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Augments for Railgun  

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  1. 1. Which is the best augment for Railgun?

    • Round Stabilization
      2
    • Reinforced aiming transmission
      2
    • Round destabilization
      1
    • Electromagnetic accelerator "Scout"
      3
    • Large caliber rounds
      3
    • "Death Herald" compulsator
      3
    • Hyperspace rounds
      4
    • Super Armor-Piercing Rounds
      3
    • Incendiary Rounds
      1
    • Stun Rounds
      1
    • Cryo Rounds
      1
    • EMP Rounds
      5


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"Best" is a very subjective term due to the fact that everyone's play style is different. Actually, the fact that everyone plays differently is the very reason why we have so many augments. There isn't necessarily a single one of them that's "best". It just depends on what your goal is in battles.

If you're looking for a powerful augment to deal the most damage and get the most kills, the best ones are Scout, LCR, Destabilization, Adrenaline, Incendiary.
If you want to help your team and disrupt enemy attacks, then Stun, Cryo, EMP and AP augments are the best for that.
If you want to try some interesting gameplay strategies with potential for epic combo kills, then there's Hyperspace and Death Herald.
If you simply want to slightly adjust stock Railgun to suit your specific needs — there's Stabilization and Reinforced Aiming Transmission.

I'd personally say AP, EMP and Stun are the most annoying ones to go up against if you don't have immunities.

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You should do a Multi-Select. I honestly like all of them!

It's because you can get bored of using just one kind of Railgun Augment. So using other ones, it can make it more fun for us.

Like the above post says, we can like any of the Augments that we find comfortable with our playing style.

I chose Scout because I like how the reload speed is very fast. 

But the new Augments that came out can also be my favorite, when I use/experience it during gameplay.

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All of the new Augments aren't accessible directly with a definite amount of crystals.. If you get any of them it's a really good and enough. But for the normal Augments that are accessible with crystals (f2p friendly), LCR and Scout are the best. Stock Railgun is just sucks and the the most UP turret in the game.

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23 minutes ago, At_Shin said:

Hyperspace - it's the only powerful one which takes decent skills to fully use that latent power. Others don't require much skills to unlock their powers or simply aren't that powerful (eg- round stabilization - effectively requiring identical skills as hyperspace augment but the power output can be mediocre.)

I completely disagree with you At_Shin, stock Railgun is enoughy weak because of the damage range of 800-1600. 1600dmg for a sniper turret is a really weak, we don't want a nerf on it. Especially RS the farce which gives -25% on the maximum damage for a constantly 1200dmg per shot, 1200 for Railgun is such a disgusting low. Nothing better than seeing yourself killing a Viking one-shot with LCR.  LCR is the best

By the way my opinion is, not these Augments are weak.. My opinion is stock Railgun is unplayable weak, the only playable versions of Railgun are the LCR variants (or the Scout).. Any Augment that doesn't give the stock Railgun a more damage is definitely weak.

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52 minutes ago, At_Shin said:

Hyperspace - it's the only powerful one which takes decent skills to fully use that latent power. Others don't require much skills to unlock their powers or simply aren't that powerful (eg- round stabilization - effectively requiring identical skills as hyperspace augment but the power output can be mediocre.)

I agree with you mate. Hyperspace rounds is the best Augment for Railgun if you are skilled with it. 

@asem.harbi my friend, Large caliber rounds has an upper limit for the damage it does. Same goes with Electromagnetic Accelerator Scout and other augments.  Hyperspace rounds does not have any such upper limit. There is no telling how high damage you can deal with it, provided you are a true pro.

Augments that apply a status effect can be effectively countered with respective immunities and hence, Hyperspace rounds is the best augment for Railgun for skilled players.

@pakkkk Electromagnetic Accelerator Scout and Large Caliber rounds are good for beginners. If you are sure that you can line up shots at least through 2 tanks frequently, I suggest that you can go for Hyperspace Rounds. In such a condition, Hyperspace rounds outclasses all the other Augments. If you intend to have success for sure, without the need of much skill, you can go for Electromagnetic Accelerator Scout or Large Caliber rounds. Both are good for beginners.

 

Edited by Ironmantonystark
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17 minutes ago, Ironmantonystark said:

@asem.harbi my friend, Large caliber rounds has an upper limit for the damage it does. Same goes with Electromagnetic Accelerator Scout and other augments.  Hyperspace rounds does not have any such upper limit. There is no telling how high damage you can deal with it, provided you are a true pro.

Augments that apply a status effect can be effectively countered with respective immunities and hence, Hyperspace rounds is the best augment for Railgun for skilled players.

My mate, Hyperspace gives you a disadvantage of -10% max dmg, but a higher advantage against the second enemy in your laser and a more higher damage for the third and forth. But be honest, is this happen always with Railgun ? No.. Ok well, LCR gives you a guaranteed high number of damage per shot, if someone carried the flag you will do a high damage against him not just only if he is behind someone. And eventually if you shot two enemies (which not happen always), the damage to the second enemy will be on average with the -10% of 2240. Which is definitely not the desired amount of damage we want in expense of the low damage, oh and the -25% on the impact force is also a considerable tbh. 

By the way, I think Hyperspace is a funny if you want to play with fun, and it come to my mind now to buy it. But definitely for real playing while the penteration don't happen always it's not a really practical 

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If you can't kill them, throw them around with Scout ?

Defender and 50% module with immunities have 0 defense against self-destruction))

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Well I use Railgun as my main turret owning almost all Garage augments, and have used it at all ranks from Recruit to Legend between this account and others (although I am F2P and haven't yet obtained any of the Ultra container - only augments), so I feel somewhat qualified to answer this question.

I see that you are are close to Legend rank and you don't have Booster or Crisis drone, so I will say if you are getting one Garage augment right now it should be either:
Electromagnetic Accerlator "Scout" or Destabilized Rounds.
These will be best for general purpose in your situation, which one is a matter of preference for you.

One of the great things about Railgun (which is one of the reasons why I chose it as my main turret) is that it has so many different augments, most of which are useful, so if you get bored you can swap them around to try different playstyles - although many of them have certain situations in which they are stronger than the others. However, the new Ultra container augments are simply straight up superior to the Garage Augments - for instance EMP Rounds is basically LCR Rounds but with the added benefit of a 6 second EMP, and only a tiny shot charging time increase as a negative. Now it doesn't take a genius to work out that that is vastly superior to the Garage augment Large Calibre Rounds (unless you are in the very unlikely scenario of facing EMP protections from almost every opponent in a match, but if they have to use EMP hull augment to deal with you then they are more vulnerable anyway to other status effects from their teammates - or you can change to another augment).

As for the Garage augments, the "tier two" augments, you could honestly write a full article on which one is best for each situation and I won't bother to explain why (because then this post would be literally 5000 words long) but I will tell you what is the best from my experience from recruit to Legend:

For low-mid ranks: Large Calibre Rounds, Electromagnetic Accelerator "Scout", Destabilized Rounds, Death Herald Compulsor (all good)

For high-Legend ranks WITHOUT Booster/Crisis Drone:

In CTF/ASL Attack/RGB: Electromagnetic Accelerator "Scout"
In CP/TDM/ASL Defence/JGR: Destabilised Rounds
In Siege mode, OR when playing on Desert/SandboxHyperspace Rounds
WITH Viking Overdrive (especially in JGR mode): Large Calibre Rounds

For high-Legend ranks WITH Booster/Crisis:

Electromagnetic Accelerator "Scout", Large Calibre Rounds, Death Herald Compulsor ALL very strong, or Hyperspace Rounds in Siege mode.

When facing much lower GS opponents at any rank: Death Herald Compulsor

Useless augments (unless you don't have any other augments):
Adrenaline, Round Stabilization, Reinforced Aiming Transmission (good on Desert/Sandbox if you have no other augments, but inferior to any others listed above)

I'm not going to bother to explain all my choices above, but I'll talk about some of the more controversial ones. So why is Death Herald Compulsor amazing when you are facing lower GS opponents, or at low ranks? Because in these situations you can get more one-shot kills, which means you then get a second shot almost immediately - and you can end up with massive multi-kills which is awesome. This is a very fun and OP augment to use in these situations. But if you are playing against high ranks with 40-50% protections, and without Booster/Crisis Drone, one-shots are rare, so this augment is not so effective. But equip Booster/Crisis and it is effective once again.

Large Calibre Rounds is similar, it is brilliant at low ranks, or against low GS opponents because here you will be able to get one-shot kills. But against 40-50% protections, you can no longer get one-shots, and it becomes much less effective - especially as it has only around the same DPS as stock railgun. Against high protections you are better off using Destabilized Rounds or Electromagnetic Accelerator "Scout", because both of these have a higher average DPS than regular railgun, and much higher than LCR. The one exception is with Viking overdrive - because LCR is very powerful when used in combination with Viking's overdrive, especially in Juggernaut mode.

However, this changes if you are using Booster or Crisis drone once again - with the extra damage you can one-shot even against high protections, so LCR becomes good again.

In Siege mode, you are much more likely to find tanks stacked up together, so Hyperspace Rounds is simply incredible. This is unlikely to happen in other modes however, so aside from very flat maps such as Desert or Sandbox (where it is much easier to shoot through tanks in a line), I recommend other augments.

As for the Ultra Container augments, I would say EMP Rounds is the best overall as no tank that is not using either 1) Emp Protection 2) Titan overdrive 3) Mammoth overdrive + double armor or 4) Lifeguard drone will be surviving 2 shots from that. But in Siege mode, or when facing a lot of Titans/EMP Immunities, AP Rounds is the best (especially with Viking overdrive) as you can easily kill tanks in Titan dome with this. I would use Stun Rounds if facing many Incendiary Brand Vulcans/Gausses/Melee Turret users in a small map, as you can shut them down with this. In general the Ultra Container augments are superior, and you should probably use such augments if you get one most of the time.

So as you can the question, "Which is the best railgun augment?", is complex, but in your situation as I say go for Scout or Destabilized Rounds for general use now, and add other augments to your collection as time goes on to perform better in other situations.

Edited by DestrotankAI9
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23 hours ago, pakkkk said:

Guys!Tell me which is the best augment for railgun?Please serious suggestions!!

Keep in mind, many Augments were released back when Alterations were a thing, where Augments were meant to be balanced with the normal turret, so sometimes, the default version of Railgun could be the best. Or it's equally as effective as some of it's Augments (aka, Alterations).

 

 

But you shouldn't use default Railgun if you own one of the following Augments for it:

  • Electromagnetic Accelerator "Scout"
  • Incendiary Rounds
  • Stun Rounds
  • EMP Rounds

If you own one of the mentioned augments, definitely use them, because those Augments have been buffed to the point where they break the game.

Edited by Tanker-Arthur
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24 minutes ago, DestrotankAI9 said:

However, this changes if you are using Booster or Crisis drone once again - with the extra damage you can one-shot even against high protections, so LCR becomes good again.

Very good post!

You still can't one-shot medium hulls with DA and 50% module, maybe light hulls but not all the time. LCR just feels like a drag for me. It is amazing with viking od but good luck accumulaing that OD :'D.

Right now scout is the best, higher dps and impact. It actually needs a nerf.

About destabilized rounds, never tried that, looks like gambling to me.

Honestly, rail is so f-ed up. Getting buffs because Falcon is the most used module. A fault of both players and developers.

Edited by beachhouse
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12 minutes ago, beachhouse said:

Very good post!

You still can't one-shot medium hulls with DA and 50% module, maybe light hulls but not all the time. LCR just feels like a drag for me. It is amazing with viking od but good luck accumulaing that OD :'D.

Right now scout is the best, higher dps and impact. It actually needs a nerf.

About destabilized rounds, never tried that, looks like gambling to me.

Honestly, rail is so f-ed up. Getting nerfs because Falcon is the most used module. A fault of both players and developers.

Thanks :) Hope it is helpful to some.

I see, I don't have either Booster or Crisis (though I have tried them on the test server) so I suppose that is the case. Although against light hulls, wounded targets or sub-50% protections you are still much more likely to land a kill with Booster or Crisis using Large Calibre Rounds, so it is definitely much stronger at high ranks with those drones. But yes, scout or death herald are probably best with Booster or Crisis even still as far as Garage augments go - you wouldn't really want to use Destabilized Rounds with those drones as you would want guaranteed damage in those situations.

I personally disagree from experience about Scout being the best (for those of us without Booster or Crisis that is), that is because with its lower damage per shot and faster shots, you are much less likely to be able to one-shot or kill wounded targets before they can use a repair kit, and you also are less able to use Railgun's "hit and hide" playstyle with high damage and slow reload. The overall average DPS of Destabilized Rounds and Scout is similar I believe, but you can occasionally get huge damage with Destabilized which can outright kill an opponent before they can use a repair kit.

Although, scout is a great augment, but I said it is the best in CTF/RGB/ASL attack and not in other situations for this reason: Because in these modes you are not going to be in cover (if you are running to get a flag for instance) and so you won't be playing "hit and hide" style like you would in TDM or instance. You will also want high consistent damage to take out defenders reliably, and higher overall DPS which scout provides. It is a great augment in general, but from experience I find Destabilized Rounds to be the best in many situations because it retains the long-reload, high-damage of normal railgun and you can very often get the kill before enemies have the chance to repair.

But if I had Booster, I will be using Scout or other augments in every situation instead for sure.

Edited by DestrotankAI9
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10 minutes ago, DestrotankAI9 said:

I personally disagree from experience about Scout being the best (for those of us without Booster or Crisis that is), that is because with its lower damage per shot and faster shots, you are much less likely to be able to one-shot or kill wounded targets before they can use a repair kit, and you also are less able to use Railgun's "hit and hide" playstyle with high damage and slow reload.

It's the impact of Scout that makes it OP.  Fires at same rate as Thunder but with way, way more impact.

Makes smoky looks like it's using a feather.

Scout can prevent opponents from returning fire more often than you'd think. And if they are using hornet, once you are AP'd it won't take them long with DD to finish you off.

Of all the Rail versions, I hate going up against Scout way more than any of the other augments.

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15 minutes ago, wolverine848 said:

It's the impact of Scout that makes it OP.  Fires at same rate as Thunder but with way, way more impact.

Makes smoky looks like it's using a feather.

Scout can prevent opponents from returning fire more often than you'd think. And if they are using hornet, once you are AP'd it won't take them long with DD to finish you off.

Of all the Rail versions, I hate going up against Scout way more than any of the other augments.

That's true, it does have brilliant impact force. Although Destabilized also has a big buff to impact force - so if you are jumping in and out of cover you can knock their aim off and get enough time to get back in cover before they can correct, or even against light hulls/low GS sometimes outright flip them or knock them off areas in some situations.

As a new Legend with poor protections & a low MU drone I can't compete toe-to-toe with 9600+GS Legends who have 50% protection and possibly Defender drone, but if I am using Destabilized Rounds Mk8 I can often shock them with a huge damage spike and land a kill, and finish the match top-3 as a result. But with scout I'm out in the open too much and die more often, plus they have more chance to get a repair kit off - it is true though you can often throw the opponents' aim very well against light hulls or Vikings, and survive that way. But nothing beats a huge 2000-4000 damage shot that kills an enemy outright before they have the chance to react, or finishes off the Juggernaut.

Don't get me wrong though, Scout is a great augment and I use it a lot, but only when I am going for flags or balls and staying out of cover 24/7.

Edited by DestrotankAI9
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Hmm according to the chart it seems like EMP rounds are best according to people don't get me wrong its a great augment. But the ones that I see are most effective would be AP, Stun, and Cryo-rounds. Ap rounds are best for destroying armor since not many have ap immunity. EMP is best for removing supplies that are active, but i tend to see more EMP immunity quite often. Stun rounds are best in capture modes, and also applies to cryo-rounds. Now If your saying TDM The best augments would be Large Caliber rounds, E.Scout, Incendiary Rounds, and Round Destabilization. Now as for Siege mode, best augments for rail use would be Hyperspace rounds and Death Harold. 

Edited by MysticBlood
Forgot to add a detail in the middle of the paragraph

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Just now, wolverine848 said:

Of all the Rail versions, I hate going up against Scout way more than any of the other augments.

For me, Scout, EMP, and Stun Rounds are my most hated ones.

Scout needs the following changes:

  • Reduce minimum damage.
  • Reduce impact force.

EMP needs the following changes:

  • EMP duration reduced.
  • Damage reduced.
  • Alternate idea: Delete this augment.

Stun needs the following changes:

  • Reduce the stun duration back to one second.
  • Reduce the damage back to normal Railgun.
  • Make the warm-up time longer (to emphasize that it needs more electricity to charge up a "stunning" shot).
  • To compensate, make it reload a bit faster than now. 
  • Alternate idea: Delete this Augment because I don't see how logic dictates that a turret like Railgun manages to stun it's enemies. Railgun shoots ultra dense uranium bullets that allow it to penetrate and hit multiple targets, not lightning or electricity.  
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9 minutes ago, DestrotankAI9 said:

plus they have more chance to get a repair kit off

It's quite the opposite. Scout can interrupt a part of the repair, while with long reload speed they use the whole if survived.

Also, you shouldn't support your arguments with "but against players with low gs".

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Just now, MysticBlood said:

Now If your saying TDM The best augments would be Large Caliber rounds, E.Scout, Incendiary Rounds, and Round Destabilization.

Default Railgun also works great.........compared to Large Caliber Rounds and Round Destabilization at least.

But it's definitely overshadowed by Scout and Incendiary Rounds.

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10 minutes ago, Tanker-Arthur said:

 

Stun needs the following changes:

  • Reduce the stun duration back to one second.
  • Reduce the damage back to normal Railgun.
  • Make the warm-up time longer (to emphasize that it needs more electricity to charge up a "stunning" shot).
  • To compensate, make it reload a bit faster than now. 
  • Alternate idea: Delete this Augment because I don't see how logic dictates that a turret like Railgun manages to stun it's enemies. Railgun shoots ultra dense uranium bullets that allow it to penetrate and hit multiple targets, not lightning or electricity.  

I would like to say that before when stun had one second the augment was completely useless because it gave tanks too much advantage of recovery time to capture flags or balls. As of now it already had slow reload like Large caliber rounds. Thus making 1 second of stun very useless, 2 seconds is good enough. 

Edited by MysticBlood

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1 minute ago, Tanker-Arthur said:

For me, Scout, EMP, and Stun Rounds are my most hated ones.

Scout needs the following changes:

  • Reduce minimum damage.
  • Reduce impact force.

EMP needs the following changes:

  • EMP duration reduced.
  • Damage reduced.
  • Alternate idea: Delete this augment.

Stun needs the following changes:

  • Reduce the stun duration back to one second.
  • Reduce the damage back to normal Railgun.
  • Make the warm-up time longer (to emphasize that it needs more electricity to charge up a "stunning" shot).
  • To compensate, make it reload a bit faster than now. 
  • Alternate idea: Delete this Augment because I don't see how logic dictates that a turret like Railgun manages to stun it's enemies. Railgun shoots ultra dense uranium bullets that allow it to penetrate and hit multiple targets, not lightning or electricity.  

I'm really disappointed in the way they have made the Ultra Container augments for Railgun - unlike the Smoky Ultra-only augments they are flat-out OP, and better than the Garage augments - which sets a worrying precendent for future augments coming to other turrets. Also, I was glad when they said they were only giving Railgun Heat/ Stun/ AP augments and NOT Emp and Cryo as well, as 1) it will imbalance the game 2) it is boring to have EVERY status effect for every turret.

There is no doubt EMP/Stun augments are really OP in many situations.

As for nerfing Scout, I think the only nerf it should have would be a minor nerf to impact force. But really, if you nerf the Garage augments this will mean there is an even bigger imbalance between buyers and F2P, because the fact is Scout or any of the Railgun Garage augments are simply inferior to all the Ultra Container augments - so if they are nerfed the problem will be even worse. Personally I don't fear facing any of the Garage augments in battle apart from Incendiary Brand (ONLY when it is combined with the Tankoin-only Heat Immunity), and that includes Scout, so a small impact nerf for Scout at most - but all the really imbalanced augments are from Ultra Containers, and more are surely coming.

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20 minutes ago, beachhouse said:

It's quite the opposite. Scout can interrupt a part of the repair, while with long reload speed they use the whole if survived.

Also, you shouldn't support your arguments with "but against players with low gs".

Well that is true that it can interrupt, but lets say we have an Mk8 Scout Railgun and Mk8 Destabilized Rounds going up against a player with Double Armor and 50% protection:

Against the scout railgun the shot damage will be 400-520, so they can predict how much damage you will do and use a repair kit at about 1000 health to get some use out of it.

Against a destabilzed rounds railgun, you could potentially deal up to 1360 damage, so they will have to use their repair kit at higher health if they want to be sure to survive, which also reduces its effectiveness. Or they may not use it in time, and die before they can if you deal more damage than expected.

And against targets without protection or without Double armor, you can very often finish off wounded targets in a single shot, or even from full health in some situations.

EDIT: And it is also important to bear in mind the GS of your opponents, because as we know in Matchmaking right now the GS differences can be huge. If I see a lot of low GS opponents in battle and I'm wanting to use Railgun, I immediately switch to Death Herald and have a field day with huge multi-kills. In this situation, it is the strongest augment and you will get a lot more score than with other Garage augments (except Hyperspace in Siege mode). Although you need Booster or Crisis to use it well against high-GS Legends.

Edited by DestrotankAI9
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1 hour ago, Tanker-Arthur said:

Default Railgun also works great.........compared to Large Caliber Rounds and Round Destabilization at least.

But it's definitely overshadowed by Scout and Incendiary Rounds.

Default Railgun has much a lower average DPS than Destabilized Rounds - consistent damage yes but it is overall inferior. It has higher average damage than LCR so it is better, possibly, at high ranks. Both Scout and Destabilized have significantly higher DPS than stock, but LCR has around the same.

Edited by DestrotankAI9

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Just now, DestrotankAI9 said:

Smoky Ultra-only augments

The Smoky Augments were dope XD.
Two of them in fact, Explosive Rounds and Paralyzing Rounds, were things I had wanted the devs to add since 2017 or 2018 :,) - A splash and stun alt :)

I mainly like the Smoky augments cause they're like Alterations, having drawbacks to the effects, and thus people who can't get them and only use default Smoky still have a good chance at defeating those with the Augments.

Just now, DestrotankAI9 said:

which sets a worrying precendent for future augments coming to other turrets

Yes, expect an Augment for Freeze that makes the turret BURN enemies......as well as Freeze them too! :(

Just now, DestrotankAI9 said:

1) it will imbalance the game 2) it is boring to have EVERY status effect for every turret.

1,000,000% Agreed. 

In fact, here's my views on the status effect Augments (or Alterations):

The only turrets that should get burning Alterations:

  • Firebird (Compact Fuel Tanks)
  • Hammer (Dragon's Breath)
  • Smoky (Incendiary Rounds)
  • Vulcan (Incendiary Mix)
    • Technically, all turrets except Freeze and Isida can have a burning augment, cause in real life, you could shoot flaming shells and bullets and whatnot and most of the turrets do that (plasma is also super hot in real life, so Twins and Rico can too), but like you said it'll be boring if every turret could burn and it would just make Firebird useless, so we should keep it at those four aforementioned turrets, for now at least.
    • If any new Burning Alterations get added, they should only be for the following turrets:
      • Striker (via salvo missile)
      • Gauss (via sniping shot)
      • Ricochet (Fire is yellow-orange. The plasma balls that Ricochet shoots are too)

The only turrets that should get freezing Alterations (or can logically support a freezing alteration):

  • Freeze (Shock Freeze)
  • Smoky (Cryo Rounds)
  • New alterations:
    • Vulcan (Instead of overheating, when the ammo bar runs out, the turret will Freeze itself. (It won't freeze enemies however, just itself))
    • Striker (via salvo missile)
    • Gauss (via sniping shot)
    • Twins (Ice is blue.....Twins M0 and M1 shoot blue projectiles back in the day)

The only turrets that should get stunning Alterations (or can logically support a stunning alteration):

  • Smoky (Paralyzing Rounds)
  • New Alterations:
    • Striker (via salvo missile)
    • Gauss (via sniping shot)
    • Tesla (if the default version doesn't stun already)

The only turrets that should get armor-piercing Alterations (or can logically support an AP alteration):

  • Railgun (because the projectile literally penetrates multiple enemies)

The only turrets that should get EMP Alterations (or can logically support a EMP alteration):

  • None (because the EMP effect is the most annoying, suckiest status effect in the game)
Just now, DestrotankAI9 said:

But really, if you nerf the Garage augments this will mean there is an even bigger imbalance between buyers and F2P, because the fact is Scout or any of the Railgun Garage augments are simply inferior to all the Ultra Container augments - so if they are nerfed the problem will be even worse.

Agreed.....

Which is why they should nerf Scout AND the Ultra-Container augments at the same time :)

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