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Isida module: also affects an enemy India's healing rate when equipped


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Re-read the post, Mr wise guy <_<

Obviously you did not originally explain - else you not needed to make the edit.

 

But now that you've confirmed something I thought was a joke - wow.

 

Having an isida with module affecting an enemy isida ANYWHERE on the map is ridiculous.

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Obviously you did not originally explain - else you not needed to make the edit.

 

But now that you've confirmed something I thought was a joke - wow.

 

Having an isida with module affecting an enemy isida ANYWHERE on the map is ridiculous.

Couldn't agree more. 

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Under review

 

I don't really see a benefit to this other than yet another nerf of Isida's healing. Maybe I'm missing something, idk...

I am suggesting an improvement to my fellow tanker's idea:

 

Let's suppose that there is someone in your team with 50% protection from isida this means:

  • He will receive 50% damage less from isida.

But why not heal 50% faster from an allied isida, i think the isida protection should have double effect same as the isida itself (damaging & healing), to be more precise an isida protection module should be able to:

  • Reduce x% damage from an enemy isida.
  • Increase healing rate by the same x% ammount when having the isida protection module on and healed by an allied isida.

I am not sure if my reply will be considered as off-topic or a whole new idea or not but if that's the case please split it from this topic.

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Ok... wait hold up. 

I'm gonna need to spell it out for ya so you understand. 

​Protection is used to (key word) PROTECT you from the enemy :) 

​The ISIDA that is healing you, is NOT the enemy...   ... It's what we call an ally :)

And the MAIN reason we need modules is too help us FIGHT the enemy. Do you see where I'm going with this ;) ? I didn't think so, so I'll keep explaining.

 

​Isida is a member of your team and making it harder to heal is just stupid.  

You probably missed my point, as you said a module is supposed to help you fight the enemy this is where my idea comes

 

I am suggesting an improvement to my fellow tanker's idea:

 

Let's suppose that there is someone in your team with 50% protection from isida this means:

  • He will receive 50% damage less from isida.

But why not heal 50% faster from an allied isida, i think the isida protection should have double effect same as the isida itself (damaging & healing), to be more precise an isida protection module should be able to:

  • Reduce x% damage from an enemy isida.
  • Increase healing rate by the same x% ammount when having the isida protection module on and healed by an allied isida.

I am not sure if my reply will be considered as off-topic or a whole new idea or not but if that's the case please split it from this topic.

Unless you missunderstood what i said above i can explain you through voice chat if you want :)

 

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You probably missed my point, as you said a module is supposed to help you fight the enemy this is where my idea comes

 

Unless you missunderstood what i said above i can explain you through voice chat if you want :)

 

Oh...  I'm so sorry I misread that. 

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What if the isida has a brain and holds the space bar, attacking your tank?

 

in this vlog you see a shaft+dictator has enough time to use his scope and kill this isida+dictator who attacked him from the start at close range. this might have been before vampire removal update but if you calculate isida on double power has an even higher damage per second that current isida without. yes, the shaft had double power too but a shaft wouldn't need one to kill a dictator with his scope. the method i stated which you're talking about is meant for shaft with mammoth/titan. The only time this wouldn't work would be when the isida happened to have high shaft protection, enough to survive a scope shot. This can be countered by hitting the side of the tip of it's turret to knock off it's aim, by the time he turns it back you'd be able to use a final arcade shot to finish him off. and outside of monte carlo isidas who attack rarely put on shaft protection, they usually use other modules. those that do camp at their base to heal.

 

if you combine shaft with light tanks just stay out of it's range. for medium hulls i don't know i think it's downright stupid to pair shaft with a medium hull. just my opinion.

 

I kill isidas at close range very often with magnum on my spanish account as well. all i need is magnum protection. because magnum can fire over obstacles and doesn't need a wall behind for projectiles to explode you can easily damage an incomming isida before it reaches you, and when he does same thing push him against a wall and shoot, your protection should help you survive.

 

I know isidas can have brains... what i'm wondering is, where's yours?

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That's just giving Isida trains a plain massive buff, when they actually need the exact opposite, or at least kept as they are. Modules need to work in a way that's best for gameplay, rather than a way that "makes sense".

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Obviously you did not originally explain - else you not needed to make the edit.

 

But now that you've confirmed something I thought was a joke - wow.

 

Having an isida with module affecting an enemy isida ANYWHERE on the map is ridiculous.

You would say that because you want to have an OP turret and if it gets nerfed, it would require you to use some skills to get the same result.

 

Anyway, don't get angry over an excellent idea. ;)

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You would say that because you want to have an OP turret and if it gets nerfed, it would require you to use some skills to get the same result.

 

Anyway, don't get angry over an excellent idea. ;)

I don't think it's a good idea. I can't think of any way to justify it either realistically or mechanically.

 

A module affects the effect of a turret on your own tank. Having it affect a whole team doesn't make any sense.

 

I would very much rather see Isida's healing rate reduced to a 70% of what it is now and its attack be given a couple of extra seconds than this idea implemented. It's the same as if I should say that because I've got a Thunder module equipped, all Thunders in the enemy team should deal less splash damage.

 

But hey, we're a bunch of Isida users who like moving around with an overpowered turret, so how would we know.

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So if i have 50% freeze/fire protection does that mean freezing and burning effects done by the enemy on any one of my team mates would be reduced by 50%? if so that module with freeze+fire+isida would become so op. what if a major general has that at 50%, does that mean his warrant officer 5 team mates will get 50% burn and freeze resistance while enemy wo5 m1 isidas get their healing cut in half? i know you only suggested isidas(or india) but you have to be fair here. just one guy with a good module directly affecting entire teams at once by just being there without even having to move could imbalance the game even more than overdrive does.

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You would say that because you want to have an OP turret and if it gets nerfed, it would require you to use some skills to get the same result.

 

Anyway, don't get angry over an excellent idea. ;)

I'm not worried about my skills with Isida. I do just fine.

 

My point was one tank should not be able to nerf multiple tanks on enemy side without even interacting with them.

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