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Let's Discuss Protection Modules


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On 8/2/2026 at 2:59 PM, Sabry said:

5? I remember developers already weren't in big favour with 4, I doubt 5 will be implemented

But 1 SIot for ModuIes for Mines and the various Grenades. HazeI wants many more Grenades.

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On 8/2/2026 at 4:15 PM, THRN said:

But 1 SIot for ModuIes for Mines and the various Grenades. HazeI wants many more Grenades.

So the suggestion is more about having a spot for grenades than a geniune 5th slot, right? That's different

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Posted (edited)
On 8/2/2026 at 4:30 PM, Sabry said:

So the suggestion is more about having a spot for grenades than a geniune 5th slot, right? That's different

Yes, that's what l said originaIIy, but l wouId aIso be okay with 5 SIots for anything, with 40% protection from turrets.

Edited by THRN
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On 8/2/2026 at 5:40 PM, THRN said:

Yes, that's what l said originaIIy, but l wouId aIso be okay with 5 SIots for anything, with 40% protection from turrets.

Okay, now this makes sense, but in reality, there are different type of grenades, right. However for the ones that explode, like bomb, flare, tsar, etc...they all explode, I mean that would be quite complicated in my opinion to have one protection for grenades since this type does the same kind of thing being to detonate. If you compare with turrets, they behave differently, they have their way of shooting, their range, their style. If we assume that's quite the same with grenades (bomb, flare, tsar, etc...) that can work, but then the problem of all grenade types comes up, you can't have a protection for all of them because some doesn't protect you, some will heal you, some will teleport you, and some gives you a status effect (snowball/pumpkin/Tsar) which is already covered by augment protections. For those ones the damage isn't what hits the most, it's rather the effect.

 

Do you believe this could be applied to all grenades? How would/could it work for grenades that doesn't detonate?

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On 8/2/2026 at 5:31 PM, Sabry said:

Okay, now this makes sense, but in reality, there are different type of grenades, right. However for the ones that explode, like bomb, flare, tsar, etc...they all explode, I mean that would be quite complicated in my opinion to have one protection for grenades since this type does the same kind of thing being to detonate. If you compare with turrets, they behave differently, they have their way of shooting, their range, their style. If we assume that's quite the same with grenades (bomb, flare, tsar, etc...) that can work, but then the problem of all grenade types comes up, you can't have a protection for all of them because some doesn't protect you, some will heal you, some will teleport you, and some gives you a status effect (snowball/pumpkin/Tsar) which is already covered by augment protections. For those ones the damage isn't what hits the most, it's rather the effect.

 

Do you believe this could be applied to all grenades? How would/could it work for grenades that doesn't detonate?

l don´t Iike that Tanki made a bunch of Grenades with weird mechanics, like teIeporting. l think they shouId simpIify them, Iike they are doing it with Drones. But if they won't and to answer your question:

A SnowbaII Protection couId cut the time of the freezing effect, for exampIe.

A TeIeport Protection couId shorten the distance of the teIeportation. And things Iike that.

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On 8/2/2026 at 8:13 PM, THRN said:

l don´t Iike that Tanki made a bunch of Grenades with weird mechanics, like teIeporting. l think they shouId simpIify them, Iike they are doing it with Drones. But if they won't and to answer your question:

A SnowbaII Protection couId cut the time of the freezing effect, for exampIe.

A TeIeport Protection couId shorten the distance of the teIeportation. And things Iike that.

That's a bit complex in my opinion, augments already exists, at this point its better to use a status cancellation augment than something reducing it, especially since there are already augments reducing by half a status effect

 

For teleport grenades that's even more complicated, this is a harmless grenade so how can it reduce the teleportation? Would wearing it just be enough to reduce it regardless the range? Would it need to be thrown at an enemy? There's nothing that can really protect from teleport grenade if at the beginning this is not a grenade made to be passive. I think your suggestion is good but is not compatible with the current meta of grenades, at least not all of them

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Not a bad idea in general having a 5th protection now, but i dont know if it will be that efficient the way you put it, also 40% instead of 50% isnt that big of a deal to begin with.
 

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On 8/3/2026 at 7:04 AM, Sabry said:

That's a bit complex in my opinion, augments already exists, at this point its better to use a status cancellation augment than something reducing it, especially since there are already augments reducing by half a status effect

 

For teleport grenades that's even more complicated, this is a harmless grenade so how can it reduce the teleportation? Would wearing it just be enough to reduce it regardless the range? Would it need to be thrown at an enemy? There's nothing that can really protect from teleport grenade if at the beginning this is not a grenade made to be passive. I think your suggestion is good but is not compatible with the current meta of grenades, at least not all of them

Maybe there shouIdn´t be a TeIeport Protection then, Iike there can´t be a Music Protection, for the MusicaI Grenade.

The idea doesn't have to be perfect, because Tanki is not perfect.

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On 8/3/2026 at 6:29 PM, THRN said:

Maybe there shouIdn´t be a TeIeport Protection then, Iike there can´t be a Music Protection, for the MusicaI Grenade.

The idea doesn't have to be perfect, because Tanki is not perfect.

A grenade playing music? O.o, I'd like it to play Despacito and the famous song "never gonna give you up"

 

So if you mean a kind of protection only for active drones, which detonate, inflict damage and relies on that mainly (unlike the status effect ones), perhaps that could be cool, even if that's not to all grenades

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On 8/3/2026 at 7:51 PM, Sabry said:

A grenade playing music? O.o, I'd like it to play Despacito and the famous song "never gonna give you up"

 

So if you mean a kind of protection only for active drones, which detonate, inflict damage and relies on that mainly (unlike the status effect ones), perhaps that could be cool, even if that's not to all grenades

l thought there was a Grenade that made tanks dance, in an event no? okay no.

Despacito wouId make tanks move siow.

And ¨never gonna give you up" make you unabie to shoot, or trow grenades, that wouId be fun... to witness... on others.

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Given the implementation of new turrets and drones to the game after modules were introduced, I think having a secondary weapons module slot would be cool, but that would also mean there would only be 2 different protections you can equip in that slot, either mines or grenades, which dont really give us a lot of options to pick from. The only other secondary damage I can think of is from blaster augment. With a little bit of tweaks this could be a good direction for protection.   

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On 8/3/2026 at 9:27 PM, THRN said:

l thought there was a Grenade that made tanks dance, in an event no? okay no.

Despacito wouId make tanks move siow.

And ¨never gonna give you up" make you unabie to shoot, or trow grenades, that wouId be fun... to witness... on others.

Ohh, I thought it was an actual joke, no unfortunately there aren't such grenade, I think the "music" grenade you refer about is tsar that plays a (very nice) melody before detonating. Yeah your suggestion about protection would be the most relevant for especially such grenades since they're especially made for strong damages

 

 

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On 8/3/2026 at 9:08 PM, Sabry said:

Ohh, I thought it was an actual joke, no unfortunately there aren't such grenade, I think the "music" grenade you refer about is tsar that plays a (very nice) melody before detonating. Yeah your suggestion about protection would be the most relevant for especially such grenades since they're especially made for strong damages

 

Maybe l misread the description of Tsar.

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On 7/31/2026 at 6:10 PM, THRN said:

1 SIot for protection against secondary weapons, Iike Mines and Grenades.

Mines ('cause honestly who takes Spider), Grenades, and Overdrives are the only way to kill these whales with 50% modules, excelsior, defender, and medic, so I highly detest your idea sorry.

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On 8/4/2026 at 8:06 AM, ok_hand said:

Mines ('cause honestly who takes Spider), Grenades, and Overdrives are the only way to kill these whales with 50% modules, excelsior, defender, and medic, so I highly detest your idea sorry.

ln one battie you may encounter 3 or 4 Grenades, but maybe a dozen or more Mines.

The 40% wouId affect everyone, incIuding the ¨WhaIes¨.

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I feel like the universal 20% protection module that disables all other defense modules should be given to everyone post-legand, including starters.

it's not as strong as 50% specific modules, but it provides some reduction, which is a good thing, it makes all matches more bearable even to people who weren't there before you decided to increase upgrade prices to ludicrous amounts (at least from what I know).

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