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Add more module slots, possibly limit the total % protection


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You are wrong because developers planned to have 50% protection for three turrets. If weapons were useless like you said at 50% protection modules, developers would have lowered it already to 25%.

 

Developers have recently updated the damage parameter of Smoky and Striker.

I know that it's deliberate on the devs' part but that doesn't automatically make it a good thing... 

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What if modules protect tanks differently depending on their class?

 

What if Light hulls get 45% protection, Medium hulls 40% and Heavy hulls 35%?

 

We can say that protection energy is spread thinner in Heavier hulls.

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Wait, is the 'new' Smoky really so good? Should I upgrade my Smoky to M2 and use it instead M2 Rico?

I tried my smoky m3 17/20 & my Ricco m3 17/20 last night.  Ricco performed better. 

 

That was one night though, and team composition might have been a factor.

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Probably been suggested before but I can't be bothered to search for myself so I'll let @Hate do that for me.

 


 

50% modules are far too strong - they're effectively another Double Armor on top of the supply itself. Here's how I think they could be improved.

 

  • Decrease maximum protection for M3 from 50% to 35% and reduce all other modifications accordingly so that compensation isn't required.
  • Add a fourth protection slot.
  • Fix protections so that (for example) Smoky protection reduces the burning effect caused by the incendiary alteration as well as the initial damage. The current system makes protections such as Firebird more versatile than other modules.

The new M3 protection module would be 30% base with 5 micro-upgrade steps to 35%, M2 would be 20% with 10 MU steps to 30%, M1 would be 15% with 5 MU steps to 20% and M0 would be 10% with 5 MU steps to reach M1 protection.

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50% modules are far too strong - they're effectively another Double Armor on top of the supply itself. Here's how I think they could be improved.

 

  • Decrease maximum protection for M3 from 50% to 35% and reduce all other modifications accordingly so that compensation isn't required.
  • Add a fourth protection slot.
  • Fix protections so that (for example) Smoky protection reduces the burning effect caused by the incendiary alteration as well as the initial damage. The current system makes protections such as Firebird more versatile than other modules.

The new M3 protection module would be 30% base with 5 micro-upgrade steps to 35%, M2 would be 20% with 10 MU steps to 30%, M1 would be 15% with 5 MU steps to 20% and M0 would be 10% with 5 MU steps to reach M1 protection.

1. Nope

 

2. Nope

 

3. Nope!

 

How am I suppose to survive in a Shaft vs Shaft duel when I use M4 Wasp/Hornet??! 35% will save my tank, but only sparing 50 HP left!

 

Yes I can use medium hull but most of time I pair Hornet with Shaft.... 

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Probably been suggested before but I can't be bothered to search for myself so I'll let @Hate do that for me.

 


 

50% modules are far too strong - they're effectively another Double Armor on top of the supply itself. Here's how I think they could be improved.

 

  • Decrease maximum protection for M3 from 50% to 35% and reduce all other modifications accordingly so that compensation isn't required.
  • Add a fourth protection slot.
  • Fix protections so that (for example) Smoky protection reduces the burning effect caused by the incendiary alteration as well as the initial damage. The current system makes protections such as Firebird more versatile than other modules.

The new M3 protection module would be 30% base with 5 micro-upgrade steps to 35%, M2 would be 20% with 10 MU steps to 30%, M1 would be 15% with 5 MU steps to 20% and M0 would be 10% with 5 MU steps to reach M1 protection.

I'm all for a 4-module system as we have 13 turrets.  4 x 35% only gives 140% which is less total than we have now.

 

35% max might be a wee bit low - there are a lot of new alterations and drones that pump up the damage.  There will be a lot fewer flags capped.

 

M2 at 20% is also low.  Too many long-range turrets will be one-shotting tanks at mid-levels. Alterations like Heavy capacitors will negate the module.  What is point of equipping a module if you can still be one-shotted?

 

You mention no need for compensation - but I'm not sure all will be even.

Anyone who sunk more crystals into modules than say... hull improvements, will receive a bigger nerf than those that did not invest in modules.

Currently they might be even... P1 = upgrade to hull + minor module versus P2 = major module... same investment, similar protection.

After proposed update the large nerf to module immediately puts P2 at disadvantage - they see a larger drop in protection.

 

I prefer another variation that allows a 4 module system of 40/40/40/30.  Same total, but spread out a bit more.

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I'm all for a 4-module system as we have 13 turrets.  4 x 35% only gives 140% which is less total than we have now.

 

35% max might be a wee bit low - there are a lot of new alterations and drones that pump up the damage.  There will be a lot fewer flags capped.

 

M2 at 20% is also low.  Too many long-range turrets will be one-shotting tanks at mid-levels. Alterations like Heavy capacitors will negate the module.  What is point of equipping a module if you can still be one-shotted?

 

You mention no need for compensation - but I'm not sure all will be even.

Anyone who sunk more crystals into modules than say... hull improvements, will receive a bigger nerf than those that did not invest in modules.

Currently they might be even... P1 = upgrade to hull + minor module versus P2 = major module... same investment, similar protection.

After proposed update the large nerf to module immediately puts P2 at disadvantage - they see a larger drop in protection.

 

I prefer another variation that allows a 4 module system of 40/40/40/30.  Same total, but spread out a bit more.

Boy.... nope

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Or....

 

It could be separate sliding bars that increase one of the 4 modules and decease the rest (and vise-versa) as you modify the % of protection. The numbers round down. You can lock 2 of the modules at max (50%) and distribute the remaining 20% evenly (50%/50%/10%/10%). Or one module at max (50%) and the remaining 70% distributed evenly (50%/23%/23%/23%)

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1. Nope

 

2. Nope

 

3. Nope!

 

How am I suppose to survive in a Shaft vs Shaft duel when I use M4 Wasp/Hornet??! 35% will save my tank, but only sparing 50 HP left!

 

Yes I can use medium hull but most of time I pair Hornet with Shaft.... 

What individual in their right mind uses such a weak combination though?

 

Oh, I just took a look at your profile...my bad :D

 

 

 

Seriously though, if there's one positive outcome of my idea it will be that you are discouraged from using such a bad combination.

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You must like the current 50/50/50 set-up then... -_-

 

50 Thunder / 50 Rail / 50 Shaft ;)

Still nope. I liked neither.

 

 

What individual in their right mind uses such a weak combination though?

 

Oh, I just took a look at your profile...my bad :D

 

 

Seriously though, if there's one positive outcome of my idea it will be that you are discouraged from using such a bad combination.

Boy why you say Hornet-Shaft is weak? 

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Boy why you say Hornet-Shaft is weak?

Campers do not need speed, they need lots of health to survive against the enemy campers.

 

Some players like me (M2 Titan Smoky) camp only when it is worth it. Otherwise, I attack. Some enemy campers even do not expect me to shoot/kill them. They do not realise that Smoky is still powerful at long range.

 

Light hulls are best with Fire, Freeze and Isida because the speed comes very handy with these turrets.

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What individual in their right mind uses such a weak combination though?

 

Oh, I just took a look at your profile...my bad :D

 

 

 

Seriously though, if there's one positive outcome of my idea it will be that you are discouraged from using such a bad combination.

Actually, Wasp Shaft is a pretty good combo if you adapt your playstyle. The main good thing about Shaft is that barely anyone uses protection from it, so if you equip the Short-Band emitter alt, you will be able to run around and quite easily kill players with arcade mode, only occasionally using sniper mode. I've played full games with Wasp Shaft and ended up in first place with a high K/D sometimes not once using the scope.

Light hulls are best with Fire, Freeze and Isida because the speed comes very handy with these turrets.

Honestly, if you're good at using light hulls, then most turrets will be great. The only turrets I don't use when playing Wasp are Twins, Rico and Vulcan, mostly due to their recoil. Everything else works great. Funnily enough I also don't use the short range turrets you mentioned simply because I don't like their gameplay.

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Actually, Wasp Shaft is a pretty good combo if you adapt your playstyle. The main good thing about Shaft is that barely anyone uses protection from it, so if you equip the Short-Band emitter alt, you will be able to run around and quite easily kill players with arcade mode, only occasionally using sniper mode. I've played full games with Wasp Shaft and ended up in first place with a high K/D sometimes not once using the scope.

You tried wtih Hornet? Mad trolling.

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Nope, Hornet-Shaft is not about camping but assassinating target from far distance when hiding laser. And speed.

Titan Shaft can do the same and it does not get killed by random Rail shot.

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Titan Shaft can do the same and it does not get killed by random Rail shot.

You can use Titan-Shaft similar to Titan-Smoky, as they both have the same firerate at M4.

 

Yeah it is annoying to get one-shotted by a Railgun. Even the most annoying Railgun will not force me to use Falcon modules. Except when I'm as a Railgun myself or when he/she use Eagle when I use Shaft....

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My original idea needs to be refined.

 

I think we don't need a feature to adjust resistance values for the slots, we can adjust them ourselves when upgrading each slot.

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