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Hello,

Protection ruins the capacity and the skills of turrets and in my opinion it need a nerf or it need to be deleted and added in paints or increase the chance of critical damage, because protection is the main cause of the update of critical damage of turrets.

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4 hours ago, Yveltal9 said:

Protection ruins the capacity and the skills of turrets and in my opinion it need a nerf or it need to be deleted and added in paints or increase the chance of critical damage, because protection is the main cause of the update of critical damage of turrets.

We use up to 3 or 4 Protection Modules now because we find those turrets most annoying in battles.

Having this protection from them gives us more security in our gameplay, and keeps us alive a little longer.

Yeah, having Critical Damage is very cool. It gives us a new system to worry about during gameplay. But we can also try to get the Armadillo Module to get 50% protection from all Critical!

 

Protection Modules used to be in Paints.

  • Each Paint had specific Modules with it.
  • Some Paints had 1 protection, others had 2, 3, and also 4!
  • Each Paint had different amounts of Protection: 5% protections, 10%, a 15% and a 7%, etc.

I think that this felt very unorganized to the developers as well.

What if a Paint looked so good for us to use, but only had one Protection Module with it? Or it had Protection Modules that we didn't want to use/didn't like?

 

This is why Developers separated every thing with Paints and Protections.

We can equip our favorite Paint, and equip our favorite Modules!!!

Isn't this better?

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1 hour ago, thunderhunter123 said:

We use up to 3 or 4 Protection Modules now because we find those turrets most annoying in battles.

Having this protection from them gives us more security in our gameplay, and keeps us alive a little longer.

Yeah, having Critical Damage is very cool. It gives us a new system to worry about during gameplay. But we can also try to get the Armadillo Module to get 50% protection from all Critical!

 

Protection Modules used to be in Paints.

  • Each Paint had specific Modules with it.
  • Some Paints had 1 protection, others had 2, 3, and also 4!
  • Each Paint had different amounts of Protection: 5% protections, 10%, a 15% and a 7%, etc.

I think that this felt very unorganized to the developers as well.

What if a Paint looked so good for us to use, but only had one Protection Module with it? Or it had Protection Modules that we didn't want to use/didn't like?

 

This is why Developers separated every thing with Paints and Protections.

We can equip our favorite Paint, and equip our favorite Modules!!!

Isn't this better?

Not to mention the AP status effect helps with that issue as well.

I think when crusader kits get released (if they ever) I might buy one of them for my main account.

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On 6/19/2021 at 9:04 AM, Yveltal9 said:

Protection ruins the capacity and the skills of turrets and in my opinion

I.... don't get it. But if I do, I do have a mixed opinion to modules as they did saved my tank few time... and me when facing them builds up frustrations (not always though).

On 6/19/2021 at 9:04 AM, Yveltal9 said:

it need a nerf or it need to be deleted and added in paints or increase the chance of critical damage,

Hello what?! Critical damage itself can overpower normal modules now, especially Railgun (its Crit rate + damage is on phat steriod RN). I don't like the idea of giving protection property back to Paints as it is not that flexible in contrast of now.

And plus, I really love my Sakura paint and wanted to be flexible on the modules I use (despite of maining 2 modules most of the time).

On 6/19/2021 at 9:04 AM, Yveltal9 said:

because protection is the main cause of the update of critical damage of turrets.

It was meant to tackle module vs turret issue except.... it did not went well.

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I can accept removing the protection modules from every turret but not removing Shaft protection. Honestly I can play with 0 protections, but I can't play without Shaft module. I don't want to be one-shot killed.

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To be honest, I think module does too annoying sometime. Have you ever get into a game which 4 of the 5 enemies all have at least 40% damage resistance against you? Well, I did. It is simply impossible, literally zero chance, for a player to defeat an enemy who has 50% damage resistance against you in a 1 vs 1 fight, even with the most OP loadout you can get, except AP augments (which is a joke by itself) obviously.

 

The turrets and hulls are supposed to balance when no modules come into play.

 

As for Shafts, they are snipers with

Rainbow Six Fookin Laser Sights - YouTube

literally yelling "hey!! I'm right here. Come and shoot me into the head!!!".  With the only exception of "tanks" which translate to heavy hulls in this game, basically it is a common sense for snipers to one shot kill a target in any shooting games.

 

TL;DR I think it is fair to scale down the damage reduction. Let say from 50% max. to 35%. It simply affects the game too much.

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16 minutes ago, asem.harbi said:

I can accept removing the protection modules from every turret but not removing Shaft protection. Honestly I can play with 0 protections, but I can't play without Shaft module. I don't want to be one-shot killed.

I'm going to be absolutely frank here but I do agree with you,

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the tanki is new event is death match and gold drop and suplies used and overdrive is no and speacial mission is kill 200 firebird,freeze,isida,and,hammer  ans next mission is 150 mines and next mission is 100 overdrives  used event mode ? nice

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8 hours ago, 1faizan said:

the tanki is new event is death match and gold drop and suplies used and overdrive is no and speacial mission is kill 200 firebird,freeze,isida,and,hammer  ans next mission is 150 mines and next mission is 100 overdrives  used event mode ? nice

No one is able to understand you with all those grammatical, syntax and spelling mistakes

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I think the protection modules are fine the way they are.

The only problem I currently see is that some are more popular than the others, for example, Falcon. Falcon is used so much in battles that it has made Railgun pretty weak and unable to use its full power in most battles, unlike other turrets who only get like 20% people who actually use the module against their turret.

If we could find a way to bring balance to what modules are being used in every battles, I think they would be perfectly fine.

The only other problem I have with modules now is the tankcoin pricings.

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25 minutes ago, Emeraldcat345 said:

Falcon is used so much in battles that it has made Railgun pretty weak and unable to use its full power in most battles

Critical damage has changed that. I don't equip Falcon anymore.

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The argument that a lot of people equipping a certain protection makes turret x too weak is nonsense. The logic is all backwards.

People use particular protections a lot because those turrets the most common and dangerous. Lots of people play those turrets for the same reason.

But yes, I'd just remove them all.

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This pretty much explain why modules themselves are way too annoying. Now tell me, how are people suppose to play like this.

Screenshot-2021-06-23-215917.jpg

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