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| 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. | | 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 | + | Ability to elevate turret vertically [[File:Plus.png|link=]]<br/> Inability to rotate turret horizontally [[File:Minus.png|link=]]<br/>Projectile gravitation: -50% |
| style="text-align: center;" | 149 000 [[File:crystal.png|14px|link=]] | | style="text-align: center;" | 149 000 [[File:crystal.png|14px|link=]] | ||
|- | |- |
Revision as of 00:05, 10 October 2020

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 Obtaining Augments
- 4 Augments
- 5 Augments for Turrets
- 5.1 Augments for Firebird
- 5.2 Augments for Freeze
- 5.3 Augments for Isida
- 5.4 Augments for Hammer
- 5.5 Augments for Twins
- 5.6 Augments for Ricochet
- 5.7 Augments for Smoky
- 5.8 Augments for Striker
- 5.9 Augments for Vulcan
- 5.10 Augments for Thunder
- 5.11 Augments for Railgun
- 5.12 Augments for Magnum
- 5.13 Augments for Gauss
- 5.14 Augments for Shaft
- 5.15 Universal Turret Augments
- 6 Augments for Hulls
Important Information
- A total of one hundred seventeen augments are currently in the game, sixty-seven of which are for turrets and sixty-four for hulls.
- Augments can only be purchased from the garage or obtained from containers.
- Augments have a separate setting under 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 R or V.
General Information
- Already bought/unlocked augments won't disappear at any time.
- 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).
- Only one augment can be equipped at any given time.
Obtaining Augments
Augments can be purchased from the garage or obtained from containers.
- Go to the Garage.
- Click on the turret or hull you want to obtain the augment of.
- The menu of the turret or hull will be displayed. Click on the center green box to the right of the screen.
- All augments available to be purchased/equipped will show up.
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:
- GREEN TEXT — green text is associated to an increase of a specific parameter's value
- RED TEXT — red text is associated to a decrease of a specific parameter's value
In addition to the color-codes, you will also find specific effects' markers, as follow:
— this marker is associated to a positive effect on a turret's or hull's performances produced by an augment
— this marker is associated to a negative effect on a turret's or hull's performances produced by an augment
Augments for Turrets
Augments for Firebird
Name | Description | Effects | Price | |
---|---|---|---|---|
High-pressure pump![]() |
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% |
149 000 ![]() | |
Compact fuel tanks![]() |
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% |
245 000 ![]() | |
Incendiary mix![]() |
Thermite mixture will burn through tank armor, dealing increased damage, but without igniting the target. No heating effect. |
Damage per tick: |
245 000 ![]() |
Augments for Freeze
Name | Description | Effects | Price | |
---|---|---|---|---|
High-pressure pump![]() |
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% |
149 000 ![]() | |
Corrosive mix![]() |
Swapping cooling agent with acid mixture, which eats through even the most sturdy armor in mere seconds. No freezing effect. |
Damage per second: +10% |
245 000 ![]() | |
Shock freeze![]() |
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% |
245 000 ![]() |
Augments for Isida
Name | Description | Effects | Price | |
---|---|---|---|---|
Broadband radiators![]() |
Broadband radiators with a shortened range for easier aiming. |
Cone angle: +200% |
149 000 ![]() | |
Support nanobots![]() |
Part of the destroyer-nanobots were reconfigured into a repair mode. Improved healing in exchange for lower damage. |
Health healed per second: +100% |
245 000 ![]() | |
Nanomass reactor![]() |
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 |
245 000 ![]() |
Augments for Hammer
Name | Description | Effects | Price | |
---|---|---|---|---|
Slugger![]() |
Increased pellet density in combination with a reduced turret rotation speed allows to hit ranged targets better. |
Vertical scatter angle: -50% |
149 000 ![]() | |
Dragon's Breath![]() |
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) |
245 000 ![]() | |
High-capacity ammo clip![]() |
Special permanently fixed ammo clip for 5 projectiles, included in standard equipment for assault tanks. Reload becomes longer. |
Ammunition per clip: +2 |
245 000 ![]() | |
Duplet![]() |
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% |
245 000 ![]() | |
Adaptive reload![]() |
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 |
245 000 ![]() |
Augments for Twins
Name | Description | Effects | Price | |
---|---|---|---|---|
Stable plasma![]() |
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 |
149 000 ![]() | |
Plasma accelerators![]() |
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% |
245 000 ![]() | |
Heavy plasmagun![]() |
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% |
245 000 ![]() |
Augments for Ricochet
Name | Description | Effects | Price | |
---|---|---|---|---|
Destabilized plasma![]() |
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 |
149 000 ![]() | |
Minus-field stabilization![]() |
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% |
245 000 ![]() | |
Plasma-torch![]() |
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% |
245 000 ![]() | |
Berserk![]() |
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 |
245 000 ![]() |
Augments for Smoky
Name | Description | Effects | Price | |
---|---|---|---|---|
Assault rounds![]() |
Rounds with increased impact strength will make it easier to throw off the enemy's aim. Such rounds can't deal critical damage. |
Impact force: +35% |
96 000 ![]() | |
High-precision aiming system![]() |
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% |
149 000 ![]() | |
Supercumulative rounds![]() |
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% |
245 000 ![]() | |
Incendiary rounds![]() |
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 |
245 000 ![]() | |
Cryo rounds![]() |
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 |
245 000 ![]() | |
Autocannon![]() |
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 |
245 000 ![]() |
Augments for Striker
Name | Description | Effects | Price | |
---|---|---|---|---|
Remote rocket explosives![]() |
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 |
149 000 ![]() | |
Missile launcher "Hunter"![]() |
Modification for the fans of a high accuracy shooting. Provides an almost instant target aquisition while aiming, but has only one rocket per launch. |
Maximum projectile speed: +100% |
245 000 ![]() | |
Missile launcher "Cyclone"![]() |
Modification for those who hunt heavy tanks. Doubles the number of rockets per launch, but while aiming target aquisition time is also increased. |
Total rockets in salvo: +4 |
245 000 ![]() | |
Missile launcher "Uranium"![]() |
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 |
245 000 ![]() |
Augments for Vulcan
Name | Description | Effects | Price | |
---|---|---|---|---|
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: +400% ![]() Minimum ricochet angle: 10° ![]() Projectile speed: -25% ![]() |
99.99 USD | |
Shooting speed regulator![]() |
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% |
149 000 ![]() | |
Reinforced aiming transmission![]() |
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% ![]() |
245 000 ![]() | |
Incendiary band![]() |
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 |
245 000 ![]() |
Augments for Thunder
Name | Description | Effects | Price | |
---|---|---|---|---|
Small caliber charging machine![]() |
Using small caliber rounds in combination with the charging machine allows to reduce the reload time. Small caliber rounds deal less damage. |
Reload: -20% |
149 000 ![]() | |
Subcaliber rounds![]() |
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% |
245 000 ![]() | |
"Sledgehammer" rounds![]() |
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% |
245 000 ![]() |
Augments for Railgun
Name | Description | Effects | Price | |
---|---|---|---|---|
Round stabilization![]() |
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% |
96 000 ![]() | |
Reinforced aiming transmission![]() |
Optimization of the aiming transmission for fast horizontal aim. Due to optimization, vertical aiming transmission is less effective. |
Turret rotation speed: +40% |
149 000 ![]() | |
Round destabilization![]() |
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% |
245 000 ![]() | |
Electromagnetic accelerator "Scout"![]() |
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. |
Reloading: -20% |
245 000 ![]() | |
Large caliber rounds![]() |
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% |
245 000 ![]() | |
"Death Herald" compulsator![]() |
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 |
245 000 ![]() | |
Hyperspace rounds![]() |
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% |
245 000 ![]() |
Augments for Magnum
Name | Description | Effects | Price | |
---|---|---|---|---|
Reinforced gun carriage![]() |
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 |
149 000 ![]() | |
Automated gunpowder loading mechanism![]() |
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% |
245 000 ![]() | |
Mortar![]() |
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 main remains 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 |
245 000 ![]() |
Augments for Gauss
Name | Description | Effects | Price | |
---|---|---|---|---|
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. |
Sniped shots deactivate enemies' supplies for 5 seconds |
46.99 USD |
Augments for Shaft
Name | Description | Effects | Price | |
---|---|---|---|---|
Short-band emitter![]() |
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% |
149 000 ![]() | |
Heavy capacitors![]() |
Replacement for standard capacitors with a heavy type. The shot is charged slower, but the final damage is noticeably increased. |
Maximum aiming damage: +25% |
245 000 ![]() | |
Light capacitors![]() |
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% |
245 000 ![]() | |
Rapid-fire mode![]() |
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 |
245 000 ![]() |
Universal Turret Augments
Name | Description | Effects | Price | |
---|---|---|---|---|
Adrenaline![]() |
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 ![]() |
245 000 ![]() |
Augments for Hulls
Universal Hull Augments
Name | Description | Effects | Price | |
---|---|---|---|---|
Heat Resistance![]() |
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% ![]() |
245 000 ![]() | |
Cold Resistance![]() |
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% ![]() |
245 000 ![]() | |
Heat Immunity![]() |
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% ![]() |
4 990 ![]() | |
Cold Immunity![]() |
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% ![]() |
4 990 ![]() | |
EMP Immunity![]() |
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 ![]() |
4 990 ![]() | |
Stun Immunity![]() |
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 ![]() |
4 990 ![]() | |
Lightweight Construction![]() |
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 ![]() |
4 990 ![]() | |
Heavyweight Construction![]() |
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% ![]() |
4 990 ![]() | |
Special Protection![]() |
A special kind of protection that is to be exclusively used in special scenarios... hence the name. | Effect Information Undisclosed ![]() |
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