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so right now there's some problems with the modules system. modules which protect from certain turrets are too common despite these turrets having already been nerfed away from being OP... they also can't introduce more modules for magnum and striker without introduing even more modules for other turrets... some turrets are OP but the devs can't nerf them because the are already too many modules against them everywhere


I suggest that devs do an update where they rearrange all existing modules. In order to avoid people being unhappy with having what they purchased for being changed into something else they don't want... this is how it will work.

all modules each player owns will become a blank module, this means that if i have an m3 5/15 module... it will become a blank module and i'll be able to chose which module to turn it into from the new arrangements of modules after the update.

in the case of legacy modules, they will be converted to a module base of the same unlock rank and have their MUs converted to the curret module and rounded up. for example, forester legacy used to be unlocked at 2nd lieutenant and has 13 MU steps (i'm just guessing for both) if someone has it at 7/13... it will be converted to a single M2 module that unlocks at 2nd lieutenant of the player's choice and be at 6/10 MU.

This would just be a one time thing and the devs will not reveal when they are going to do it so as to avoid players getting kits with modules they won't use just so they'll be able to change them to something else later on. no one is going to lose anything from this so i don't think players would have to know in advance when the devs do this.

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I feel like it won't solve the problem. The modules system as a whole seems quite broken to me, since it basically involves all players in making of game balance, which doesn't end well.

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Under Review

 

I feel like it won't solve the problem. The modules system as a whole seems quite broken to me, since it basically involves all players in making of game balance, which doesn't end well.

could you please elaboate?

 

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could you please elaboate?

 

I feel like I discussed this dozens of times over the years. Don't really have the time or desire right now  :lol:

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I feel like I discussed this dozens of times over the years. Don't really have the time or desire right now  :lol:

 

got a link to one of the places you talked about it?

 

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" they also can't introduce more modules for magnum and striker without introduing even more modules for other turrets"

 

Of course they can.  No tank can equip more than one at a time.

 

This represents a MASSIVE amount of work to  with the best-case outcome of leaving game balance no worse than it is now. The more likely outcome is a massive screw up.

 

Well .... this isn't going to happen (see massive amount of work) so no need to post anything more.

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I think modules are OP, especially when you compare how few of the LGC's had more than 40% protection against even one turret. I would remove them, and re add the LGC's, but obviously that is impossible. Another solution would be to reduce modules from 50 to 40 or even 30% max protection.

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could you please elaboate?

 

I think what @Maf means is that, players have the ability to choose what modules they want to use, indirectly nerfing the turrets that are commonly protecting against by over 35%+, which is a huge nerf. Since the players have the ability to nerf whatever turrets they feel like, the developers can't be able to deliver a true balance update because they have to think about what modules the players use/don't use. 

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Seems like it could work, but I doubt the Deves will undertake a huge project like that. They seem happy with the current system despite it's flaws. 

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so right now there's some problems with the modules system. modules which protect from certain turrets are too common despite these turrets having already been nerfed away from being OP... they also can't introduce more modules for magnum and striker without introduing even more modules for other turrets... some turrets are OP but the devs can't nerf them because the are already too many modules against them everywhere

 

 

I suggest that devs do an update where they rearrange all existing modules. In order to avoid people being unhappy with having what they purchased for being changed into something else they don't want... this is how it will work.

 

all modules each player owns will become a blank module, this means that if i have an m3 5/15 module... it will become a blank module and i'll be able to chose which module to turn it into from the new arrangements of modules after the update.

 

in the case of legacy modules, they will be converted to a module base of the same unlock rank and have their MUs converted to the curret module and rounded up. for example, forester legacy used to be unlocked at 2nd lieutenant and has 13 MU steps (i'm just guessing for both) if someone has it at 7/13... it will be converted to a single M2 module that unlocks at 2nd lieutenant of the player's choice and be at 6/10 MU.

 

This would just be a one time thing and the devs will not reveal when they are going to do it so as to avoid players getting kits with modules they won't use just so they'll be able to change them to something else later on. no one is going to lose anything from this so i don't think players would have to know in advance when the devs do this.

Good idea.

 

They could rearrange all modules then let us pick which modules to replace our old ones, keeping the same modifications and MUs. They could also remove Singles and Doubles and let us upgrade existing ones to Triples.

 

But I would prefer a 4 module system with 40% each where we could change individual protections.

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But I would prefer a 4 module system with 40% each where we could change individual protections.

40% protection against a third of the turrets in the game is excessive.

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Modules must remain in Tanki Online permanently. There is a need for a few extra modules with protection that come together as the following.

 

1. Railgun

 

2. Hammer

 

3. Ricochet

 

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------

 

1. Magnum

 

2. Shaft

 

3. Railgun

 

----------------------------------------------------------------------------------------------------------------------------------------------------------------------------

 

1. Isida

 

2. Freeze

 

3. Firebird

 

Please consider on adding those 3 sets of modules I have suggested for above. Those triple module sets are required and are missing from the list of modules.

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" they also can't introduce more modules for magnum and striker without introduing even more modules for other turrets"

 

Of course they can.  No tank can equip more than one at a time.

 

This represents a MASSIVE amount of work to  with the best-case outcome of leaving game balance no worse than it is now. The more likely outcome is a massive screw up.

 

Well .... this isn't going to happen (see massive amount of work) so no need to post anything more.

you do realise that of all 31 m1 kits only 3 of them contain magnum protections and all these happen to be double modules so no one will use them over another triple module?

 

and of all 35 m2 kits only 3 of them contain magnum protection

 

and of all 38 m3 kits only 3 of them contain magnum protection?

 

If the current system were to remain then magnum protection will always be rarer than everything else. because for people who buy kits, chances are that the module that comes with the kit won't protect them from magnum.

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you do realise that of all 31 m1 kits only 3 of them contain magnum protections and all these happen to be double modules so no one will use them over another triple module?

 

and of all 35 m2 kits only 3 of them contain magnum protection

 

and of all 38 m3 kits only 3 of them contain magnum protection?

 

If the current system were to remain then magnum protection will always be rarer than everything else. because for people who buy kits, chances are that the module that comes with the kit won't protect them from magnum.

What LW is saying is that the Devs should introduce more Magnum modules - regardless of whether or not they get combined with protections that are already prevalent.

 

People will buy protections against the turrets that most annoy them.

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What LW is saying is that the Devs should introduce more Magnum modules - regardless of whether or not they get combined with protections that are already prevalent.

 

People will buy protections against the turrets that most annoy them.

yes but a lot of players get their modules from kits... they only get other modules afterwards if they have the extra crystals, thus there will always be fewer magnum protections. unless you reset all modules

 

of all M3 kits...

11 firebird

11 ricochet

11twins

11shaft

9 isida

9 smoky

9 freeze

9 vulcan

8 railgun

8 thunder

6 hammer

4 striker

3 magnum

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yes but a lot of players get their modules from kits... they only get other modules afterwards if they have the extra crystals, thus there will always be fewer magnum protections. unless you reset all modules

 

of all M3 kits...

11 firebird

11 ricochet

11twins

11shaft

9 isida

9 smoky

9 freeze

9 vulcan

8 railgun

8 thunder

6 hammer

4 striker

3 magnum

Re-set all Modules because of kits?

I don't think that is the correct approach.  Way too much disruption for all.

 

Simpler to add more modules that include magnum, then replace the modules in the kits going forward.

 

Modules in peoples garage should not change.

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Re-set all Modules because of kits?

I don't think that is the correct approach.  Way too much disruption for all.

 

Simpler to add more modules that include magnum, then replace the modules in the kits going forward.

 

Modules in peoples garage should not change.

but there are already too much modules

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A somewhat simple solution would be to allow players at any time to select a new turrret for their module to protect against. This selection is NOT free, rather carries a price in crystals equal to one third of a triple module, half of a double module, and not available for single modules (just buy a new one!). Additional crystal costs would be assessed for any MUs already on the module. Add a convenience fee of 10-20% to satisfy the gods of economy.

 

The module would not reset to its base protection. You are paying to change the turret protection only, not the MU level. And you will pay A LOT.

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A somewhat simple solution would be to allow players at any time to select a new turrret for their module to protect against. This selection is NOT free, rather carries a price in crystals equal to one third of a triple module, half of a double module, and not available for single modules (just buy a new one!). Additional crystal costs would be assessed for any MUs already on the module. Add a convenience fee of 10-20% to satisfy the gods of economy.

 

The module would not reset to its base protection. You are paying to change the turret protection only, not the MU level. And you will pay A LOT.

not all of us are rich arabs thank you for your understanding

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not all of us are rich arabs thank you for your understanding

I do understand. I free-play several alts, so I know how limiting battle-fund and mission-reward only play can be.

 

I would ask that you understand that the power to reset any part of a Module must cost a substantial fraction of the overal Module’s price. Remember that turret Alterations cost nearly as much as the turret itself. Same concept.

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I do understand. I free-play several alts, so I know how limiting battle-fund and mission-reward only play can be.

 

I would ask that you understand that the power to reset any part of a Module must cost a substantial fraction of the overal Module’s price. Remember that turret Alterations cost nearly as much as the turret itself. Same concept.

Maybe I'm not quite understanding your suggestion...

 

Buy a 3 protection module?

Then buy other protections (individually) to swap in-and-out as needed (while in garage)?

 

I honestly don't think modules are that important to the game. Just get rid of them ._.

Then the high-damage turrets like Rail, Shaft and Magnum would have to be tweaked (ie nerfed)

 

Because getting one-shotted by those weapons regularly would kinda... suk.

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