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Deadzone: Rogue/Augments: Difference between revisions

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The perk room of Security Level 1 in Deadzone: Rogue gives the player an augment. Augments are exceptionally powerful boosts to the player's power, but they only get one.
The perk room of Security Level 1 in Deadzone: Rogue gives the player an augment. Augments are exceptionally powerful boosts to the player's power, but they only get one.


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|Only available during Zone 3: Spearhead
|Only available during Zone 3: Spearhead
|}
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{{Outdated}}
__NOTOC__
== Strategy ==
 
* Agility is a situational augment. The movement speed increase is sizeable, but mobility requires the right situation to be useful. Additionally, its damage increase is relatively small. Note that moving directly toward or away from an enemy allows the damage bonus to be used without making aiming more difficult.
* Aiming is an incredibly powerful augment. Its outlines give the player an unparalleled level of situational awareness. Additionally, it provides a massive increase to damage. There are few situations where the player doesn't want to aim.
* Ammo is a poor augment. It effectively increases the the player's ammo capacity by 35% and has a low damage bonus with very low uptime, especially when compared to its counterpart, Magazine and Reload.
* Crits is a powerful augment if the player is building crits. Without other crit damage bonuses, it only provides an approximate 24% damage increase. However, its crit chance bonus scales very well if the player has other crit damage bonuses to stack.
* Elemental is a peculiar augment. At base, it grants a very small damage bonus. However, it allows the player to stack all four items that grant elemental damage bonuses, which would effectively give it one of the highest damage bonuses. This is an inconsistent augment with the potential to be very strong or mediocre.
* Health is very powerful below Nightmare difficulty due to its sizeable HP increase and outstanding healing. On Nightmare, however, notably dangerous enemies have a tendency to 1-shot the player through Health augment, nullifying it.
* Hipfire is a situational augment. Its damage bonus is relatively low, and it is effectively incompatible with [[Deadzone: Rogue/Weapons/Scoped Weapons|Scoped Weapons]] and the [[Deadzone: Rogue/Weapons/Miniguns|Hellstorm]], elliminating its strongest options. Additional testing must be done with the [[Deadzone: Rogue/Weapons/Assault Rifles|Vanguard and Arcblade]] to assess its power level.
* Long Range is a powerful augment, especially on higher difficulties. Although it is less useful on Floor 1, many dangerous enemies either keep their distance from the player or can be within a large room that has additional enemies. As such, attacking beyond 10 metres is common.
* Magazine and Reload is an exceptionally powerful augment. Its massive magazine size and reload speed bonuses vastly alleviates ammo concerns. Additionally, the damage bonus is massive on weapons with high clip sizes. Any weapon with a large enough magazine size can start fights with a staggering 100% damage bonus.
* Shield is a powerful augment ending at Extreme and an okay augment below that. Although it suffers from the same issues as Health on higher difficulties, it can still provide a safety net against lower-damage enemies and provides a small damage boost to compensate.
* Weakpoint is a convenience augment. It grants a low damage bonus, but it can help players that struggle to hit weakpoint shots.__NOTOC__

Latest revision as of 18:16, 14 September 2025

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The perk room of Security Level 1 in Deadzone: Rogue gives the player an augment. Augments are exceptionally powerful boosts to the player's power, but they only get one.

Augments

Icon Augment Benefit Notes
Aiming: Crit
  • Aim 50% faster.
  • While Aiming:
    • +25% Crit Chance
    • +80% Crit Damage
    • Enemies are Outlined
Aiming: Elemental
  • Aim 50% faster.
  • While Aiming:
    • +75% Proc Chance
    • +75% Elemental Proc Damage
    • Enemies are Outlined
Aiming: Weakpoint
  • Aim 50% faster.
  • While Aiming:
    • +100% Weakpoint Damage
    • Weakpoints become easier to hit.
    • Enemies are Outlined
Ammo: Crit
  • +200% Magazine Size.
  • Bonus per Missing Bullet:
    • +2% Crit Chance (max 50%)
    • +2% Crit Damage (max 50%)
Ammo: Elemental
  • +200% Magazine Size.
  • Bonus per Missing Bullet:
    • +1% Proc Chance (max 50%)
    • +2% Elemental Proc Damage (max 100%)
Ammo: Weakpoint
  • +200% Magazine Size.
  • Weakpoints become easier to hit.
  • Bonus per Missing Bullet:
    • +2% Weakpoint Damage (max 100%)
Hipfire: Crit
  • While Not Aiming:
    • +100% Crit Damage
    • +20% Move Speed
    • -20% Spread
Hipfire: Elemental
  • While Not Aiming:
    • +50% Elemental Proc Damage
    • +100% Proc Chance
    • +20% Move Speed
    • -20% Spread
Hipfire: Weakpoint While Not Aiming:
  • Each hit: +20% Weakpoint Damage for 5 seconds (max 100%)
  • Weakpoints are easier to hit
  • +20% Move Speed
  • -20% Spread
Short Range: Crit
  • Nearby Enemies grant:
    • +10% Damage Resistance (max 80%)
    • +80% Crit Chance (-4% per meter)
    • +30% Crit Damage (-1.5% per meter)
Unlocked after completing Zone 1: Close Quarters
Short Range: Elemental
  • Nearby Enemies grant:
    • +10% Damage Resistance (max 80%)
    • +150% Proc Chance (-6% per meter)
    • +75% Elemental Proc Damage (-7.5% per meter)
Unlocked after completing Zone 1: Close Quarters
Short Range: Weakpoint
  • Nearby Enemies grant:
    • +10% Damage Resistance (max 80%)
    • Hits count as Weakpoints
    • +50% Weakpoint Damage (-2.5% per meter)
Unlocked after completing Zone 1: Close Quarters
Long Range:
  • Removes Recoil and Damage Falloff.
  • Bonus per Meter of Distance:
    • +2% Crit Chance (max 40%)
    • +5% Crit Damage (max 100%)
Unlocked after completing Zone 1: Close Quarters
Long Range: Elemental
  • Removes Recoil and Damage Falloff.
  • Bonus per Meter of Distance:
    • +5% Proc Chance (max 100%)
    • +5% Elemental Proc Damage (max 100%)
Unlocked after completing Zone 1: Close Quarters
Long Range: Weakpoint
  • Removes Recoil and Damage Falloff.
  • Weakpoints are easier to hit.
  • Bonus per Meter of Distance:
    • +7.5% Weakpoint Damage (max 150%)
Unlocked after completing Zone 1: Close Quarters
Glass Cannon
  • +100% Weapon Damage, Crit Damage, Weakpoint Damage, and Proc Chance
  • +100% damage taken. Damage that cracks your Shields does not reduce your Health.
Only available during Zone 2: Glass Cannon
Martial Mastery
  • +50% Melee Weapon Damage
  • -50% Ranged Weapon Damage
Only available during Zone 3: Spearhead