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


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the tanki devs made alterations that make the turrets like hammer, thunder, smoky, railgun, ricochet and even striker (missile cyclone alt) shoot faster and spam more shots without reducing the impact force. Since the new alts came out, I have rarely used flow gun protection, but instead protection from the long range and medium range instant hit turrets especially railgun shell destabilization alt and double hammer.

 

All my modules are fully upgraded and I usually have thunder railgun hammer protection on and still struggle to aim at or get away from these spammy turrets while taking half damage. smoky actually isn't that bad because well, what do you know, the impact force is reduced 66% for the auto cannon alt. but thunder, hammer, and railgun is unchanged but they are shooting faster. Twins has always been a pest more than ricochet.

 

anyway the flow gun melee turrets have no impact force but freeze module will get rid of the freezing effect. one more thing, if you have a fully upgraded freeze module you shouldn't be frozen at all by freeze unless they are using shock freeze alt. and also I was playing juggernaut mode with a 50% freeze module on and I got frozen completely by multiple freeze turrets while I was the juggernaut because of some stacking freezing effect and that is unfair. this was before new alts came out (no shock freeze)

 

modules should reduce damage AND impact force

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you made alts that make the turret shoot and spam faster without reducing the impact force on the turret except for smoky alteration auto cannon impact force reduced by 66%

 

twins has always had overpowered impact force in the past and now its the double hammer, thunder, and the two railgun alterations that everybody likes

 

railgun shell destabilization not only has an unbalanced damage range of 1-3040 (which should be 1-2400 damage) but for no reason has 20% more impact force added 

 

Electromagnetic accelerator "Scout" has the exact same reload time as non alt thunder with 330 impact force but railgun gets to keep its 650 impact force

 

double hammer is just annoying to aim at or runaway from even with a 50% module on 

 

and that sledgehammer alt for thunder that turns it into an overpowered smoky isn't too bad because thunder and smoky both have 330 impact force but still

 

it would be nice to use light hulls in the high ranks without getting flipped by one shot or mines that are still invisible

 

resistance to impact force would be nice since I know the impact force wont change especially for railgun 

 

 

 

 

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the tanki devs made alterations that make the turrets like hammer, thunder, smoky, railgun, ricochet and even striker (missile cyclone alt) shoot faster and spam more shots without reducing the impact force. Since the new alts came out, I have rarely used flow gun protection, but instead protection from the long range and medium range instant hit turrets especially railgun shell destabilization alt and double hammer.

 

All my modules are fully upgraded and I usually have thunder railgun hammer protection on and still struggle to aim at or get away from these spammy turrets while taking half damage. smoky actually isn't that bad because well, what do you know, the impact force is reduced 66% for the auto cannon alt. but thunder, hammer, and railgun is unchanged but they are shooting faster. Twins has always been a pest more than ricochet.

 

anyway the flow gun melee turrets have no impact force but freeze module will get rid of the freezing effect. one more thing, if you have a fully upgraded freeze module you shouldn't be frozen at all by freeze unless they are using shock freeze alt. and also I was playing juggernaut mode with a 50% freeze module on and I got frozen completely by multiple freeze turrets while I was the juggernaut because of some stacking freezing effect and that is unfair. this was before new alts came out (no shock freeze)

 

 

 

modules should reduce damage AND impact force

I agree.

 

Freezing is part of the attack from freeze and modules affect that - not just the damage.

 

And impact is important part of Twins and Rail attack - so modules should reduce that as well.  Fair is fair.

 

 

On a tangent - is it me, or are the mods "delete-happy" today.  Many a post has gone missing...

Edited by wolverine848

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What I've noticed is that with Freeze and Firebird, protection modules against them only affect the speed of the cooling or heating rate. It takes longer to fully freeze a player with 50% Freeze protection compared to a player with 15% Freeze protection. The same thing for Firebird but it's just igniting and not cooling. 

 

If I remember correctly, maybe 1-2 years ago and before that, protection against Firebird would actually reduce the number of seconds of afterburn the player would receive. Against an M4 Firebird, a player would have received 10 afterburn ticks instead of 20. 

The same thing for Freeze. I remember back then, and I had always thought this until earlier this year, that Freeze protection modules cut the minimum temperature for a tank by half. That means that they would still put up a fight even being partially frozen. 

 

Implementing this back into the game may not be good for balance though. 

 

 

I agree that protection modules should protect against impact force to some extent. 

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Could be an alt - who knows.

 

But it was a dumb comment in any event. Noobs don't know enough to complain about. ;)

They do. Mostly noobs are unsatisfied because of players that are crushing fhem, and they make complaints and write these noob ideas

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They do. Mostly noobs are unsatisfied because of players that are crushing fhem, and they make complaints and write these noob ideas

They could easily (and legitimately) be complaining about the fact they are fighting enemies that are way too many ranks above them.

 

Match-Maker is hugely flawed in this aspect.

 

Or do you think this is a good way to attract and keep new players?   :wacko:

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I just want to use light hulls in the high ranks without getting lifted off the ground and flipped. That doesn't seem to happen in the low ranks as bad. I was using m4 hornet and an enemy twins spammed its garbage into the side of me and it actually slowly lifted the hornet up until it was on its side and then it flipped me the rest of the way. And because I was being lifted off the ground my treads where not on the ground so I couldn't even move forward to try and escape.

Edited by master_howitzer

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Who agrees with me that a fully upgraded 50% freeze module should obliterate the freezing effect no matter how many non alteration freezes are chewing on you? If they're going to have an alteration called "shock freeze" then this idea is very fair.

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Who agrees with me that a fully upgraded 50% freeze module should obliterate the freezing effect no matter how many non alteration freezes are chewing on you? If they're going to have an alteration called "shock freeze" then this idea is very fair.

The whole point of Freeze is to immobilise the enemies so they can not move back and forth or simply run away. By giving the module an ability to ruin freezing effect, you make Freeze and Cryo Smoky useless.

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The whole point of Freeze is to immobilise the enemies so they can not move back and forth or simply run away. By giving the module an ability to ruin freezing effect, you make Freeze and Cryo Smoky useless.

 

When you have a module vs Thunder, smoky, etc... it affects even splash or critical - which affect your tank.  Why then would a freeze module not do the same versus freezing effect - which affects your tank?

 

Modules do not make the effects useless - it just reduces them.  You are still slowed down a lot.

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When you have a module vs Thunder, smoky, etc... it affects even splash or critical - which affect your tank.  Why then would a freeze module not do the same versus freezing effect - which affects your tank?

 

Modules do not make the effects useless - it just reduces them.  You are still slowed down a lot.

Firebird and Freeze's protection module decreases the heating and cooling rate of the turret. It still gets to maximum and minimum temperature, it just takes longer to do so when the target has protection against them. 

 

If I remember correctly, it used to do what howitzer is suggesting. Players with 50% Freeze protection were able to fight back as the minimum temperature was increased to .5 (presumably) and it looked like they were barely frozen at all. 

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smoky freeze alteration shouldnt freeze you and do damage at the same time

 

an extra 200-300 damage and infinate range for that damage in a regular critical shot does not equal the ability to fully freeze a tank in one hit at any range

 

whats wrong with a buffed modules? they buffed all the turrets using alterations.. there are no standard settings alterations smoky in tanki anymore because all the alts except one are buffs. If I see a smoky in battle, I automatically expect to get lit on fire, frozen every other shot, or spammed at with the op Vulcan like alteration.

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The whole point of Freeze is to immobilise the enemies so they can not move back and forth or simply run away. By giving the module an ability to ruin freezing effect, you make Freeze and Cryo Smoky useless.

then use "shock freeze" alteration if your only objective is to freeze people. and its not like youre loosing that much with smoky, just the irritating ability to freeze someone from across the map that shouldn't be in the game to begin with. did you know they almost added that firebird and freeze garbage ability to magnum? be glad they didn't.

 

also just a reminder this is a tank with 50% freeze module on

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then use "shock freeze" alteration if your only objective is to freeze people. and its not like youre loosing that much with smoky, just the irritating ability to freeze someone from across the map that shouldn't be in the game to begin with. did you know they almost added that firebird and freeze garbage ability to magnum? be glad they didn't.

 

also just a reminder this is a tank with 50% freeze module on

Shock Freeze is useless because it deals only 50% damage which is just too low. Cryo Smoky also loses additional damage from crits (while Incendiary Smoky deals LOTS of damage from crits, I use it).

 

Stock Freeze really needs both high DPS and strong freezing, it fights against Isida (highest DPS in Tanki), Fire (OP afterburn, especially with Compact tanks), Hammer (Duplet...), Twins (infinite fire, great impact force), Rico (great DPS, great impact force).

 

Of course, you can buy that Corrosive alt but 100% of constant damage is always better than 110% of non-constant damage (due to enemy moving and impact force, your aim sometimes gets ruined).

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