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Time for the 2nd Augment Slot!


thunderhunter123

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(Please take the details into consideration. It does feel like a lot of info., but it is very straight-forward.)

I hope the following makes sense-

 

Summary:

https://en.tankiwiki.com/Modules There are 16 Protection Modules in the game, including Mines and the new Armadillo Protection.

We have 4 Protection Module Slots in the game as of now.

This makes a 4:1 ratio. In other words, I believe there is a 25% chance a Turret has our Protection during battles.

 

https://en.tankiwiki.com/Augments#Augments_for_Hulls There are 10 Hull Augments in the game, including the new Jammer Immunity Augment.

We only have 1 Hull Augment Slot in the game as of now.

This makes a 10:1 ratio. This means that there is only a 10% chance, for an enemy, to have a Status Effect that we're immune to.

 

Idea:

It would be great if we implemented a 2nd Augment Slot now! It's because we have quite a lot of Augments as well.

If we get 2 Augment Slots, then it's a 10:2 or 5:1 ratio.

This will give us a 20% chance of players having our Status Effects that we're immune to!

The chances are similar to each other (25% and 20%) for us to better make use of our Immunity Augments, along with the Protection Modules.

 

Notes:

  • P2W Buyers may become stronger, but everyone else will get strong as well!
  • We might already have some Augments, that we got from Containers. (So we'll get more soon in the future.)
  • When equipping Augments into our 2 slots, the Developers can code/create a process/method of the following:
    • if we have Heat Resist, Heat Immunity is unavailable to use
      • Vice Versa
    • If we have Cold Resist, Cold Immunity is unavailable to use
      • Vice Versa
    • If we have Heavy-Weight Construction, then Light-Weight Construction is unavailable to use
      • Vice Versa
  • I believe we can use all combinations of Hull Augments except the ones listed above!

 

Let me know what you guys think, and/or what we should add/change! 

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4 hours ago, thunderhunter123 said:

(Please take the details into consideration. It does feel like a lot of info., but it is very straight-forward.)

I hope the following makes sense-

 

Summary:

https://en.tankiwiki.com/Modules There are 16 Protection Modules in the game, including Mines and the new Armadillo Protection.

We have 4 Protection Module Slots in the game as of now.

This makes a 4:1 ratio. In other words, I believe there is a 25% chance a Turret has our Protection during battles.

 

https://en.tankiwiki.com/Augments#Augments_for_Hulls There are 10 Hull Augments in the game, including the new Jammer Immunity Augment.

We only have 1 Hull Augment Slot in the game as of now.

This makes a 10:1 ratio. This means that there is only a 10% chance, for an enemy, to have a Status Effect that we're immune to.

 

Idea:

It would be great if we implemented a 2nd Augment Slot now! It's because we have quite a lot of Augments as well.

If we get 2 Augment Slots, then it's a 10:2 or 5:1 ratio.

This will give us a 20% chance of players having our Status Effects that we're immune to!

The chances are similar to each other (25% and 20%) for us to better make use of our Immunity Augments, along with the Protection Modules.

 

Notes:

  • P2W Buyers may become stronger, but everyone else will get strong as well!
  • We might already have some Augments, that we got from Containers. (So we'll get more soon in the future.)
  • When equipping Augments into our 2 slots, the Developers can code/create a process/method of the following:
    • if we have Heat Resist, Heat Immunity is unavailable to use
      • Vice Versa
    • If we have Cold Resist, Cold Immunity is unavailable to use
      • Vice Versa
    • If we have Heavy-Weight Construction, then Light-Weight Construction is unavailable to use
      • Vice Versa
  • I believe we can use all combinations of Hull Augments except the ones listed above!

 

Let me know what you guys think, and/or what we should add/change! 

Well there's one problem, and that's called ODs. If you can be immune to all effects from the OD at once, why would anyone use that OD? Well let me help you, they won't, instead we will get armies of viking that always have a full effect regardless of a hull augment. So, I have a solution for this problem: make it so against ODs, fire and freeze the immunity augments won't have a full effect, just will work lile a resistance, aka the effect duration will be halfed. Of course, there could be additional effects, just like if you have stun immunity, you won't drop the flag but will be stunned for 1.5 seconds against a hunter, or with EMP immunity your supplies will only be paused, etc. That way, you can have 2 immunity slots, but you can't have full protection against any OD. Also, firebird and freeze could finally become better again (talking about non-IM).

Oh also, there's no point of not allowing HI + HR for example, just the HR won't have any effect.

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4 hours ago, thunderhunter123 said:

P2W Buyers may become stronger, but everyone else will get strong as well!

P2W will become stronger (not maybe) and everyone else (F2P) might get just as strong in a couple of years when they catch up, which will never happen.

I really think you are P2W, maybe not in a big way but enough to stay ahead of the F2P by quite a bit.

Of course you may also get enough free in-game perks to keep up, which promps such silly suggestions like this, are more than likely it's a combination of both.

Only a buyer would suggest such a idea that gifts the P2W a even bigger advantage in battle.

 

2 hours ago, zadie said:

This sounds like a pretty cool idea. I hope it gets implemented!

You a buyer or just delusional like the topic starter.

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4 hours ago, thunderhunter123 said:

This will give us a 20% chance of players having our Status Effects that we're immune to!

Having two hull augments equipped also doubles the chance that a Firebird user will meet someone with Heat immunity and thus they will lose all of their afterburn.

And why use Firebird's Incendiary Mix if Isida's default version is a far superior version of it? The main reason people want Firebird is to use it's burning effect. Without the burning, you're better off using Isida or something like Ricochet, Twins, and Vulcan, which have very similar base DPS compared to default Firebird with no afterburn, but they come with a range advantage.

 

 

OH, and the gap between new players compared to veterans/buyers (emphasis on the heavy buyers who buy everything immediately) will be widened even farther.

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4 hours ago, thunderhunter123 said:
  • P2W Buyers may become stronger, but everyone else will get strong as well!

What about new, non-buying players who recently started the game???

 

Not only do you have to be lucky to get an Augment from a container...


You also have to be lucky that it is an augment for the HULL you use.

If you use Titan Mk3 and you get an augment for your Hunter Mk1, it's gonna be fairly useless to you unless you still have crystals left over after investing them all in your main equipment and you have the budget to buy Hunter AND you have the will to actually use it in battles.

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9 hours ago, thunderhunter123 said:

I believe there is a 25% chance a Turret has our Protection during battles.

No you're wrong here, the protection module slots is depending on how many players in the battle, not on the number of the turrets.

Honestly it depends on them both, with an equivalent percentage, but the number of players in the battle is more important.

We have 10 Augments!! Firstly you have to exclude Heat&Cold Resistances, so you're not in that much baffle. And honestly, I think for Legend player, there are only 3 important immunities. AP / EMP / Stun Immunities, are way more important than Heat Immunity in example. 300dmg/s is too high in low ranks, but in Legend it's not that much honestly. 

So for my version I see the proportion of Hull Augments is 3:1.

Better suggestion.. Remove all of the farce status effects. Keep only Burning and Freezing, without status effect indicators. It's a farce!

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9 hours ago, Ironmantonystark said:

Under review

I believe that you suggest a second Augment slot only for hulls. Am I correct?

if it was for turrets what would it be like??? >>>Imagine this idea for isida> vampire nano-bots and healing nano-bots. striker: stun missile + cyclone > every single salvo of 8 missiles would stun the enemy

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If anything, being able to equip 1 immunity and 1 resistance augment is the way to go. 2 immunities will be way too strong.

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10 hours ago, Ironmantonystark said:

I believe that you suggest a second Augment slot only for hulls. Am I correct?

Yes, we should start to implement a 2nd Augment Slot for Hulls.

  • For Turrets, we should not/don't need to because each Turret has different amount of Augments.
  • Also, each Augment affects the Turret one way or another.
  • Each one gives its own advantages and disadvantages.
  • So we just need one Augment for Turrets.

For Hulls, they protect ourselves from certain Status Effects that we find most annoying in Battles.

Since we now have 10 different Hull Augments, we should get 2 slots for them.

⭐ There's many Turrets, Hulls, and Overdrives giving us different Status Effects. Having only 1 Status Effect Augment is not enough.

 

Just like how we have 4 slots for the 16 Protection Modules to help protect from certain Turrets, we can have 2 slots for the 10 Status Effects.

⭐ Not all players have Immunity Augments. Some may have Resistance Augments. This causes them to still take burning damage or freezing effects. Having another Augment can help reduce more worry, assuring us we can resist/be immune to something else that hits us. We can stay alive a little longer and enjoy more gameplay.

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3 hours ago, At_Shin said:

I dislike this idea. 

Defender users will simply equip EMP immunity and AP immunity. There will be no way to counter their defence buffs. Hopper users might equip Stun immunity/ Cold Immunity or Jammer Immunity depending on the battle to be nearly unstoppable. Many hulls have overdrives which apply status effects. For example, crusader overdrive applies cold and AP effects. If the target equips both of these immunities, my overdrive will be quite useless (since crusader OD already deals less damage).

You make a valid point, tbh they should have made the immunities into resistants and make it so that we can upgrade the resistant.

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14 minutes ago, Thankxtu said:

I thought that this Idea was declined a while back and its back again ???

That's true, it was declined before. Ironman decided to mark it as under review and collect feedback from the community. We will see how it goes.

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(Please read: There is an idea under At_Shin's post that I made. What do you guys think of that?!)

7 hours ago, mjmj5558 said:

Well there's one problem, and that's called ODs. If you can be immune to all effects from the OD at once, why would anyone use that OD?

I think that even if we have 2 Augment Slots for our Hulls, don't mostly all Overdrives give off at least 3 Status Effects? For the ones that don't, they have their own ability they give during their OD active time.

https://en.tankiwiki.com/Overdrive 

Wasp has 4 Status Effects, Stun, EMP, Burn, and Jammer.

For Hornet, it has one Status Effect, Pierce. But it also has its own Supercharge Effect. So it can critical during its OD.

Hopper does have 2 Burn and Stun. But it also hops to escape.

...

Also, check out my response to At_Shin's post below!

7 hours ago, CLASS-ACT said:

P2W will become stronger (not maybe) and everyone else (F2P) might get just as strong in a couple of years when they catch up, which will never happen.

Do you have 2 Augments for one of your Hulls? (Some F2P players can also have 2.)

  • We get Augments, from time to time, from Containers/UCs.
  • I saved Crystals and bought the Resistance Augments during the last 50% sales in the New Year Celebrations, if I recall.
  • So we could be able to use 2 Hull Augments to give resist from Heat and Freeze.
  • Wouldn't you want to get two different resists to help you?

This is why I wanted to suggest this idea. P2W and F2P will at least have 2 Augments to be of use instead of just one.

Using a resist and an Immunity Augment for our Hulls can allow us to survive longer.

 

Check out At_Shin's section below. I made a better suggestion!

3 hours ago, Tanker-Arthur said:

Having two hull augments equipped also doubles the chance that a Firebird user will meet someone with Heat immunity and thus they will lose all of their afterburn.

This was already dealt with by the players. They just use Incendiary Mix and focus on Max Damage. There's also other Turrets and Overdrives that give afterburning effects. We can use other methods to defeating players with Heat Immunity.

Hammer has the Dragon Breath, Smoky has Incendiary Rounds, Vulcan has Incendiary Bands, Hopper's OD, Wasp's OD, ... Some players use this even though opponents have Heat Immunity, and others use raw power!

In mostly all battles, I have seen Incendiary Mix for Firebird. Only a few times have I seen Compact Fuel Tanks being used.

 

Please check out At_shin's post below of what I proposed for a more balanced/fair system!

6 hours ago, Karot said:

Close enough i guess

(Read Thankxtu's reply below.) 

15 minutes ago, Thankxtu said:

I thought that this Idea was declined a while back and its back again ???

I think this was because there was an idea of having 3 different Hull Immunities. Mine is about getting a 2nd one. Not 3.

Also, I created this Topic after we got Jammer Immunity. So now we have 10 different kinds of Hull Augments.

 

Also guys, please read my response to At_shin's post below. There is an idea I thought of that maybe Developers could do.

3 hours ago, asem.harbi said:

We have 10 Augments!! Firstly you have to exclude Heat&Cold Resistances, so you're not in that much baffle. And honestly, I think for Legend player, there are only 3 important immunities. AP / EMP / Stun Immunities, are way more important than Heat Immunity in example. 300dmg/s is too high in low ranks, but in Legend it's not that much honestly. 

 

See my response to At_Shin's post below. What do you think?

2 hours ago, Spy said:

If anything, being able to equip 1 immunity and 1 resistance augment is the way to go. 2 immunities will be way too strong.

Exactly! Please check At_shin's section below and let me know what you think?

3 hours ago, At_Shin said:

I dislike this idea. 

Defender users will simply equip EMP immunity and AP immunity. There will be no way to counter their defence buffs. Hopper users might equip Stun immunity/ Cold Immunity or Jammer Immunity depending on the battle to be nearly unstoppable. Many hulls have overdrives which apply status effects. For example, crusader overdrive applies cold and AP effects. If the target equips both of these immunities, my overdrive will be quite useless (since crusader OD already deals less damage).

I just thought of a more Brilliant Idea: (After thinking about all the opinions and point of views of the players above, I thought of what the developers could do.)

We can have 2 Slots. One slot has Immunities to equip from. The other has resistances to choose from!

⭐ This way, we can equip an Immunity and Heat/Cold Resist!

So we won't be totally Immune to Overdrives, etc. Hopper can still use its abilities and be countered, Defender Drone can still be countered with one of its Status Effects, Crusader can still apply at least one Status Effect because the opponent will have one immunity and one resist.

 

(The notes from my 1st post can still apply. When equipping Heat Resist in the 2nd Slot, Heat Immunity will be unavailable in the 1st slot. Vice versa.)

(We don't need the Lightweight and Heavyweight from my notes because we will only have one type to choose from for each slot.)

 

In the Garage, we can see the 2 Square slots (if we get 2 Hull Augments): the 1st one can be labeled as "Immunity" and the 2nd as "Resistance".

We can equip one each, and for each Hull!

 

Plus @Spy, the Developers can add other kinds of resistances, or even add resistances to what current immunities we have now. So it can benefit their economy in the long run!

Really quick examples of new Resistances can be:

  • EMP Resist- keeps some supplies and/or lesser reload time for supplies.
  • Stun Resist- stunned for half the amount of stun time and/or cannot move, but can still hold the Rugby Ball/Flag.
  • etc. (Other ideas/new ones.)

 

Thank you for reading!

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13 hours ago, thunderhunter123 said:

(Lütfen ayrıntıları dikkate alın. Çok fazla bilgi var gibi görünüyor, ancak çok basit.)

Umarım aşağıdakiler mantıklıdır-

 

Özet:

https://en.tankiwiki.com/Modules  Oyunda Mayınlar ve yeni Armadillo Koruması dahil 16 Koruma Modülü var.

Oyunda şu an itibariyle 4 adet Koruma Modülü Yuvamız bulunmaktadır.

Bu 4:1 oranı yapar. Başka bir deyişle, bir Kulenin savaşlar sırasında Korumamıza sahip olma şansının %25 olduğuna inanıyorum  .

 

https://en.tankiwiki.com/Augments#Augments_for_Hulls  Oyunda yeni Jammer Immunity Augment dahil olmak üzere 10 Hull Augmenti var.

Şu an için oyunda sadece 1 Hull Augment Slotumuz var.

Bu 10:1 oranı yapar. Bu , bir düşmanın bizim bağışık olduğumuz bir Statü Etkisine sahip olması için yalnızca %10 şansın olduğu anlamına gelir .

 

Fikir:

Şimdi 2. Augment Slot'u uygulasaydık harika olurdu! Çünkü bizde de oldukça fazla Augment var.

2 Artırma Yuvası alırsak, bu 10:2 veya 5:1 oranıdır.

Bu bize , bağışıklık kazandığımız Durum Efektlerine sahip oyuncular için %20 şans verecek!

Koruma Modülleri ile birlikte Bağışıklık Güçlendirmelerimizi daha iyi kullanma şansımız birbirine benzer (%25 ve %20).

 

Notlar:

  • P2W Alıcıları güçlenebilir, ancak diğer herkes de güçlenecek!
  • Container'lardan aldığımız bazı Augment'lara zaten sahip olabiliriz. (Yani gelecekte daha fazlasını alacağız.)
  • 2 yuvamıza Augmentler yerleştirirken, Geliştiriciler aşağıdakilerin bir sürecini/yöntemini kodlayabilir/oluşturabilir:
    • Isıya Dayanıklılığımız varsa, Isı Bağışıklığı kullanılamaz
      • Diğer taraftan
    • Cold Resist'imiz varsa, Cold Immunity kullanılamaz.
      • Diğer taraftan
    • Ağır Yapıya sahipsek, Hafif Yapı kullanılamaz
      • Diğer taraftan
  • Yukarıda listelenenler dışında tüm Hull Augment kombinasyonlarını kullanabileceğimize inanıyorum!

 

Ne düşündüğünüzü ve/veya ne eklememiz/değiştirmemiz gerektiğini bana bildirin! 

@thunderhunter123 player like me cant even find a augment you offering second slot. its fully for p2winners 

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24 minutes ago, thunderhunter123 said:

I think that even if we have 2 Augment Slots for our Hulls, don't mostly all Overdrives give off at least 3 Status Effects? For the ones that don't, they have their own ability they give during their OD active time.

Let's just be honest, Jammer is useless most of the time, and even if the enemy does have the OD ready, they can still easily kill you without other effect. So, if just simply two augment slots will be added, no one will use hunter, hopper beside capture modes, crusaider. Not to mention that fire and freeze will be completely useless. 

 

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7 hours ago, Karot said:

I'm sure @Xx.Zeldris.xX submitted a similar idea

 

Close enough i guess

Yes this has been suggested a lot of times and it has been declined.

BUT since yet another status effect was released I think it doesn't hurt to be reconsidered.

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@thunderhunter123  

I for one wouldnt really mind if the 2nd slot for hull immunity would be free . But as u hve seen with the current tankis way of pricing things honestly its a bad idea . Bp for 1.5 k tk?? Honestly the silver tier still has crap rewards (if ur using any drones that use up supplies and ur an active player those supplies r hardly enough), Then the pricing of the 4th slot 5k tk which is even more unimaginable. and also making the 2nd and 3rd slot which was free now can only be bought for tankoins . So u can imagine if this idea would ever be implemented how much it could cost and how much it benefits the p2w group. 

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2 hours ago, since2014 said:

@thunderhunter123 player like me cant even find a augment you offering second slot. its fully for p2winners 

You'll get one soon!

You're still a Lieutenant Colonel Rank. By Legend Rank, you'll get some from Container openings.

You can also save Crystals for 50% Sales and buy Heat/Cold Resist Augments for your favorite Hull(s). They will be half off!

1 hour ago, mjmj5558 said:

Let's just be honest, Jammer is useless most of the time, and even if the enemy does have the OD ready, they can still easily kill you without other effect. So, if just simply two augment slots will be added, no one will use hunter, hopper beside capture modes, crusaider. Not to mention that fire and freeze will be completely useless. 

Jammer is actually pretty unique!

Since you can stop an opponent from using their OD, after activating Jammer, the enemy won't be able to use Viking OD and defeat you. Or they might have Titan, but won't be able to use their Dome.

So the Jammer Immunity is actually pretty useful as one of the Augments.

 

So in At_Shin's response, I said that we can equip one Immunity and one Resistance.

Jammer can be the Immunity and we can choose a Resist as our extra Augment!

1 minute ago, Thankxtu said:

 

I for one wouldnt really mind if the 2nd slot for hull immunity would be free . But as u hve seen with the current tankis way of pricing things honestly its a bad idea . Bp for 1.5 k tk?? Honestly the silver tier still has crap rewards (if ur using any drones that use up supplies and ur an active player those supplies r hardly enough), Then the pricing of the 4th slot 5k tk which is even more unimaginable. and also making the 2nd and 3rd slot which was free now can only be bought for tankoins . So u can imagine if this idea would ever be implemented how much it could cost and how much it benefits the p2w group. 

I hope that if we get a 2nd Augment slot as the "Resistance" Augment, then Developers can make it free. Or maybe just a small price if anything.

But I hope to first get it notified and introduced to them.

 

Having an Immunity AND a Resistance is better than just one Augment, right everybody?

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1 hour ago, thunderhunter123 said:

Since you can stop an opponent from using their OD, after activating Jammer, the enemy won't be able to use Viking OD and defeat you. Or they might have Titan, but won't be able to use their Dome.

So the Jammer Immunity is actually pretty useful as one of the Augments.

80% of the time enemy doesn't even have OD when you jam it. ~50% of the time when they have OD, they don't even want to activate it at that moment. So yeah, it is pretty useless.

1 hour ago, thunderhunter123 said:

So in At_Shin's response, I said that we can equip one Immunity and one Resistance.

Hmm i think you forgot some thing again, it's called firebird and freeze. Most of the people will equip HR, so that's a -150DPS for fire, and -50% afterburn time. Freeze, which is already pretty weak will become weaker.

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I think it should be as follows; we can either equip:

  • 1 immunity
  • 1 resistance + 1 weight alteration
  • 2 resistances


Anything extra is considerably OP.

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3 hours ago, thunderhunter123 said:

Hopper can still use its abilities and be countered

For the billionth time, the helicopter cannot be countered in capture modes, like never, ever.

Maxed out helicopter, crisis, 4th slot, any cap mode and the devs favourite hack always wins. 

And it has 4 abilities for it's overdrive not just stun/burn.

Common sense it seems just goes right over your head and up into the clouds. It's like the ability to understand logic has left you altogether. 

I truly despair at some of the ill thought out posts that lack any understanding about how this game works ie-: the devs like it unbalanced, because the buyers thrive on it and you want to hand them a even bigger advantage that obviously will only be available in ultra (mega expensive) containers.

 

 

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I understand why you might propose this, but this is a very dangerous suggestion that would result in terrible imbalance between buyers and non-buyers - much worse than the 4th protection slot. There are still too few immunities in the game to need a 2nd hull augment slot - at the very most there should be a second slot for resistance/weight augments as some have suggested here - but definitely not 2 immunities.

The balance in the game, with a buyer-only 5000 tankoin 5th protection slot, and now the 20/20 drone required to have max power supplies (in addition to many powerful augments only being available through Ultras, instead of previously where all players can obtain all items) is at its worst between buyers and non-buyers for a long time. Do you have no thought for non-buyers? You want to make this problem significantly worse?

Also your reasoning is incorrect and your statistics are totally wrong. Allow me to explain:

On 6/6/2021 at 4:16 AM, thunderhunter123 said:

https://en.tankiwiki.com/Augments#Augments_for_Hulls There are 10 Hull Augments in the game, including the new Jammer Immunity Augment.

We only have 1 Hull Augment Slot in the game as of now.

This makes a 10:1 ratio. This means that there is only a 10% chance, for an enemy, to have a Status Effect that we're immune to.

There are 10 hull augments in the game, but ONLY 6 status effects which are applied by enemy players - that is EMP, Stun, Freeze, Burning, AP and now Jammer. The other hull augments are lightweight construction (what does that make you immune to??), heavyweight construction and the other two are heat and cold resistance, which are lesser forms of the respective immunities.

So in fact, we have a 6:1 ratio, not a 10:1 ratio, which gives us immunity to 16.67% of enemy status effects when wearing a particular immunity augment, NOT 10%.

 

On 6/6/2021 at 4:16 AM, thunderhunter123 said:

https://en.tankiwiki.com/Modules There are 16 Protection Modules in the game, including Mines and the new Armadillo Protection.

We have 4 Protection Module Slots in the game as of now.

This makes a 4:1 ratio. In other words, I believe there is a 25% chance a Turret has our Protection during battles.

 

You only have that '4:1 ratio' and '25% chance' that a turret has your protection if you are a buyer - non-buyers still have only 3 slots. But in fact this logic is in any case flawed, as Armadillo protects against all criticals - so it works against every turret, and you are counting that as one of the 16. Also, mines are placed by every player - so again mine module is a kind of universal protection.

By assuming that all players have 4 protection slots you are only thinking of buyers here (which is obvious since this idea has only buyers in mind) - you clearly have no thought for how imbalanced this would be for other players.

 

On 6/6/2021 at 4:16 AM, thunderhunter123 said:

Idea:

It would be great if we implemented a 2nd Augment Slot now! It's because we have quite a lot of Augments as well.

If we get 2 Augment Slots, then it's a 10:2 or 5:1 ratio.

This will give us a 20% chance of players having our Status Effects that we're immune to!

The chances are similar to each other (25% and 20%) for us to better make use of our Immunity Augments, along with the Protection Modules.

As I said, there are currently 6 status effects applied by enemy players - AP, Freeze, Burning, EMP, Jammer and Stun - not 10. So in fact, 2 augment slots would give us a 3:1 ratio or 33% chance to be immune to given status effects when wearing immunity augments, this would be heavily OP for those players that can access it - and those players would of course be buyers only.

However, certain status effects are of course considerably more powerful than others - having AP and EMP resistance for instance would make Defender drone users practically unstoppable, as some here have mentioned. Freeze Immunity for instance, has nowhere near as much impact.

On 6/6/2021 at 4:16 AM, thunderhunter123 said:

Notes:

  • P2W Buyers may become stronger, but everyone else will get strong as well!

This is false, how will "everyone else get strong as well!"? If the 2nd hull augment slot costs 5000 tankoins like the 4th protection slot, it will be basically unobtainable for non-buyers, so what will happen is that buying players will simply have another massive advantage over everyone else, who will not get any stronger with this change. So your suggestion simply creates a much bigger gap, than the huge gap already between buyers and free-to-play players.

Sorry for being so harsh but this idea would make balance truly awful, and you are not at all thinking of all players here (only high-end buyers), quite clearly, and your reasoning is heavily flawed as I have pointed out. There are only 6 offensive status effects currently in the game, and we don't need to have a second immunity at this stage.

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