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__NOTOC__ __NOEDITSECTION__ | __NOTOC__ __NOEDITSECTION__ | ||
− | {{see also|Turrets|Micro-upgrades|Indication of parameters|In depth: Game Mechanics}}<br /> | + | {{see also|Turrets|Hulls|Micro-upgrades|Indication of parameters|In depth: Game Mechanics}}<br /> |
− | [[File: | + | [[File:Augments_banner.png|850px|center|link=]] <br> |
− | + | Augments are modifiers that allow a player to alter gameplay features of [[turrets]] and [[hulls]] while keeping them within the overall game's balance. | |
− | For example, an | + | For example, an augment can weaken one characteristic in favor of strengthening another one. |
__TOC__ | __TOC__ | ||
==Important Information== | ==Important Information== | ||
− | * | + | *Already bought/unlocked augments won't disappear at any time. |
− | * | + | *Augments can be obtained in the following ways: |
− | * | + | **Purchased from the garage for [[Crystals|Crystals]][[File:crystal.png|14px|link=]] or [[Tankoins|Tankoins]][[File:MiniTankoin.png|link=]] |
− | * | + | **Obtained from [[Containers|Containers]] (<span style="color:RoyalBlue">'''Rare'''</span> and <span style="color:DarkViolet">'''Epic'''</span> augments) |
− | + | **Obtained from Ultra Containers (<span style="color:RoyalBlue">'''Rare'''</span>, <span style="color:DarkViolet">'''Epic'''</span>, <span style="color:Gold">'''Legendary'''</span>, and <span style="color:Salmon">'''Exotic'''</span>) augments. | |
− | *You can see | + | **Bought in special [[Showcase|Showcase]] offers. |
− | + | **Earned as a reward for completing [[Challenges|Challenges]], usually with a Battle Pass. | |
+ | *Augments have a separate setting under the Pro Pass battle creation system, instead of being bunched under Micro-upgrades. Now they can be turned on or off independently. | ||
+ | *You can see augments of other players equipped in battle by pressing {{keys|'''Tab'''}}. | ||
==General Information== | ==General Information== | ||
− | * | + | *A total of 173 augments are currently in the game, 82 of which are for turrets and 91 for hulls. |
− | + | *You can equip an augment or un-equip an augment and get back to standard settings at any time. | |
− | *You can equip an | + | *Changing an augment during a battle will cause self-destructing and a three-minute pause for changing other augments (just like changing hulls, turrets, and other items). |
− | *Changing an | + | *Changing a hull augment starts a three-minute pause for changing hulls, and likewise changing a turret augment starts a three-minute pause for changing turrets. |
− | *Only | + | *Only two augments can be equipped at any given time: one hull augment and one turret augment. |
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<br> | <br> | ||
− | == | + | ==Augments== |
− | The following tables contain all the current | + | The following tables contain all the current augments. Some of these augments modify specific turret's parameters to alter the turret's or hull's performances during a battle, leading to an increase or a decrease on a specific parameter's value for a turret or hull, thus modifying that turret's or hull's performances, but always remaining in between the overall game balance's boundaries.<br><br> |
In the following tables you will find specific color-codes, as follow: | In the following tables you will find specific color-codes, as follow: | ||
− | + | *[[File:Plus.png|link=]] {{Color|#00FF00|This marker is associated with a positive effect on a turret's or hull's performances produced by an augment}} | |
− | + | *[[File:Minus.png|link=]] {{Color|#FF0000|This marker is associated with a negative effect on a turret's or hull's performances produced by an augment}}<br> | |
− | |||
− | *[[File:Plus.png|link=]] | ||
− | *[[File:Minus.png|link=]] | ||
<br> | <br> | ||
− | |||
− | === | + | ==Augments for Turrets== |
− | {| class="wikitable" style="width:100%;" | + | ===Augments for Firebird=== |
− | ! style="text-align: center; font-weight:bold; background-color:# | + | {| class="wikitable augments-table" style="width:100%;" |
− | ! style="text-align: center; font-weight:bold; background-color:# | + | ! colspan="2" style="text-align: center; font-weight:bold; background-color:#424656; width:18%; " | Name |
− | + | ! style="text-align: center; font-weight:bold; background-color:#424656; width:41%;" | Description | |
− | ! style="text-align: center; font-weight:bold; background-color:# | + | ! style="text-align: center; font-weight:bold; background-color:#424656; width:41%;" | Effects |
|- | |- | ||
− | | style="text-align: center;" | High-pressure pump<br>[[File:alteration_firebird_high_pressure_pump.png|link=]] | + | | class="rarity-rare" title="Container rarity: Rare" | |
+ | | style="text-align: center;" | '''High-pressure pump'''<br>[[File:alteration_firebird_high_pressure_pump.png|link=]]<br>149 000 [[File:crystal.png|14px|link=]] | ||
| Improved hit distance for mid-range targets: the stream of fire will shoot slightly further, and maximum hit distance is increased. Requires a more precise aiming. | | Improved hit distance for mid-range targets: the stream of fire will shoot slightly further, and maximum hit distance is increased. Requires a more precise aiming. | ||
| style="text-align: center; font-weight:bold; " | | | style="text-align: center; font-weight:bold; " | | ||
Minimum damage range: {{+|+10%}}<br/>Maximum damage range: {{+|+100%}}<br/>Cone angle: {{-|-75%}} | Minimum damage range: {{+|+10%}}<br/>Maximum damage range: {{+|+100%}}<br/>Cone angle: {{-|-75%}} | ||
− | |||
− | |||
|- | |- | ||
− | | style="text-align: center; " | Compact fuel tanks<br>[[File:alteration_firebird_compact_fuel_tanks.png|link=]] | + | | class="rarity-epic" title="Container rarity: Epic" | |
+ | | style="text-align: center; " | '''Compact fuel tanks'''<br>[[File:alteration_firebird_compact_fuel_tanks.png|link=]]<br>245 000 [[File:crystal.png|14px|link=]] | ||
| Especially for the fans of the "put it on fire and roll away" tactic: fast increase in temperature and burning time due to the increased rate of fuel consumption. | | Especially for the fans of the "put it on fire and roll away" tactic: fast increase in temperature and burning time due to the increased rate of fuel consumption. | ||
| style="text-align: center; font-weight:bold; " | | | style="text-align: center; font-weight:bold; " | | ||
− | Maximum temperature limit: {{+|+100%}}<br/>Heating rate: {{+|+ | + | Maximum temperature limit: {{+|+100%}}<br/>Heating rate: {{+|+100%}}<br/>Energy consumption: {{-|+50%}} |
− | |||
− | |||
|- | |- | ||
− | | style="text-align: center;" | Incendiary mix<br>[[File:alteration_firebird_incendiary_mix.png|link=]] | + | | class="rarity-epic" title="Container rarity: Epic" | |
− | | | + | | style="text-align: center;" | '''Incendiary mix'''<br>[[File:alteration_firebird_incendiary_mix.png|link=]]<br>245 000 [[File:crystal.png|14px|link=]] |
+ | | Thermite mixture will burn through tank armor, dealing increased damage, but without igniting the target. No heating effect. | ||
| style="text-align: center; font-weight:bold; " | | | style="text-align: center; font-weight:bold; " | | ||
− | Damage per second | + | Damage per tick: {{hint|i|"Damage per tick" is when the turret deals damage. Commonly confused with DPS (Damage per second), damage per second differs from damage per tick because DPS is how much damage is dealt within a second, while DPT is how much is dealt everytime the indicator "ticks", which is not necessarily once per second.}} {{+|+50%}}<br/>Energy consumption: {{+|-50%}}<br/>{{-|Overheat effect removed}} |
− | |||
− | |||
|} | |} | ||
− | === | + | ===Augments for Freeze=== |
− | {| class="wikitable" style="width:100%;" | + | {| class="wikitable augments-table" style="width:100%;" |
− | ! style="text-align: center; font-weight:bold; background-color:# | + | ! colspan="2" style="text-align: center; font-weight:bold; background-color:#424656; width:18%; " | Name |
− | ! style="text-align: center; font-weight:bold; background-color:# | + | ! style="text-align: center; font-weight:bold; background-color:#424656; width:41%;" | Description |
− | + | ! style="text-align: center; font-weight:bold; background-color:#424656; width:41%;" | Effects | |
− | ! style="text-align: center; font-weight:bold; background-color:# | ||
|- | |- | ||
− | | style="text-align: center;" | High-pressure pump<br/>[[File:Alteration_freeze_high_pressure_pump.png|link=]] | + | | class="rarity-rare" title="Container rarity: Rare" | |
+ | | style="text-align: center;" | High-pressure pump<br/>[[File:Alteration_freeze_high_pressure_pump.png|link=]]<br>149 000 [[File:crystal.png|14px|link=]] | ||
| Improved hit distance for mid-range targets: the stream of freon will shoot slightly further, and maximum hit distance is increased. Requires a more precise aiming. | | Improved hit distance for mid-range targets: the stream of freon will shoot slightly further, and maximum hit distance is increased. Requires a more precise aiming. | ||
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
Minimum damage range: {{+|+10%}}<br/> Maximum damage range: {{+|+100%}}<br/> Cone angle: {{-|-75%}} | Minimum damage range: {{+|+10%}}<br/> Maximum damage range: {{+|+100%}}<br/> Cone angle: {{-|-75%}} | ||
− | |||
|- | |- | ||
− | | style="text-align: center;" | Corrosive mix<br/>[[File:Alteration_freeze_corrosive_mix.png|link=]] | + | | class="rarity-epic" title="Container rarity: Epic" | |
− | | Swapping cooling agent with | + | | style="text-align: center;" | '''Corrosive mix'''<br/>[[File:Alteration_freeze_corrosive_mix.png|link=]]<br>245 000[[File:crystal.png|14px|link=]] |
+ | | Swapping cooling agent with acid mixture, which eats through even the most sturdy armor in mere seconds. No freezing effect. | ||
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | Damage per second: {{+|+10%}}<br/> | + | Damage per second: {{+|+10%}}<br/> {{-|Freeze effect removed}} |
− | |||
|- | |- | ||
− | | style="text-align: center;" | Shock freeze<br/>[[File:Alteration_freeze_shock freeze.png|link=]] | + | | class="rarity-epic" title="Container rarity: Epic" | |
+ | | style="text-align: center;" | '''Shock freeze'''<br/>[[File:Alteration_freeze_shock freeze.png|link=]]<br>245 000 [[File:crystal.png|14px|link=]] | ||
| Quickly and effectively turn tanks into solid and immobile pieces of ice. In conditions of a limited space in the turret, several battle mechanisms had to be removed, which lowered damage and energy consumption. | | Quickly and effectively turn tanks into solid and immobile pieces of ice. In conditions of a limited space in the turret, several battle mechanisms had to be removed, which lowered damage and energy consumption. | ||
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | Freezing rate: {{+|+ | + | Freezing rate: {{+|+200%}}<br/> Energy consumption: {{+|-50%}}<br/> Damage: {{-|-30%}} |
− | | style="text-align: center;" | [[File: | + | |- |
+ | | class="rarity-legendary" title="Container rarity: Legendary" | | ||
+ | | style="text-align: center;" | '''Toxic Mix'''<br/>[[File:Alteration_freeze_Toxic Mix.png|link=]] | ||
+ | | Swaps the cooling agent with toxic mixture. Damage is decreased, but an opponent affected by the mix cannot use armor for some time. | ||
+ | | style="text-align: center; font-weight:bold;" | AP duration: {{+|1s}}<br/> Damage: {{-|-45%}}<br/> Freezing rate: {{-|-50%}} | ||
|} | |} | ||
− | === | + | ===Augments for Isida=== |
− | {| class="wikitable" style="width:100%;" | + | {| class="wikitable augments-table" style="width:100%;" |
− | ! style="text-align: center; font-weight:bold; background-color:# | + | ! colspan="2" style="text-align: center; font-weight:bold; background-color:#424656; width:18%; " | Name |
− | ! style="text-align: center; font-weight:bold; background-color:# | + | ! style="text-align: center; font-weight:bold; background-color:#424656; width:41%;" | Description |
− | + | ! style="text-align: center; font-weight:bold; background-color:#424656; width:41%;" | Effects | |
− | ! style="text-align: center; font-weight:bold; background-color:# | ||
|- | |- | ||
− | | style="text-align: center;" | Broadband radiators<br/>[[File:Alteration_isida_broadband_radiators.png|link=]] | + | | class="rarity-rare" title="Container rarity: Rare" | |
+ | | style="text-align: center;" | '''Broadband radiators'''<br/>[[File:Alteration_isida_broadband_radiators.png|link=]]<br>149 000 [[File:crystal.png|14px|link=]] | ||
| Broadband radiators with a shortened range for easier aiming. | | Broadband radiators with a shortened range for easier aiming. | ||
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
Cone angle: {{+|+200%}}<br/> Range: {{-|-25%}} | Cone angle: {{+|+200%}}<br/> Range: {{-|-25%}} | ||
− | |||
|- | |- | ||
− | | style="text-align: center;" | Support nanobots<br/>[[File:Alteration_isida_support_nanobots.png|link=]] | + | | class="rarity-epic" title="Container rarity: Epic" | |
+ | | style="text-align: center;" | '''Support nanobots'''<br/>[[File:Alteration_isida_support_nanobots.png|link=]]<br>245 000 [[File:crystal.png|14px|link=]] | ||
| Part of the destroyer-nanobots were reconfigured into a repair mode. Improved healing in exchange for lower damage. | | Part of the destroyer-nanobots were reconfigured into a repair mode. Improved healing in exchange for lower damage. | ||
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | Health healed per second: {{+|+ | + | Health healed per second: {{+|+100%}}<br/> Damage per second: {{-|-50%}} |
− | |||
|- | |- | ||
− | | style="text-align: center;" | Nanomass reactor<br/>[[File:Alteration_isida_nanomass_reactor.png|link=]] | + | | class="rarity-epic" title="Container rarity: Epic" | |
+ | | style="text-align: center;" | '''Nanomass reactor'''<br/>[[File:Alteration_isida_nanomass_reactor.png|link=]]<br>245 000 [[File:crystal.png|14px|link=]] | ||
|After receiving a signal that the target was destroyed, reactor converts the collected nanomass and recharges energy levels of the turret. Operational converter noticeably increases radiators' energy consumption. | |After receiving a signal that the target was destroyed, reactor converts the collected nanomass and recharges energy levels of the turret. Operational converter noticeably increases radiators' energy consumption. | ||
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | Destroying an enemy reloads the energy tank | + | {{+|Destroying an enemy reloads the energy tank}}<br/> Energy consumption when attacking: {{-|+50%}} |
− | |||
|} | |} | ||
− | === | + | ===Augments for Hammer=== |
− | {| class="wikitable" style="width:100%;" | + | {| class="wikitable augments-table" style="width:100%;" |
− | ! style="text-align: center; font-weight:bold; background-color:# | + | ! colspan="2" style="text-align: center; font-weight:bold; background-color:#424656; width:18%; " | Name |
− | ! style="text-align: center; font-weight:bold; background-color:# | + | ! style="text-align: center; font-weight:bold; background-color:#424656; width:41%;" | Description |
− | + | ! style="text-align: center; font-weight:bold; background-color:#424656; width:41%;" | Effects | |
− | ! style="text-align: center; font-weight:bold; background-color:# | ||
|- | |- | ||
− | | style="text-align: center;" | Slugger<br/>[[File:Alteration_hammer_slugger.png|link=]] | + | | class="rarity-rare" title="Container rarity: Rare" | |
+ | | style="text-align: center;" | '''Slugger'''<br/>[[File:Alteration_hammer_slugger.png|link=]]<br>149 000 [[File:crystal.png|14px|link=]] | ||
| Increased pellet density in combination with a reduced turret rotation speed allows to hit ranged targets better. | | Increased pellet density in combination with a reduced turret rotation speed allows to hit ranged targets better. | ||
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | Vertical scatter angle: {{+|-50%}}<br/> Horizontal spread angle: {{+|-50%}}<br/> Rotation speed: {{-|- | + | Vertical scatter angle: {{+|-50%}}<br/> Horizontal spread angle: {{+|-50%}}<br/> Rotation speed: {{-|-30%}} |
− | |||
|- | |- | ||
− | | style="text-align: center;" | | + | | class="rarity-epic" title="Container rarity: Epic" | |
− | | Pellets with the striking name " | + | | style="text-align: center;" | '''Dragon's Breath'''<br/>[[File:Alteration_hammer_dragon breath.png|link=]]<br>245 000 [[File:crystal.png|14px|link=]] |
+ | | Pellets with the striking name "Dragon's Breath" ignite enemy tanks, increasing overall damage from the shot. Effective only on a short distance due to the increased pellet spread. | ||
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | Hitting an enemy ignites it | + | Hitting an enemy ignites it {{+|+3% of max temp. per pellet}} <br/> Clip reload: {{-|+10%}} |
− | |||
|- | |- | ||
− | | style="text-align: center;" | High-capacity ammo clip<br/>[[File:Alteration_hammer_high capacity ammo clip.png|link=]] | + | | class="rarity-epic" title="Container rarity: Epic" | |
+ | | style="text-align: center;" | '''High-capacity ammo clip'''<br/>[[File:Alteration_hammer_high capacity ammo clip.png|link=]]<br>245 000 [[File:crystal.png|14px|link=]] | ||
| Special permanently fixed ammo clip for 5 projectiles, included in standard equipment for assault tanks. Reload becomes longer. | | Special permanently fixed ammo clip for 5 projectiles, included in standard equipment for assault tanks. Reload becomes longer. | ||
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | Ammunition per clip: {{+|+2}} | + | Ammunition per clip: {{+|+2}} |
− | |||
|- | |- | ||
− | | style="text-align: center;" | Duplet<br/>[[File:Alteration_hammer_duplet.png|link=]] | + | | class="rarity-epic" title="Container rarity: Epic" | |
+ | | style="text-align: center;" | '''Duplet'''<br/>[[File:Alteration_hammer_duplet.png|link=]]<br>245 000 [[File:crystal.png|14px|link=]] | ||
| Replacement of the internal construction of the turret with an adaptive mechanism from a classic double-barreled rifle. Allows to rapidly fire 2 shots, with almost no delay, and to quickly reload. Ideal for busting tanks into concrete. | | Replacement of the internal construction of the turret with an adaptive mechanism from a classic double-barreled rifle. Allows to rapidly fire 2 shots, with almost no delay, and to quickly reload. Ideal for busting tanks into concrete. | ||
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | + | Shot reload: {{+|-85%}}<br/> Ammunition per clip: {{-|-1}}<br/>Clip reload: {{-|+50%}}<br/><br/> Vertical scatter angle: {{-|+100%}}<br/> Horizontal spread angle: {{-|+50%}} | |
− | |||
|- | |- | ||
− | | style="text-align: center;" | Adaptive reload<br/>[[File:Alteration hammer adaptive reload.png|link=]] | + | | class="rarity-epic" title="Container rarity: Epic" | |
+ | | style="text-align: center;" | '''Adaptive reload'''<br/>[[File:Alteration hammer adaptive reload.png|link=]]<br>245 000 [[File:crystal.png|14px|link=]] | ||
| Instant refill of the current ammo clip after destroying an enemy. With enough luck you can pump out kills with factory efficiency. Otherwise, you'll have to contend with an empty ammo clip for a long time. | | Instant refill of the current ammo clip after destroying an enemy. With enough luck you can pump out kills with factory efficiency. Otherwise, you'll have to contend with an empty ammo clip for a long time. | ||
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | Destroying an enemy adds | + | {{+|Destroying an enemy adds 3 shots to clip}}<br/> Clip reload: {{-|+10%}} |
− | | style="text-align: center;" | [[File: | + | |- |
+ | | class="rarity-legendary" title="Container rarity: Legendary" | | ||
+ | | style="text-align: center;" | '''Armor-Piercing Shot'''<br/>[[File:Alteration hammer Armor-Piercing Shot.png|link=]] | ||
+ | | A perfect farewell gift. The last shot in the clip destroys the armor of any tank which was hit. | ||
+ | | style="text-align: center; font-weight:bold;" | AP duration: {{+|7s}} <br/> {{-|Last shot only}} | ||
|} | |} | ||
− | === | + | ===Augments for Twins=== |
− | {| class="wikitable" style="width:100%;" | + | {| class="wikitable augments-table" style="width:100%;" |
− | ! style="text-align: center; font-weight:bold; background-color:# | + | ! colspan="2" style="text-align: center; font-weight:bold; background-color:#424656; width:18%; " | Name |
− | ! style="text-align: center; font-weight:bold; background-color:# | + | ! style="text-align: center; font-weight:bold; background-color:#424656; width:41%;" | Description |
− | + | ! style="text-align: center; font-weight:bold; background-color:#424656; width:41%;" | Effects | |
− | ! style="text-align: center; font-weight:bold; background-color:# | ||
|- | |- | ||
− | | style="text-align: center;" | | + | | class="rarity-rare" title="Container rarity: Rare" | |
− | | | + | | style="text-align: center;" |''' Stable plasma'''<br/>[[File:Alteration_twins_stabilized plasma.png|link=]]<br>149 000 [[File:crystal.png|14px|link=]] |
+ | | Shots of stabilized plasma keep their form better and do not explode upon hitting a tank or an obstacle. Such shots can't deal splash- and self-damage. | ||
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | + | {{+|Self-damage removed}}<br/> Impact force: {{+|+10%}}<br/> {{-|Splash damage removed}} <br/>Projectile speed: {{-|-15%}} | |
− | |||
|- | |- | ||
− | | style="text-align: center;" | | + | | class="rarity-epic" title="Container rarity: Epic" | |
− | | | + | | style="text-align: center;" | '''Plasma accelerators'''<br/>[[File:Alteration_twins_plasma accelerators.png|link=]]<br>245 000 [[File:crystal.png|14px|link=]] |
+ | | Changing settings of plasma accelerators allows to be at a safer distance from the enemy in battle. Projectiles fly further and faster, but the fire rate is reduced. | ||
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | + | Projectile speed: {{+|+100%}}<br/> Minimum range: {{+|+100%}}<br/> Reload: {{-|+20%}} | |
− | |||
|- | |- | ||
− | | style="text-align: center;" | Heavy plasmagun<br/>[[File:Alteration_twins_heavy plasmagun.png|link=]] | + | | class="rarity-epic" title="Container rarity: Epic" | |
− | | Turret modification | + | | style="text-align: center;" | '''Heavy plasmagun'''<br/>[[File:Alteration_twins_heavy plasmagun.png|link=]]<br>245 000 [[File:crystal.png|14px|link=]] |
+ | | Turret modification in the tradition of the famous BFG. Fires big balls of plasma, which travel slowly, but deal more damage. Be cautious of the self-damage from splash! | ||
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | Minimum damage: {{+|+35%}}<br/> Maximum damage: {{+|+35%}}<br/> Projectile speed: {{-|- | + | Minimum damage: {{+|+35%}}<br/> Maximum damage: {{+|+35%}}<br/> Projectile speed: {{-|-35%}} |
− | |||
|} | |} | ||
− | === | + | ===Augments for Ricochet=== |
− | {| class="wikitable" style="width:100%;" | + | {| class="wikitable augments-table" style="width:100%;" |
− | ! style="text-align: center; font-weight:bold; background-color:# | + | ! colspan="2" style="text-align: center; font-weight:bold; background-color:#424656; width:18%; " | Name |
− | ! style="text-align: center; font-weight:bold; background-color:# | + | ! style="text-align: center; font-weight:bold; background-color:#424656; width:41%;" | Description |
− | + | ! style="text-align: center; font-weight:bold; background-color:#424656; width:41%;" | Effects | |
− | ! style="text-align: center; font-weight:bold; background-color:# | ||
|- | |- | ||
− | | style="text-align: center;" | | + | | class="rarity-rare" title="Container rarity: Rare" | |
− | | | + | | style="text-align: center;" | '''Destabilized plasma'''<br/>[[File:Alteration_ricochet_destabilized plasma.png|link=]]<br>149 000 [[File:crystal.png|14px|link=]] |
+ | | Balls of unstable plasma disperse into clots after the slightest touch from any obstacle, hitting all enemies and the shooter themselves in a small radius. | ||
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | + | {{+|Splash damage added}} <br>{{-|Self damage added}}<br/> {{-|Bouncing/ricochet effect disabled}} | |
− | |||
|- | |- | ||
− | | style="text-align: center;" | | + | | class="rarity-epic" title="Container rarity: Epic" | |
− | | | + | | style="text-align: center;" | '''Minus-field stabilization'''<br/>[[File:Alteration_ricochet_minus field stabilization.png|link=]]<br>245 000 [[File:crystal.png|14px|link=]] |
+ | | Additional stabilization of the minus-field before each shot allows to fire effectively at a longer range. Projectiles travel further and faster, but the fire rate is reduced. | ||
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | + | Projectile speed: {{+|+100%}}<br/> Minimum range: {{+|+100%}}<br/> Shot reload: {{-|+15%}} | |
− | |||
|- | |- | ||
− | | style="text-align: center;" | Plasma-torch<br/>[[File:Alteration_ricochet_plasma torch.png|link=]] | + | | class="rarity-epic" title="Container rarity: Epic" | |
+ | | style="text-align: center;" |''' Plasma-torch'''<br/>[[File:Alteration_ricochet_plasma torch.png|link=]]<br>245 000 [[File:crystal.png|14px|link=]] | ||
| Modification that turns the turret into a short range plasmagun. Noticeably increases the rate of fire due to the radically reduced flying speed and damage of the rounds. Also, unstable plasma can't richochet more than once. | | Modification that turns the turret into a short range plasmagun. Noticeably increases the rate of fire due to the radically reduced flying speed and damage of the rounds. Also, unstable plasma can't richochet more than once. | ||
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | + | Shot reload: {{+|-50%}}<br/> Minimum damage: {{-|-25%}}<br/>Maximum damage: {{-|-25%}}<br/>Projectile speed: {{-|-35%}}<br/>Maximum number of ricochets: {{-|<nowiki>=1</nowiki>}} | |
− | |||
|- | |- | ||
− | | style="text-align: center;" | Berserk<br/>[[File:Alteration_ricochet_berserk.png|link=]] | + | | class="rarity-epic" title="Container rarity: Epic" | |
+ | | style="text-align: center;" | '''Berserk'''<br/>[[File:Alteration_ricochet_berserk.png|link=]]<br>245 000 [[File:crystal.png|14px|link=]] | ||
| In this special assault mode firing the turret will consume energy faster, but each enemy tank destroyed will re-fill the energy tank. | | In this special assault mode firing the turret will consume energy faster, but each enemy tank destroyed will re-fill the energy tank. | ||
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | Destroying an enemy adds 100% to energy | + | {{+|Destroying an enemy adds 100% to energy}} <br/> Energy used per shot: {{-|+20%}} |
− | | style="text-align: center;" | [[File: | + | |- |
+ | | class="rarity-legendary" title="Container rarity: Legendary" | | ||
+ | | style="text-align: center;" | '''Super-smart Minus-Field'''<br/>[[File:Alteration Ricochet Super-smart Minus-Field.png|56px|link=]] | ||
+ | | It is not certain how this super-smart minus-field is smarter with this augment, but after ricocheting, rounds pierce the enemy's armor, leaving no chance of survival. | ||
+ | | style="text-align: center; font-weight:bold;" | AP duration: {{+|2s}} <br/> {{-|After shot ricochet only}} | ||
|} | |} | ||
− | === | + | ===Augments for Smoky=== |
− | {| class="wikitable" style="width:100%;" | + | {| class="wikitable augments-table" style="width:100%;" |
− | ! style="text-align: center; font-weight:bold; background-color:# | + | ! colspan="2" style="text-align: center; font-weight:bold; background-color:#424656; width:18%; " | Name |
− | ! style="text-align: center; font-weight:bold; background-color:# | + | ! style="text-align: center; font-weight:bold; background-color:#424656; width:41%;" | Description |
− | + | ! style="text-align: center; font-weight:bold; background-color:#424656; width:41%;" | Effects | |
− | ! style="text-align: center; font-weight:bold; background-color:# | ||
|- | |- | ||
− | | style="text-align: center;" | Assault rounds<br/>[[File:Alteration_smoky_assault rounds.png|link=]] | + | | class="rarity-rare" title="Container rarity: Rare" | |
+ | | style="text-align: center;" | '''Assault rounds'''<br/>[[File:Alteration_smoky_assault rounds.png|link=]]<br>96 000 [[File:crystal.png|14px|link=]] | ||
| Rounds with increased impact strength will make it easier to throw off the enemy's aim. Such rounds can't deal critical damage. | | Rounds with increased impact strength will make it easier to throw off the enemy's aim. Such rounds can't deal critical damage. | ||
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | + | Projectile speed: {{+|+200%}}<br/> Impact force: {{+|+35%}}<br/> Critical chance: {{-|-100%}} | |
− | |||
|- | |- | ||
− | | style="text-align: center;" | | + | | class="rarity-rare" title="Container rarity: Rare" | |
− | | | + | | style="text-align: center;" | '''High-precision aiming system'''<br/>[[File:Alteration_smoky_high precision aiming system.png|link=]]<br>149 000 [[File:crystal.png|14px|link=]] |
+ | | High-quality barrel and aiming correction mechanism noticeably increase damage. The use of the highly accurate equipment led to increase in reloading time. | ||
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | + | Maximum damage: {{+|+20%}}<br/> Minimum damage: {{+|+50%}}<br/>Critical damage: {{+|+20%}}<br/> Reloading: {{-|+40%}}<br/> Projectile speed: {{-|-25%}} | |
− | |||
|- | |- | ||
− | | style="text-align: center;" | | + | | class="rarity-epic" title="Container rarity: Epic" | |
− | | | + | | style="text-align: center;" | '''Supercumulative rounds'''<br/>[[File:Alteration_smoky_supercumulative rounds.png|link=]]<br>245 000 [[File:crystal.png|14px|link=]] |
+ | | Supercumulative shots appear in the ammo clip even more rare than the "regular" cumulative rounds, but the damage from such rounds is also much greater. The damage from critical shots is increased because of the reduced critical rate. | ||
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | + | Critical damage: {{+|+50%}}<br /> Critical chance: {{-|-60%}} | |
− | |||
|- | |- | ||
− | | style="text-align: center;" | Incendiary rounds<br/>[[File:Alteration_smoky_incendiary rounds.png|link=]] | + | | class="rarity-epic" title="Container rarity: Epic" | |
+ | | style="text-align: center;" | '''Incendiary rounds'''<br/>[[File:Alteration_smoky_incendiary rounds.png|link=]]<br>245 000 [[File:crystal.png|14px|link=]] | ||
| Replacement for the standard cumulative shots with rounds filled with an incendiary compound. Critical hits deal regular damage, but also ignite the target. | | Replacement for the standard cumulative shots with rounds filled with an incendiary compound. Critical hits deal regular damage, but also ignite the target. | ||
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | Critical hits ignite the target | + | Critical hits ignite the target: {{+|+50% of max temp}}<br/> {{-|Critical hit excess damage disabled }} {{hint|i|Critical hits will deal less damage than normal hits; igniting the target instead of dealing increased damage.}}<br /> Critical damage: {{-|-25%}} |
− | |||
|- | |- | ||
− | | style="text-align: center;" | Cryo rounds<br/>[[File:Alteration_smoky_cryo rounds.png|link=]] | + | | class="rarity-epic" title="Container rarity: Epic" | |
+ | | style="text-align: center;" | '''Cryo rounds'''<br/>[[File:Alteration_smoky_cryo rounds.png|link=]]<br>245 000 [[File:crystal.png|14px|link=]] | ||
| Replacement for the standard cumulative shots with freon rounds. Critical hits will deal normal damage, but fully freeze the target. | | Replacement for the standard cumulative shots with freon rounds. Critical hits will deal normal damage, but fully freeze the target. | ||
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | Critical hits freeze the target | + | Critical hits freeze the target: {{+|+100% of min temp}}<br/> {{-|Critical hit excess damage disabled}} {{hint|i|Critical hits will deal less damage than normal hits; freezing the target instead of dealing increased damage.}}<br /> Critical damage: {{-|-15%}} |
− | |||
|- | |- | ||
− | | style="text-align: center;" | Autocannon<br/>[[File:Alteration_smoky_autocannon.png|link=]] | + | | class="rarity-epic" title="Container rarity: Epic" | |
+ | | style="text-align: center;" | '''Autocannon'''<br/>[[File:Alteration_smoky_autocannon.png|link=]]<br>245 000 [[File:crystal.png|14px|link=]] | ||
| Automated charging conveyor belt highly increases the firing rate. Regular shots lose most of their effectiveness, but critical hits happen much more often. | | Automated charging conveyor belt highly increases the firing rate. Regular shots lose most of their effectiveness, but critical hits happen much more often. | ||
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | Reload: {{+|<nowiki>=</nowiki>0.5s}}<br/> Recoil: {{+|-33%}}<br/> Minimum damage: {{-|- | + | Reload: {{+|<nowiki>=</nowiki>0.5s}}<br/> Recoil: {{+|-33%}}<br/> Minimum damage: {{-|-75%}}<br/> Maximum damage: {{-|-75%}}<br/> Impact force: {{-|-66%}} |
− | | style="text-align: center;" | [[File: | + | |- |
+ | | class="rarity-legendary" title="Container rarity: Legendary" | | ||
+ | | style="text-align: center;" | '''Armor-Piercing Rounds'''<br/>[[File:Alteration Smoky Armor-Piercing Rounds.png|link=]] | ||
+ | | Replaces common rounds with armor-piercing ones. Critical damage is decreased, but an opponent becomes armorless against the next shots. | ||
+ | | style="text-align: center; font-weight:bold;" | AP duration: {{+|3s}} <br/> Critical damage: {{-|-25%}} | ||
+ | |- | ||
+ | | class="rarity-legendary" title="Container rarity: Legendary" | | ||
+ | | style="text-align: center;" | '''Paralyzing Rounds'''<br/>[[File:Smoky_Paralyzing Rounds.png|56px|link=]] | ||
+ | | Replacement for the standard cumulative shots with paralyzing rounds. Critical hits will deal decreased damage but will immobilize the target. | ||
+ | | style="text-align: center; font-weight:bold;" | Stun duration: {{+|3s}}<br/> Critical damage: {{-|-50%}}<br/> Critical chance: {{-|-50%}} | ||
+ | |- | ||
+ | | class="rarity-legendary" title="Container rarity: Legendary" | | ||
+ | | style="text-align: center;" | '''EMP Rounds'''<br/>[[File:Smoky_EMP Rounds.png|56px|link=]] | ||
+ | | Replacement for the standard cumulative shots with EMP rounds. Critical hits will deal decreased damage but will disable the target's activated supplies. | ||
+ | | style="text-align: center; font-weight:bold;" | EMP duration: {{+|5s}}<br/> Critical damage: {{-|-15%}} | ||
+ | |- | ||
+ | | class="rarity-legendary" title="Container rarity: Legendary" | | ||
+ | | style="text-align: center;" | '''Rubberized Rounds'''<br/>[[File:Smoky_Rubberized Rounds.png|56px|link=]] | ||
+ | | These rubber-encased shells may hit enemies and even deal critical damage after ricocheting. However, the maximum number of ricochets is limited and shell speed is decreased. | ||
+ | | style="text-align: center; font-weight:bold;" | Maximum number of projectile bounces: {{+|+2}}<br/> Minimum ricochet angle: {{+|5°}}<br/> Projectile speed: {{-|-25%}} | ||
+ | |- | ||
+ | | class="rarity-legendary" title="Container rarity: Legendary" | | ||
+ | | style="text-align: center;" | '''Explosive Rounds'''<br/>[[File:Smoky_Explosive Rounds.png|56px|link=]] | ||
+ | | Replacement for the standard Armor-Piercing shots with explosive rounds. Such rounds can hit multiple targets at once with splash damage, but the damage radius is not that large due to the turret's small caliber. Cumulative shots are not changed and deal critical damage only to one target. | ||
+ | | style="text-align: center; font-weight:bold;" | Splash radius (max damage): {{+|1m}}<br/> Splash Radius (mid damage): {{+|4m}}<br/> Splash Radius (min damage): {{+|7m}}<br/> Mid splash damage: {{+|90%}}<br/> Min splash damage: {{+|10%}}<br>{{-|Self damage at close range}}<br/> | ||
+ | |- | ||
+ | | class="rarity-legendary" title="Container rarity: Legendary" | | ||
+ | | style="text-align: center;" | '''Sorted Ammunition'''<br/>[[File:Smoky_Sorted Ammunition.png|56px|link=]] | ||
+ | | An engineer named Schrödinger succeeded in perfecting a mechanism to load ammunition in a clever way. This augment guarantees that every fourth shot will deal critical damage. How it works and how the engineer envisaged all the misses of the shooter still remains a mystery. | ||
+ | | style="text-align: center; font-weight:bold;" | Max critical chance: {{+|<nowiki>=</nowiki>100%}}<br/> Critical chance step: {{+|100%}}<br/> Initial/Min critical chance: {{-|<nowiki>=</nowiki>200%}}<br/> | ||
|} | |} | ||
− | === | + | ===Augments for Striker=== |
− | {| class="wikitable" style="width:100%;" | + | {| class="wikitable augments-table" style="width:100%;" |
− | ! style="text-align: center; font-weight:bold; background-color:# | + | ! colspan="2" style="text-align: center; font-weight:bold; background-color:#424656; width:18%; " | Name |
− | ! style="text-align: center; font-weight:bold; background-color:# | + | ! style="text-align: center; font-weight:bold; background-color:#424656; width:41%;" | Description |
− | + | ! style="text-align: center; font-weight:bold; background-color:#424656; width:41%;" | Effects | |
− | ! style="text-align: center; font-weight:bold; background-color:# | ||
|- | |- | ||
− | | style="text-align: center;" | | + | | class="rarity-rare" title="Container rarity: Rare" | |
− | | | + | | style="text-align: center;" | '''Remote rocket explosives'''<br/>[[File:Alteration_striker_remote rocket explosives.png|link=]]<br>149 000 [[File:crystal.png|14px|link=]] |
+ | | Rockets are provided with a contactless trigger and radio emitter. Double-press on the fire button, while the rocket is still in the air, will immediately explode it. Be cautious while firing single shots! | ||
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | + | {{+|Rockets will explode upon double-pressing fire button}} <br> Maximum projectile speed: {{-|<nowiki>=</nowiki>400m/s}}<br /> | |
− | |||
|- | |- | ||
− | | style="text-align: center;" | Missile launcher " | + | | class="rarity-epic" title="Container rarity: Epic" | |
− | | Modification for | + | | style="text-align: center;" | '''Missile launcher "Hunter"'''<br/>[[File:Alteration_striker_missile launcher hunter.png|link=]]<br>245 000 [[File:crystal.png|14px|link=]] |
+ | | Modification for the fans of a high accuracy shooting. Provides an almost instant target acquisition while aiming, but has only one rocket per launch. | ||
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | + | Maximum projectile speed: {{+|+100%}}<br/> Aiming time: {{+|-80%}}<br/> Projectile angular velocity: {{+|+100%}}<br/> Reloading after salvo: {{+|-40%}}<br/> Rockets in salvo: {{-|-3}}<br/> | |
− | | | ||
|- | |- | ||
− | | style="text-align: center;" | Missile launcher " | + | | class="rarity-epic" title="Container rarity: Epic" | |
− | | Modification for the | + | | style="text-align: center;" | '''Missile launcher "Cyclone"'''<br/>[[File:Alteration_striker_missile launcher cyclone.png|link=]]<br>245 000 [[File:crystal.png|14px|link=]] |
+ | | Modification for those who hunt heavy tanks. Doubles the number of rockets per launch, but while aiming target acquisition time is also increased. | ||
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | + | Total rockets in salvo: {{+|+4}} {{hint|i|Adds 4 rockets to the standard salvo. Total rockets launched: 8}}<br/>Pause between rockets in salvo: {{+|<nowiki>=</nowiki>0.15s}}<br/>Aiming time: {{-|+25%}} | |
− | |||
|- | |- | ||
− | | style="text-align: center;" | | + | | class="rarity-epic" title="Container rarity: Epic" | |
− | | | + | | style="text-align: center;" | '''Missile launcher "Uranium"'''<br/>[[File:Alteration_striker missile launcher uranium.png|link=]]<br>245 000 [[File:crystal.png|14px|link=]] |
+ | | An augment for tankers who love big explosions. Your rockets will deal more damage, but they will travel more slowly, and you will only fire 2 rockets per salvo. | ||
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | + | Total rockets in salvo: {{-|-2}} {{hint|i|Removes 2 rockets from the standard salvo. Total rockets launched: 2}}<br/>Minimum damage: {{+|+50%}}<br/> Maximum damage: {{+|+50%}}<br/> Reload after salvo: {{+|-40%}}<br/> Maximum projectile speed: {{-|<nowiki>=</nowiki>125m/s}}<br /> Reload: {{-|+15%}} | |
− | | style="text-align: center;" | [[File: | + | |- |
+ | | class="rarity-legendary" title="Container rarity: Legendary" | | ||
+ | | style="text-align: center;" | '''Armor-Piercing Missiles'''<br/>[[File:Alteration Striker Armor-Piercing Missiles.png|link=]] | ||
+ | | The perfect augment for bounty hunters who want to destroy one very powerful target. Only one fast-targeting armor piercing rocket per launch. Any tank hit by this rocket will not be able to use armor for some time. | ||
+ | | style="text-align: center; font-weight:bold;" | AP duration: {{+|5s}} <br/> Aiming time: {{+|-50%}} <br/> {{-|1 AP missile in salvo only}} | ||
|} | |} | ||
− | === | + | ===Augments for Vulcan=== |
− | {| class="wikitable" style="width:100%;" | + | {| class="wikitable augments-table" style="width:100%;" |
− | ! style="text-align: center; font-weight:bold; background-color:# | + | ! colspan="2" style="text-align: center; font-weight:bold; background-color:#424656; width:18%; " | Name |
− | ! style="text-align: center; font-weight:bold; background-color:# | + | ! style="text-align: center; font-weight:bold; background-color:#424656; width:41%;" | Description |
− | ! style="text-align: center; font-weight:bold; background-color:# | + | ! style="text-align: center; font-weight:bold; background-color:#424656; width:41%;" | Effects |
− | + | |- | |
+ | | class="rarity-rare" title="Container rarity: Rare" | | ||
+ | | style="text-align: center;" | '''Shooting speed regulator'''<br/>[[File:Alteration_vulcan_shooting speed regulator.png|link=]]<br>149 000 [[File:crystal.png|14px|link=]] | ||
+ | | Decreased firing speed allows for the barrels to cool down better, but it also decreases damage. The barrels wind up and wind down faster. This configuration increases tactical flexibility of the weapon and allows for longer uninterrupted fire. | ||
+ | | style="text-align: center; font-weight:bold;" | | ||
+ | Barrel startup: {{+|-85%}}<br/>Barrel slowdown: {{+|-85%}}<br/>Firing speed: {{-|-15%}} | ||
|- | |- | ||
− | | style="text-align: center;" | Reinforced aiming transmission<br/>[[File:Alteration_vulcan_reinforced aiming transmission.png|link=]] | + | | class="rarity-epic" title="Container rarity: Epic" | |
+ | | style="text-align: center;" | '''Reinforced aiming transmission'''<br/>[[File:Alteration_vulcan_reinforced aiming transmission.png|link=]]<br>245 000 [[File:crystal.png|14px|link=]] | ||
| Optimization of the aiming transmission for a faster horizontal aim. Due to optimization, vertical aiming transmission is less effective. | | Optimization of the aiming transmission for a faster horizontal aim. Due to optimization, vertical aiming transmission is less effective. | ||
− | | style="text-align: center; font-weight:bold;" | | + | | style="text-align: center; font-weight:bold;" | Turret slowdown rate: {{+|-100%}}<br/> Vertical autoaim: {{-|-15%}} |
− | Turret slowdown rate: {{+|- | ||
− | |||
|- | |- | ||
− | | style="text-align: center;" | Incendiary band<br/>[[File:Alteration_vulcan_incendiary band.png|link=]] | + | | class="rarity-epic" title="Container rarity: Epic" | |
− | | Modification for the fans of showering enemies with bullet fire, non-stop. While overheating from | + | | style="text-align: center;" | '''Incendiary band'''<br/>[[File:Alteration_vulcan_incendiary band.png|link=]]<br>245 000 [[File:crystal.png|14px|link=]] |
+ | | Modification for the fans of showering enemies with bullet fire, non-stop. While overheating from continuous fire, these rounds will ignite and put the target on fire. | ||
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | Shots ignite the target | + | {{+|Shots ignite the target}} {{hint|i|The target will reach maximum burning temperature at a rate of 20% max. temp per second. Thus it wil take 5 seconds of constant hits to reach the maximum burning temperature.|}}<br/> Maximum heating per projectile: {{+|+0.07%}}<br/> Ignites only when self-heating [[File:Minus.png|link=]]<br/> Projectile speed: {{-|-50%}} |
− | |||
|- | |- | ||
− | | style="text-align: center;" | | + | | class="rarity-legendary" title="Container rarity: Legendary" | |
− | | | + | | style="text-align: center;" | '''Rubberized rounds'''<br/>[[File:Alteration_vulcan_rubberized_rounds.png|link=]] |
− | | style="text-align: center; font-weight:bold;" | | + | | These rubber-encased shells significantly increase bounce probability and number of ricochets when firing. This enables you to attack your enemies from unexpected positions and easily mislead them. However, the increased drag from air resistance has a negative impact on the speed of such rounds. |
− | + | | style="text-align: center; font-weight:bold;" | Maximum number of projectile bounces: {{+|+4}}<br/> Minimum ricochet angle: {{+|10°}}<br/> Projectile speed: {{-|-25%}} | |
− | |||
|} | |} | ||
− | === | + | ===Augments for Thunder=== |
− | {| class="wikitable" style="width:100%;" | + | {| class="wikitable augments-table" style="width:100%;" |
− | ! style="text-align: center; font-weight:bold; background-color:# | + | ! colspan="2" style="text-align: center; font-weight:bold; background-color:#424656; width:18%; " | Name |
− | ! style="text-align: center; font-weight:bold; background-color:# | + | ! style="text-align: center; font-weight:bold; background-color:#424656; width:41%;" | Description |
− | + | ! style="text-align: center; font-weight:bold; background-color:#424656; width:41%;" | Effects | |
− | ! style="text-align: center; font-weight:bold; background-color:# | ||
|- | |- | ||
− | | style="text-align: center;" | | + | | class="rarity-rare" title="Container rarity: Rare" | |
− | | | + | | style="text-align: center;" | '''Small caliber charging machine'''<br/>[[File:Alteration_thunder_small caliber charging machine.png|link=]]<br>149 000 [[File:crystal.png|14px|link=]] |
+ | | Using small caliber rounds in combination with the charging machine allows to reduce the reload time. Small caliber rounds deal less damage. | ||
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | + | Reload: {{+|-20%}}<br/> Minimum damage: {{-|-20%}}<br/> Maximum damage: {{-|-20%}} | |
− | |||
|- | |- | ||
− | | style="text-align: center;" | | + | | class="rarity-epic" title="Container rarity: Epic" | |
− | | | + | | style="text-align: center;" | '''Subcaliber rounds'''<br/>[[File:Alteration_thunder_subcaliber rounds.png|link=]]<br>245 000 [[File:crystal.png|14px|link=]] |
+ | | Replacement for the frag round with a penetrating ammo type and huge kinetic energy. Such rounds don't explode upon hitting a tank or an obstacle and cannot damage the shooter themselves. | ||
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | Reload: {{+|- | + | Reload: {{+|-9%}}<br/> {{+|Self damage removed}} <br/> Impact force: {{+|+25%}}<br/> Projectile speed: {{+|+50%}}<br/> {{-|Splash damage removed}} |
− | |||
|- | |- | ||
− | | style="text-align: center;" | "Sledgehammer" rounds<br/>[[File:Alteration_thunder_sledgehammer rounds.png|link=]] | + | | class="rarity-epic" title="Container rarity: Epic" | |
+ | | style="text-align: center;" | '''"Sledgehammer" rounds'''<br/>[[File:Alteration_thunder_sledgehammer rounds.png|link=]]<br>245 000 [[File:crystal.png|14px|link=]] | ||
| Rounds with a thick lead casting lose piercing ability very quickly, but the automated charging machine allows for a noticeable increase in the firing rate. | | Rounds with a thick lead casting lose piercing ability very quickly, but the automated charging machine allows for a noticeable increase in the firing rate. | ||
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | Reload: {{+|- | + | Reload: {{+|-25%}}<br/> Maximum damage range: {{-|-95%}} <br/> Projectile speed: {{-|-50%}} |
− | |||
|} | |} | ||
− | === | + | ===Augments for Railgun=== |
− | {| class="wikitable" style="width:100%;" | + | {| class="wikitable augments-table" style="width:100%;" |
− | ! style="text-align: center; font-weight:bold; background-color:# | + | ! colspan="2" style="text-align: center; font-weight:bold; background-color:#424656; width:18%; " | Name |
− | ! style="text-align: center; font-weight:bold; background-color:# | + | ! style="text-align: center; font-weight:bold; background-color:#424656; width:41%;" | Description |
− | + | ! style="text-align: center; font-weight:bold; background-color:#424656; width:41%;" | Effects | |
− | ! style="text-align: center; font-weight:bold; background-color:# | ||
|- | |- | ||
− | | style="text-align: center;" | | + | | class="rarity-rare" title="Container rarity: Rare" | |
− | | | + | | style="text-align: center;" | '''Round stabilization'''<br/>[[File:Alteration_railgun round stabilization.png|link=]]<br>96 000 [[File:crystal.png|14px|link=]] |
+ | | Aiming system chooses a more predictable flying path for rounds. Each shot will deal a constant damage and retain the power after piercing the target. | ||
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | + | Penetration: {{+|<nowiki>=</nowiki>100%}}<br/> Minimum damage: {{+|+50%}}<br/> Maximum damage: {{-|-25%}} | |
− | |||
|- | |- | ||
− | | style="text-align: center;" | | + | | class="rarity-rare" title="Container rarity: Rare" | |
− | | | + | | style="text-align: center;" | '''Reinforced aiming transmission'''<br/>[[File:Alteration_railgun reinforced aiming transmission.png|link=]]<br>149 000 [[File:crystal.png|14px|link=]] |
+ | | Optimization of the aiming transmission for fast horizontal aim. Due to optimization, vertical aiming transmission is less effective. | ||
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | + | Turret rotation speed: {{+|+40%}}<br/> Turret rotatory acceleration: {{+|+35%}}<br/> Vertical autoaim: {{-|-20%}} | |
− | |||
|- | |- | ||
− | | style="text-align: center;" | Round destabilization<br/>[[File:Alteration_railgun round destabilization.png|link=]] | + | | class="rarity-epic" title="Container rarity: Epic" | |
+ | | style="text-align: center;" | '''Round destabilization'''<br/>[[File:Alteration_railgun round destabilization.png|link=]]<br>245 000 [[File:crystal.png|14px|link=]] | ||
| A handful of bolts and copper coils, inserted into the accelerator, adds even more chaos into the distribution of the final power of the shot. The range of the maximum and the minimal damage are greatly expanded, and the damage scatter is increased. | | A handful of bolts and copper coils, inserted into the accelerator, adds even more chaos into the distribution of the final power of the shot. The range of the maximum and the minimal damage are greatly expanded, and the damage scatter is increased. | ||
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | Impact force: {{+|+20%}}<br/> Maximum damage: {{+|+ | + | Impact force: {{+|+20%}}<br/> Maximum damage: {{+|+70%}}<br/> Minimum damage: {{-|<nowiki>=</nowiki>1hp}} |
− | |||
|- | |- | ||
− | | style="text-align: center;" | Electromagnetic accelerator "Scout"<br/>[[File:Alteration_railgun electromagnetic accelerator scout.png|link=]] | + | | class="rarity-epic" title="Container rarity: Epic" | |
+ | | style="text-align: center;" | '''Electromagnetic accelerator "Scout"'''<br/>[[File:Alteration_railgun electromagnetic accelerator scout.png|link=]]<br>245 000 [[File:crystal.png|14px|link=]] | ||
| This modification will help you in dynamic one-on-one battles. Accelerated preparation for shots and quick reload will become an unpleasant surprise for the enemy, but the average damage is reduced. | | This modification will help you in dynamic one-on-one battles. Accelerated preparation for shots and quick reload will become an unpleasant surprise for the enemy, but the average damage is reduced. | ||
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | + | Shot reload: {{+|-50%}}<br/> Shot delay: {{+|-20%}}<br/> Maximum damage: {{-|-30%}} | |
− | |||
|- | |- | ||
− | | style="text-align: center;" | Large caliber rounds<br/>[[File:Alteration_railgun large caliber rounds.png|link=]] | + | | class="rarity-epic" title="Container rarity: Epic" | |
− | | The newest development of the ammo industry — plutonium rounds that deal devastating damage. Getting ready to fire these rounds and the reload | + | | style="text-align: center;" | '''Large caliber rounds'''<br/>[[File:Alteration_railgun large caliber rounds.png|link=]]<br>245 000 [[File:crystal.png|14px|link=]] |
+ | | The newest development of the ammo industry — plutonium rounds that deal devastating damage. Getting ready to fire these rounds and the reload takes longer. | ||
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | Minimum damage: {{+|+40%}}<br/> Maximum damage: {{+|+40%}}<br/> | + | Minimum damage: {{+|+40%}}<br/> Maximum damage: {{+|+40%}}<br/> Shot reload: {{-|+50%}} |
− | |||
|- | |- | ||
− | | style="text-align: center;" | "Death Herald" compulsator<br/>[[File:Alteration_railgun death herald compulsator.png|link=]] | + | | class="rarity-epic" title="Container rarity: Epic" | |
+ | | style="text-align: center;" | '''"Death Herald" compulsator'''<br/>[[File:Alteration_railgun death herald compulsator.png|link=]]<br>245 000 [[File:crystal.png|14px|link=]] | ||
| Bounty hunters will greatly appreciate this modification, which when equipped enables the turret to instantly reload after destroying an enemy. Base reload speed is reduced. | | Bounty hunters will greatly appreciate this modification, which when equipped enables the turret to instantly reload after destroying an enemy. Base reload speed is reduced. | ||
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | Destroying an enemy fully reloads the turret | + | {{+|Destroying an enemy fully reloads the turret}} <br/> Shot warmup: {{-|+10%}} |
− | |||
|- | |- | ||
− | | style="text-align: center;" | Hyperspace rounds<br/>[[File:Alteration_railgun hyperspace rounds.png|link=]] | + | | class="rarity-epic" title="Container rarity: Epic" | |
+ | | style="text-align: center;" | '''Hyperspace rounds'''<br/>[[File:Alteration_railgun hyperspace rounds.png|link=]]<br>245 000 [[File:crystal.png|14px|link=]] | ||
| No tank — be it an ally or an enemy, is an obstacle for these hyperspace rounds, just an additional chance to accelerate. Damage from such rounds increases each time they break through the target. However, base damage and the strength of impact are reduced. | | No tank — be it an ally or an enemy, is an obstacle for these hyperspace rounds, just an additional chance to accelerate. Damage from such rounds increases each time they break through the target. However, base damage and the strength of impact are reduced. | ||
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
Penetration: {{+|+100%}}<br/> Maximum damage: {{-|-10%}}<br/> Impact force: {{-|-25%}} | Penetration: {{+|+100%}}<br/> Maximum damage: {{-|-10%}}<br/> Impact force: {{-|-25%}} | ||
− | | style="text-align: center;" | [[File: | + | |- |
+ | | class="rarity-legendary" title="Container rarity: Legendary" | | ||
+ | | style="text-align: center;" | '''Super Armor-Piercing Rounds'''<br/>[[File:Alteration Railgun Super Armor-Piercing Rounds.png|link=]] | ||
+ | | It is not enough to just pierce an enemy tank's armor — the enemy should remember this forever. Special rounds destroy armor for some time, long enough for one more fatal shot. Piercing the armor of multiple tanks in a row applies the AP effect to all of them. | ||
+ | | style="text-align: center; font-weight:bold;" | AP duration: {{+|7s}} <br/> Maximum damage: {{-|-33%}}<br/> Minimum damage: {{-|-33%}} | ||
+ | |- | ||
+ | | class="rarity-exotic" title="Container rarity: Exotic" | | ||
+ | | style="text-align: center;" | '''Incendiary Rounds'''<br/>[[File:Augment_Incendiary_Rounds_Railgun.png|50px|link=]] | ||
+ | | Literally heats rounds inside the barrel before shooting. These rounds don’t just deal damage to a target, they also set fire to it. | ||
+ | | style="text-align: center; font-weight:bold;" | Burn Duration: {{+|3s}} <br/> Max tanks set on fire: {{+|2}}<br/> Shot warmup time: {{-|+20%}} | ||
+ | |- | ||
+ | | class="rarity-exotic" title="Container rarity: Exotic" | | ||
+ | | style="text-align: center;" | '''Stun Rounds'''<br/>[[File:Augment_Stun_Rounds_Railgun.png|50px|link=]] | ||
+ | | An improved process of concentrating energy before firing allows rounds to stun targets for a short time when they are hit. Lets you confuse opponents and assist in the defence of your base. Takes more time to heat up the barrel before shooting. | ||
+ | | style="text-align: center; font-weight:bold;" | Stun Duration: {{+|1s}} <br/> Damage: {{+|+40%}}<br/> Reload: {{-|+50%}}<br/>Shot warmup time: {{-|+20%}} | ||
|} | |} | ||
− | === | + | ===Augments for Magnum=== |
− | {| class="wikitable" style="width:100%;" | + | {| class="wikitable augments-table" style="width:100%;" |
− | ! style="text-align: center; font-weight:bold; background-color:# | + | ! colspan="2" style="text-align: center; font-weight:bold; background-color:#424656; width:18%; " | Name |
− | ! style="text-align: center; font-weight:bold; background-color:# | + | ! style="text-align: center; font-weight:bold; background-color:#424656; width:41%;" | Description |
− | + | ! style="text-align: center; font-weight:bold; background-color:#424656; width:41%;" | Effects | |
− | ! style="text-align: center; font-weight:bold; background-color:# | ||
|- | |- | ||
− | | style="text-align: center;" | | + | | class="rarity-rare" title="Container rarity: Rare" | |
− | | | + | | style="text-align: center;" | '''Reinforced gun carriage'''<br/>[[File:Alteration_magnum_reinforced gun carriage.png|link=]]<br>149 000 [[File:crystal.png|14px|link=]] |
+ | | Converts the turret rotation mechanism to the mechanism of changing the elevation angle. It becomes possible to lower or raise the gun barrel but the only way to rotate your turret horizontally is by rotating your hull. | ||
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | + | {{+|Ability to elevate turret vertically}}<br/> {{-|Inability to rotate turret horizontally}}<br/>Projectile gravitation: {{Color|#AAAAAA|-50%}} | |
− | | | ||
|- | |- | ||
− | | style="text-align: center;" | | + | | class="rarity-epic" title="Container rarity: Epic" | |
− | | | + | | style="text-align: center;" | '''Automated gunpowder loading mechanism'''<br/>[[File:Alteration_magnum_automated gunpowder loading mechanism.png|link=]]<br>245 000 [[File:crystal.png|14px|link=]] |
+ | | Converts the turret rotation mechanism to the mechanism of changing the elevation angle and makes power accumulation faster. At the same time it becomes harder to avoid overshooting or undershooting due to not having the required level of power | ||
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | + | Amplification time: {{Color|#AAAAAA|-33%}} <br/> Reload time {{-|+10%}} | |
− | |||
|- | |- | ||
− | | style="text-align: center;" | Mortar<br/>[[File:Alteration_magnum_mortar.png|link=]] | + | | class="rarity-epic" title="Container rarity: Epic" | |
− | | | + | | style="text-align: center;" | '''Mortar'''<br/>[[File:Alteration_magnum_mortar.png|link=]]<br>245 000 [[File:crystal.png|14px|link=]] |
+ | |Converts the turret rotation mechanism to the mechanism of changing the elevation angle and fires mines instead of shells. When hitting a tank the mine explodes, and when it misses, the mine remains at the spot where it landed meaning somebody can drive onto it. Damage from mine-rounds is less than from regular shells. | ||
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | Lay mines | + | {{+|Lay mines}} {{hint|i|Your own supplies will not be used, and the mine lasts for thirty seconds.}}<br/> Maximum damage: {{-|-15%}} |
− | | style="text-align: center;" | [[File: | + | |- |
+ | | class="rarity-epic" title="Container rarity: Epic" | | ||
+ | | style="text-align: center;" | '''Harpoon'''<br/>[[File:Alteration Magnum Harpoon.png|link=]]<br>245 000 [[File:crystal.png|14px|link=]] | ||
+ | | Changes shot angle to 3%, changing Magnum from artillery launcher to be like any other turret. Splash damage is decreased. | ||
+ | | style="text-align: center; font-weight:bold;" | {{+|Ability to rotate turret horizontally}} <br/> {{-|Inability to elevate turret vertically}} <br/> Projectile gravitation: {{Color|#AAAAAA|-11%}} <br/> {{-|Fixed shot angle: 3º}} <br/> Splash damage at a distance of 5 meters {{-|-10%}} | ||
+ | |- | ||
+ | | class="rarity-legendary" title="Container rarity: Legendary" | | ||
+ | | style="text-align: center;" | '''Armor-Piercing Core'''<br/>[[File:Alteration Magnum Armor-Piercing Core.png|link=]] | ||
+ | | Fougasse projectiles have an ultra-dense armor-piercing core. A direct hit destroys the target's armor. Doesn't affect other targets in splash damage radius. | ||
+ | | style="text-align: center; font-weight:bold;" | AP duration: {{+|7s}} <br> {{-|AP inactive for splash damage}} | ||
|} | |} | ||
− | === | + | ===Augments for Gauss=== |
− | {| class="wikitable" style="width:100%;" | + | {| class="wikitable augments-table" style="width:100%;" |
− | ! style="text-align: center; font-weight:bold; background-color:# | + | ! colspan="2" style="text-align: center; font-weight:bold; background-color:#424656; width:18%; " | Name |
− | ! style="text-align: center; font-weight:bold; background-color:# | + | ! style="text-align: center; font-weight:bold; background-color:#424656; width:41%;" | Description |
− | + | ! style="text-align: center; font-weight:bold; background-color:#424656; width:41%;" | Effects | |
− | ! style="text-align: center; font-weight:bold; background-color:# | ||
|- | |- | ||
− | | style="text-align: center;" | Short-band emitter<br/>[[File:Alteration_shaft_short band emitter.png|link=]] | + | | class="rarity-legendary" title="Container rarity: Legendary" | |
+ | | style="text-align: center;" | '''Electromagnetic salvo'''<br/>[[File:Alteration gauss electromagnetic salvo.png|link=]] | ||
+ | | Replaces the standard explosive projectile with an EMP projectile that deactivates any active supplies of enemy tanks hit by the electromagnetic salvo. The projectile loses its splash damage effect in normal shooting mode, and damage is reduced while using the electromagnetic accelerator. However, the projectile travels at a higher speed and recharges much faster. | ||
+ | | style="text-align: center; font-weight:bold;" | EMP duration: {{+|5s}} <br/> Sniping reload {{+|-50%}}<br /> Arcade projectile shot speed {{+|+50%}}<br /> Min sniping damage {{-|-25%}}<br /> Max sniping damage {{-|-25%}}<br /> {{-|EMP effect only in sniping mode}} <br/> {{-|Arcade shot splash damage removed}} <br/> {{+|Arcade shot self damage removed}} | ||
+ | |- | ||
+ | | class="rarity-legendary" title="Container rarity: Legendary" | | ||
+ | | style="text-align: center;" | '''Armor-Piercing Salvo'''<br/>[[File:Alteration Gauss Armor-Piercing Salvo.png|link=]] | ||
+ | | The special projectile's polarization destroys the target's armor. Doesn't affect other targets in splash damage radius. | ||
+ | | style="text-align: center; font-weight:bold;" | AP duration: {{+|5s}} <br/> {{-|AP disabled for splash damage}} | ||
+ | |} | ||
+ | |||
+ | ===Augments for Shaft=== | ||
+ | {| class="wikitable augments-table" style="width:100%;" | ||
+ | ! colspan="2" style="text-align: center; font-weight:bold; background-color:#424656; width:18%; " | Name | ||
+ | ! style="text-align: center; font-weight:bold; background-color:#424656; width:41%;" | Description | ||
+ | ! style="text-align: center; font-weight:bold; background-color:#424656; width:41%;" | Effects | ||
+ | |- | ||
+ | | class="rarity-rare" title="Container rarity: Rare" | | ||
+ | | style="text-align: center;" | '''Short-band emitter'''<br/>[[File:Alteration_shaft_short band emitter.png|link=]]<br>149 000 [[File:crystal.png|14px|link=]] | ||
| Modification for tankers that prefer close-range battles and who are used to precise turrets. Increases damage and reloading time in Arcade mode. | | Modification for tankers that prefer close-range battles and who are used to precise turrets. Increases damage and reloading time in Arcade mode. | ||
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
Minimum arcade damage: {{+|+20%}}<br/>Maximum arcade damage: {{+|+20%}}<br/>Minimum aiming damage: {{+|+20%}}<br/>Arcade reload: {{-|+25%}}<br/> Energy consumed per arcade shot: {{-|+20%}} | Minimum arcade damage: {{+|+20%}}<br/>Maximum arcade damage: {{+|+20%}}<br/>Minimum aiming damage: {{+|+20%}}<br/>Arcade reload: {{-|+25%}}<br/> Energy consumed per arcade shot: {{-|+20%}} | ||
− | |||
|- | |- | ||
− | | style="text-align: center;" | Heavy capacitors<br/>[[File:Alteration_shaft_heavy capacitors.png|link=]] | + | | class="rarity-epic" title="Container rarity: Epic" | |
+ | | style="text-align: center;" | '''Heavy capacitors'''<br/>[[File:Alteration_shaft_heavy capacitors.png|link=]]<br>245 000 [[File:crystal.png|14px|link=]] | ||
| Replacement for standard capacitors with a heavy type. The shot is charged slower, but the final damage is noticeably increased. | | Replacement for standard capacitors with a heavy type. The shot is charged slower, but the final damage is noticeably increased. | ||
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | Maximum aiming damage: {{+|+ | + | Maximum aiming damage: {{+|+25%}}<br/> Energy consumption in aiming mode: {{-|-33%}} {{hint|i|Because of reduced energy consumption, acquiring maximum charge in aiming mode will take longer.}} |
− | |||
|- | |- | ||
− | | style="text-align: center;" | Light capacitors<br/>[[File:Alteration_shaft_light capacitors.png|link=]] | + | | class="rarity-epic" title="Container rarity: Epic" | |
+ | | style="text-align: center;" | '''Light capacitors'''<br/>[[File:Alteration_shaft_light capacitors.png|link=]]<br>245 000 [[File:crystal.png|14px|link=]] | ||
| Replacement for standard capacitors with a light type. The shot is charged faster, but the final damage is noticeably reduced. | | Replacement for standard capacitors with a light type. The shot is charged faster, but the final damage is noticeably reduced. | ||
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | Energy consumption in aiming mode: {{+|+ | + | Energy consumption in aiming mode: {{+|+100%}} {{hint|i|Because of increased energy consumption, acquiring maximum charge in aiming mode will be quicker.}}<br/> Horizontal aiming speed: {{+|+100%}}<br/> Maximum aiming damage: {{-|-25%}} |
− | |||
|- | |- | ||
− | | style="text-align: center;" | Rapid-fire mode<br/>[[File:Alteration_shaft_rapid fire mode.png|link=]] | + | | class="rarity-epic" title="Container rarity: Epic" | |
+ | | style="text-align: center;" | '''Rapid-fire mode'''<br/>[[File:Alteration_shaft_rapid fire mode.png|link=]]<br>245 000 [[File:crystal.png|14px|link=]] | ||
| Assault modification that allows firing in Arcade mode with a quick series of shots, 3 in each. At the same time the energy tank capacity is enough for one series of shots. | | Assault modification that allows firing in Arcade mode with a quick series of shots, 3 in each. At the same time the energy tank capacity is enough for one series of shots. | ||
| style="text-align: center; font-weight:bold;" | | | style="text-align: center; font-weight:bold;" | | ||
− | Arcade shot reload: {{+|<nowiki>=</nowiki>0. | + | Arcade shot reload: {{+|<nowiki>=</nowiki>0.375s}}<br/> Energy per arcade shot: {{-|<nowiki>=</nowiki>375}}<br/> Rate of energy recovered: {{-|-50%}} {{hint|i|That means that the tempo between shooting series is reduced.}} <br/> |
− | | style="text-align: center;" | [[File: | + | |- |
+ | | class="rarity-legendary" title="Container rarity: Legendary" | | ||
+ | | style="text-align: center;" | '''Armor-Piercing Sight'''<br/>[[File:Alteration Shaft Armor-Piercing Sight.png|link=]] | ||
+ | | Special sight which lets you destroy a target's armor with any sniper mode shot. Makes the next shot at the target very sensitive or maybe even fatal. | ||
+ | | style="text-align: center; font-weight:bold;" | AP duration: {{+|5s}} <br/> {{-|Sniper shot only}} | ||
+ | |} | ||
+ | |||
+ | ===Universal Turret Augments=== | ||
+ | {| class="wikitable augments-table" style="width:100%;" | ||
+ | ! colspan="2" style="text-align: center; font-weight:bold; background-color:#424656; width:18%; " | Name | ||
+ | ! style="text-align: center; font-weight:bold; background-color:#424656; width:41%;" | Description | ||
+ | ! style="text-align: center; font-weight:bold; background-color:#424656; width:41%;" | Effects | ||
+ | |- | ||
+ | | class="rarity-epic" title="Container rarity: Epic" | | ||
+ | | style="text-align: center;" | '''Adrenaline'''<br/>[[File:Adrenaline_augment.png|link=]]<br>245 000 [[File:crystal.png|14px|link=]] | ||
+ | | This augment increases your turret’s damage in proportion to the decrease in your tank’s health points. The less health points you have, the higher amount of damage your turret inflicts. | ||
+ | | style="text-align: center; font-weight:bold;" | Melee turret's damage: {{+|+0-39%}} <br> Close-range turret's damage: {{+|+0-36%}} <br> Medium-range turret's damage: {{+|+0-33%}} <br> Long-range turret's damage: {{+|+0-30%}} <br> {{-|Low HP % required in order to activate}} | ||
+ | |} | ||
+ | <br> | ||
+ | |||
+ | ==Augments for Hulls== | ||
+ | ===Universal Hull Augments=== | ||
+ | {| class="wikitable augments-table" style="width:100%;" | ||
+ | ! colspan="2" style="text-align: center; font-weight:bold; background-color:#424656; width:18%; " | Name | ||
+ | ! style="text-align: center; font-weight:bold; background-color:#424656; width:41%;" | Description | ||
+ | ! style="text-align: center; font-weight:bold; background-color:#424656; width:41%;" | Effects | ||
+ | |- | ||
+ | | class="rarity-rare" title="Container rarity: Rare" | | ||
+ | | style="text-align: center;" | '''Heat Resistance'''<br/>[[File:Fire Protection.png|link=]]<br>245 000 [[File:crystal.png|14px|link=]] | ||
+ | | Partially protects your tank from the damage and effect of heat, making it harder to burn. Does not affect direct damage from Firebird. | ||
+ | | style="text-align: center; font-weight:bold;" | Overheat effect resistance: {{+|50%}} | ||
+ | |- | ||
+ | | class="rarity-rare" title="Container rarity: Rare" | | ||
+ | | style="text-align: center;" | '''Cold Resistance'''<br/>[[File:Freeze Protection.png|link=]]<br>245 000 [[File:crystal.png|14px|link=]] | ||
+ | | Partially protects your tank from the effect of cold, making it harder to slow down. Does not affect direct damage from Freeze. | ||
+ | | style="text-align: center; font-weight:bold;" | Freeze effect resistance: {{+|50%}} | ||
+ | |- | ||
+ | | class="rarity-epic" title="Container rarity: Epic" | | ||
+ | | style="text-align: center;" | '''Heat Immunity'''<br/>[[File:Fire Immunity.png|link=]]<br>4 990 [[File:MiniTankoin.png|17px|link=]] | ||
+ | | Makes your tank immune to heat damage, such as that inflicted by Vulcan's overheating, or the persistent burn after-effect from Firebird. However, Firebird will still be able to deal direct damage to your tank. | ||
+ | | style="text-align: center; font-weight:bold;" | Overheat effect resistance: {{+|100%}} | ||
+ | |- | ||
+ | | class="rarity-epic" title="Container rarity: Epic" | | ||
+ | | style="text-align: center;" | '''Cold Immunity'''<br/>[[File:Freeze Immunity.png|link=]]<br>4 990 [[File:MiniTankoin.png|17px|link=]] | ||
+ | | Makes your tank immune to the slow-down effects of cold, such as that inflicted by the Freeze turret. However, Freeze will still be able to deal direct damage to your tank. | ||
+ | | style="text-align: center; font-weight:bold;" | Freeze effect resistance: {{+|100%}} | ||
+ | |- | ||
+ | | class="rarity-epic" title="Container rarity: Epic" | | ||
+ | | style="text-align: center;" | '''EMP Immunity'''<br/>[[File:EMP Protection.png|link=]]<br>4 990 [[File:MiniTankoin.png|17px|link=]] | ||
+ | | Makes your tank immune to the effects of Electromagnetic Pulses. This includes Hunter's Overdrive, which will be unable to deactivate your Supplies. | ||
+ | | style="text-align: center; font-weight:bold;" | {{+|Supplies are not removed by EMP}} | ||
+ | |- | ||
+ | | class="rarity-epic" title="Container rarity: Epic" | | ||
+ | | style="text-align: center;" | '''Stun Immunity'''<br/>[[File:Stun Immunity.png|link=]]<br>4 990 [[File:MiniTankoin.png|17px|link=]] | ||
+ | | Makes your tank immune to stun effects, preventing your enemies from immobilizing you. While stuns are rare, protection from them could be decisive at a crucial moment. | ||
+ | | style="text-align: center; font-weight:bold;" | {{+|Player does not lose control of the tank}}<br> {{+|Player does not drop the flag or ball}} <br> {{+|Ability to still activate own overdrive}} | ||
+ | |- | ||
+ | | class="rarity-epic" title="Container rarity: Epic" | | ||
+ | | style="text-align: center;" | '''Lightweight Construction'''<br/>[[File:Less Mass.png|link=]]<br>4 990 [[File:MiniTankoin.png|17px|link=]] | ||
+ | | Significantly decreases your hull's weight. While not particularly useful in a combat scenario, creative tankers might want to take advantage of this feature for "unconventional" tank stunts. | ||
+ | | style="text-align: center; font-weight:bold;" | {{+|Ideal for parkour}} <br> {{-|Any hull's weight is 1000 units}} | ||
+ | |- | ||
+ | | class="rarity-epic" title="Container rarity: Epic" | | ||
+ | | style="text-align: center;" | '''Heavyweight Construction'''<br/>[[File:More Mass.png|link=]]<br>4 990 [[File:MiniTankoin.png|17px|link=]] | ||
+ | | Significantly increases your hull's weight, making it more resistant to pushback. Acceleration may be affected, but the added momentum has useful applications for ramming tanks. | ||
+ | | style="text-align: center; font-weight:bold;" | Light hull's weight: {{+|+200%}} <br> Medium hull's weight: {{+|+150%}} <br> Heavy hull's weight: {{+|+100%}} <br> Hull acceleration: {{-|-33%}} | ||
+ | |- | ||
+ | | class="rarity-epic" title="Container rarity: Epic" | | ||
+ | | style="text-align: center;" | '''AP Immunity'''<br/>[[File:AP Immunity.png|link=]]<br>4 990 [[File:MiniTankoin.png|17px|link=]] | ||
+ | | This augment completely saves you from armor-piercing status effect. Any tank with this augment won't lose its armor received from modules, supplies, and other sources after the armor-piercing status effect is applied. | ||
+ | | style="text-align: center; font-weight:bold;" | AP effect resistance: {{+|100%}} | ||
+ | |} | ||
+ | |||
+ | ===Special Augments=== | ||
+ | {| class="wikitable augments-table" style="width:100%;" | ||
+ | ! colspan="2" style="text-align: center; font-weight:bold; background-color:#424656; width:18%; " | Name | ||
+ | ! style="text-align: center; font-weight:bold; background-color:#424656; width:41%;" | Description | ||
+ | ! style="text-align: center; font-weight:bold; background-color:#424656; width:41%;" | Effects | ||
+ | |- | ||
+ | | class="rarity-exotic" title="Rarity: Special" | | ||
+ | | style="text-align: center;" | '''Special Protection'''<br/>[[File:Augment_placeholder.png|50px|link=]] | ||
+ | | A special kind of protection that is to be exclusively used in special scenarios... hence the name. {{hint|i|Unobtainable by players. Only used by Administrators, Helpers or Event Organizers during official events.}} | ||
+ | | style="text-align: center; font-weight:bold;" | Stun effect resistance: {{+|100%}} <br> EMP effect resistance: {{+|100%}} <br> AP effect resistance: {{+|100%}} <br> Overheat effect resistance: {{+|50%}} <br> Freeze effect resistance: {{+|50%}} | ||
|} | |} |
Latest revision as of 16:40, 1 March 2021

Augments are modifiers that allow a player to alter gameplay features of turrets and hulls while keeping them within the overall game's balance. For example, an augment can weaken one characteristic in favor of strengthening another one.
Contents
- 1 Important Information
- 2 General Information
- 3 Augments
- 4 Augments for Turrets
- 4.1 Augments for Firebird
- 4.2 Augments for Freeze
- 4.3 Augments for Isida
- 4.4 Augments for Hammer
- 4.5 Augments for Twins
- 4.6 Augments for Ricochet
- 4.7 Augments for Smoky
- 4.8 Augments for Striker
- 4.9 Augments for Vulcan
- 4.10 Augments for Thunder
- 4.11 Augments for Railgun
- 4.12 Augments for Magnum
- 4.13 Augments for Gauss
- 4.14 Augments for Shaft
- 4.15 Universal Turret Augments
- 5 Augments for Hulls
Important Information
- Already bought/unlocked augments won't disappear at any time.
- Augments can be obtained in the following ways:
- Purchased from the garage for Crystals
or Tankoins
- Obtained from Containers (Rare and Epic augments)
- Obtained from Ultra Containers (Rare, Epic, Legendary, and Exotic) augments.
- Bought in special Showcase offers.
- Earned as a reward for completing Challenges, usually with a Battle Pass.
- Purchased from the garage for Crystals
- Augments have a separate setting under the Pro Pass battle creation system, instead of being bunched under Micro-upgrades. Now they can be turned on or off independently.
- You can see augments of other players equipped in battle by pressing Tab.
General Information
- A total of 173 augments are currently in the game, 82 of which are for turrets and 91 for hulls.
- You can equip an augment or un-equip an augment and get back to standard settings at any time.
- Changing an augment during a battle will cause self-destructing and a three-minute pause for changing other augments (just like changing hulls, turrets, and other items).
- Changing a hull augment starts a three-minute pause for changing hulls, and likewise changing a turret augment starts a three-minute pause for changing turrets.
- Only two augments can be equipped at any given time: one hull augment and one turret augment.
Augments
The following tables contain all the current augments. Some of these augments modify specific turret's parameters to alter the turret's or hull's performances during a battle, leading to an increase or a decrease on a specific parameter's value for a turret or hull, thus modifying that turret's or hull's performances, but always remaining in between the overall game balance's boundaries.
In the following tables you will find specific color-codes, as follow:
This marker is associated with a positive effect on a turret's or hull's performances produced by an augment
This marker is associated with a negative effect on a turret's or hull's performances produced by an augment
Augments for Turrets
Augments for Firebird
Name | Description | Effects | |
---|---|---|---|
High-pressure pump![]() 149 000 ![]() |
Improved hit distance for mid-range targets: the stream of fire will shoot slightly further, and maximum hit distance is increased. Requires a more precise aiming. |
Minimum damage range: +10% | |
Compact fuel tanks![]() 245 000 ![]() |
Especially for the fans of the "put it on fire and roll away" tactic: fast increase in temperature and burning time due to the increased rate of fuel consumption. |
Maximum temperature limit: +100% | |
Incendiary mix![]() 245 000 ![]() |
Thermite mixture will burn through tank armor, dealing increased damage, but without igniting the target. No heating effect. |
Damage per tick: |
Augments for Freeze
Name | Description | Effects | |
---|---|---|---|
High-pressure pump![]() 149 000 ![]() |
Improved hit distance for mid-range targets: the stream of freon will shoot slightly further, and maximum hit distance is increased. Requires a more precise aiming. |
Minimum damage range: +10% | |
Corrosive mix![]() 245 000 ![]() |
Swapping cooling agent with acid mixture, which eats through even the most sturdy armor in mere seconds. No freezing effect. |
Damage per second: +10% | |
Shock freeze![]() 245 000 ![]() |
Quickly and effectively turn tanks into solid and immobile pieces of ice. In conditions of a limited space in the turret, several battle mechanisms had to be removed, which lowered damage and energy consumption. |
Freezing rate: +200% | |
Toxic Mix![]() |
Swaps the cooling agent with toxic mixture. Damage is decreased, but an opponent affected by the mix cannot use armor for some time. | AP duration: 1s ![]() Damage: -45% ![]() Freezing rate: -50% ![]() |
Augments for Isida
Name | Description | Effects | |
---|---|---|---|
Broadband radiators![]() 149 000 ![]() |
Broadband radiators with a shortened range for easier aiming. |
Cone angle: +200% | |
Support nanobots![]() 245 000 ![]() |
Part of the destroyer-nanobots were reconfigured into a repair mode. Improved healing in exchange for lower damage. |
Health healed per second: +100% | |
Nanomass reactor![]() 245 000 ![]() |
After receiving a signal that the target was destroyed, reactor converts the collected nanomass and recharges energy levels of the turret. Operational converter noticeably increases radiators' energy consumption. |
Destroying an enemy reloads the energy tank |
Augments for Hammer
Name | Description | Effects | |
---|---|---|---|
Slugger![]() 149 000 ![]() |
Increased pellet density in combination with a reduced turret rotation speed allows to hit ranged targets better. |
Vertical scatter angle: -50% | |
Dragon's Breath![]() 245 000 ![]() |
Pellets with the striking name "Dragon's Breath" ignite enemy tanks, increasing overall damage from the shot. Effective only on a short distance due to the increased pellet spread. |
Hitting an enemy ignites it +3% of max temp. per pellet | |
High-capacity ammo clip![]() 245 000 ![]() |
Special permanently fixed ammo clip for 5 projectiles, included in standard equipment for assault tanks. Reload becomes longer. |
Ammunition per clip: +2 | |
Duplet![]() 245 000 ![]() |
Replacement of the internal construction of the turret with an adaptive mechanism from a classic double-barreled rifle. Allows to rapidly fire 2 shots, with almost no delay, and to quickly reload. Ideal for busting tanks into concrete. |
Shot reload: -85% | |
Adaptive reload![]() 245 000 ![]() |
Instant refill of the current ammo clip after destroying an enemy. With enough luck you can pump out kills with factory efficiency. Otherwise, you'll have to contend with an empty ammo clip for a long time. |
Destroying an enemy adds 3 shots to clip | |
Armor-Piercing Shot![]() |
A perfect farewell gift. The last shot in the clip destroys the armor of any tank which was hit. | AP duration: 7s ![]() Last shot only ![]() |
Augments for Twins
Name | Description | Effects | |
---|---|---|---|
Stable plasma![]() 149 000 ![]() |
Shots of stabilized plasma keep their form better and do not explode upon hitting a tank or an obstacle. Such shots can't deal splash- and self-damage. |
Self-damage removed | |
Plasma accelerators![]() 245 000 ![]() |
Changing settings of plasma accelerators allows to be at a safer distance from the enemy in battle. Projectiles fly further and faster, but the fire rate is reduced. |
Projectile speed: +100% | |
Heavy plasmagun![]() 245 000 ![]() |
Turret modification in the tradition of the famous BFG. Fires big balls of plasma, which travel slowly, but deal more damage. Be cautious of the self-damage from splash! |
Minimum damage: +35% |
Augments for Ricochet
Name | Description | Effects | |
---|---|---|---|
Destabilized plasma![]() 149 000 ![]() |
Balls of unstable plasma disperse into clots after the slightest touch from any obstacle, hitting all enemies and the shooter themselves in a small radius. |
Splash damage added | |
Minus-field stabilization![]() 245 000 ![]() |
Additional stabilization of the minus-field before each shot allows to fire effectively at a longer range. Projectiles travel further and faster, but the fire rate is reduced. |
Projectile speed: +100% | |
Plasma-torch![]() 245 000 ![]() |
Modification that turns the turret into a short range plasmagun. Noticeably increases the rate of fire due to the radically reduced flying speed and damage of the rounds. Also, unstable plasma can't richochet more than once. |
Shot reload: -50% | |
Berserk![]() 245 000 ![]() |
In this special assault mode firing the turret will consume energy faster, but each enemy tank destroyed will re-fill the energy tank. |
Destroying an enemy adds 100% to energy | |
Super-smart Minus-Field![]() |
It is not certain how this super-smart minus-field is smarter with this augment, but after ricocheting, rounds pierce the enemy's armor, leaving no chance of survival. | AP duration: 2s ![]() After shot ricochet only ![]() |
Augments for Smoky
Name | Description | Effects | |
---|---|---|---|
Assault rounds![]() 96 000 ![]() |
Rounds with increased impact strength will make it easier to throw off the enemy's aim. Such rounds can't deal critical damage. |
Projectile speed: +200% | |
High-precision aiming system![]() 149 000 ![]() |
High-quality barrel and aiming correction mechanism noticeably increase damage. The use of the highly accurate equipment led to increase in reloading time. |
Maximum damage: +20% | |
Supercumulative rounds![]() 245 000 ![]() |
Supercumulative shots appear in the ammo clip even more rare than the "regular" cumulative rounds, but the damage from such rounds is also much greater. The damage from critical shots is increased because of the reduced critical rate. |
Critical damage: +50% | |
Incendiary rounds![]() 245 000 ![]() |
Replacement for the standard cumulative shots with rounds filled with an incendiary compound. Critical hits deal regular damage, but also ignite the target. |
Critical hits ignite the target: +50% of max temp | |
Cryo rounds![]() 245 000 ![]() |
Replacement for the standard cumulative shots with freon rounds. Critical hits will deal normal damage, but fully freeze the target. |
Critical hits freeze the target: +100% of min temp | |
Autocannon![]() 245 000 ![]() |
Automated charging conveyor belt highly increases the firing rate. Regular shots lose most of their effectiveness, but critical hits happen much more often. |
Reload: =0.5s | |
Armor-Piercing Rounds![]() |
Replaces common rounds with armor-piercing ones. Critical damage is decreased, but an opponent becomes armorless against the next shots. | AP duration: 3s ![]() Critical damage: -25% ![]() | |
Paralyzing Rounds![]() |
Replacement for the standard cumulative shots with paralyzing rounds. Critical hits will deal decreased damage but will immobilize the target. | Stun duration: 3s ![]() Critical damage: -50% ![]() Critical chance: -50% ![]() | |
EMP Rounds![]() |
Replacement for the standard cumulative shots with EMP rounds. Critical hits will deal decreased damage but will disable the target's activated supplies. | EMP duration: 5s ![]() Critical damage: -15% ![]() | |
Rubberized Rounds![]() |
These rubber-encased shells may hit enemies and even deal critical damage after ricocheting. However, the maximum number of ricochets is limited and shell speed is decreased. | Maximum number of projectile bounces: +2 ![]() Minimum ricochet angle: 5° ![]() Projectile speed: -25% ![]() | |
Explosive Rounds![]() |
Replacement for the standard Armor-Piercing shots with explosive rounds. Such rounds can hit multiple targets at once with splash damage, but the damage radius is not that large due to the turret's small caliber. Cumulative shots are not changed and deal critical damage only to one target. | Splash radius (max damage): 1m ![]() Splash Radius (mid damage): 4m ![]() Splash Radius (min damage): 7m ![]() Mid splash damage: 90% ![]() Min splash damage: 10% ![]() Self damage at close range ![]() | |
Sorted Ammunition![]() |
An engineer named Schrödinger succeeded in perfecting a mechanism to load ammunition in a clever way. This augment guarantees that every fourth shot will deal critical damage. How it works and how the engineer envisaged all the misses of the shooter still remains a mystery. | Max critical chance: =100% ![]() Critical chance step: 100% ![]() Initial/Min critical chance: =200% ![]() |
Augments for Striker
Name | Description | Effects | |
---|---|---|---|
Remote rocket explosives![]() 149 000 ![]() |
Rockets are provided with a contactless trigger and radio emitter. Double-press on the fire button, while the rocket is still in the air, will immediately explode it. Be cautious while firing single shots! |
Rockets will explode upon double-pressing fire button | |
Missile launcher "Hunter"![]() 245 000 ![]() |
Modification for the fans of a high accuracy shooting. Provides an almost instant target acquisition while aiming, but has only one rocket per launch. |
Maximum projectile speed: +100% | |
Missile launcher "Cyclone"![]() 245 000 ![]() |
Modification for those who hunt heavy tanks. Doubles the number of rockets per launch, but while aiming target acquisition time is also increased. |
Total rockets in salvo: +4 | |
Missile launcher "Uranium"![]() 245 000 ![]() |
An augment for tankers who love big explosions. Your rockets will deal more damage, but they will travel more slowly, and you will only fire 2 rockets per salvo. |
Total rockets in salvo: -2 | |
Armor-Piercing Missiles![]() |
The perfect augment for bounty hunters who want to destroy one very powerful target. Only one fast-targeting armor piercing rocket per launch. Any tank hit by this rocket will not be able to use armor for some time. | AP duration: 5s ![]() Aiming time: -50% ![]() 1 AP missile in salvo only ![]() |
Augments for Vulcan
Name | Description | Effects | |
---|---|---|---|
Shooting speed regulator![]() 149 000 ![]() |
Decreased firing speed allows for the barrels to cool down better, but it also decreases damage. The barrels wind up and wind down faster. This configuration increases tactical flexibility of the weapon and allows for longer uninterrupted fire. |
Barrel startup: -85% | |
Reinforced aiming transmission![]() 245 000 ![]() |
Optimization of the aiming transmission for a faster horizontal aim. Due to optimization, vertical aiming transmission is less effective. | Turret slowdown rate: -100% ![]() Vertical autoaim: -15% ![]() | |
Incendiary band![]() 245 000 ![]() |
Modification for the fans of showering enemies with bullet fire, non-stop. While overheating from continuous fire, these rounds will ignite and put the target on fire. |
Shots ignite the target | |
Rubberized rounds![]() |
These rubber-encased shells significantly increase bounce probability and number of ricochets when firing. This enables you to attack your enemies from unexpected positions and easily mislead them. However, the increased drag from air resistance has a negative impact on the speed of such rounds. | Maximum number of projectile bounces: +4 ![]() Minimum ricochet angle: 10° ![]() Projectile speed: -25% ![]() |
Augments for Thunder
Name | Description | Effects | |
---|---|---|---|
Small caliber charging machine![]() 149 000 ![]() |
Using small caliber rounds in combination with the charging machine allows to reduce the reload time. Small caliber rounds deal less damage. |
Reload: -20% | |
Subcaliber rounds![]() 245 000 ![]() |
Replacement for the frag round with a penetrating ammo type and huge kinetic energy. Such rounds don't explode upon hitting a tank or an obstacle and cannot damage the shooter themselves. |
Reload: -9% | |
"Sledgehammer" rounds![]() 245 000 ![]() |
Rounds with a thick lead casting lose piercing ability very quickly, but the automated charging machine allows for a noticeable increase in the firing rate. |
Reload: -25% |
Augments for Railgun
Name | Description | Effects | |
---|---|---|---|
Round stabilization![]() 96 000 ![]() |
Aiming system chooses a more predictable flying path for rounds. Each shot will deal a constant damage and retain the power after piercing the target. |
Penetration: =100% | |
Reinforced aiming transmission![]() 149 000 ![]() |
Optimization of the aiming transmission for fast horizontal aim. Due to optimization, vertical aiming transmission is less effective. |
Turret rotation speed: +40% | |
Round destabilization![]() 245 000 ![]() |
A handful of bolts and copper coils, inserted into the accelerator, adds even more chaos into the distribution of the final power of the shot. The range of the maximum and the minimal damage are greatly expanded, and the damage scatter is increased. |
Impact force: +20% | |
Electromagnetic accelerator "Scout"![]() 245 000 ![]() |
This modification will help you in dynamic one-on-one battles. Accelerated preparation for shots and quick reload will become an unpleasant surprise for the enemy, but the average damage is reduced. |
Shot reload: -50% | |
Large caliber rounds![]() 245 000 ![]() |
The newest development of the ammo industry — plutonium rounds that deal devastating damage. Getting ready to fire these rounds and the reload takes longer. |
Minimum damage: +40% | |
"Death Herald" compulsator![]() 245 000 ![]() |
Bounty hunters will greatly appreciate this modification, which when equipped enables the turret to instantly reload after destroying an enemy. Base reload speed is reduced. |
Destroying an enemy fully reloads the turret | |
Hyperspace rounds![]() 245 000 ![]() |
No tank — be it an ally or an enemy, is an obstacle for these hyperspace rounds, just an additional chance to accelerate. Damage from such rounds increases each time they break through the target. However, base damage and the strength of impact are reduced. |
Penetration: +100% | |
Super Armor-Piercing Rounds![]() |
It is not enough to just pierce an enemy tank's armor — the enemy should remember this forever. Special rounds destroy armor for some time, long enough for one more fatal shot. Piercing the armor of multiple tanks in a row applies the AP effect to all of them. | AP duration: 7s ![]() Maximum damage: -33% ![]() Minimum damage: -33% ![]() | |
Incendiary Rounds![]() |
Literally heats rounds inside the barrel before shooting. These rounds don’t just deal damage to a target, they also set fire to it. | Burn Duration: 3s ![]() Max tanks set on fire: 2 ![]() Shot warmup time: +20% ![]() | |
Stun Rounds![]() |
An improved process of concentrating energy before firing allows rounds to stun targets for a short time when they are hit. Lets you confuse opponents and assist in the defence of your base. Takes more time to heat up the barrel before shooting. | Stun Duration: 1s ![]() Damage: +40% ![]() Reload: +50% ![]() Shot warmup time: +20% ![]() |
Augments for Magnum
Name | Description | Effects | |
---|---|---|---|
Reinforced gun carriage![]() 149 000 ![]() |
Converts the turret rotation mechanism to the mechanism of changing the elevation angle. It becomes possible to lower or raise the gun barrel but the only way to rotate your turret horizontally is by rotating your hull. |
Ability to elevate turret vertically | |
Automated gunpowder loading mechanism![]() 245 000 ![]() |
Converts the turret rotation mechanism to the mechanism of changing the elevation angle and makes power accumulation faster. At the same time it becomes harder to avoid overshooting or undershooting due to not having the required level of power |
Amplification time: -33% | |
Mortar![]() 245 000 ![]() |
Converts the turret rotation mechanism to the mechanism of changing the elevation angle and fires mines instead of shells. When hitting a tank the mine explodes, and when it misses, the mine remains at the spot where it landed meaning somebody can drive onto it. Damage from mine-rounds is less than from regular shells. |
Lay mines | |
Harpoon![]() 245 000 ![]() |
Changes shot angle to 3%, changing Magnum from artillery launcher to be like any other turret. Splash damage is decreased. | Ability to rotate turret horizontally ![]() Inability to elevate turret vertically ![]() Projectile gravitation: -11% Fixed shot angle: 3º ![]() Splash damage at a distance of 5 meters -10% ![]() | |
Armor-Piercing Core![]() |
Fougasse projectiles have an ultra-dense armor-piercing core. A direct hit destroys the target's armor. Doesn't affect other targets in splash damage radius. | AP duration: 7s ![]() AP inactive for splash damage ![]() |
Augments for Gauss
Name | Description | Effects | |
---|---|---|---|
Electromagnetic salvo![]() |
Replaces the standard explosive projectile with an EMP projectile that deactivates any active supplies of enemy tanks hit by the electromagnetic salvo. The projectile loses its splash damage effect in normal shooting mode, and damage is reduced while using the electromagnetic accelerator. However, the projectile travels at a higher speed and recharges much faster. | EMP duration: 5s ![]() Sniping reload -50% ![]() Arcade projectile shot speed +50% ![]() Min sniping damage -25% ![]() Max sniping damage -25% ![]() EMP effect only in sniping mode ![]() Arcade shot splash damage removed ![]() Arcade shot self damage removed ![]() | |
Armor-Piercing Salvo![]() |
The special projectile's polarization destroys the target's armor. Doesn't affect other targets in splash damage radius. | AP duration: 5s ![]() AP disabled for splash damage ![]() |
Augments for Shaft
Name | Description | Effects | |
---|---|---|---|
Short-band emitter![]() 149 000 ![]() |
Modification for tankers that prefer close-range battles and who are used to precise turrets. Increases damage and reloading time in Arcade mode. |
Minimum arcade damage: +20% | |
Heavy capacitors![]() 245 000 ![]() |
Replacement for standard capacitors with a heavy type. The shot is charged slower, but the final damage is noticeably increased. |
Maximum aiming damage: +25% | |
Light capacitors![]() 245 000 ![]() |
Replacement for standard capacitors with a light type. The shot is charged faster, but the final damage is noticeably reduced. |
Energy consumption in aiming mode: +100% | |
Rapid-fire mode![]() 245 000 ![]() |
Assault modification that allows firing in Arcade mode with a quick series of shots, 3 in each. At the same time the energy tank capacity is enough for one series of shots. |
Arcade shot reload: =0.375s | |
Armor-Piercing Sight![]() |
Special sight which lets you destroy a target's armor with any sniper mode shot. Makes the next shot at the target very sensitive or maybe even fatal. | AP duration: 5s ![]() Sniper shot only ![]() |
Universal Turret Augments
Name | Description | Effects | |
---|---|---|---|
Adrenaline![]() 245 000 ![]() |
This augment increases your turret’s damage in proportion to the decrease in your tank’s health points. The less health points you have, the higher amount of damage your turret inflicts. | Melee turret's damage: +0-39% ![]() Close-range turret's damage: +0-36% ![]() Medium-range turret's damage: +0-33% ![]() Long-range turret's damage: +0-30% ![]() Low HP % required in order to activate ![]() |
Augments for Hulls
Universal Hull Augments
Name | Description | Effects | |
---|---|---|---|
Heat Resistance![]() 245 000 ![]() |
Partially protects your tank from the damage and effect of heat, making it harder to burn. Does not affect direct damage from Firebird. | Overheat effect resistance: 50% ![]() | |
Cold Resistance![]() 245 000 ![]() |
Partially protects your tank from the effect of cold, making it harder to slow down. Does not affect direct damage from Freeze. | Freeze effect resistance: 50% ![]() | |
Heat Immunity![]() 4 990 ![]() |
Makes your tank immune to heat damage, such as that inflicted by Vulcan's overheating, or the persistent burn after-effect from Firebird. However, Firebird will still be able to deal direct damage to your tank. | Overheat effect resistance: 100% ![]() | |
Cold Immunity![]() 4 990 ![]() |
Makes your tank immune to the slow-down effects of cold, such as that inflicted by the Freeze turret. However, Freeze will still be able to deal direct damage to your tank. | Freeze effect resistance: 100% ![]() | |
EMP Immunity![]() 4 990 ![]() |
Makes your tank immune to the effects of Electromagnetic Pulses. This includes Hunter's Overdrive, which will be unable to deactivate your Supplies. | Supplies are not removed by EMP ![]() | |
Stun Immunity![]() 4 990 ![]() |
Makes your tank immune to stun effects, preventing your enemies from immobilizing you. While stuns are rare, protection from them could be decisive at a crucial moment. | Player does not lose control of the tank ![]() Player does not drop the flag or ball ![]() Ability to still activate own overdrive ![]() | |
Lightweight Construction![]() 4 990 ![]() |
Significantly decreases your hull's weight. While not particularly useful in a combat scenario, creative tankers might want to take advantage of this feature for "unconventional" tank stunts. | Ideal for parkour ![]() Any hull's weight is 1000 units ![]() | |
Heavyweight Construction![]() 4 990 ![]() |
Significantly increases your hull's weight, making it more resistant to pushback. Acceleration may be affected, but the added momentum has useful applications for ramming tanks. | Light hull's weight: +200% ![]() Medium hull's weight: +150% ![]() Heavy hull's weight: +100% ![]() Hull acceleration: -33% ![]() | |
AP Immunity![]() 4 990 ![]() |
This augment completely saves you from armor-piercing status effect. Any tank with this augment won't lose its armor received from modules, supplies, and other sources after the armor-piercing status effect is applied. | AP effect resistance: 100% ![]() |
Special Augments
Name | Description | Effects | |
---|---|---|---|
Special Protection![]() |
A special kind of protection that is to be exclusively used in special scenarios... hence the name. ![]() |
Stun effect resistance: 100% ![]() EMP effect resistance: 100% ![]() AP effect resistance: 100% ![]() Overheat effect resistance: 50% ![]() Freeze effect resistance: 50% ![]() |