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Let's Discuss Game Balance


Maf
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Posted (edited)

After Going back to MM recently, I realized how the most annoying aspect of the game weren't necessarily the augments, But the depressing amounts of damage you deal when facing someone with the Invincible combo (50% prot + DA + Defender). Using crisis myself and having some 50% prots, It makes the game balance overall tougher and forces the newer augments to carry more numbers overall

Something Like this would decrease the need for increased damage through new augments, as well as make it fun to play (Dealing sometimes less than 500 damage with Booster rail is unreal)

 

To put it into perspective (Effective HP):-

Medium Hulls => 3000HP
Medium Hulls + DA + Protection => 12000HP
Medium Hull + DA + Protection + Defender => 22.8k HP ??? (Unless Defender's defense is calculated differently then idk really)

If it becomes additive here's the change :-
Medium Hull + DA + Protection => 3000* (100+100+50%) => 7,500HP
Medium Hull + DA + Protection + Defender => 3000*(100+100+50+90%) => 10,200HP

 

Benefits of proposed Change:-

  • Time to kill drastically decreases (Albeit after balancing the newer augments to match the new effective HP)
  • Augment Variety increases (People would be able to play the not so meta augments and combos, and still have fun)
  • The dependence on Lifesaver/Excelsior augments decrease especially for light hulls
  • The Gap between Newer augments and older/ even crystal augments decrease, allowing for easier balancing without butchering a turret
  • MM becomes less reliant on being a rock-Paper-Scissor match with protection swapping (Which I assume the developers are trying with the 14min cool down on garage)

 


This as an idea allows infinitely more balancing options for drones, Augments, turrets' and hulls' base-kit stats


 

Edited by YourLovelyCrush

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On 7/18/2026 at 10:25 AM, YourLovelyCrush said:


Medium Hull + DA + Protection + Defender => 22.8k HP ??? (Unless Defender's defense is calculated differently then idk really)


 

17400 effective hp

 

I don't like the way you're trying to complicate the protection module by converting it into a weird additive formula.

 

The game is reworking drones pretty soon, so do wait a bit more.

On 7/18/2026 at 10:25 AM, YourLovelyCrush said:

 

 

Benefits of proposed Change:-

  • Augment Variety increases (People would be able to play the not so meta augments and combos, and still have fun)
  • The dependence on Lifesaver/Excelsior augments decrease especially for light hulls
  • The Gap between Newer augments and older/ even crystal augments decrease, allowing for easier balancing without butchering a turret
  • MM becomes less reliant on being a rock-Paper-Scissor match with protection swapping (Which I assume the developers are trying with the 14min cool down on garage)

 


This as an idea allows infinitely more balancing options for drones, Augments, turrets' and hulls' base-kit stats


 

Augment meta choice would increase further if players, especially those ones who rely on their fav defender+prot combo.

As a result, dependency would increase for lifeguard and excelsior augments.

Gap between augs will always stay, the game will maintain the powercreep and power difference between a legendary and a rare augment.

I like that you want to balance protection modules, but this is not a standard way to go about it. Now if you said to simply cut module effectiveness from 50% protection to 25%, that would have been simpler. But the thing with this is, majority of the playerbase (that has spent a long time getting these expensive things maxed) will complain.

 

TLDR:

I'd say wait for the upcoming changes to suggest anything further. But imbalance in this game is pretty normal.

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On 7/29/2026 at 10:40 AM, Akame said:

I like that you want to balance protection modules, but this is not a standard way to go about it. Now if you said to simply cut module effectiveness from 50% protection to 25%, that would have been simpler. But the thing with this is, majority of the playerbase (that has spent a long time getting these expensive things maxed) will complain.

Cutting ModuIe effectiveness from 50% protection to 40% wouId be more acceptabIe.

50% => 40%

25% => 20%

When it was onIy 3 ModuIes the totaI possibIe protection was 150 (50+50=50).

This wouId be 160 (40=40=40=40).

Devs couId aIso make it optionaI: lf you want your 50% you can onIy use 3; but if you want 4 ModuIes, then 40%.

5 at 30%, 6 at 25%. Just kidding... a IittIe. 

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On 7/29/2026 at 8:23 PM, THRN said:

 

5 at 30%, 6 at 25%. Just kidding... a IittIe. 

Tbh it's a nice approach, but module slots are a thing, which also costs a lot of crystals now. Module slots have been hard locked away and seems events don't give them anymore as players complained so getting that 4th unlocked is a hard 500k crystals? Correct me if I'm wrong, but this is a super large sum for a new player heading into endgame.

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On 7/29/2026 at 11:38 PM, Akame said:

Tbh it's a nice approach, but module slots are a thing, which also costs a lot of crystals now. Module slots have been hard locked away and seems events don't give them anymore as players complained so getting that 4th unlocked is a hard 500k crystals? Correct me if I'm wrong, but this is a super large sum for a new player heading into endgame.

You're right about the Siots. 

l'm not sure how the conversion couId be.

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