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Less enemies → Less active protection modules


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Protection Modules are horrific for game balance and they are already in need for rework. Protection Modules are too powerful, especially, in small maps, where there are less opponents. Let's take this example:

 

Island (3 v 3):

 

Island is a 3 v 3 map, where anyone could literally just set their 1st, 2nd, and 3rd module slots to literally counter each of your opponents' turret. That literally would make your tank invincible. Even if everyone has 50% protection against each other, it makes the game unreasonably slow. 

 

My idea is to have only your first protection module slot activated for when there are at most 4 enemies. When there are less than or equal to 8 enemies, you can have 2 module slots activated. More than 8 enemies, you can have all 3 activated. (It doesn't matter what size map you are playing on, it just matters how many enemies are in the opposing team at the moment)

 

This could also help the losing team in one-sided battles where many of their teammates leave. So, they can have all 3 modules equipped while their opponents can have only 1 or 2 modules equipped. 

 

 

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Valid

 

I'm only putting this under review because the concept itself makes sense. But in reality it's highly unlikely that developers will make any more features specifically for PRO battles, especially something that only applies to small battles.

 

The best that can realistically happen is an option to disable protection modules completely (when creating the battle), but that's another topic.

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I'm only putting this under review because the concept itself makes sense. But in reality it's highly unlikely that developers will make any more features specifically for PRO battles, especially something that only applies to small battles.

 

The best that can realistically happen is an option to disable protection modules completely (when creating the battle), but that's another topic.

I think you're kind of misunderstanding this feature. This feature will be present in all battles including MMS. It doesn't matter the size map you are in. All that matters if the current number of players on the enemy team.

 

Let's say I'm playing in a blow out MMS match and there are only 4 players on the enemy team (everyone else left): my last 2 modules would be de-activated and only my 1st module would be active. Then, later, MMS adds 3 more players to the enemy team for 7 players. My 2nd module would then be activated. If the enemies begin leaving and then they again have less than 4 players, my 2nd module becomes de-activated and I only have my first module for use. 

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But all MMS maps are 8v8 and they are almost always full (at least at my rank). I don't think this idea is particularly necessary.

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I would suggest making modules weaker. 50% basically makes some turrets unplayeable in high levels. 35% protects you while not making you invincible. Right now, you can't tell which turrets are strong, because ppl protect vs them and they are unplayeable. For example, I don't see Friz much now because if you switch to it, you must be fine with doing half damage to most players

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But all MMS maps are 8v8 and they are almost always full (at least at my rank). I don't think this idea is particularly necessary.

What about all these PRO battles on Sandbox?

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What about all these PRO battles on Sandbox?

We were only talking about MMS. Read the first two posts carefully.

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The first post is about Island which is not a MM map.

I meant first two replies. I said that developers aren't going to make new features specifically for PRO battles, to which Sensei said that he wants this to apply to MM battles as well.

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I think they should just cut the protections of modules by 50-60% but in return also cut their prices by the same percentage. 

20-25% protection (from a fully microupgraded module) is still pretty good

How are they gonna compensate players who have spent millions of crystals buying and upgrading multitudes of modules to 50%?

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How are they gonna compensate players who have spent millions of crystals buying and upgrading multitudes of modules to 50%?

take away the modules, refund the crystals they spent on them. Then they can re-buy and re-upgrade the rebalanced modules for the rebalanced price. 

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take away the modules, refund the crystals they spent on them. Then they can re-buy and re-upgrade the rebalanced modules for the rebalanced price. 

Bad move.  Would anger so many players.  Spending strategies were based on these modules.

 

Re-directing crystals to same account is not equivalent.  Many already have what that account needs in terms of hulls/turrets.

Adding more hulls / turrets does not balance the loss of modules. You can only use 1 hull / turret combo at a time.

 

They could also decide that maybe they dont want to spend crystals on the rebalanced modules anymore and this way allows them freedom to direct their refunded crystals to another enterprise

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How are they gonna compensate players who have spent millions of crystals buying and upgrading multitudes of modules to 50%?

By sending out Batteries equivalent to the crystals spent  <_<  <_<

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Bad move.  Would anger so many players.  Spending strategies were based on these modules.

 

Re-directing crystals to same account is not equivalent.  Many already have what that account needs in terms of hulls/turrets.

Adding more hulls / turrets does not balance the loss of modules. You can only use 1 hull / turret combo at a time.

It would basically be like they paid half the old price for a module half as powerful as the old one. I don't see what's unfair about that. 

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Why do devs hate that much Pro Battles?

They think that Fire Wasp battles are power-leveling xD

 

Wait... Why did they buff Firebird to make Fire Wasp more effective???

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It would basically be like they paid half the old price for a module half as powerful as the old one. I don't see what's unfair about that. 

So you might get (for arguments sake) 2 million crystals back.

If a players equipment is already fully upgraded, they don't really have anything to spend those crystals on.

Buying another hull when you already have light+medium+heavy?  Not equal value to what the modules provided before.

 

And their garage is weaker compared to what it was before.

And if you 1/2 the price of the "new" modules anyone who did not already spend crystals on modules would catch up much faster.

It's a no-win situation for anyone who invested in modules.

 

But this is all moot - as Devs have said in the past they do not return crystals.

Just look at the last module update - players were lucky to receive any batteries as compensation.

Which is a joke as they valued batteries at such a ridiculous price - no one would ever pay 300 crystals for 1 minute of battery.

 

They think that Fire Wasp battles are power-leveling xD

 

Wait... Why did they buff Firebird to make Fire Wasp more effective???

I suppose it happens from time to time.

 

But I honestly don't believe it was so rampant they needed to change the system because of it.

 

Would get boring really, really fast.

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Protection modules are not too powerful. They are balanced up to 50% for 3 protections.

50% is too much. It makes some turrets (Smoky, Ricochet, Hammer) totally useless and the others just hardly try to survive...

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No. You are wrong. You can still get killed by Smoky, Ricochet and Hammer. I got killed many times, even when equipping my 50% protection modules against those turrets. Hammers and Ricochet most often use double damage to zap enemies quickly in most cases, even if you are not using a protection module against them.

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No. You are wrong. You can still get killed by Smoky, Ricochet and Hammer. I got killed many times, even when equipping my 50% protection modules against those turrets. Hammers and Ricochet most often use double damage to zap enemies quickly in most cases, even if you are not using a protection module against them.

Have you ever considered using double armor?

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So you might get (for arguments sake) 2 million crystals back.

If a players equipment is already fully upgraded, they don't really have anything to spend those crystals on.

Buying another hull when you already have light+medium+heavy?  Not equal value to what the modules provided before.

 

And their garage is weaker compared to what it was before.

And if you 1/2 the price of the "new" modules anyone who did not already spend crystals on modules would catch up much faster.

It's a no-win situation for anyone who invested in modules.

 

But this is all moot - as Devs have said in the past they do not return crystals.

Just look at the last module update - players were lucky to receive any batteries as compensation.

Which is a joke as they valued batteries at such a ridiculous price - no one would ever pay 300 crystals for 1 minute of battery. 

Oh you're right. I had never thought about the second point. 

 

Would it actually be better if we don't slice the price then, only the protections? 

I know it would mean that modules would become overpriced, but i mean everyone would feel it equally, so technically it would be balanced right? 

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