildings finishing them off and killing them. With vulcan rubberized... you cant always get an angle, but you are actively killing more tanks more often in my view.

One thing I will give incendiary band credit for maybe is only this: if they dont have heat immunity, and choose to equip both vulcan protect, and fire protect just to deal with you this helps your team if it means they only have 1 free slot to protect against the rest of your team. So some other team member if you have a rail, hammer, gauss, shaft, your opponent is only equipping protect against one of them. In dealing with rubberized rounds, I can only get them to equip vulcan protect, and they have 2 free slots to equip still.

Also, in the modes, like specifically juggernaut. In my view rubberized rounds is at least twice as good if not three times as good at killing the jugger than incendiary. Juggernaut is immune to all effects... can a juggernaut even be frozen or lit on fire? i dont think it can? So a big portion of incendiary band is blocked. But finally, its in those speicifc moments where the juggernaut runs behind a building thinking to get out of the way that incendiary cant chase waiting to activeate its ovedrive. Rubberized will get the kill. Not always but a lot. On highways and osa, and most other maps, very common jugger hiding spots are no longer spots to hide. Theyve just oput themselves in a spot wher eyou can hit them, but they cant get you.

 

 

 

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I just used incendiary band in a couple siege games. I admit it was good. Esepcially when you had opponents forced to come to you, and you could just shoot them lighting them on fire as they came. I still think rubberized wins out, but in things like siege certainly argument to be made. And in context, some will always have an advantage. With no heat immunity on opponents team... yeh its strong. BUt what is it,the barda map? Where the whole perimter of the map is a wall? Rubberized there for sure any mode.

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18 minutes ago, iplayatankonline said:

I just used incendiary band in a couple siege games. I admit it was good. Esepcially when you had opponents forced to come to you, and you could just shoot them lighting them on fire as they came. I still think rubberized wins out, but in things like siege certainly argument to be made. And in context, some will always have an advantage. With no heat immunity on opponents team... yeh its strong. BUt what is it,the barda map? Where the whole perimter of the map is a wall? Rubberized there for sure any mode.

Well the thing is, Incendiary band is certainly more situational. The bouncing can be helpful, but most players struggle to use Ricochet, so using a machine gun with rounds which bounce of walls is a bit of a stretch. That being said, if you're capable of using the augment to it's best (by bouncing shots off surfaces to hit enemies with ease) then needless to say, it can be devastating. I've never actually come across any such rubberized rounds user, but I imagine they must be out there. The benefit of something like Incendiary band is, as you say, that against someone without heat immunity, you can shred their health down to nothing fairly quick. Juggernaut is not a mode where Vulcan is particularly useful (I think) because while you may deal damage quickly, Juggernaut users can destroy you fairly quick.

On a separate note, another problem Vulcan can face is close ranged combat. If an enemy comes very close, it can be hard to take them down. Reinforced aiming transmission manages to deal with this and allows you to quickly turn your turret.

On the whole, one of the things that bothers me about Rubberized rounds for Vulcan is that it's oriented around you being able to bounce shots off surfaces. It has no other advantages in terms of killing. The slower round speed means that at longer ranges Incendiary band can outdo you, and so can every other Vulcan augment. At closer ranges, simply turning your turret is a more effective solution rather than going for an elegant, but more complicated solution through bouncing your shot off surfaces. Therefore, you need to have mastered the bouncing effect in order to get much (if anything) out of it, when it's simpler to just use Incendiary band or Reinforced aiming transmission (and perhaps more fruitful at times)

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2 minutes ago, LOLKILLERTOTHEDEATH said:

Well the thing is, Incendiary band is certainly more situational. The bouncing can be helpful, but most players struggle to use Ricochet, so using a machine gun with rounds which bounce of walls is a bit of a stretch. That being said, if you're capable of using the augment to it's best (by bouncing shots off surfaces to hit enemies with ease) then needless to say, it can be devastating. I've never actually come across any such rubberized rounds user, but I imagine they must be out there. The benefit of something like Incendiary band is, as you say, that against someone without heat immunity, you can shred their health down to nothing fairly quick. Juggernaut is not a mode where Vulcan is particularly useful (I think) because while you may deal damage quickly, Juggernaut users can destroy you fairly quick.

On a separate note, another problem Vulcan can face is close ranged combat. If an enemy comes very close, it can be hard to take them down. Reinforced aiming transmission manages to deal with this and allows you to quickly turn your turret.

On the whole, one of the things that bothers me about Rubberized rounds for Vulcan is that it's oriented around you being able to bounce shots off surfaces. It has no other advantages in terms of killing. The slower round speed means that at longer ranges Incendiary band can outdo you, and so can every other Vulcan augment. At closer ranges, simply turning your turret is a more effective solution rather than going for an elegant, but more complicated solution through bouncing your shot off surfaces. Therefore, you need to have mastered the bouncing effect in order to get much (if anything) out of it, when it's simpler to just use Incendiary band or Reinforced aiming transmission (and perhaps more fruitful at times)

yeh, I more or less agree.

There is a time investment on many maps to learn the bounces. Simple bounces like up and down ramps isnt complicated. But also I think, because you have to spend 10-12 hours perfecting bounces you gain from that enjoyment. There is nothing mundane or boring about it. You are actively learning something new. Like on maps where you are going up a ramp, and there is a ceiling... rubberized can bounce off that. Brest and wolfenstein I think at the very least have these probably others too. Barda Im pretty sure is also just a whole heck a lot of bouncing.

 

Ultimately to each there own, but like with any combo, sometimes time to master it is required. I just hate when jugger goes behidn taht central grey wall in their base on highways. Its a good protective spot. But either vulcan rubberized or ricochet can get them there. And tahts the other thing, im probably not even the best with reubberized right now, meaning i have room to grow. I also just like vulcan play style. Both are good options. But I think in its prime, rubberized does well in more situations. But for siege, maybe i really should go with incendiary band more often. In araes where you face a lot of opponents hiding in behind obstacles and buildings, rubberized is good.

 

 

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another idea contribution to the vulcan rubberized round, (I use for long range mission during new year)

since vulcan mostly on titan, titan's main job is to be front line (if for attacking) and drop protection OD dome, so you mostly in straight line of fire of enemy and you fire direct to them back. (that case no bounce needed, like seige, CP, )

MM maps are random, I found most map is mud wall/concrete tilted wall + height difference, which bounce bullet up, not horizontal, bad for bounce map
  * Aleksandrovsk, Forest, Highland, Massacre, Оsа (only good if you defence), Stadium (too big), Year 2042 (most wall bounce up), Тribute (height difference, only good for defence bounce), Serpuhov (only good at defence), Solikamsk (too much height differnece), Silence (mainly for defence, attack has height difference), Sandbox (tilt edge, and level difference), Rio (half half, height difference and only bounce for some fence), Red Alert (height variation too much), Parma (only for center area), Кungur (only for some building area, most area is open), Highways (height variation too much), Brest, Bobruisk

 

MM maps good for bounce:
  * Cologne,, Desert, Future, Iran, Polygon, Industrial Zone, Chernobyl, Barda

 

thus, if on front line, the Adrenaline make you direct damage increase as you health go low, upto like 30% more damage

Edited by wild001

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Thank you guys for replying and voting! At the time of this post, Shaft and Smoky each have 5 votes, and given that Smoky will be getting a plethora of new augments, I've decided I will write an article ranking each of the new Smoky augments when they do come out. After that, if Shaft still has the most votes (which I anticipate it will) then that'll be next on my agenda, and so forth with the others.

I'm a bit busy with work though, so I cannot make any promises about how quickly I'll be rolling these out, but I'll do my best.

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