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Negative protections in modules


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Everyone used to whine and gripe about paints have overpowered protections back in the day, especially Thunder users complaining about Rustle and Emerald. Nowadays, you still have people whining about OP protections. I have a solution to this. Damage weakness. Say you have the Panther D-D class module, M0 (This means 10% Twins and 10% Ricochet protections). Well, with this feature, that Panther D-D module will receive less damage from Twins and Rico, but will receive extra damage from a turret like Smoky.

Every module would have weaknesses that would pair with them. The weaknesses to turrets would stay at a fixed percent, say 25%. This is to make sure you still stand a chance in a fight.

Another balance to this is that you CANNOT view the weakness of any particular module by pressing R or V. Instead, you would need to equip the turret that a particular module is weak too.

 

I figured this would be cool. Let me know what you think!

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Under review

Declined

[mdl]

This was suggested before in this topic and DS declined it because the paint separation update was about to be released. Now the idea is definitely valid.

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Good one! I think this will make people who own the entire stock of tanki modules think a little before charging.

 

EDIT: If this topic gets merged with another ideas topic, and I am unaware of the transition, all of what I've said above stands nullified in relation to the merged content.

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Under review

[mdl]

This was suggested before in this topic and DS declined it because the paint separation update was about to be released. Now the idea is definitely valid.

Thank you, Maf. I was curious whether or not it had been suggested before, but I wanted to be safe so I made a new topic. :)

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This is bassicly cheaper hull alterations

No, there's a difference. Hull alterations would provide things like armor/speed buffs. This is attached to the module/protection system. It would grant additional damage against turrets that a particular module is weak too.

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This won't help at all, since buyers can have same. And is this an another feature that will better suit our beautiful already bigger part of the community - buyers? Please no.

Like I said, EVERY MODULE is affected by this. This also means and LGC modules that people own. And again, for balancing purposes, NO ONE can see what a particular module is weak to until you equip the turret it's weak to. That means that you need to play a guessing game to try to figure out who has what. Persoanlly, looking at this like that, this is a good and solid idea, because believe it or not, it actually gives nonbuyers like you and me a fighting chance against buyers.

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A perfect way to complicate game play , as if it's not enough that i have to make calculations about

Which turrets i should wear protection against now i have to also calculate which turrets i will

Be weaker against .

 

An unnecessary addition to an already bloated game with tons of options that would radically

Alter game play.  

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NO ONE can see what a particular module is weak to until you equip the turret it's weak to. That means that you need to play a guessing game to try to figure out who has what.

Well, wouldn't you be able to check the wiki as soon as you know which module they've got on and find out what weakness they've got? It's a bore, certainly, but knowledge of modules would render the guesswork unnecessary.

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Well, wouldn't you be able to check the wiki as soon as you know which module they've got on and find out what weakness they've got? It's a bore, certainly, but knowledge of modules would render the guesswork unnecessary.

There are around 50 standard modules, plus the 40 or so LGC modules. So, adding almost 90 modules' worth of weakness would take at least 2 weeks, so the guesswork would be required. You do make a valid argument though. I love people who make valid arguments.

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There are around 50 standard modules, plus the 40 or so LGC modules. So, adding almost 90 modules' worth of weakness would take at least 2 weeks, so the guesswork would be required. You do make a valid argument though. I love people who make valid arguments.

Yep, I think it would be a lot of work to learn all the weaknesses by heart. And I'm not even sure that it'd be worth it. Nothing against the idea, though, it might be pretty cool. At least the zero protection module would have a use. I just wanted to point out that with time people would get used to the weaknesses of some modules.

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Yep, I think it would be a lot of work to learn all the weaknesses by heart. And I'm not even sure that it'd be worth it. Nothing against the idea, though, it might be pretty cool. At least the zero protection module would have a use. I just wanted to point out that with time people would get used to the weaknesses of some modules.

Yea.

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Not sure of this idea is still valid. I guess developers could make it so that certain popular combinations (like Magnum + Railgun) add various weaknesses in order to discourage players from using them, but at the same time I feel like such a system would take way too much effort to balance.

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Not sure of this idea is still valid. I guess developers could make it so that certain popular combinations (like Magnum + Railgun) add various weaknesses in order to discourage players from using them, but at the same time I feel like such a system would take way too much effort to balance.

I'm sure your example is just coincidence  ;)     ;) ;)

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-1

We use modules to protect ourselves from turrets not to take more damage

Same is the case with everything else too, for example let's say supplies. We use Double Damage to deal more damage, but also inflict more self damage when using certain turrets. We use Speed Boost to get more speed, but lose stability of the hull (for example, Wasp becomes faster, but harder to control). We use Mine, but it resets all other supplies.

 

Another example would be: We attack to get more score, but more enemies target us. We camp to get more kills, but get less score.


 

This idea sounds interesting by the way, now I'm curious see what do players do for example when they have Railgun and Shaft protection, but loose Magnum :lol:

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