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Ideas for Supplies and Drones!


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Idea for supply: again:

 

Quick fire box (Blue box)

 

Makes turret fire 15% faster

 

15%!! not 50! 

 

So tanks with continued fire (isida, freeze, firebird, vulcan, twins) have 15% longer firing time.

And 1 shot tanks (shaft, ricochet, smoky, magnum, striker, railgun, thunder, hammer) have 15% faster reload.

 

 

Perhaps 10% quick fire instead of 15%? 

 

Thanks

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If you use more than 15-30 (devs decide exact values) supplies on one life, you get a 3 minute cooldown on all supplies until you next die. Simple, but it should stop huge druggers from dominating battles.

Topic merged

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Nerf Protection Modules!

 

Uh... this is probably an idea that everyone hates but I have to give it a shot.

 

So.... protection modules are too OP.

 

Honestly, as long as you wear an m3 protection module, you are usually immortal against half of the enemy team. Legends are not good because they have m4 turrets/hulls or superior skills... it's just that they all have protection modules that defend 50% against all of the turrets in the game.

 

In Pro battles, you usually can't counterdrug to cancel out the 50%. In non-Pro battles, they can have double armor on and they are able to have a whopping 75% protection against 3 turrets. Literally, the bullets already do barely anything to a tank at above 25% protection, even 35% is an overkill. 

 

People will adjust their protection modules so they can be protected against the maximum amount of enemy players, and I would say that a standard 3-protections module will defend against half of the enemy team. 

 

As hulls get more armor, turrets do more dps. But as protection modules do more protection, nothing is there to balance it out.

 

The game is not suited to be that slow-paced game where it takes like 7 railgun shots to destroy an enemy or you have to completely reload your firebird and use the entire energy gauge twice to destroy an enemy.

 

I get how if everyone is allowed to wear protection modules, it's technically fair but it takes annoyingly long to kill an enemy. But if your enemy has protection module against your own turret, you simply cannot destroy the enemy for the entire match. 

 

Idea: m0 protections should stay at 10%. m1 protections should be 15%. m2 protections should be at 20%. m3 protections should be 25%. 

 

I understand how this will make protection modules overpriced... but it's equally overpriced for everyone. Also, this update doesn't nerf that annoying Lumberjack module. But seriously, PLEASE NERF MODULES. It will make the game easier to enjoy. 

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I see what you mean, but the idea of protection modules isn't to make your life harder by making you spend 2x time shooting the same enemy, but to make you choose a completely different enemy who has less or no protection. So if you try to avoid players with high protection and go for the ones with little or no protection, modules shouldn't seem so OP then.

 

But I feel that 50% is a good amount, since if it was lower, players wouldn't even bother to spend their crystals on modules and their MUs. Also think about the outrage from all those, who bought and MUd a ton of modules only to have their power reduced massively.

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i don't this idea will be implemented at all.

 

it's a good idea for a better gameplay ofcourse, but Tanki want to make crystals growing in battles harder not easier, and they are already heading toward that goal (no more funds in private battles, the way the score distributed in battles gonna change soon so the isida noobs in flag bases will get less score...)

 

as players, we want as much crystals as we can get as fast as we can, but Tanki don't want that, they want us to play more for the same amount of crystals, because what they truly want is us to spend more time here, to -maybe- spend more money on the game.

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Its part of the gameplay . Im not gonna tell you everything , but theres a reason why you dont have all combinations of modules . In fact , if a good team knows it , they are very hard to beat indeed . Thats why you need different turrets , so that you and your team can have a good mix . Otherwise all would take the same turrets , since they do the most damage . You need mix and match , weapons according to enemy module and module against their weapons . If you do it correct ... and the rest of the team does that also you have a good/better chance of winning .

No 50% is not too much , and yes it does help a lot , but it is part of the game and you cannot have more then 3 weapons ( unless old or rare ) inside . Its your job to find out a way to counter it .

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I see what you mean, but the idea of protection modules isn't to make your life harder by making you spend 2x time shooting the same enemy, but to make you choose a completely different enemy who has less or no protection. So if you try to avoid players with high protection and go for the ones with little or no protection, modules shouldn't seem so OP then.

 

But I feel that 50% is a good amount, since if it was lower, players wouldn't even bother to spend their crystals on modules and their MUs. Also think about the outrage from all those, who bought and MUd a ton of modules only to have their power reduced massively.

I get your point maf, but I feel like almost everyone has protection against my turrets. The odds of the enemy team adjusting their protection modules so that it covers your turret is very high because you have 3 modules for 10 enemies, and usually 2 or 3 of the enemies use the same turret. This is especially magnified in small maps where there are only 4 people and only a small amount of viable turrets to use. 

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What I think is needed is a new protection system where we can use 4 single protections at a time with 40% protection each at M3.10, that is a nerf in protection against a single turret, but it's also a buff because you can use protections against 4 turrets, and it helps the turrets that today players have more protection against because of the nerf and because players can switch to other protections individually instead of the triple ones they have against common turrets.

 

M0s could be from 0% to 5%, M1s from 5% to 10%, M2s from 10% to 20%, and M3s from 20% to 40%.

 

The conversion could be simple and fair.

Edited by r_Issimo2

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well right now we have 13 Turret and Protections only effect 3 Turrets (Maximum) 

and Alteration very useful now , (you can always hit protections) . you only need some skills :) 

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So wrong. Clay is almost useless against Railgun M4 with the alteration.

Everything is useless against railgun m4 + alt. That railgun alt itself needs nerf. 

 

Anyways, Clay is a ricochet paint. 

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Yeah, but full M4, it's also 50% against Railgun. Mine is only 41%.

 

But still, in no MU and no ALT battles, I can use Prodigi and it's effective. But Prodigi vs Rail M4 + ALT = cheap.

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I doubt that this will get implemented.. but I think it would do good to the gameplay of the game.

 

25% purchased, upgraded to a max of 33..35% should be the highest possible protection IMHO.

 

It must be so anoying for free players to enter battles with their two M3 turrets, and almost every player of the enemy team has 45%+ protection vs those turrets. The player can as well turn around and leave asap.

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you know the whole point of MUing my ricochet protection was to reduce self damage because i use the m2 alteration... if you gonna nerf the modules you'll be nerfing the alteration i spent 100k on so NO !!!

Edited by GuidoFawkes

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They could also reduce the self-damage of thunder, Rico and alike to 70% (from now 100% damage). If you then apply a 35% protection module you are at about 50% again.. but only for the self-damage part of the balance.

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They could also reduce the self-damage of thunder, Rico and alike to 70% (from now 100% damage). If you then apply a 35% protection module you are at about 50% again.. but only for the self-damage part of the balance.

good idea but also for  firebird too (for vulcan users) and also other turrets like hammer, twins, striker and most importantly magnum. i'm sure it'd be a good idea to reduce self damage, especially for the last one.

Edited by GuidoFawkes
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I did mean all self-hurting turrets (I wrote "and alike" .. which was obviously not perfectly clear).

Magnum is a special case.. there are so many people complaining about it beeing overpowered.. idk what/if something will be done here anyways. On short range a good magnum user fires behind my hull anyways, so that I ge the full damage while he gets far less.

 

Vulcans extended fire period (more active time for their turret) may cause a balance change. On the other hand some Vulcan players felt badly nerved.. and the number of Vulcans that I see truly dropped hard. Maybe this could give them a lifftle buff, without shortening their time-to-kill-someone. Sounds like a fair deal to me.

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yeah sorry i didn't read properly.

btw this would buff some turrets more than others because currently, a thunder going up against hammers can choose either to be protected against itself and not hammer or to be protected against the hammer and not itself because there are no modules which protect against both except for africa legacy which isn't available anymore.

same for a magnum against a thunder and vice versa.

 

Magnum is a special case.. there are so many people complaining about it beeing overpowered.. idk what/if something will be done here anyways. On short range a good magnum user fires behind my hull anyways, so that I ge the full damage while he gets far less.

 

sometimes when you clamp ( or freeze ) a magnum against a wall from the side or the back  he has no choice but to fire at 90°.

 

Edited by GuidoFawkes

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one good supply i have in mined would be a diversion box when the diversion goldbox is droped it will make diversions of it selve on the map and you have to find the right one if you dont well keep looking,the gold box gives you 3x  the regular gold box

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I doubt that this will get implemented.. but I think it would do good to the gameplay of the game.

 

25% purchased, upgraded to a max of 33..35% should be the highest possible protection IMHO.

 

It must be so anoying for free players to enter battles with their two M3 turrets, and almost every player of the enemy team has 45%+ protection vs those turrets. The player can as well turn around and leave asap.

Everyone hits a plateau when they are the weakest in the battle because they can end up in battles against players 4-6 ranks above them.

A a fairly "new" Legend I'm kind of in that spot - I fight Legends 90% of the time, but they are almost all way higher than me with many more turrets and better modules.

 

But we all have choices to make.  Buy 2 m3 turrets and upgrade so each of those do more damage?  Or buy 3 or 4 m3 turrets without upgrade - but - have more flexibility when encountering Protection Modules.

 

Sometimes people put all their resources into one strong turret and pay the price when they have no options.

 

I don't see how the modules can be nerfed much as many people have paid a lot of crystals (and waited many days for those modules to improve).  Some more than others.  How would they be compensated?  This "idea" would have needed to be implemented when the paint-protection separation was done.  It's really too late to implement now.

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Please add every possible double module (78 with only guns, 91 with addition of mines), make them cheap like sheet so they would be used more than triple modules. And finally, nerf them.

M0-5%

M1-10%

M2-15%

M3-20%

M4-25%

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