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Double Armor Rework Mechanics


Incorp

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So this idea is to Rework boosted armour mechanics.  Boosted Armor right now decreases damage dealt to your tank.  So how about boosted armour increases armour to your tank? For example defender fully maxed gives you three times the armour you had. So if a wasp have 2145 hp, with defender fully upgraded equipped, the wasp will have 6435 hp. This way you deal full damage, but the defender user still only relieves one third of the damage on his health bar. That way we can finish deal damage missions easier because we are always dealing full damage no matter what. 

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On one hand, it makes sense that a tank with more armour plates just has more HP, rather than making your shots weaker.
But on the other hand it means you won't be able to tell from a distance if someone has DA or Defender equipped. Also, I think it's much more useful to always be able to estimate approximately how much HP the enemy has left by the damage your shots are dealing, thank being able to complete damage missions easier.

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I actually suggested this idea (just with different wording) a few years ago but they immediately declined it at the time lol.

 

Also, they said my idea was unnecessary because it didn't really change much about double armor or something like that.
 

 

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3 minutes ago, Tanker-Arthur said:

I actually suggested this idea (just with different wording) a few years ago but they immediately declined it at the time lol.

 

Also, they said my idea was unnecessary because it didn't really change much about double armor or something like that.
 

 

The Topic is still under the tag "Under Review". We are still discussing about it. ? Well even I feel that this doesn't change anything. Being a booster user, "deal x damage" is a piece of cake especially using Wasp. (Nuke damage is pretty good.)

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15 hours ago, Incorp said:

Eh I thought health pack always repairs to full health ?

Nah, that's not how it works, sadly. The actual working is noticeable for a tank like the Juggernaut (because it has a lot of HP). 1000 hit points are instantly restored, but the 3000 hit points that follow are restored in short bursts within 3 seconds. So, you'll rarely find Juggernauts gaining full health when they collect a Repair Kit, unless they have recieved very less damage.

Most importantly, "any damage recieved during the repairing process will stop the effect."

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