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Hull alterations are coming soon!


Hex
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Btw I should say to Hexed, you've done a great video here and clearly you've put some work into that - so thanks for that and for keeping us informed. However I think it's pretty obvious that hull alterations along this line would be terrible for the game, there's no way this should go beyond the test server. I think I've made my points clear as to why. If they really want to do this then they need to make actual alterations to the hull overdrives themselves, not indirectly apply huge nerfs to certain turret/hulls/turret alterations through poorly thought out changes.

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22 minutes ago, DestrotankAI9 said:

Btw I should say to Hexed, you've done a great video here and clearly you've put some work into that - so thanks for that and for keeping us informed. However I think it's pretty obvious that hull alterations along this line would be terrible for the game, there's no way this should go beyond the test server. I think I've made my points clear as to why. If they really want to do this then they need to make actual alterations to the hull overdrives themselves, not indirectly apply huge nerfs to certain turret/hulls/turret alterations through poorly thought out changes.

Thank you, I was thinking about including all sorts of possibilities in the video but couldn't find the time to do it today. By the way when I replied with your quoted text it wasn't an argument, just another fact I thought needs to be brought to attention. I am too waiting for more of them to release and their actual release to see how they fit themselves into the meta.

I feel like it's still too early to jump to conclusions about what kind of effect they will have on game-play, who knows, they might still be in development. Anything before it goes live in the main servers should not be taken as final.

Edited by Hexed
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26 minutes ago, Hexed said:

Thank you, I was thinking about including all sorts of possibilities in the video but couldn't find the time to do it today. By the way when I replied with your quoted text it wasn't an argument, just another fact I thought needs to be brought to attention. I am too waiting for more of them to release and their actual release to see how they fit themselves into the meta.

I feel like it's still too early to jump to conclusions about what kind of effect they will have on game-play, who knows, they might still be in development. Anything before it goes live in the main servers should not be taken as final.

Of course, equally I don't mean to argue with you personally - you're just the messenger and I'm not wanting to shoot the messenger lol. And of course, the devs are surely working on this at the minute and considering what changes to make before release, but I wouldn't have thought this would even get to a public test before it was realised there would be huge problems with this. However, whenever things are released on the public test server they very soon reach the actual game, so that is worrying.

Of course we'd have to see when they are released what effect they will have on the meta, but there is just no good reason why we should have new features which act as specific nerfs to certain turrets/hulls/alterations and totally ignore others. This is a fairly obvious way to wreck havoc with the game balance, and there is no effective changes that can be made to the affected turrets to counterbalance this, without a ton of unnecessary work. If they put the effort in to make new hull overdrive alterations this could be an interesting change.

I will say however the weight alteration is interesting, especially for light hulls and parkour. Although, you can't really release those hull alterations without other kinds of alteration along a similar line - and really there aren't enough good options for that. The only real logical implementation of this is, as far as I can see, is to have alterations that affect the overdrives only.

Edited by DestrotankAI9
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Spoiler

 

You were actually polite for once. That wasn't so hard was it?

 

So long story short you're basically saying that the devs actually listen to their players?

Then how come none of my ideas got implemented into the game?

 

I had some that were great like:

· Nerfing the requirements of the top 3 in winners team weekly mission.

· Reducing the amount of game modes in MM down to 3 or 4: DM, CTF, CP, and TJR. Siege gets removed while the others become event modes. Change would also apply to missions.

· Feature that allows currently equipped protection modules to be seen from the main menu.

· Challenges having their own mission system that rewards stars that replaces the system that gives you stars through battles.

· ODs that have abilities that help both your team and yourself.

 

How come none of these are in the game but some crappy kids suggestion in the YT comments section is?

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I think that the 50% fire and freeze modules are there in order to test their functioning along with the respective status effect resistance. So that when hull alterations are implemented, the modules protect only against standard damage and not the status effect. It's not a "fourth module".

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6 hours ago, Gauss-Hornet said:

So that when hull alterations are implemented, the modules protect only against standard damage and not the status effect.

Well that would be a nerf to modules then - as currently they do mitigate status effects.

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26 minutes ago, wolverine848 said:

Well that would be a nerf to modules then - as currently they do mitigate status effects.

Exactly. So it's a mixed nerf and buff to Freeze and Firebird users; the enemies that have Modules (which are easily upgradable to at least 35%) won't be able to protect themselves against the status effects unless they buy the hull alterations providing complete immunity, and if they do that then it's a big nerf to the two turrets. 

Basically, it's taking away what players already have (status effect protection), buffing it to the extent of total immunity, and then offering it back to players, most probably for real money or Tankoins.

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42 minutes ago, ParkourPro_FX said:

What are the downsides to all of these (besides more/less weight)? Does freeze do double damage you are if using fire immunity/vice versa? How will this be balanced?

The hull alterations are only in their initial testing phase, and I almost guarantee that new updates to the system will bring some sort of drawbacks to these alterations, so that they are not completely overpowered. If you have a specific idea for one of these drawbacks, I would urge you to post a topic in the Ideas and Suggestions section of the Forum, and it is very possible that the Developers could use an idea from that section.

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18 minutes ago, ILiveOnTheChatBox123 said:

Even with significant drawbacks, I don't think any hull in any alteration should be completely immune to a certain turret. I think immunity even with the alteration should be limited to when double armor supply is in use.

I agree...Maybe something like 75% protection would be more fair. You can submit an idea with your opinions as well, in the Ideas and Suggestions section of the Forum.

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11 minutes ago, Mr.Nibbles said:

I agree...Maybe something like 75% protection would be more fair. You can submit an idea with your opinions as well, in the Ideas and Suggestions section of the Forum.

I don't know how much is available for suggesting as the full details have yet to be released. As long at the idea is not fully defined, I can't make an argument whether it will or won't work.

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7 hours ago, ILiveOnTheChatBox123 said:

Even with significant drawbacks, I don't think any hull in any alteration should be completely immune to a certain turret. I think immunity even with the alteration should be limited to when double armor supply is in use.

 

7 hours ago, Mr.Nibbles said:

I agree...Maybe something like 75% protection would be more fair. You can submit an idea with your opinions as well, in the Ideas and Suggestions section of the Forum.

Yea

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IMO hull alterations should follow the precedent of the original Turret alterations. They should only change OD characteristics and/or hull parameters. They should -not- be granting additional effects without a drawback.

If this update must continue to the main servers, at least give Fire and Freeze immunity a vulnerability that further increases the opposite status effect (Fire immunity makes you freeze faster and completely locks the tank + turret in place; Freeze immunity makes you take more afterburn damage and/or for longer)

Otherwise these won't be "alterations" per se anymore, but a 4th slot for special modules.

That being said, my one guilty wish should TO head down this path is for a Splash Damage Immunity module (name: Anti-Fragmentation Plates?) to come out.

Edited by Azonyx
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Yeah, the ones that grant extra protection without any drawbacks don't even sound like alterations. They should just make a 4th slot and seperate it from hull alterations.

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23 minutes ago, Dhikr said:

Yeah, the ones that grant extra protection without any drawbacks don't even sound like alterations. They should just make a 4th slot and seperate it from hull alterations.

There should not be any hull alterations that target specific turrets.  Creates more unbalance and makes those turrets moot.

Who would use freeze or hunter if enemies can avoid the special effects that make them useful?

Plan on playing CTF in a quick hull?  You would ALWAYS equip the EMP alt or the freeze alt allowing you to escape.

On way those alts can be close to balanced is if you lose ~ 35% of your armor to get the benefit.

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59 minutes ago, wolverine848 said:

On way those alts can be close to balanced is if you lose ~ 35% of your armor to get the benefit.

Nah, just make the drawback be that the person who has the alt just gets only 1 HP.

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On 4/16/2020 at 1:34 PM, DestrotankAI9 said:

That still means this is a large nerf to Hunter, whereas literally none of the other hulls get nerfed. Hunter overdrive has just been nerfed massively too with no announcement. Hunter overdrive currently nullifies supplies for 5 seconds and means they have to re-apply all their supplies with the smart cooldown penalty, so if they have this EMP protection the effectiveness of Hunter OD will be greatly reduced. This is very unfair to nerf one hull, and to heavily nerf 2 turrets while the rest of the hulls, and all the other turrets aside from a few alterations remain unaffected.

And why exactly should specific alterations be nerfed either? All this really makes no sense and will make a total mess of game balance. Nice idea but this is like an interesting Idea & Suggestion topic which should be rejected as it lacks foresight into how this will mess up game balance. Why exactly should fire, freeze and Hunter have specific hull alterations against them whereas other turrets (aside from a few alterations) and hulls don't?

 

 

Again, this is not a fair argument. If you force out a repair kit (it would be very rare and usually pointless to use a repair kit to get out of a freeze effect which will wear off quickly anyway), you've already significantly weakened the opponent and can come in to re-apply the effect, or there is a very good chance their repair kit will be on CD anyway and so your fire effect will do full damage. Having total immunity to fire/freeze effects is plainly ridiculous for those 2 turrets. They can't just switch alterations like the other turrets affected (unless your high enough rank to have access to Incendiary mix for Firebird which many don't).

The only way to make this fair for fire/freeze/Hunter and other affected alts would be to buff them all across the board, but then that would cause other problems with game balance making them too OP in other situations. So it just doesn't work.

The fact is these hull alteration ideas are interesting but poorly thought out, and this should not be implemented. If they want to bring in Hull alterations they should change the effect of the hull's overdrive - that would be something. Let's take Mammoth & Wasp for instance (not making actual suggestions here but this is an example of how this could work):

Mammoth alteration 1: Reduces mammoth overdrive duration from 7 seconds to 4.5 seconds, but adds a 5 second heal-over-time effect.

Mammoth alteration 2: Removes mammoth heal on overdrive, however now adds a 75% damage shield for the duration.

Wasp alteration 1: Turns wasp overdrive into a Rugby ball which can be tossed, however cooldown is increased by 50%

Wasp alteration 2: Wasp overdrive now heals allies as well as dealing damage, but damage reduced by 75%.


This kind of thing would be incredibly hard to balance, but much better on game balance than what is proposed. If they want to implement hull alterations they should do so properly - targeting specific turrets/hulls/alterations is ridiculous and this implementation is plainly a terrible idea.

Finally, finally a tanker who speaks what we have been saying. If I could give you a thousand likes I would. 

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