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Let's Discuss Protection Modules


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5 minutes ago, Aegis said:

Is there a general census on which module combo is the best, specifically for mid range heavy hulls?

Most guys uses Falcon/Grizzly with couple others.

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Just now, wolverine848 said:

Because of Critical hits, Falcon is a waste of module space.

Let's see what other options that could be viable:

Long Range: Eagle/Owl/Griffin

Mid Range: Grizzly, maybe a bit of Orka and Shark?

Short: Wolf, Lion and Panther?

Melee: All 3.

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Here are the what I brainstormed to tackle module vs turret issue, mainly on Hornet (pretty sure Alternativa won't do them but still):

  • Obviously remove the Critical damage (only Smoky gets to keeps it, idea from Tanker-Arthur). Sorry Supercharged, that includes you as well.
  • Get rid of AP augments and its Immunities completely and give full compensations to those who obtained them. Not a single Tankoin less. And Armadillo as well, not a single crystal less.
  • Hornet Overdrive gets reworked in 2 ways:
    • Capable of penetrating through every protections except modules, in exchange of giving 20 seconds of penetration and give back its 1,000 meter effective range. Retain its "ignore protections only if opponent is on sight". Could be bad though.
    • Ignores all protections, however it is possible to make your module immune to such OD. There would be "Augments" for module, where you can choose to either have more than 3 slots for modules (can hold up to 6) in exchange of less potency per protection or having it immune to the respective OD. This is where you can pay a small fee of 50k crystals per module augments (of course you may only choose one).
Edited by FrozenRailgun
Added more stuffs.
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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.

Have been thinking about this for a while, and am thinking about it a lot at the moment because there is a Mk7 Shaft / Hornet / Eagle kit in my shop showcase at the moment and I am wondering if I will ever use the "free" module (buying the hull & turret from M1 to M7 in a 50% sale doesn't cost a lot less than 382,500 crystals)

I got Mk7 Smoky protection and Striker protection for different accounts from product kits before I ranked to Marshall, but I don't use them often and probably won't buy Smoky and Striker protection for the account that doesn't have it

Smoky protection is also badly affected by critical damage?

When I started playing I used Rail, Thunder, Ricochet protection as my "three modules" (they were a triple then), but Ricochet got dropped when Gauss was introduced

Now Rail has been dropped because of the critical damage thing and I'm using Gauss and Magnum protection as defaults with a variable that can be either Thunder, Hammer, Ricochet, or Mine protection (for attacking in ASL)

Not sure which three I would fully max out (as in more than 45%), but Gauss and Magnum would be two

Gauss might not be the best choice, but I'll always use it because I hate Gauss and anyone that uses it, and I think Magnum is essential because their shots can come from anywhere

I'm struggling with the third because Thunder, Hammer, and Ricochet all pose the same kind of mid-field threat to me and I'll do a garage change if an enemy one is being a nuisance

Those five + Mine protection are the protections I use the most

 

My current thought on protections are:

Never going to buy: Fire, Freeze, Isida, and Twins

Have either bought or might buy, but unlikely to use much or don't use much any more: Rail, Smoky, Vulcan, Shaft, and Striker

Definitely going to max out: Gauss and Magnum

Will max out if I can afford them: Thunder, Hammer, Ricochet, Mines

 

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3 minutes ago, SporkZilla said:

 

So long story short, you use Falcon/Grizzly/Wolf/Lion/Dolphin/Spider modules?

And speaking of that, my Spider module is @ 48%, definitely going to make that to 50% after tmr (in my timezone as I reside on EST).

Edited by FrozenRailgun

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9 minutes ago, FrozenRailgun said:

So long story short, you use Falcon/Grizzly/Wolf/Lion/Dolphin/Spider modules?

Lion/Owl/Griffin/Grizzly/Wolf/Spider, but usually [Owl+Griffin] + Lion or Grizzly or Wolf or Spider

(I didn't use the modules names because LambSauce doesn't use them, would have been confusing for them)

 

Edited by SporkZilla
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7 minutes ago, SporkZilla said:

(I didn't use the modules names because LambSauce doesn't use them, would have been confusing for them)

Lucky me I memorized all of them.

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13 minutes ago, FrozenRailgun said:

And speaking of that, my Spider module is @ 48%, definitely going to make that to 50% after tmr

I ignored the Spider module for a long time, which was a mistake

I didn't know that a strong Spider module with DA could decrease damage from mines by a lot

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21 minutes ago, SporkZilla said:

I ignored the Spider module for a long time, which was a mistake

I didn't know that a strong Spider module with DA could decrease damage from mines by a lot

Most ppl did underestimated Mine's potency. Even after Mine nerf (from 1.8k average damage to 1.5k consistent damage), Spider module is an absolute godsend to any hulls, especially me as a Hornet main.

Funny thing is it deals 100 less damage than Railgun's Crit hit yet... dudes be like "Nah Boosted Armor is enouf for me to tank a Mine." 

image.png

Edited by FrozenRailgun
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1 hour ago, SporkZilla said:

I'm struggling with the third because Thunder, Hammer, and Ricochet all pose the same kind of mid-field threat to me and I'll do a garage change if an enemy one is being a nuisance

I'd go for Thunder just because of how common Thunders are, especially compared to the other two.

Hammer protection is useful for DMs but those are only during events, and I'm not sure how useful Rico protection is.

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On 5/28/2021 at 4:34 PM, LambSauce said:

Hammer protection is useful for DMs but those are only during events

In the Legend ranks, there are a LOT of Hammer/Vikings running around. I'd say Hammer protection is a must-have as you get higher and higher.

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On 5/28/2021 at 2:02 PM, FrozenRailgun said:

Hornet Overdrive gets reworked in 2 ways:

  • Capable of penetrating through every protections except modules, in exchange of giving 20 seconds of penetration and give back its 1,000 meter effective range. Retain its "ignore protections only if opponent is on sight". Could be bad though.
  • Ignores all protections, however it is possible to make your module immune to such OD. There would be "Augments" for module, where you can choose to either have more than 3 slots for modules (can hold up to 6) in exchange of less potency per protection or having it immune to the respective OD. This is where you can pay a small fee of 50k crystals per module augments (of course you may only choose one).

 

Don't understand bullet 1 - so it can ignore all protections except modules, and do so only if targets are LOS during activation?

This is pure fantasy...

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14 hours ago, wolverine848 said:

Don't understand bullet 1 - so it can ignore all protections except modules, and do so only if targets are LOS during activation?

Exactly (pretty sure I made this concept back in November). Meaning modules can still help you withstand couple more hits when everything else can't protect you anymore (namely your Titan's Dome and your Defender drone). Secondly, reason why I gave back its 1 km effective range and 20 seconds is because of it can't ignore all protections.

Bias warning but if we still retain 9 seconds of protection-piercing and its 50 meter effective range, Hornet OD won't be decent anymore. 

Again, can be tweaked but those are just my ideas.

14 hours ago, wolverine848 said:

This is pure fantasy...

It's fine you disagree with me on that, but we cannot ignore the current module vs turret issue still. It used to be modules overpowered turrets, and now? It's vice versa.

Here is the thing, the mindset of solving this issue that Alternativa had was good. The execution of such concept was really terrible, which you and me agreed upon. My idea is to make sure both turrets AND modules stands a chance against each other, not one overpowering another.

Edited by FrozenRailgun
Me have trash English grammar.
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1 hour ago, FrozenRailgun said:

Exactly (pretty sure I made this concept back in November). Meaning modules can still help you withstand couple more hits when everything else can't protect you anymore (namely your Titan's Dome and your Defender drone). Secondly, reason why I gave back its 1 km effective range and 20 seconds is because of it can't ignore all protections.

Bias warning but if we still retain 9 seconds of protection-piercing and its 50 meter effective range, Hornet OD won't be decent anymore. 

Again, can be tweaked but those are just my ideas.

It's fine you disagree with me on that, but we cannot ignore the current module vs turret issue still. It used to be modules overpowered turrets, and now? It's vice versa.

Here is the thing, the mindset of solving this issue that Alternativa had was good. The execution of such concept was really terrible, which you and me agreed upon. My idea is to make sure both turrets AND modules stand a chance against each other, not one overpowered another.

I'm fine with revised OD as described above.

The "pure fantasy" was wrt the price.  Based on evidence we've seen so far, any pricing will be in TKs.

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1 hour ago, wolverine848 said:

The "pure fantasy" was wrt the price.  Based on evidence we've seen so far, any pricing will be in TKs.

I mean yes, I do aware that even Alternativa decided to add that, I would expect costing couple hundreds to couple thousands of Tankoins.

Edited by FrozenRailgun
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1 minute ago, fghjkl54 said:

i am amazed surprised.

spectrum module upgrade? i tought it has only one lvl only!

It's written in that way, there is no upgrade ^^

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58 minutes ago, TheCongoSpider said:

@nikunj04 Armadillo and Spectrum modules do not appear for mobile players, which was the point of Incorp's suggestion. 

I am so mad at him right now, neither place he wrote the word "Mobile", I read the whole paragraph twice as of why he suggested such an idea ?

Now it all makes sense

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1 hour ago, TheCongoSpider said:

@nikunj04 Armadillo and Spectrum modules do not appear for mobile players, which was the point of Incorp's suggestion. 

 

43 minutes ago, nikunj04 said:

I am so mad at him right now, neither place he wrote the word "Mobile", I read the whole paragraph twice as of why he suggested such an idea ?

Now it all makes sense

?‍♂️ sorry for the inconvenience caused. But still they should let mobile version see it eh?

I didn't write the word mobile cuz I thought the devs would make everything you see the same for mobile and pc. How unfair ):(

Edited by Incorp
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47 minutes ago, Incorp said:

 

?‍♂️ sorry for the inconvenience caused. But still they should let mobile version see it eh?

I didn't write the word mobile cuz I thought the devs would make everything you see the same for mobile and pc. How unfair ):(

No problem, I was just joking, actually after the New Interface gets released, devs have planned to make the PC client/Browser and the mobile version sort of identical in terms of Interface and gameplay meaning the things that mobile version was earlier lacking will soon be added.

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