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


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

No, you will still have the same protection. You want to protect yourself from a weapon, but if it makes you flip or fail your shot, then is not protecting you. So I suggest ONLY A LITTLE 10-15% impact force bonus

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A module should protect you up to 50% from everything the enemy turret has that affects you:

 

- 50% damage (all turrets including Isida)

 

- 50% impact (rico, smoky, hammer, twins, thunder, rail, shaft, striker, vulcan and magnum.

 

- 50% freezing effect (freeze)

 

- 50% burning effect (fire)

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A module should protect you up to 50% from everything the enemy turret has that affects you:

 

- 50% damage (all turrets including Isida)

 

- 50% impact (rico, smoky, hammer, twins, thunder, rail, shaft, striker, vulcan and magnum.

 

- 50% freezing effect (freeze)

 

- 50% burning effect (fire)

If a module has x% protection then it will reduce the freezing and burning effect by the same x%. Also, I only want 10-15% impact force decrease, not that crazy 50%.

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If you are parkouring you certainly don't want to get less impact force from a turret if you are wearing the protection. If this is implemented, some modules could be unbalanced compared to others.

Edited by stanzhang

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No, you will still have the same protection. You want to protect yourself from a weapon, but if it makes you flip or fail your shot, then is not protecting you. So I suggest ONLY A LITTLE 10-15% impact force bonus

Not sure I'm a fan of the idea - would make some alterations useless.

 

IF something like this was added to the module, I would expect for every % of impact lowered you lose 1% of the protection.

 

So.... default M3 module could provide 25% damage reduction & 10% impact reduction.

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If a module has x% protection then it will reduce the freezing and burning effect by the same x%. Also, I only want 10-15% impact force decrease, not that crazy 50%.

The impact of a Rico M3+ is 200.

 

A M3+ protection from Rico will reduce that impact to 100.

 

That is not crazy.

 

If you are parkouring you certainly don't want to get less impact force from a turret if you are wearing the protection. If this is implemented, some modules could be unbalanced compared to others.

Parkour could have a setting to remove impact protection, could be by default.

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If you are parkouring you certainly don't want to get less impact force from a turret if you are wearing the protection. If this is implemented, some modules could be unbalanced compared to others.

Omg there's always that guy. Why wouldn't you simply stop using that module? also, all modules would get protection, so each one would be balanced.

 

The impact of a Rico M3+ is 200.

 

A M3+ protection from Rico will reduce that impact to 100.

 

That is not crazy.

 

Parkour could have a setting to remove impact protection, could be by default.

It.Is.Crazy. Only 10%. Decreasing half a turret impact force is the thing I DON'T WANT. I only suggest a small 10%, WITHOUT decreasing the module's protection.

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This would affect some turrets a lot, some turrets a moderate bit, and the remaining turrets not at all.

 

So let's say this is put it. Weapons with much impact force would be duddenly have a hard time in combat.  Tanks using moderate impact weapons would find the road a bit tougher. But those w/o an impact component would be unaffected ... except they would enjoy killing the now hobbled tanks

 

So that would in turn force the fevs to re-exampine and re-balance the impact weapons to make them competitive again.

 

Only then would you have the new system in place. So the question is this a change worth the large amount of work required?

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This would affect some turrets a lot, some turrets a moderate bit, and the remaining turrets not at all.

 

So let's say this is put it. Weapons with much impact force would be duddenly have a hard time in combat.  Tanks using moderate impact weapons would find the road a bit tougher. But those w/o an impact component would be unaffected ... except they would enjoy killing the now hobbled tanks

 

So that would in turn force the fevs to re-exampine and re-balance the impact weapons to make them competitive again.

 

Only then would you have the new system in place. So the question is this a change worth the large amount of work required?

So... ramping up smokys damage?  regular and critical?   :)  Count me in - I now fully endorse the OPs suggestion! ;)

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This would affect some turrets a lot, some turrets a moderate bit, and the remaining turrets not at all.

 

So let's say this is put it. Weapons with much impact force would be duddenly have a hard time in combat.  Tanks using moderate impact weapons would find the road a bit tougher. But those w/o an impact component would be unaffected ... except they would enjoy killing the now hobbled tanks

 

So that would in turn force the fevs to re-exampine and re-balance the impact weapons to make them competitive again.

 

Only then would you have the new system in place. So the question is this a change worth the large amount of work required?

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-EXAMPINE 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 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, don't you think? So, why not give it a try?

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^^^^ Right now all weapons have various effectiveness in actual game play. If the existing situation is changed to where weapons are affected and others are not, then this will change the existing balance of combat effectiveness. You cannot have it both ways. You cannot say, give me a defense that will help me against Turret X, Y, and Z then turn around and say Oh well Turret X, Y, and Z will not be affected at all.

 

So is it a good change or a bad change? I am not stating an opinion. What I am saying is, this sort of change will affect the game balance. So the devs should be prepared to undo a mess if they make one.  Is this change good enough to warrqant the respources?

Edited by LittleWillie

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Weapons wouldn't need to get re-balanced again.

 

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.

1) only true IF those weapons are currently OP - as this is more additional nerf.

Is smoky OP right now?  I really don't think so. They are not constantly on top of battles more than other turrets.

They might annoy you, but that does not make them OP.

So you can't just apply another "nerf" that will affect some turrets more than others. That changes the current balance between diff weapons.

 

2) Smoky might have more impact than Ricco - but - look how many shots Ricco can do in time it takes Smoky to do 2  or 3 shots.

Thunder has more impact than smoky - but again - look at reload time.

 

Impact is part of the turret's "charm". ;) And... it doesn't kill you.  Inconvenient - yes.  damaging - no.

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M4s will be more affected by this. The bigger the number, the more affected they will become by the same percentage.

I think he/she means a flat 10 or 15% from M0 to M3+. Because otherwise M0 modules would protect you like 3% when fully MU.

 

My 50% (or 40 with quadruple modules) would affect M3+s more than to other modifications, but it will be just like damage.

 

Maybe the big problem is the ridiculous impact many turrets have, for example, Twins impact is more than 300% of its recoil at M0, and at M3+ it's more than 500%. That's why it is annoying, because the shooter's tank is barely affected and for the other tank it's hard to control.

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I think he/she means a flat 10 or 15% from M0 to M3+. Because otherwise M0 modules would protect you like 3% when fully MU.

 

My 50% (or 40 with quadruple modules) would affect M3+s more than to other modifications, but it will be just like damage.

 

Maybe the big problem is the ridiculous impact many turrets have, for example, Twins impact is more than 300% of its recoil at M0, and at M3+ it's more than 500%. That's why it is annoying, because the shooter's tank is barely affected and for the other tank it's hard to control.

Here is some info

 

 

When you remove the splash, you also lose the splash impact force.

 

The twins recoil by itself can't even put a viking that's on its side back on its tracks. But with splash damage, it's much easier to get back on your tracks.

 

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Here is some info

 

 

 

 

What I think should happen is they should increase the recoil of Twins to 50 for M0 and 100 for M3+, and the same numbers for Impact.

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What I think should happen is they should increase the recoil of Twins to 50 for M0 and 100 for M3+, and the same numbers for Impact.

 

Believe it or not, it's an intended disadvantage which is why it has a strong impact force.

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Sooo, 1 year and still under review. It is declined or it will be implemented?

You are basically suggesting to make modules (Pay To Win feature) even more OP than they are now. Modules need nerf, not buff.

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Protection Modules are already immensly OP. If anything, they need a nerf.

 

Don't @ me. 

in m1 they should be 20% protection, in m2 30%, in m3 40% and m4 50%, so there is consistency. Also I think that if you want to defend against a turret, the module should completely help with that, as they are not cheap and need a lot of effort to get.

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in m1 they should be 20% protection, in m2 30%, in m3 40% and m4 50%, so there is consistency. Also I think that if you want to defend against a turret, the module should completely help with that, as they are not cheap and need a lot of effort to get.

They're OP. They already DO completely render turrets useless. This is why Railgun and Freeze aren't absolutely destroying the higher ranks. If I were the devs, I would remove protection modules, so I could actually try balancing turrets for real. If you're first place in your team, all opponents will switch protection modules to what you are using, and then you will end up sucking. Also, modules are why small maps are an absolute failure, because you can legit just equip all 3 modules to counter all 3 turrets of the opponents. They make the game too slow. 

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in m1 they should be 20% protection, in m2 30%, in m3 40% and m4 50%, so there is consistency. Also I think that if you want to defend against a turret, the module should completely help with that, as they are not cheap and need a lot of effort to get.

Full set of M0 modules cost 70000 crystals (14*5000). How can a low-ranker earn so many crystals?

 

M1-14*30000=420000 (more than any M3 hull or turret!)

 

M2-14*100000=1400000 (how can a non-buyer afford that?)

 

I think that all modules should be 10* cheaper and they should work this way:

 

M0-5%

M1-10%

M2-15%

M3-20%

M4-25%

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