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Protection modules decrease 10-15% the impact force of the weapons they are protecting


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I suggest that modules decrease the impact force of the weapon they're protecting you off. This would make them more worth to buy.

 

Firebird and freeze modules already decrease their special effect, afterburning, and freezing, BY 50% if the module is m4. Now, With only a 10% decrease in all modification levels, it would give sometimes an opportunity to defeat high impact force weapons like railgun or thunder and also make modules more worth than they're now. Take for example M1 module, which costs 30K crystals and gives a small 15% protection.

 

For a F2P, let's suppose he can play only 3 hours a day. In 3 hours, you can play 12 battles of 15 minutes. Let's suppose he gets about 250 crystals every battle. you would need 120 battles, which are 30 hours, and even more if the player doesn't play very well. Only for decreasing 15% against 3 weapons, and that he will still die if he gets his aim knocked off. So why not add this for making them worth the effort?

 
Weapons wouldn't need to get re-balanced again. Take for example Railgun M1, 371 impact force, and Smoky M1, 192 impact force. They both can knock off the aim of the majority of hulls, and flip tanks in mid-air. OH NO, WEAPONS NEED RE-EXAMINE AND RE-BALANCE No. Railgun M1 would get to 333 Impact force, which is more than 100 impact force points than Thunder M1, and still, makes the tank flip. Or smoky. 172 impact force at M1. This is even more than the powerful impact of a Ricochet M1, which still, can flip a tank. It is not like they get their impact force to zero.
 
Also, I know that every thing needs a good amount of time, but working in adding 10% at every module doesn't sound like recreating the game from flash to html5. So, why not give it a try?
Edited by Strikechard123
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There is one problem, some turrets, for good or bad, have high impact as their primary advantage. This will be like double jeopardy on them.

 

But there could be an Impact Module that reduces impact up to 40% if fully MUd, that would go great with my idea of a new protection system (single modules, 4 slots, 40% protection).

 

Edit: Impact Protection Module is a bad idea.

Edited by D.a.n.t.e

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There is one problem, some turrets, for good or bad, have high impact as their primary advantage. This will be like double jeopardy on them.

 

But there could be an Impact Module that reduces impact up to 40% if fully MUd, that would go great with my idea of a new protection system (single modules, 4 slots, 40% protection).

But that's why we have protection modules.  We want to protect ourselves of these turrets, and they are somewhat expensive. So why not just add the impact force resistance in the current modules? It would be a lot more simple

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I suggest that modules decrease the impact force of the weapon they're protecting you off. This would make them more worth to buy.

You would think that they already incorporated this in the modules' formula.

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But that's why we have protection modules.  We want to protect ourselves of these turrets, and they are somewhat expensive. So why not just add the impact force resistance in the current modules? It would be a lot more simple

You are right.

 

If Smoky's strengths are 50% impact and 50% damage, then reducing both impact and damage by 50% (M3+) is actually reducing 50% of it's overall strength.

 

If you only reduce 50% damage, you're only reducing 25% of it's overall strength.

Edited by D.a.n.t.e
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They could make a separate option where instead of adjusting module formulas you will have the option of adding "weight"/armor (non-visual) to your hull. Yes, it will soften the impact of other turrets, but at the same time it will decrease the overall speed of your hull. Just a scale balance between the DA (or HP) and speed columns. It would make sense and is a fair trade-off.

Edited by Benefactor

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Oh. Interesting.

So the weight would be able to make the hull more sturdy, and yet have more armor. That right?

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Oh. Interesting.

So the weight would be able to make the hull more sturdy, and yet have more armor. That right?

Somewhat similar to reactive armor but, in this case, is only reacting to impact and will have negligible effect damage cause.

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Somewhat similar to reactive armor but, in this case, is only reacting to impact and will have negligible effect damage cause.

That's actually a really good idea, why don't you post that?

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Alright then.

 

 

 

This will strongly decrease hammer's value

Not really. Only asking for a 10-15% decrease in impact. It can be done through M-levels. Let the devs test and decide what is balanced.

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Not really. Only asking for a 10-15% decrease in impact. It can be done through M-levels. Let the devs test and decide what is balanced.

I mean the original idea.

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You are right.

 

If Smoky's strengths are 50% impact and 50% damage, then reducing both impact and damage by 50% (M3+) is actually reducing 50% of it's overall strength.

 

If you only reduce 50% damage, you're only reducing 25% of it's overall strength.

I've never said something about decreasing 50% the impact force, I know that would render some turrets useless, so I only suggest a small portion.

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I've never said something about decreasing 50% the impact force, I know that would render some turrets useless, so I only suggest a small portion.

I agree, 50% is huge for impact, but it is huge for damage too, that's why I think the maximum should be 40%.

 

When it comes to your idea, I think you raise a valid point, whether that was your intention or not. Protection against only damage is not enough to protect your tank from turrets that have other abilities than causing damage.

 

For example, Isida only has damage, it doesn't have any other ability, but Fire has damage and heating that also causes damage. Similarly Rico has damage and huge impact which makes you unable to fight back, then you're at the mercy of that turret.

 

So protection from Fire's damage and heating is as necessary as protection from Rico's damage and impact.

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Not a good Idea! Can't be implemented to all turrets. Impact force is a part of the game and is skill-dependent

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Not a good Idea! Can't be implemented to all turrets. Impact force is a part of the game and is skill-dependent

I know, this would only affect turrets which have impact force. But sometimes you buy a module because you want to protect against certain weapons. Let's take into example smoky against railgun/twins. Smoky can shoot pretty fast, delivering good amounts of impact force and making you fail your shot. Then, the module wasn't worth against smoky. That's why I suggest adding only about 10-15% impact force reduction to certain weapons. It would make modules more worth and give you opportunity against the turrets you can't fight very well.

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I know, this would only affect turrets which have impact force. But sometimes you buy a module because you want to protect against certain weapons. Let's take into example smoky against railgun/twins. Smoky can shoot pretty fast, delivering good amounts of impact force and making you fail your shot. Then, the module wasn't worth against smoky. That's why I suggest adding only about 10-15% impact force reduction to certain weapons. It would make modules more worth and give you opportunity against the turrets you can't fight very well.

So if you are getting impact protection with these modules, are you giving up damage protection?  Cuz ya can't have it both ways...

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