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So my idea is simple. We have immunities, but in most cases these wind up being common among the buyers. So, I think it'd be interesting if we had resistances similar to heat or cold. Here are how they could work:

EMP resistance: Each hull gets 3, speed, double armour or double damage. Whichever one you buy cannot be removed. So if I have EMP resistance double armour, then no matter what my double armour cannot be removed.

AP resistance: If the AP effect is applied to you, your enemy only ignores 50% of your defensive beneficiaries (Double armour, protections, drones)

Stun resistance: Will make sure you don't drop objectives, but you will be immobilized

To make it even more helpful to non buyers, it'd be nice if players can use 2 resistances of different type. So, I cannot use EMP resistances for double armour and damage, but I can use AP and EMP resistance. Naturally, available for 245,000 crystals like heat or cold resistance. I think this would definitely help make the game more balanced without removing an incentive to buy actual immunities.

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24 minutes ago, krish123_super said:

i think u have too many augments ? i have only resistence , its just a buff to buyers and the players who have too many augments --_--

What? These would be available for crystals. Needless to say, they cannot be given to players for free (for obvious reasons)

It does add a lot more augments to the game, but it'll mean that non-buyers can finally have some weapons to fight against EMP/AP/Stun turret augments or ODs.

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I think there's a very fine line beyond which there's a lot of complexity and chaos... adding these augments would be cool and interesting but it'll also create confusion. 

Just imagine a new player's utter disconcertment while playing with so many complex elements around!

If these were added only for a particular mode or if there was an option to enable/disable them, they'd be a great addition to the game, no doubt. However, whatever new stuff is added to the game also gets added to MM, which is where the majority of players play.

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28 minutes ago, Venerable said:

I think there's a very fine line beyond which there's a lot of complexity and chaos... adding these augments would be cool and interesting but it'll also create confusion. 

Just imagine a new player's utter disconcertment while playing with so many complex elements around!

If these were added only for a particular mode or if there was an option to enable/disable them, they'd be a great addition to the game, no doubt. However, whatever new stuff is added to the game also gets added to MM, which is where the majority of players play.

What you're saying makes sense. At this point, there are however around 173 augments (no doubt with more coming), 14 turrets, 10 hulls and 14 protection modules, so It's hard to make the game more confusing, especially as we'll be getting many more turret augments in the future.

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As usual we just go around in circles when it comes to game balance.

The devs will continue to introduce OP updates for as long as P2W is a viable option for the fortunate few, who have unlimited funds to take advantage of the devs absolute greed, who in turn take advantage of the P2W chavs need to obliterate/dominate in every battle.

This is TO, this is how the devs like it. 

It's unfortunate that the devs have no scruples when it comes to game balance.

They spout garbage in the v-logs saying we do listen to player feedback 'and here we are proving it with yet another meaningless Q/A section'.  

They never ever address the real problems in TO......EVER. (my guess is because all the problems are of their making)

You can only milk the coffers of the P2W CHAVS for so long, eventually this game will go down the pan, it will become so unbalanced that most players will just call it a day, and at the very least only do missions like i do, and then park up until the next day.

I have 3 accounts i would like to play, all reasonably strong. There is no way i'm using them until the XP/CRY ratio is reversed, i'm not gonna fall into the trap of ranking beyond my means, and get slaughtered at the next ranks by the OP EMP, AP, FLYING HACK chavs that dominate every battle. 

Devs don't care, never have, never will.   

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22 minutes ago, LOLKILLERTOTHEDEATH said:

What you're saying makes sense. At this point, there are however around 173 augments (no doubt with more coming), 14 turrets, 10 hulls and 14 protection modules, so It's hard to make the game more confusing, especially as we'll be getting many more turret augments in the future.

By the way, protection modules are absolutely USELESS on their own without some form of alt and drone combined.

Give it a go, go into battle with just protections only, see how long you last.

I'm guessing about 10 secs before you are constantly getting wrecked.

TO is a joke, with hazel their chief comedian.

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8 minutes ago, SONIC-BOOM said:

By the way, protection modules are absolutely USELESS on their own without some form of alt and drone combined.

Give it a go, go into battle with just protections only, see how long you last.

I'm guessing about 10 secs before you are constantly getting wrecked.

TO is a joke, with hazel their chief comedian.

I wasn't talking about their effectivity, but how they affect the total number of combinations in the game

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2 hours ago, LOLKILLERTOTHEDEATH said:

I wasn't talking about their effectivity, but how they affect the total number of combinations in the game

I no you were, TO is now to complex with all these immunities. 

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On 3/1/2021 at 1:03 PM, LOLKILLERTOTHEDEATH said:

So my idea is simple. We have immunities, but in most cases these wind up being common among the buyers. So, I think it'd be interesting if we had resistances similar to heat or cold. Here are how they could work:

 

It would be nice to have these types of Augments, but then we would have so much to buy for each Hull!

But we could get this if developers see to it.

Pretty cool idea to have, overall.

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On 3/1/2021 at 10:03 AM, LOLKILLERTOTHEDEATH said:

So my idea is simple. We have immunities, but in most cases these wind up being common among the buyers. So, I think it'd be interesting if we had resistances similar to heat or cold. Here are how they could work:

EMP resistance: Each hull gets 3, speed, double armour or double damage. Whichever one you buy cannot be removed. So if I have EMP resistance double armour, then no matter what my double armour cannot be removed.

AP resistance: If the AP effect is applied to you, your enemy only ignores 50% of your defensive beneficiaries (Double armour, protections, drones)

Stun resistance: Will make sure you don't drop objectives, but you will be immobilized

To make it even more helpful to non buyers, it'd be nice if players can use 2 resistances of different type. So, I cannot use EMP resistances for double armour and damage, but I can use AP and EMP resistance. Naturally, available for 245,000 crystals like heat or cold resistance. I think this would definitely help make the game more balanced without removing an incentive to buy actual immunities.

I don't know what to say. I put a Hmm because I thought it was interesting.

Like what @thunderhunter123 said. It would give complete free to play players a chance to fight back against the players who own the stronger Augments; which I like.

 

Edited by yellowghetto
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On 3/1/2021 at 10:03 PM, LOLKILLERTOTHEDEATH said:

Stun resistance: Will make sure you don't drop objectives, but you will be immobilized

Dropping or not dropping depends on the type of stun, i.e. turret or OD stun. But for the resistance I think it should come in two types, where one prevents just your turret getting stunned, and the other prevents your hull.

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Hi! I have decided that it isn't fair for any tank to be able to have immunity for the special effects you turret deals. So here is my idea: remove all immunities and replace them with resistances. Here me out.

     Electromagnetic Pulse (EMP) Resistance 

This resistance doesn't protect you fully from EMP efrect; this is how it works; the supplies you have activated at the time you were EMPed will have their boosts disabled for 3 seconds. However after three seconds the supplies will be reactivated; so if you just used dictator OD before EMP, after 3 seconds they will continue to boost your tank. The supplies' duration won't start from 30 seconds again; instead it continues where it left off, so if you had 20 seconds left before your speed boost runs out, after 3 seconds EMP you will have 20 seconds of speed boost left. However, the supplies you have under cool down at the time of you being EMPed will get affected by EMP; if you had 16 second cool down when EMP gauss hits you, it will put that cool down to 7 seconds cooldown. 

     Armor-piercing (AP) Resistance 

This resistance doesn't protect you fully from the AP effect. It only let's the enemy peirce through half of your armor; so even if hornet pierced your Armor, it will only deal half of the normal damage as only half of your Armor is pierced. 

     Stun Resistance 

This resistance is a bit more complicated. I ended up deciding that it only slow down you, so it basically freezes you to full extent. If you got a better idea for this resistance I'd be glad to hear it.

     Jammer Resistance 

This resistance reduces the jammer effect by half.

 

That's it! What do you think? It took me a long time to think up, so I'd be glad for some feedback. Thanks!

Edited by Incorp

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Question about heat immunities

Does using the immunity negate the ability incendiary band with the vulcan turret. 

I would like to know if this combination is possible, or if the tank needs to overheat to use the ability

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7 hours ago, OUTAMYWAY said:

Question about heat immunities

Does using the immunity negate the ability incendiary band with the vulcan turret. 

I would like to know if this combination is possible, or if the tank needs to overheat to use the ability

Yes, your tank needs to be ignited in order for Incendiary Band to ignite enemies. If you want to use Incendiary Band, use Heat Reisistance. 

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