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Let's Discuss Protection Modules


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10 minutes ago, fghjkl54 said:

maybe he faces a lot of players with sabouter drone?‍♂️

Actually in ctf it's really important, but I wouldn't enter a battle with spider first, I would only equip it when I see hardcore saboteur defender. He has hella lot of hours. (I don't even have spider mk1 tho, too greedy with my crystals)

Edit: Sorry for turning it into a discussion on this topic.

Edited by beachhouse
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25 minutes ago, beachhouse said:

Is spider a go-to module in every mm battle for you?

22 minutes ago, fghjkl54 said:

maybe he faces a lot of players with sabouter drone?‍♂️

My go-to module set for ALL MM games, yes even JGR; unknown.png

Reasoning; it's a personal choice;

Spoiler

 

Theres a reason for it, and no, not due to saboteur as much.

Okay let's start with the basic; railgun is broken, no denying, hornets were so common with it, 50% saved me a lot of hassle. Plus they can literally hide till they peak with a booster to hit you off, from any direction and distance, it's much more annoying to keep getting hit off by these which have little tell tales.

EMP Gauss; exists; with module I don't need to really use EMP immunity, and as long as I play tactfully and avoid prolonging contact, I can get a free supply reset.

As someone who usually pushes people, some may lay mines during the process or hide behind previously laid mines, and mortar mags also lay mines at times, so it's usually common for me to run into mines when I chase people.

As for why I don't use Magnum/Shaft modules; They do high damage regardless, by using module i'm just making death come closer regardless and wasting a precious repair, instead, I choose to adapt and try avoid such. Even tho many of these may use booster, I do not fear dying to these. Shafts still have a laser, whilst magnums still have to calculate angle and power.

I don't use thunder module because they already face so many modules, and this was initially due to the broken kits back in the days with emerald and thunder + mammy/viking.

I refuse to use melee modules because if I let melee's get to me, especially when I use ranged turrets, I see myself as deserving to receive the full punishment.

Hammer is amazing, lovely 1080 damage per clip, I wouldn't mind letting a good hammer get a 3 shot or more on me if he plays well. Hence I shall not use module for Hammer either.

Why I don't use vulcan/rico/twins modules, simple, I can avoid the projectiles with some manouvres.

Smoky? It's already reliant on crits, plus it technically got nerfed when all other turrets got a crit aspect which is independent of shot number. I will hate autocanon players, but I will still prefer to face them without modules, they won't always get lucky crit rolls.

Striker isn't as common, you can see it's laser unless uranium arcades, but it's about knowing who has what where. They can be avoided usually much easily unless you get 3rd partied.

So conclusion; for me; Railgun, and atleast the Gauss before this crit update were broken/OP/annoying, and Spider is for me to meme around chasing players who try to escape etc, and yes there are a few times where I chase a player and he/she has saboteur and those mines only tickle.

 

Unfortunately the latest update nerfed mines so much; also haven't been lucky to get Armadillo yet; but when I do; I will max it instantly and replace spider with it.

 

Edit; Oh also, playing with less modules helps me feel what it is like to be 'AP'd' in some scenarios, i.e for when I have no armor on and I get AP'd by a twins, it will only marginally increase the damage it does to me by removing my drone's passive armor, meaning I can still assume my fight interaction course with it.

Edited by Akame
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On 3/31/2021 at 4:38 PM, Akame said:

 

This dude Akame is an absolute legend, he can psychologically shrug off most of the turrets.

Really reminds me why I nearly always use Eagle + Spider when I use Shaft.

 

Edited by FrozenRailgun
Mods, move some of the posts to Let's Discuss Protection Modules.
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1 hour ago, 2shots2kills said:

I'm surprised that the fourth slot is not available in Ultra Containers. 

I heard Riddler_8 suggested having a 4th module slot.  By detail, he imagined 4 * 50%.

Also heard others said the similar thing but weakens their potency per module. Meaning instead of 3 * 50% like now, we would have 3 * 40% and a 1 * 30%.

There was even a suggestion for 5 * 30%.

Edited by FrozenRailgun

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51 minutes ago, FrozenRailgun said:

I heard Riddler_8 suggested having a 4th module slot.  By detail, he imagined 4 * 50%.

Also heard others said the similar thing but weakens their potency per module. Meaning instead of 3 * 50% like now, we would have 3 * 40% and a 1 * 30%.

There was even a suggestion for 5 * 30%.

Actually, it was me who proposed to introduce 4 protection slots back when the HP of the hulls was increased.

I proposed to increase the HP by 20% and to introduce 4 protection slots but to nerf them to max 30% dmg reduction, in order to make every turret playble even when facing too many prots.

 

But of course they have to make you pay for the fourth slot... again I am not surprised, but still disgusted.

I predict we will see 2 or 3 Hull augment slots for TKS in the future. (when the Status effect augments will be milked enough to introduce their counter)

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15 minutes ago, dogm45 said:

 

Did you face anyone who have high percentage Grizzly modules during that battle? Because it is commonly used on high ranks.

Edited by FrozenRailgun

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2 minutes ago, dogm45 said:

@FrozenRailgun Honestly I'm not up on every thing I been away for awhile. So I just battle the old way and just for fun. It seem to work okay out on the battlefield.  

Based on what you said, I assume that not too many dudes were using Grizzlies within that battle.

Edited by FrozenRailgun

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@FrozenRailgun I guess what I'm saying is how would I know? The old days we didn't worry about that just battled hard. The best thing about Thunder is it's splash. I remove more tanks with the splash than direct hit especially the players that like to hide behind objects or beside lol.  I run other turrets also! 

Edited by dogm45
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15 minutes ago, At_Shin said:

Please refrain from initiating or participating in a discussion in the TPoTD topic. Please use the multi-quote feature to discuss in the apt topic.

Alright boss.

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21 minutes ago, cool12345 said:

I heard that we will be allowed 4 Protection Modules.  If you know something about this please explain!  Thanks!  ?

I heard some dude said you need to spend crystal for module slots and 4th one require 1k Tankoin based on what we saw in Testing.

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I’m definitely buying the fourth protection slot when it comes out. It’ll be a welcome addition because in some battles, I struggle to decide on three prots because the enemy team has a wide variety of turrets. And if a team isn’t as varied, or has a large number of players with turrets that I don’t have protection for, well I can just use my Spider module. 

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Just added a Badger Protection Module against Freezing and yet I'm still getting frozen solid!   (Maximum damage reduction 50%)  Do Freeze Tanks have a way of getting through my Protection Module or is this just the way Badger Protection Module works?  ?

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4 minutes ago, cool12345 said:

Just added a Badger Protection Module against Freezing and yet I'm still getting frozen solid!   (Maximum damage reduction 50%)  Do Freeze Tanks have a way of getting through my Protection Module or is this just the way Badger Protection Module works?  ?

Protection modules have not worked that way for a while now.  Not since Hull Immunities/Resistances were introduced.

You need to have a hull augment versus freezing to reduce the slowness effects.

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What's the current meta regarding protection modules? Specifically, which three modules would you choose to fully max out if you could only pick three?

I'm thinking of Railgun, Gauss and Magnum (I'm mostly using Magnum these days), but feel free to suggest any other modules that could be more effective than these.

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7 minutes ago, LambSauce said:

What's the current meta regarding protection modules? Specifically, which three modules would you choose to fully max out if you could only pick three?

I'm thinking of Railgun, Gauss and Magnum (I'm mostly using Magnum these days), but feel free to suggest any other modules that could be more effective than these.

Why Rail?  Rail has one of the highest critical occurrences, which ignores the module.

And when there's no critical, it does a lot less damage.

Basically don't equip a module when the turret has a damage boost.  It is a waste since the turret ignores the module when it's doig max damage.

 

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1 hour ago, wolverine848 said:

Why Rail?  Rail has one of the highest critical occurrences, which ignores the module.

And when there's no critical, it does a lot less damage.

Basically don't equip a module when the turret has a damage boost.  It is a waste since the turret ignores the module when it's doig max damage.

 

I was thinking the same thing, however the sheer number of Railgun users in battle prompted me to consider using that module.

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On 5/24/2021 at 10:59 PM, LambSauce said:

What's the current meta regarding protection modules? Specifically, which three modules would you choose to fully max out if you could only pick three?

I'm thinking of Railgun, Gauss and Magnum (I'm mostly using Magnum these days), but feel free to suggest any other modules that could be more effective than these.

@TheCongoSpider I know you have interesting ideas regarding many game mechanics - so I'm wondering what modules you use and your reasoning behind that.

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1 hour ago, LambSauce said:

@TheCongoSpider I know you have interesting ideas regarding many game mechanics - so I'm wondering what modules you use and your reasoning behind that.

It's been Thunder, Railgun, [variable] for a long time on all of my accounts. The variable was usually occupied by Gauss. After the recent Gauss nerf, and my unwillingness to partake in Siege battles, that variable is usually either Vulcan, Ricochet or Magnum. I'll tell you, it's so damn refreshing not being forced to use Gauss protection anymore. Yes, I still religiously use Railgun protection. 

 

Thunder because of its popularity, and that most of them have increased firing rates which would kill me faster than Stock. 

 

Railgun because of its popularity and the fact that the majority of its shots are still normal damage. It still serves much use for me personally, enough that I am usually hesitant to take it off despite it "ignoring modules all the time".

 

Magnum because it's much more common now and annoying. They can run up to you and just one-shot you. 

 

Vulcan because it's much, much more common now (less so after the IB HI nerf, good riddance).

 

Ricochet because it is fairly common, and me having Ricochet protection is a big plus not only for myself, but for my teammates. I use Ricochet on another account and the effect that the module has on it is not to be taken lightly. I see it more as a team module instead of a personal module. 

 

Gauss because it was OP and as you would guess with something OP and easily accessible, popular. 

 

_______________________________________________________________________________________________________________________________

 

There is not much point to me using low upgrade (15-21%) Railgun protection at the mid ranks, so that is usually replaced by Smoky. 

Hammer protection is a must for DM. It is infested with Hammer Vikings with Defender/Booster and it's honestly cancerous. 

 

For the other turret modules, I don't use them much for their own reasons. It's mostly because I can psychologically shrug off a lot of them when their numbers are in moderation. 

 

 

 

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37 minutes ago, TheCongoSpider said:

It's been Thunder, Railgun, [variable] for a long time on all of my accounts. The variable was usually occupied by Gauss. After the recent Gauss nerf, and my unwillingness to partake in Siege battles, that variable is usually either Vulcan, Ricochet or Magnum. I'll tell you, it's so damn refreshing not being forced to use Gauss protection anymore. Yes, I still religiously use Railgun protection. 

 

Thunder because of its popularity, and that most of them have increased firing rates which would kill me faster than Stock. 

 

Railgun because of its popularity and the fact that the majority of its shots are still normal damage. It still serves much use for me personally, enough that I am usually hesitant to take it off despite it "ignoring modules all the time".

 

Magnum because it's much more common now and annoying. They can run up to you and just one-shot you. 

 

Vulcan because it's much, much more common now (less so after the IB HI nerf, good riddance).

 

Ricochet because it is fairly common, and me having Ricochet protection is a big plus not only for myself, but for my teammates. I use Ricochet on another account and the effect that the module has on it is not to be taken lightly. I see it more as a team module instead of a personal module. 

 

Gauss because it was OP and as you would guess with something OP and easily accessible, popular. 

 

_______________________________________________________________________________________________________________________________

 

There is not much point to me using low upgrade (15-21%) Railgun protection at the mid ranks, so that is usually replaced by Smoky. 

Hammer protection is a must for DM. It is infested with Hammer Vikings with Defender/Booster and it's honestly cancerous. 

 

For the other turret modules, I don't use them much for their own reasons. It's mostly because I can psychologically shrug off a lot of them when their numbers are in moderation. 

 

 

 

Thank you - unlike many in this forum, I've found that your posts are always meaningful and reliable sources of information, and I enjoy reading them very much ?

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On 5/24/2021 at 5:59 PM, LambSauce said:

What's the current meta regarding protection modules? Specifically, which three modules would you choose to fully max out if you could only pick three?

I'm thinking of Railgun, Gauss and Magnum (I'm mostly using Magnum these days), but feel free to suggest any other modules that could be more effective than these.

You prolly know my setup, because I mentioned it several time in this forum.

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5 hours ago, TheCongoSpider said:

There is not much point to me using low upgrade (15-21%) Railgun protection at the mid ranks, so that is usually replaced by Smoky. 

Railgun because of its popularity and the fact that the majority of its shots are still normal damage.

once you start seeing autocannon there's almost no reason to equip that module.  75% of the damage comes from critical shots which... ignore the module.

majority of Railgun shots are normal.  But what's the actual damage splits?

Edited by wolverine848
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18 hours ago, wolverine848 said:

majority of Railgun shots are normal.  But what's the actual damage splits?

I looked into this. Not too long ago Railgun's critical chance step was decreased from 40% to 10% (yet another unannounced change by the way), reducing its average critical hit rate from around 36% to 27%. That puts the Mk7+ damage distribution at about 39% critical and 61% standard damage. A 50% protection module in practice will reduce the total incoming damage by around 30%.

Edit: incorrect information, see this post:

 

Edited by ThirdOnion
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