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Let's Discuss Protection Modules


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On 3/5/2024 at 11:43 AM, Potdindy said:

OOoooooooohhhhh....See I forget the names of the modules, so I assumed you were referring to shaft module...but that's Eagle isn't it. Dunno why we give modules names lol. Your comment makes sense!

I get that it can be a bit confusing and take some time to get used to, but its pretty convenient.

I mean lets be honest, would you rather just say eagle or have to say "shaft protection" or "shaft protection module" every time you need to mention it?

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On 3/5/2024 at 2:07 PM, PirateSpider said:

While I do agree that the current 50% is insane, I think nerfing it down to just 30% is too much, making them almost useless.

I think 40% is perfect. Not too strong but strong enough.

 

Even then, you'd need to figure out how to compensate those who spent the crystals to get it to 50%.

 

Maybe you could turn that extra 10% (possibly more) into hull augments?

40% of 1000 damage is 400 damage. You are left with 600 damage. 2000hp hull takes 2 times as many shots to kill. You could balance protections based on the turret, but honestly idk how much effort the devs would want to put in. So high damage low firerate turrets like shaft, rail, and scorp would get 30ish percentage otherwise you kind of kill them. The game feels like its "balanced" more around augments than the actual base turrets and hulls now. It should be balanced around the base turrets and hulls. The rest should be balanced on the result of the base items. Currently the tradeoff of augments is too miniscule. They are supposed to augment gameplay or enhance, not become the gameplay.

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On 3/7/2024 at 10:20 AM, CaffeineCaffeine said:

So high damage low firerate turrets like shaft, rail, and scorp would get 30ish percentage otherwise you kind of kill them. The game feels like its "balanced" more around augments than the actual base turrets and hulls now. It should be balanced around the base turrets and hulls.

Based on your idea, are you envisioning something like this?

Melee range (including Spider module?): Capped @ 50%.

Short range: 45%

Mid-range: 40%

Long range: 35%

Edited by FrozenRailgun
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On 3/7/2024 at 7:20 AM, CaffeineCaffeine said:

40% of 1000 damage is 400 damage. You are left with 600 damage. 2000hp hull takes 2 times as many shots to kill. You could balance protections based on the turret, but honestly idk how much effort the devs would want to put in. So high damage low firerate turrets like shaft, rail, and scorp would get 30ish percentage otherwise you kind of kill them. The game feels like its "balanced" more around augments than the actual base turrets and hulls now. It should be balanced around the base turrets and hulls. The rest should be balanced on the result of the base items. Currently the tradeoff of augments is too miniscule. They are supposed to augment gameplay or enhance, not become the gameplay.

I'd agree with you if it was 2016-2019 but in 2024, there are things like status augments (which can rip off your supplies and protections and even movement long enough to get you killed quite a few times over), these new powerful augments that the devs keep releasing like the hybrid augments, and then over drives some of which can act like a secondary weapon.

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On 1/18/2023 at 3:48 PM, i.Painfull said:

What's the point of Scorpion protection if wearing it is as good as not wearing it. I know this some stunt to get players to purchase it in masses before you nerf it but it's really frustrating and frankly unfair bit of business you got up here.  Getting destroyed by 2 shots while you have a protection which is at max is a complete and utter  joke and defeats the purpose. How can we have a good game when you give unfair advantages like that, and don't get me started on crisis. 

Scorpion has to be nerfed. I remember first time Thunder Hyperspeed Shells were introduced and how devastating it was until everyone got hold of it and it was immediately nerfed, you can't keep getting away with this stunts if you want you game to be enjoyable. This vicious and manipulative cycle has to be stopped. There are others way to make profits and pay the devs but not in our expenses. 

 

I need explanation why maxed out protection isn't doing what's it supposed to do ??

Topic merged

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Remember when isida had the highest damage per second in the game? now it seem like one of the lowest dps turrets

This is probably a waste of time like talking to a wall as it always has been in the past, but protection modules need to be to be stronger against all these horrible 2000 3000 dps augments all these hover hull and viking kids use

I should be able to choose one turret to block out at least 90% of its regular damage like I'm in titan shield. This really isnt too much to ask for because half of damage comes from critical damage anyway.

my suggestion would be if you had four protection module slots

1st slot: 90% damage reduction 

2nd slot: 70% damage reduction 

3rd slot: 50% damage reduction 

4th slot: 30% damage reduction 

________________________________________________________

If this idea is terrible and nobody agrees with me then:

PLEASE add protection from IMPACT FORCE. All these augments that keep making the turret shoot faster dont seem to get the impact force reduced enough, or in some cases like thunder, you added more impact force to each shot while making it shoot faster. 

I'm so tired of protection module ing from a turret but still getting STUN LOCKED and dominated by it. Its even more irritating when it happens against a kid that seems like they started playing the game yesterday.

 

 

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I think it's a balance issue more than a protection module issue
Protection modules hurt the turret as a whole (base turret and *most* of the augments), I'd say a good 70% of crystal augments are already unplayable with 50% protection
Something like magnum has broken augments but play it with harpoon aggressively and you'd end up getting no kills.

+ if so does that mean someone can get 90% crit protection?
I do agree that the time to kill is obnoxiously low even with defender sometimes, but I'd think protection is not the way

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@Iquit Try playing a battle "WITHOUT" protection modules and the problem is way worse by orders of magnitude.

If I've said it once I've said it a hundred times. The main problem with this game is greed. With the "GREED" comes OP augments (for cash of course.) 

Get rid of augments altogether and SCRAP the trashcans. These two more than anything have ruined the game.

There are of course many, many more problems with TO, far to many to mention in one post. I've mentioned all of them in numerous posts and nothing ever gets done to amend the woeful misgivings of this game.

Nothing ever changes for the better regarding TO, and it never will.

On 4/4/2025 at 4:22 PM, TheCongoSpider said:

It's funny tbh. Modules are simultaneously doing too much while also doing too little

Spot on.

I have Nemesis on one account. At times I can take out the enemy even if they have 50% against me, (light/med hull) but other times It's like I barely scratch them. This is were crits play a part, rendering protections useless. 

Augments should be scrapped.

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Hello @Iquit! Let me respond to some of this.

On 4/3/2025 at 12:38 AM, Iquit said:

Remember when isida had the highest damage per second in the game? now it seem like one of the lowest dps turrets

Isida Mk7+ has 1160 damage per second and 290 damage per tick. Firebird and Freeze who has 1200 damage per second and 300 damage per tick. Isida is lower because it has a fixed damage throughout it's range from 0m to 25m, while fire and freeze's damage decreased if the enemy is further. I don't know why yall complaining about Isidas damage to be honest... Tesla is worse! It has 900 damage per second... What should I say about it who is a main Tesla user?

On 4/3/2025 at 12:38 AM, Iquit said:

1st slot: 90% damage reduction 

2nd slot: 70% damage reduction 

3rd slot: 50% damage reduction 

4th slot: 30% damage reduction 

Oh no.... ooohh noooo.... That would be HORRIBLE! I would rather suggest to make +1 additional module slot, called "Special module" which would include Armadillo and they could make Grenade protection later on, and maybe Chaos damage protection? and you could choose 4 regular turret protection. That's my idea...

On 4/3/2025 at 12:38 AM, Iquit said:

PLEASE add protection from IMPACT FORCE.

I think It should be a hull augment not a protection.

I hope my answers satisfy your worries. ?

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Posted (edited)

@Isshiki you forgot how the other three melee turrets:

1. hit multiple enemies at one time

2. their critical damage is irritating high and occurs more often especially with the critical augment. Isida gets nothing

3. the other three turrets basically have unlimited energy bar imo because they kill you so fast and have plenty of time to regenerate after. if you put on heavy hull with protection module, defender drone etc, it seems they dont stop shooting until youre dead anyway. Isida keeps running out of energy constantly for me

@POWER-OF-ONEI really don't understand you and everyone's problem with shutting out JUST ONE turret's damage almost completely. And that one turret that would be blocked out still gets critical damage. If everyone on one side is kid thunder puppy mode augment then they all deserve to immediately lose. 

Also I have had this argument before. the counter argument was "then everybody would be firebird with protection from firebird and nobody would be able to damage anyone" what fools would play the game this way? I remember playing the map called island years ago and it was nothing but firebird, freeze, isida, and there was always a twins because it had unlimited energy. so you always protection module from three of those turrets and one of modules would always be twins protection. It would stalemate a lot when everybody was actually playing their best. I would switch from isida to old magnum and depending on how much rng damage the game would put out (between 1160-2330) I could obliterate almost all three's health on the enemy team and my two teammates would finish the rest of their little bit of health left. and if the isida on their side had no armor on, oh boy I would one shot it while hitting the other two

I'm pretty sure if a bunch of people on the opposite side protection module from your overbuffed gauss, thunder, or magnum augment youre gonna switch to something else

what about titan shield overdrive? is that way too overbuffed too? all I am asking for is the ability to block out ONE of the overbuffed unbalanced puppy mode augments for turrets in this game

you know why booster drone is so weak and defender drone is so annoying strong? its all these unbalanced augments. they didnt have a choice. crisis drone goes in the trash. do you see anybody using crisis drone anymore? NO the bonus damage isnt worth it. if we still had old crisis drone damage, then all these hover hull mouse controlled kids would be impossible to fight back against. they would probably on shot you even if you had full health and protection. Even with a fully upgraded armadillo module, I still get critical one shotted anyway when I use a light hull by that stupid unbalanced destroyer augment magnum.

I'm so tired of protection moduling from a kids puppy mode augment setup just to make them normal to fight against again. I would have quit the game a long long time ago if I never got the armadillo module randomly on both accounts

also we should be able to change protection modules as much as we want. In the middle of a battle I change my turret and then later on a super gauss or super destroyer magnum one shots me and I cant change my protection because I changed a different piece of equipment.

 

Edited by Iquit

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freeze especially makes no sense balance wise

with firebird you have to take little small breaks to regenerate but freeze never runs out of energy an the freeze effect is just stupid overbuffed. Its basically like constantly getting hunter overdrived. no boosted damage, no speed, cant turn turret at all. If it can do this why does it deserve the same 1200 per second as firebird and obnoxious critical damage that makes it feel like it gets twice as much damage?

how foolish

and I am a fool too for even caring and continuing to play this game

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On 4/5/2025 at 6:28 AM, Isshiki said:

I think It should be a hull augment not a protection.

Doesn't heavyweight construction already do this? ?

 

On 4/3/2025 at 6:38 AM, Iquit said:

my suggestion would be if you had four protection module slots

1st slot: 90% damage reduction 

2nd slot: 70% damage reduction 

3rd slot: 50% damage reduction 

4th slot: 30% damage reduction 

All's fun and games till someone has 90% against the turret you're using, and you've already used up your equipment change. ? 
There's a reason why protections were separated and made uniform in terms of % (remember the kodiak T-B days?)

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On 4/3/2025 at 1:38 AM, Iquit said:

my suggestion would be if you had four protection module slots

1st slot: 90% damage reduction 

2nd slot: 70% damage reduction 

3rd slot: 50% damage reduction 

4th slot: 30% damage reduction 

this is genuinely one of the most insane ideas i've seen in a long minute.

for reference mk8 shaft fully charged is doing 330 damage to you. full mk8 scorpion missile barrage is 400. Now stack defender/crisis on top. and OP toy a buyer has. have fun playing.

instead of making protections completely insane it should be augment power ceiling that gets reduced. that is literally the only problem with damage inflation as of now. why some completely braindead turret like gauss does extra 7k damage or whatever for a 1,5 second longer lock on time? makes 0 sense.

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On 4/8/2025 at 11:28 PM, Iquit said:

@POWER-OF-ONEI really don't understand you and everyone's problem with shutting out JUST ONE turret's damage almost completely.

Don't think I replied with an answer to that particular bit of reasoning you made, but I will now.

Shutting out, as you put it, is not the way to balance out anything regarding protections. As for your your % reductions, that would cause a huge outcry from players, saying as you can only change equipment once, which you yourself pointed out and which I myself do not like either. Crits are fine and should stay in the game, as they are to a point random in when and how much damage they cause. I think  @TheCongoSpider might disagree with me on this point regarding crits, stating the different "random" damage and frequency of each turret "can" be calculated, but how many players actually work all that out for all turrets and put it into practice, practically zero imo. So the crit damage for all It's intent and purpose is "random" for the majority of players (because it will seem that way in battle) even though technically it is not. 

 

On 4/8/2025 at 11:28 PM, Iquit said:

you know why booster drone is so weak and defender drone is so annoying strong?

They are both "WEAK" when augments are in play, along with protections, this is why augments should be scrapped.

Augments are a game changer, in the negative. 

On 4/8/2025 at 11:28 PM, Iquit said:

. do you see anybody using crisis drone anymore

Not as many as back in the day, but enough to know it does make a difference if you can get get DA on quick enough before been hit.

 

On 4/9/2025 at 6:55 AM, Hypersomnia said:

this is genuinely one of the most insane ideas i've seen in a long minute.

I concur.

? long minute, so funny. 

On 4/9/2025 at 6:55 AM, Hypersomnia said:

instead of making protections completely insane it should be augment power ceiling that gets reduced.

Again concur, almost.

Not reduced but scrapped, big problem solved and protections again have "some" value.

  • Saw it 1

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On 4/9/2025 at 12:08 PM, POWER-OF-ONE said:

Again concur, almost.

Not reduced but scrapped, big problem solved and protections again have "some" value.

augments became too big just to be scrapped.  even ignoring the 'what are we going to sell now?' problem since we know they cant make anything cosmetic without it taking 5 eras to be released. what would be the compensation? any realistic compensation is economy breaking and makes whale and f2p gap even larger even with augments removed. whales will just brute force overpower everything with infinite crystals and rubies they got as a compensation so they can instantly max out anything that is here to take the place of augments and the best part they'll spend minimal if not 0$. 

 

and as much as i hate it augments do make the game way more interesting. a way to change the same turret into something else is a very cheap and great way to make the game interesting. now reduce top exotic toys and make them as powerful and average legendary toy. the game instantly gets more enjoyable and flying monkey turns into even more obviously game breaking feature. best OP augments would still give enough advantage to make people spend but now a firebird wont oneshot your mammoth. 

and if you still not sold then if you were playing the game in the 'alteration' days (old name for augments) you know that they were not a problem at all and were very good addition actually so it's clear as day that if the power ceiling is tanked everything would be fine with the game except ofc flying monkeys becoming absurdly overpowered compared to the rest of the game.

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@POWER-OF-ONE nah defender drone is way stronger than booster drone.

they should cancel each other out, but if a booster drone powered turret shoots a defender drone powered hull it still doesnt get regular damage. its still less than normal damage

crisis drone defense should remain the same but defender drone nerfed down to the booster drone damage bonus 

crisis drone damage should buffed BUT NO its a horrible idea to do this because of all the puppy mode obnoxious augments in the game

crisis drone speed cant be buffed either, because of the puppy mode hover hull that would fly sideways across the map in 3 seconds

I take it back. I saw a few of those stupid new augment tesla cancer kids using crisis drone with hover hull or regular light hull, but they never put the crisis drone damage on. They dont need it. 5000 dps garbage

@Hypersomnia you act like its 90% from ALL turrets but its just from one turret and that one turret still gets to crit every third shot for some unbalanced reason so...

Critical damage happens way too often in this game. I would have quit a long time ago if I didnt randomly get armadillo module

I sometimes use titan shield (90% protection from everything besides chaos damage) and it doesnt help. I get grenaded, hover hull overdrived, and on super rare occasions, regular hull overdrived. Like hunter, hornet wasp, mammoth, or another titan shield. Little timmy will even viking overdrive too even after you put shield down stun locking you for eight long seconds.

Remember when titan shield was little timmy's favorite? with viking overdrive slowly getting buffed over the years and all these puppy mode hover hulls overdrives, things have changed. 

My point is I will just die to little timmys alternative forms of damage, crits and chaos with 90% protection. They will all save their obnoxious 4000 damage shot crusader overdrive for anyone that 90% modules from their puppy mode turret augment *cough* newest tesla augment *cough*

that tesla trash still gets crits by the way. fools

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On 4/9/2025 at 1:30 PM, Hypersomnia said:

 

and as much as i hate it augments do make the game way more interesting

Interesting, yes, but they have changed the game in the negative and as for the trash cans, they have had a distinct advantage since day one over tracked hulls. 

As for compensation if augments are removed, I would gladly receive none if it meant no more augments.

I said in a post quite awhile back that if augments were to stay, then each turret should have one unique augment, instead of the multiple copy/paste tripe we have in the game at present.

On 4/9/2025 at 1:30 PM, Hypersomnia said:

and if you still not sold

Never gonna happen concerning augments.

All augments along with the trash cans should be scrapped, period. 

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