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Release Critical hit resistance modules but not the way they are from Ultra containers


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I think we should get critical hit resistance modules, but perhaps they can be made available for crystals as such, so you get a long range critical resistance module (against Railgun, Magnum, Gauss and Shaft) and it can be upgraded to 25% resistance (or 50%).

Alternatively, I think it'd be fair to get critical hit resistance specific to turrets, which have the same pricing scheme as those for regular turrets, and we get to equip 3 regular prots with 3 critical hit resistances for specific turrets, all of which can be a max of 50% protection. OR if you have the new module, that and 3 regular protections. 

Lastly, it might be worthwhile to nerf the critical damage to be 10/20% more than regular damage I think. In any case, protection modules have been indirectly nerfed, so I think we should get something that balances that out.

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Idk, it seems like we're now forced to dedicate double the number of crystals to Protection Modules, and the Modules are already one of the most expensive things in the game.

And since they're so expensive, the people who get all 6 Modules first will have a massive advantage cause many other people with fewer crystals would most likely be working on their 3 original modules. (Like me, I'm a Legend 5 and I still haven't maxed my three modules).

 

If this ever gets added, then we should only unlock these critical module slots at the Legend Rank.


That way, lower ranked players can focus on maxing out their main equipment first.....

And buyers who purchase crystals to won't have so much of a greater advantage in battles.

Edited by Tanker-Arthur
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On 3/30/2021 at 3:59 PM, Tanker-Arthur said:

Idk, it seems like we're now forced to dedicate double the number of crystals to Protection Modules, and the Modules are already one of the most expensive things in the game.

And since they're so expensive, the people who get all 6 Modules first will have a massive advantage cause many other people with fewer crystals would most likely be working on their 3 original modules. (Like me, I'm a Legend 5 and I still haven't maxed my three modules).

 

If this ever gets added, then we should only unlock these critical module slots at the Legend Rank.


That way, lower ranked players can focus on maxing out their main equipment first.....

And buyers who purchase crystals to won't have so much of a greater advantage in battles.

True, but if this were done then it'd have to be clearly inferior to the current armadillo module that exists, and so could be made cheaper. Additionally, at least it would be possible for non-buyers (albeit rich ones) to get resistances to critical hits. I suppose at legend rank would definitely make it better balanced in that low rankers wouldn't have their equipment nerfed into oblivion.

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On 3/29/2021 at 1:21 PM, LOLKILLERTOTHEDEATH said:

I think we should get critical hit resistance modules, but perhaps they can be made available for crystals as such, so you get a long range critical resistance module (against Railgun, Magnum, Gauss and Shaft) and it can be upgraded to 25% resistance (or 50%).

Alternatively, I think it'd be fair to get critical hit resistance specific to turrets, which have the same pricing scheme as those for regular turrets, and we get to equip 3 regular prots with 3 critical hit resistances for specific turrets, all of which can be a max of 50% protection. OR if you have the new module, that and 3 regular protections. 

Lastly, it might be worthwhile to nerf the critical damage to be 10/20% more than regular damage I think. In any case, protection modules have been indirectly nerfed, so I think we should get something that balances that out.

Nice idea.

Won't happen though, at least not in our lifetime.

Devs need to milk their P2W chavs first for a few months, then they will move onto the next OP update they no doubt have on the back burner.

It's a vicious cycle of OP updates = more cash scenario that the devs will never ever abandon, no matter what the cost to game balance.

I have given up even trying to compete now, gets me nowhere, maybe a top 3 now and again, due to the fact that MM is still pants and puts me in with a few noob ranks, which i brush to one side with ease.

This is the future of TO. It will only get worse as the months roll on.

Do 3 daily missions then exit for the rest of the day. 

Challenge gets done, fine. If not, who cares. 

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On 3/30/2021 at 8:59 AM, Tanker-Arthur said:

Idk, it seems like we're now forced to dedicate double the number of crystals to Protection Modules, and the Modules are already one of the most expensive things in the game.

And since they're so expensive, the people who get all 6 Modules first will have a massive advantage cause many other people with fewer crystals would most likely be working on their 3 original modules. (Like me, I'm a Legend 5 and I still haven't maxed my three modules).

 

If this ever gets added, then we should only unlock these critical module slots at the Legend Rank.


That way, lower ranked players can focus on maxing out their main equipment first.....

And buyers who purchase crystals to won't have so much of a greater advantage in battles.

I agree with a lot of what you've said - however all ranks need access to any critical hit protection module (or modules), because much lower ranks are now forced to face Legends. If only Legends (heavy buyers excluded) have access to critical hit protection, then that will make Legends dominate over non-Legends in battle even more than they do already.

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On 3/29/2021 at 1:21 PM, LOLKILLERTOTHEDEATH said:

I think we should get critical hit resistance modules, but perhaps they can be made available for crystals as such, so you get a long range critical resistance module (against Railgun, Magnum, Gauss and Shaft) and it can be upgraded to 25% resistance (or 50%).

Alternatively, I think it'd be fair to get critical hit resistance specific to turrets, which have the same pricing scheme as those for regular turrets, and we get to equip 3 regular prots with 3 critical hit resistances for specific turrets, all of which can be a max of 50% protection. OR if you have the new module, that and 3 regular protections. 

Lastly, it might be worthwhile to nerf the critical damage to be 10/20% more than regular damage I think. In any case, protection modules have been indirectly nerfed, so I think we should get something that balances that out.

It would be good if we get something to protect against criticals, or that we all get access to Armadillo in the garage. Or, that critical hits no longer go through protection modules. I have made my suggestion on this already, because the current situation after this patch is heavily imbalanced and unfair for anyone who is not a heavy buyer (and will become moreso as more people acquire the new module):
 


If we all get Armadillo (or critical hits no longer ignore modules so we don't need any crit protection), that would be best - but if they won't even give us that then your idea for individual new protection modules would be something at least. Your idea would appeal to the developers are it would mean people need to buy more new things.
 

Edited by DestrotankAI9
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I would like to get Critical Resist without having to open so many Containers as well.

I think they should be put into the Garage as they become more older. Since they are new right now, we will only see them in certain available areas like UCs.

But I think developers will put them into the Garage Protection Module Section for Crystals.

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