Jump to content
EN
Play

Forum

Resistance variants should exist for all four hull immunity augments


Recommended Posts

Fire and freeze status effects have this. They have resistances and then they have immunities. I see no reason why weight increases and decreases can't have a similar system. Therefore, I propose the following changes to the current system of hull augments:

  • Addition of reinforced chasis
    • This is the toned down version of heavyweight construction. Maybe boosts your weight by like 500 kg/lb/whatever unit is used
  • Addition of Aerodynamic chasis
    • This is the toned down version of lightweight construction. Maybe reduces weight by 500 kg/lb/whatever unit is used
  • Players should be allowed to use 2 resistances at the same time, since resistances are not nearly as powerful as immunity

With stun/EMP immunity, you have discrete options. But, with weight and status effects, you have continuous options. Thus I feel this change (especially reinforced chasis) would particularly help a hull such as Viking, which lacks the speed to be grouped into light hulls and the weight to belong to medium hulls. Additionally, other hulls such as Hornet or Wasp users can benefit from this too. The price, I presume, could be the usual 245,000 crystals.

Share this post


Link to post
Share on other sites

Valid

Makes sense. Equipping two "lesser" augments is also sensible, since it means those lower grades won't become completely obsolete as soon as you get the upgraded version. I can imagine how fun it must be these days to find a "resistance" in a container when you already have immunity for the same turret.

Share this post


Link to post
Share on other sites

Of the four hull immunity augments, only two have a little sister that can be bought for crystals and is easier to obtain from containers. The remaining two should get a littler sister, too. This would support a balanced game, improve satisfaction in the player base and set the right incentives for a vital game.

  • Fire Immunity (100% overheat effect resistance) ? Fire Resistance (50% overheat effect resistance)
  • Cold Immunity (100% freeze effect resistance) ? Fire Resistance (50% freeze effect resistance)
  • EMP Immunity (Supplies are not removed by EMP) ? EMP Resistance (only the oldest, or the newest, or one random active supply is removed by EMP)
  • Stun Immunity (Player does not lose control of the tank and does not drop flag or ball) ? Stun Resistance (Player loses control of the tank but does not drop flag or ball)

Implementing this would also give developers a welcome opportunity to further correct the excessive nerfing of the Hunter overdrive and somewhat shorten the delay before activation. It would also mitigate anger in the player base about turret EMP augments, both existing (for Gauss) and upcoming.

Share this post


Link to post
Share on other sites

If it's implemented, developers would most likely put a different/some what similar restriction to make it more interesting.

Share this post


Link to post
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...