Jump to content
EN
Play

Forum

Attack Modules


jdc20181

Recommended Posts

Simple - They added special abilities to protect against, I am suggesting they add modules that help your turrent. 

 

They would be the same way they are with Protection Modules with a certain amount of Attack damage bonus. 

 

So if you had a M1 and the attack was 100, and you purchased a Attack Module, the attack module would also come in micros, making the max level higher each time, creating a higher attack ratio. - So lets say like instead of 100 with the Attack Module you would have 125 damage.  

 

 

These aren't just for Damage though. 

 

Like alterations (in a sense) these could also offer better rotation speeds, impact force, and reduced reload time. But in contrast they will actually help,  VS not doing anything.

Share this post


Link to post
Share on other sites

I heard a rumor this was already happening in TX

It could be :) Idk. I just think it would be awesome to have attack modules, maybe not unlock them till after warrant officer 1 but, def think they would create a new type of mechanic to give players extra boosts. Especially for instance if they have a m0, with a m1 or 2 Attack module they could have almost a m1 or M2 or m3 (depending what micro the modules are)  - 

Share this post


Link to post
Share on other sites

sounds great but one condition: you can't stack protection and attack together. A buff in one category is enough, thank you very much

That defeats the name. So no. ^ That part sucks. No one would use it. It would be RIGHT BESIDE your protection modules. 

 

That would be a misleading feature if you can't equipt with the rest that  is why paint and the protection modules are seperated. 

 

Because it gives better K:D ratios, and a better strategy in battle, the game is aging it needs things like this to progress otherwise we stand and run in place like the dog on the jetsons does when hes being walked. 

Share this post


Link to post
Share on other sites

The protections we have in this game simply slow down the process of earning crystals for all players.

Since no turret can oneshot hulls of the same M-Level (in no supply modes) there is no need to protect yourself from beeing 1shot (truely anoying).

 

If you now going to increase the attack power of turrets, you deadly kick the balance in it's knees (or at worse locations..)

Share this post


Link to post
Share on other sites

The protections we have in this game simply slow down the process of earning crystals for all players.

Since no turret can oneshot hulls of the same M-Level (in no supply modes) there is no need to protect yourself from beeing 1shot (truely anoying).

 

If you now going to increase the attack power of turrets, you deadly kick the balance in it's knees (or at worse locations..)

*cough* shaft *cough*

 

But i agree about game balance, modules can only protect against 4 turrets max (remember the premium outrage?). Attack modules would apply to every turret, any reasonable boost would be OP.

Share this post


Link to post
Share on other sites

*cough* shaft *cough*

you're right, I forgot about it (I usually forget about shaft :p).

 

I had to look it up, because I thought this was changed in the last balance (shaft turned from a killer to a marksman rifle), but you're right: it can 1shot lights (but no mediums). Thanks for the correction :)

 

I'm fine with that 1shot ability for shaft from the balance point of view, becuase shaft players have enough troubles anyways (like a laser, a narrow scope, black wasps with rails :p, ...)

Share this post


Link to post
Share on other sites

Beleive me, it would be something that is very well balanced before it would be added, I am mainly thinking the more thinking I do to only add this for those who have m3 - Like as a booster - so it would be like a m4 (or m5) and so forth. could be something for high rankers, to make it better game play. 

 

Remember these would only help the attack side of stats, Rotation, Attack, Impact etc. 

Share this post


Link to post
Share on other sites

nice idea but im thinking in another way: attack modules should about hulls e.g single module must increase damages of turret(any turret that u use) on titan or any other hulls but just one of them and double attack module can do on 2 hulls like titan and wasp. as there r just 7 hulls there cannot be triple attack module. if we want this more likely to happen we could omit xt hulls from being effected e.g attack modules dont effect on xt hulls.

Share this post


Link to post
Share on other sites

attack modules should about hulls e.g single m1 module must increase about 15% damages of turret (any turret that u use) on titan or any other hulls but just one of them and double attack module can do on 2 hulls like titan and wasp. as there r just 7 hulls there cannot be triple attack module. if we want this more likely to happen we could omit xt hulls from being effected e.g attack modules dont effect on xt hulls.

p.s m2 modules increase damage by 25% and m3 modules by 35%

Share this post


Link to post
Share on other sites

attack modules should about hulls e.g single m1 module must increase about 15% damages of turret (any turret that u use) on titan or any other hulls but just one of them and double attack module can do on 2 hulls like titan and wasp. as there r just 7 hulls there cannot be triple attack module. if we want this more likely to happen we could omit xt hulls from being effected e.g attack modules dont effect on xt hulls.

p.s m2 modules increase damage by 25% and m3 modules by 35%

Topic merged

 

Interesting idea. It would really change up gameplay since everyone would buy modules that attack Hornet, Viking and Mammoth, meaning that more people would switch to other hulls to face less modules against their hull and therefore the game would end up having more diversity.

Share this post


Link to post
Share on other sites

Well, I have 5 minutes on the forum today. :mellow:

 

This would only work if it was an option alongside normal modules, same with the idea 2 posts above. Not at the same time. Again, it would work much, much better with a custom module system that gives you 3-4 slots, and you can fill them any way you want. This way you could end up with a protection module that buffs your freeze, makes it more effective against wasp, and protects you from Twins.  

 

Or if it was implemented as an addition and not a replacement, you would have to buy extra slots for real money. Devs could also make the turret-specific attack modules and hull-specific attack modules only available for real money.  

 

 

 

Then nerf supplies.  :wub:

 

 

Share this post


Link to post
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...