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Splash-damage doing more self-damage due to Protection/Double Armor


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So, when you own a Thunder/Magnum/"xy" protection in your Protection Module or you activate the Double Armor supply, an enemy comes close to your tank and shoots you with a mentioned splash-damage' turret, he damages himself too and you take less damage from that enemy than usually you would without a supply/protection wearing.

 

What if we warn once more that enemy that he should not come close with his weapon? Wearing a Double Armor/Protection would reject-off from your tank the x-damage and would inflict exactly back the x-damage to that enemy. 1000 damage x 50% = 500 -> 500 damage to the tank being shot -> 500 (or lower depending on the distance) damage to the shooter.

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Valid

 

I think that would make modules a bit too OP and/or make splash damage guns too weak. I get the idea, but it just seems like a very risky adjustment that could cause some serious disturbance in the force balance without much (if any) benefit towards gameplay.

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Under review

 

I think that would make modules a bit too OP and/or make splash damage guns too weak. I get the idea, but it just seems like a very risky adjustment that could cause some serious disturbance in the force balance without much (if any) benefit towards gameplay.

More than a "bit much".  Protection Modules are considered OP already when they near 50%.  Anything else on top of that would be way too much.

 

Odd... this is at least the 2nd posting asking for protection modules to damage enemy... they must be having a hard time getting kills with their turrets...

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Under review

 

I think that would make modules a bit too OP and/or make splash damage guns too weak. I get the idea, but it just seems like a very risky adjustment that could cause some serious disturbance in the force balance without much (if any) benefit towards gameplay.

and you say 50% modules with drugs arent op? Go and play against one.

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It will do exactly nothing different if they stay in the safe zone. Also, Twins&Thunder have alterations available that remove the splash-damage, and many tankers have protection against those turrets, so it makes more sense that to purchase alterations is more worthy which gives more money to Tanki. Magnum&Striker don't have splash-damage removing alterations, but since protections against them aren't too common, it shouldn't be a big problem (and they are too strong anyways).

 

Besides, if both shooter&target have the protection against the shooter's turret, it wouldn't cause much (additional) damage.

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That's just the person, really.

No. That is not 1 person. Reach marshal ranks or something above them and if you use thunder/railgun, you will see a lot of guys with 50% protection.

Even some battles will be with full enemy team wearing 50% prot module against you.

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35% modules give you about 50% more survival time. But 50% modules give you 100% more survival time. This means you can stay 2x as long as without protection. That combined with a DA is overkill.. It is a big difference.. so Dage is right this time.

With this idea implemented, it would make them even more imbalanced, so battles would tip over even more quickly..

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35% modules give you about 50% more survival time. But 50% modules give you 100% more survival time. This means you can stay 2x as long as without protection. That combined with a DA is overkill.. It is a big difference.. so Dage is right this time.

With this idea implemented, it would make them even more imbalanced, so battles would tip over even more quickly..

  

 

It will do exactly nothing different if they stay in the safe zone...

Ie. If I stay enough far from the enemy. In previous post (quoted above one) I stated some other information too. Well I know - buyers will actually be able to adapt their equipment to it and buy good modules which are too costly for free-players. But players that are thinking smarter can actually benefit from this. Look at the both sides of views from various players - that BP player, which just bought the Touche kit, got a module protection against Thunder. From my view Thunder is the most favored turret from buyers. This BP guy can compete with drugging 'newbie players' (those who don't even turn the turret, so the splash-damage is worth for such players). Are you now on the side of that unskilled buyer which has this disadvantage or our BP-hero which actually implements new way to pass through?

 

Secondly, really anyone can have any protections. That whole enemy team has 50% protection against your turret is rare, and shows that you, me or anyone out there has to take competition and prepare ourselves, as well as our equipment.

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That whole team has 50% is rare, but 6/8 have 40% is common - at my ranks. That is why the game is so much more enjoyable in M1/M2 then in M3+.

 

In your ranks the issue is not that hard yet. Wait once you play battles with Legends-all on both sides, and you will face the issue I am talking about. I do respect wasp heros and I saw your skills just a few minutes ago (gg on Kungur mate ;)). Still I am _for_sure_ that you will agree on that module stuff once you are a legend and play mostly vs true legends, ranking 3Mio+ xp.

 

I recently had to use Twins-Viking on Kungur (!) - a map that is literary m-a-d-e for Wasp/Rail. But I could not deal reasonable damage anymore.. I placed hit after hit, but my score counter did barely increase. Every hit I did was just a scratch in those 40..50% protections that I faced.

And as the speed of Wasps and Vikings is not so far apart as it used to be, those vikings can chase you down in Kungurs bases with ease.

 

There were 2 of three major design flaws in this game coming all toghether.. and my Wasp had to move to the garage.

 

 

ps: I bought the touche kit as well, and the module serves just as a dust catcher for me. There is another one that offers Thunder/Smoky/Rail, and this is truely nice. I can live without Shaft protection..

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That whole team has 50% is rare, but 6/8 have 40% is common - at my ranks. That is why the game is so much more enjoyable in M1/M2 then in M3+.

 

In your ranks the issue is not that hard yet. Wait once you play battles with Legends-all on both sides, and you will face the issue I am talking about. I do respect wasp heros and I saw your skills just a few minutes ago (gg on Kungur mate ;)). Still I am _for_sure_ that you will agree on that module stuff once you are a legend and play mostly vs true legends, ranking 3Mio+ xp.

 

I recently had to use Twins-Viking on Kungur (!) - a map that is literary m-a-d-e for Wasp/Rail. But I could not deal reasonable damage anymore.. I placed hit after hit, but my score counter did barely increase. Every hit I did was just a scratch in those 40..50% protections that I faced.

And as the speed of Wasps and Vikings is not so far apart as it used to be, those vikings can chase you down in Kungurs bases with ease.

 

There were 2 of three major design flaws in this game coming all toghether.. and my Wasp had to move to the garage.

 

 

ps: I bought the touche kit as well, and the module serves just as a dust catcher for me. There is another one that offers Thunder/Smoky/Rail, and this is truely nice. I can live without Shaft protection..

 

 

Imho I could do better in that Kungur CTF, I really sucked with missing easy shots... ;-;

 

But to get back to the topic...

 

Here we talk only about disadvantages of literally easier&stronger weapons. After this update, just don't play in very close-range (small maps as well) with those equipment, buy alterations if you don't want to get damaged or just don't play with those equipment. Buyers have nothing to fear of against non-druggers, they just rush n' demolish in with their higher-modification-Thunders which with hardcore supplies do next-to-nothing self-damage. Free-players always had to adapt to the gameplay, so using "sniper to snipe"/"isida to heal"/"freeze to freeze and outrun" to gain the best benefit from each right role for right equipment.

 

Our Railguns (as 8 other turrets, including Ricochet without an alteration which gives it splash-damage) won't get affected by this, one just can't get damaged by itself. Twins would get too much disadvantage by this, but that's why the alteration that removes splash-damage costs less than Thunder's (double less I guess). In different scenario, a buyer could have a protection against the Thunder (most favored splash-damage' turret) and DA supply. I don't know how would he deal with it, but changing the weapon since.

 

 

 

Not really sure about to implement this also for DA supply. No-one has cared enough yet about it, though it's the easiest&cheapest or even additional 50% to the already module protection.

 

 

 

Well, consider once more. :)

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Well my two comments linked more to the discussion around "modules already overpowered", instead of focusing on your feature.

 

I've now taken some time to think about it.. and I still do not agree to this proposal.

Modules are already OP if they cross the 30%/35% border, and the idea you suggest would turn them into effective attack weapons. Already today I often drive close up to a Thunder, Twins or Magnum, if my death is inevitable. So I can at least cause as much damage as possible to them.

 

Lately I started to kill camping Magnums on Poly CP by just driving close to them and pushing them to the outwards wall. I do not even shoot them; because while I push them I turn my turret backwards, and fire at some other Tank with my Twins. As a Magnum can not turn the turret, the are rendered helpless in this situation. They can not simply aim another tank (like I do), so all they can do is kill me - and so themselves too.

 

Firebirds and Freezers do the same to my Twins, as I have selfdamage now. With modules like you propose them, those turrets prone to self damage will be thrown way off balance with an blink of an eye. They have a hard life anyways vs closerangers today, and the ability to double selfdamage will happily be used by those attackers to gain more power.

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