Jump to content
EN
Play

Forum

Time for the 2nd Augment Slot!


thunderhunter123

Recommended Posts

22 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! 

WEIRDCHAMP. Meta will be EMP Immunity and AP Immunity LOL

Share this post


Link to post
Share on other sites

Declined

While the possibility of this being added is not out of the question, we're currently declining this idea, as it does not fit with gameplay balance. Unlike the 4th module slot (which is already relatively OP), double immunities (or immunity+resistance) make it possible to completely counter effects of certain overdrives, such as Hunter and Hopper. It will allow buyers to be even more unstoppable in games, while also not doing much to actually improve gameplay.

Either way, the idea of adding another hull augment slot is pretty obvious, so if developers consider it viable — they will do it.

Share this post


Link to post
Share on other sites

On 6/5/2021 at 11:16 PM, 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! 

1) There are not 10 status effects, which is what you need protection from.  Your ratio is wrong.

2) P2W players will become much stronger than F2P tankers, the gap will widen.

3) who cares about the coding?  Why would anyone ever want to equip a resistance AND an immunity?

Share this post


Link to post
Share on other sites

On 6/6/2021 at 4:31 AM, CLASS-ACT said:

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

At the very least thunderhunter has a permanent Premium in effect.  4 Legend ranks ahead of me in half the number of hours.

Premium certainly helped complete Challenges a while ago with double-stars, and gave a giant boost to battle funds, all of which allows faster upgrading.

Share this post


Link to post
Share on other sites

Archived

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

×
×
  • Create New...