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Augments, protection and updates


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I see lots of updates happening in the game.

At times, I see my protection seems to be not working. For example when a tesla hits my hull, my hull gets destroyed immediately with weasel is maxed out. Today, I had this problem. Any turret hit me, my hull got destroyed. So I had difficulty to play in any game. It is like playing without any protection.

Can any one list down, what are the turrets and augments where when hit the opponents their protection fails (not on ap or emp aguments, eg like blunderbuss,etc)

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First off, you might just be really unlucky with enemies getting crits a lot, or they were using Hornet/Dictator OD which guarantee crit damage.

 

But let's look at some augments that increase normal damage/critical chance/damage:

- Adrenaline (Universal): Increases damage by 20-29% depending on the turret and their health

 

- Incendiary Mix (Firebird): Increases normal and critical damage by 20%

 

- Corrosive Mix (Freeze): Increases normal and critical damage by 10%

 

- Blunderbuss (Hammer): Increases critical chance to 50% (No longer increases critical damage since the last patch update)

 

- Heavy Plasmagun (Twins): Increases normal and critical damage by 35%

 

- High Precision Aiming System (Smoky): Increases normal damage by 40% and critical damage by 10%

- Supercumulative Rounds (Smoky): Increases critical damage by 50%

- Sorted Ammunition (Smoky): Every 4th shot is critical

 

- Uranium (Striker): Increases normal damage by 50%

 

- Sledgehammer Rounds (Thunder): Increases normal damage by 45% at melee range

- Strict Ammunition Load (Thunder): Every 3rd shot is critical

- Hyperspeed Shells (Thunder): Weak damage percentage is 300% (deals 1350 at long range)

- Vacuum Shells (Thunder): Increases splash damage to 220%

 

- Uranium (Scorpion): Every 3rd shot is critical

 

- Large Caliber Rounds (Railgun): Increase normal and critical damage by 33%

- Round Destabilization (Railgun): Increases critical chance to 50%; Increases critical damage by 20%

- Hyperspace Rounds (Railgun): Increases penetration by 200% (Damage will increase after each pierced tank)

- Hyperspeed Shells (Railgun): Weak damage percentage is 300% (deals 2010 damage at long range)

 

- Short-Band Emitter (Shaft): Increases normal arcade damage by 35% and arcade critical damage by 33%

- Heavy Capacitors (Shaft): Increases maximum scope damage by 25%

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On 2/12/2023 at 7:49 PM, Me0w_XP said:

First off, you might just be really unlucky with enemies getting crits a lot, or they were using Hornet/Dictator OD which guarantee crit damage.

 

But let's look at some augments that increase normal damage/critical chance/damage:

- Adrenaline (Universal): Increases damage by 20-29% depending on the turret and their health

 

- Incendiary Mix (Firebird): Increases normal and critical damage by 20%

 

- Corrosive Mix (Freeze): Increases normal and critical damage by 10%

 

- Blunderbuss (Hammer): Increases critical chance to 50% (No longer increases critical damage since the last patch update)

 

- Heavy Plasmagun (Twins): Increases normal and critical damage by 35%

 

- High Precision Aiming System (Smoky): Increases normal damage by 40% and critical damage by 10%

- Supercumulative Rounds (Smoky): Increases critical damage by 50%

- Sorted Ammunition (Smoky): Every 4th shot is critical

 

- Uranium (Striker): Increases normal damage by 50%

 

- Sledgehammer Rounds (Thunder): Increases normal damage by 45% at melee range

- Strict Ammunition Load (Thunder): Every 3rd shot is critical

- Hyperspeed Shells (Thunder): Weak damage percentage is 300% (deals 1350 at long range)

- Vacuum Shells (Thunder): Increases splash damage to 220%

 

- Uranium (Scorpion): Every 3rd shot is critical

 

- Large Caliber Rounds (Railgun): Increase normal and critical damage by 33%

- Round Destabilization (Railgun): Increases critical chance to 50%; Increases critical damage by 20%

- Hyperspace Rounds (Railgun): Increases penetration by 200% (Damage will increase after each pierced tank)

- Hyperspeed Shells (Railgun): Weak damage percentage is 300% (deals 2010 damage at long range)

 

- Short-Band Emitter (Shaft): Increases normal arcade damage by 35% and arcade critical damage by 33%

- Heavy Capacitors (Shaft): Increases maximum scope damage by 25%

Thank you. 1. I have used most of the above augments and not getting that kind of luxury like opponents. 2. I don't think entire opponents will use crisis drone. I understand in few games one or two players turn the table like using twins turret and pulsar augment with crisis drone.  But not always. 

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On 2/12/2023 at 9:45 AM, luckylook500 said:

Thank you. 1. I have used most of the above augments and not getting that kind of luxury like opponents. 2. I don't think entire opponents will use crisis drone. I understand in few games one or two players turn the table like using twins turret and pulsar augment with crisis drone.  But not always. 

I know you said to exclude AP/EMP augments, however sometimes in the heat of a battle it can really be hard to notice if you were inflicted with one of those effects and sometimes it's even hard to notice that you're low. I've had many times where I was surprised by a death but realized I was very low after looking at recordings.

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On 2/12/2023 at 9:13 PM, Me0w_XP said:

I know you said to exclude AP/EMP augments, however sometimes in the heat of a battle it can really be hard to notice if you were inflicted with one of those effects and sometimes it's even hard to notice that you're low. I've had many times where I was surprised by a death but realized I was very low after looking at recordings.

True. But it cannot happen repeatedly and that's where I have problem

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On 2/12/2023 at 7:52 PM, luckylook500 said:

True. But it cannot happen repeatedly and that's where I have problem

its simple really, everything has too much damage. well, if you insist that tesla one shots you when you are full hp and have protection module and no ap or emp status happened and such occurrence  are often, just post a screenshot of that battle(tab) where this happened and it may be easier to say what it was. and if it happens like really often, just record 1 video and drop relevant pictures :DD

Edited by avengeful

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On 2/12/2023 at 9:39 PM, avengeful said:

its simple really, everything has too much damage. well, if you insist that tesla one shots you when you are full hp and have protection module and no ap or emp status happened and such occurrence  are often, just post a screenshot of that battle(tab) where this happened and it may be easier to say what it was. and if it happens like really often, just record 1 video and drop relevant pictures :DD

Ok will try

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I am pretty sure that the answer is critical damage + armor pierced. I have the weasel protection at 45-ish precent and I still get easily killed despite I have max titan. I am pretty sure the augments stated earlier raise the critical damage as well. If you get the armadillo protection, then this is protection from critical damage and this is from critical damage of ALL turrets. 

This unbalance kinda made tanki unenjoyable now.

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