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Patch Update #679 - Released 18th February 2022


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7 minutes ago, Abellia said:

Yeah see that only goes as far as whether it's actually possible to upgrade multiple combos on one f2p account in progression. It is...not. And even at endgame, you don't get to because of ✨status and immunity✨ which are locked behind "your chances are better" containers and "1% chance for legendary" containers. 

Casual players have to dedicate their entire account to one combo, otherwise they get hilariously outmatched gearwise. Removing swaps benefits them relative to people with multiple combos, it doesn't hurt them. This is an economic problem, not a midmatch one.

I never bought and I always ran multiple combos, even with my second account that I was advancing with when they instituted the exp boost.

The problem is rapid progression - the ridiculous exp boost, and the goofy rank spreads in MM.

No one is suggesting being able to swap every 4 minutes - which is what you alude to. Being able to swap a couple times per battles does not give buyers much more of an advantage than they already have coming into the battle.  They are more than likely sticking with their OP flavour-of-the-month they started with.  Whatever hull augment they switch to leaves them vulnerable to the augment they just discarded, plus all the others NOT equipped.

As for groups and "co-ordinating" - as I already mentioned - that is a completely separate issue.

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1 hour ago, Abellia said:

Your group can coordinatedly swap to try to bait all the random players on the enemy team to swap to the same immunity, leaving them vulnerable to your other three teammates.

What you are saying is a very "rare" occurrence and only performed by really switched on groups/clans.

 

1 hour ago, Abellia said:

Casual players have to dedicate their entire account to one combo, otherwise they get hilariously outmatched gearwise.

This I agree with (mostly) I have a account, WO1 maxed out MK6 titan with maxed out rico MK3 and I do well with it against my own ranks, maybe 2/3 above.

Were I fail is not having anything else to fall back on when I come up against the higher ranks. Not having at least 2 hulls and 2/3 turrets makes it hard to compete at times.

22 hours ago, wolverine848 said:

Casual tankers would not get to experience different combos unless they run multiple accounts simultaneously.

Agree with using different combos. This is a definite "must do" in order to compete at the higher ranks, especially endgame battles.

Using multiple accounts imo is not worth it, not unless you are patience and upgrade steadily at each rank to avoid getting wiped out.

18 hours ago, wolverine848 said:

And with criticals and status effects modules are not nearly as effective as they used to be.

Totally agree. Protection modules are not very good on there own due to all the crits, emp nonsense we now have.

1 hour ago, wolverine848 said:

The problem is rapid progression - the ridiculous exp boost, and the goofy rank spreads in MM

XP boost is the biggest factor in so many high ranked players having a very, very poor G/S.

1 hour ago, Abellia said:

This is an economic problem, not a midmatch one.

Agree, along with all the "other problems" the developers introduce into the game.

Here is a novel idea. How about switch times revert back to 2 mins but increase the higher the rank you are.

Example: Recruit to WO1 - 2 mins.

WO2 to W05 - 3 mins.

3RD lieutenant to captain - 3 1/2 mins.

Major to colonel - 4 mins.

Brigadier to marshal - 4 1/2 mins.

Field marshal to gizmo - 5 mins.

Legend - 6 mins.

This would be fair imo regarding combo switches.   

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14 minutes ago, YANUKFIN said:

What you are saying is a very "rare" occurrence and only performed by really switched on groups/clans.

It happens whenever there is a good group fighting a full team of randoms. Every. Single. Time. I don't know if you just aren't fighting them, but it's not fun to join a match, see a quad single EMP setup group, see 6 of my 7 teammates swap to EMP immunity, and then watch the entirety of the enemy group swap to a diverse status spread. 

It's stupid and the fact that it's possible should have it removed, regardless of how rare the occurrence is. It's better to pre-emptively remove ways to abuse the system than to just let it fester in the game until someone notices and makes full use of it.

Edited by Abellia

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16 minutes ago, YANUKFIN said:

Agree, along with all the "other problems" the developers introduce into the game.

Here is a novel idea. How about switch times revert back to 2 mins but increase the higher the rank you are.

Example: Recruit to WO1 - 2 mins.

WO2 to W05 - 3 mins.

3RD lieutenant to captain - 3 1/2 mins.

Major to colonel - 4 mins.

Brigadier to marshal - 4 1/2 mins.

Field marshal to gizmo - 5 mins.

Legend - 6 mins.

This would be fair imo regarding combo switches.   

How does this fix anything? Having higher swap times hurts more the higher up you go because then the more valuable coordinating gets, and simultaneously the more coordinating players in groups you will be fighting. 

Stop trying to fix a broken system. If you want to fix it, get rid of statuses and immunities first. THEN we can talk. Otherwise the ability to swap is going to be ruined by the combo of power imbalances making you need a diverse garage and economic crisis making acquiring said diverse garage impossible for F2P or casual players.

It's a REALLY STUPID SYSTEM.

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1 minute ago, Abellia said:

It happens whenever there is a good group fighting a full team of randoms. Every. Single. Time.

I do not doubt that it happens, but as you have just said "good group". Only at legend rank will you see this (mostly) but I still maintain from my experience that it does not happen often, that is because hardcore endgame players usually rely on their maxed out combo to dominate from start to finish without the need to coordinate, on this point I disagree with you. 

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6 hours ago, wolverine848 said:

The problem is rapid progression - the ridiculous exp boost, and the goofy rank spreads in MM.

So you're acknowledging that there is an economic problem...

 

6 hours ago, wolverine848 said:

I never bought and I always ran multiple combos, even with my second account that I was advancing with when they instituted the exp boost.

...and that the solution to it is to not play the game.

This is not healthy.

 

6 hours ago, wolverine848 said:

No one is suggesting being able to swap every 4 minutes - which is what you alude to. Being able to swap a couple times per battles does not give buyers much more of an advantage than they already have coming into the battle.  They are more than likely sticking with their OP flavour-of-the-month they started with.  Whatever hull augment they switch to leaves them vulnerable to the augment they just discarded, plus all the others NOT equipped.

No, I don't really care about how long the timer is, my problem is that people can swap at all. Having it be shorter makes things worse, but being able to swap at all is...bad enough, to say the least.

As for them sticking with their OP flavour-of-the-month - no?? In MM, it is quite common to see people swap their augments whenever someone pulls immunity.

This does give buyers a huge advantage - say you only have AP Immunity for your hull, and someone enters with AP Hammer. When there are no swaps, great! You're just fighting a normal hammer with a -10% reload buff. When there are swaps? The hammer player decides "You don't get to play the game, that's what you get for pulling out immunity against me :^)" and pulls out Stun Striker.

You haven't forgotten that hull augments are locked behind either a) paywall or b) rng, have you? Same with status augments. Swapping is fundamentally flawed.

 

>argue to make changes that will benefit the majority of players
>said majority of players disagree

you people are going to start saying exp boosts should be increased so low rankers can get more containers for more status augment next

 

6 hours ago, wolverine848 said:

As for groups and "co-ordinating" - as I already mentioned - that is a completely separate issue.

But it is caused by the ability to swap, so...it is the same issue?

Edited by Abellia
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4 hours ago, Abellia said:

Stop trying to fix a broken system

Perish the thought.

 

4 hours ago, Abellia said:

get rid of statuses and immunities first

Totally agree.

 

4 hours ago, Abellia said:

How does this fix anything? Having higher swap times hurts more the higher up you go

Nope. Having XP boost is what "hurts" the most.

Lets agree that the developers have "RUINED" the game beyond repair and that unfortunately it will only get worse, until for normal players it becomes unplayable altogether in any meaningful way. 

I understand your frustration, which is why I play the way I do now, with no regard to anyone but myself in battle.

I do my best to be a team player, but if doing so leaves me open to getting wiped out, not gonna happen.

Nice one devs, keep up the outstanding good work.

 

4 hours ago, Abellia said:

you people are going to start saying exp boosts should be increased so low rankers can get more containers for more status augment next i swear to god

I think you will find that myself and @wolverine848 are dead set against XP boost, have been since like forever.

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14 hours ago, Abellia said:

You haven't forgotten that hull augments are locked behind either a) paywall or b) rng, have you? Same with status augments. Swapping is fundamentally flawed.

THEY DONT EVEN BOTHER TO SWAP.

Their OP items are good enough that they won't bother wasting time in the garage during a battle.

But all this moot - for me anyway.

If you're gonna edit my post at least learn how to edit so it doesn't change the meaning.

I'm done with this game.  There no politics.  You could have left that sentence.

Edited by wolverine848
Refrain from talking about politics.
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4 hours ago, Abellia said:

Casual players have to dedicate their entire account to one combo, otherwise they get hilariously outmatched gearwise. Removing swaps benefits them relative to people with multiple combos, it doesn't hurt them. This is an economic problem, not a midmatch one.

I upgraded my Viking from Mk1 to Mk7 because I get Heat Immunity, and upgraded my Titan from Mk1 because I get AP Immunity, and upgraded Hunter because I get EMP Immunity.  Those hulls I wasn't intending to upgrade them, but the immunities forced me to use them.  So even who use a single combo, will be forced to use a few others because of the container random immunity distribution for hulls.  =  will be a new one of who use multiple combos.  ➕ Don't forget, items are getting buffed - nerfed alot, the smart one is who follow all the changes as fast as possible.

Edited by asem.harbi

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Let’s be honest, if you want a more balanced game then you shouldn’t be able to change equipment during a battle. I may not like the idea that much but I can’t deny that not having equipment changes is the “lesser of two evils”, so to speak.

The only games I can think of that allow changing equipment during a PvP match are MOBAs, where everyone is basically equal in terms of stats and overall power, and TO is certainly not a MOBA.

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29 minutes ago, LambSauce said:

Let’s be honest, if you want a more balanced game then you shouldn’t be able to change equipment during a battle. I may not like the idea that much but I can’t deny that not having equipment changes is the “lesser of two evils”, so to speak.

I think only 1 equipment change should be allowed per battle, it's not about the overpowered but the basic gameplay, I can look over the enemy players and decide to take the turret which has less or no protections, sometime forgot to change my hull in previous match, (Example - previous was a big map, so I took wasp, but now I want to defend and take titan).
Also, the case where enemy has any status augment of which I have protection against, so I can equip my respective hull immunity for it. 
And there can be many more cases, no equipment change would make situations tough (again, not in terms of "advanced spawn-killing buyer gameplay" but basic one) and frequent equipment change will lead to chaos and is not that beneficial for MM based on previous experiences.

39 minutes ago, LambSauce said:

The only games I can think of that allow changing equipment during a PvP match are MOBAs, where everyone is basically equal in terms of stats and overall power,

Somewhat yes, the concept of GS eliminates this equal stat possibility in a general MM.

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37 minutes ago, LambSauce said:

Let’s be honest, if you want a more balanced game then you shouldn’t be able to change equipment during a battle. I may not like the idea that much but I can’t deny that not having equipment changes is the “lesser of two evils”, so to speak.

The only games I can think of that allow changing equipment during a PvP match are MOBAs, where everyone is basically equal in terms of stats and overall power, and TO is certainly not a MOBA.

Have to disagree. What is the point of all these combos if you can't change during a battle to be more competitive, if that were the case you may as well just upgrade your fav combo from the beginning and save millions of crystals in the process. 

Maxed out legends will rarely change due to the fact they are already powerful going into any battle. They may change a protection or two but I doubt a whole combo change would take place, not unless they were facing like for like in power/G/S from a enemy player getting the better of them.

TO is now only a heavy buyer friendly game which is dominated by those players who BUY the OP flavour of the month, every month. 

 

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32 minutes ago, YANUKFIN said:

Maxed out legends will rarely change due to the fact they are already powerful going into any battle.

Maxed out players/heavy buyers can change to whichever immunity/status augment they desire.

Most F2P players will have just one or two immunities, and perhaps just a couple legendary augments. So they will already be using their strongest equipment upon entering the battle.

Moreover the F2P are basically powerless against whatever status augments the heavy buyers feel like using in that battle.

So I think if equipment changing is disabled some RNG will be thrown into the mix and the buyers will no longer be able to protect themselves as effectively against the buyers on the enemy team. But the F2P are already suffering at the expense of everyone else and I don’t think it will hurt them nearly as much.

32 minutes ago, YANUKFIN said:

What is the point of all these combos if you can't change during a battle to be more competitive

Well we already have players leaving battles when they feel like it and for the slightest change in certainty that their team will win. So if not being able to use a certain combo is that consequential to them then those players are welcome to leave the battle and find a different one (which they are already routinely doing anyway for different reasons).

Edited by LambSauce
Grammar

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The way equipment change is going, I have a feeling that devs will try to link it with premium, i.e premium reduces time for equipment change to 5-6min or so.

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38 minutes ago, tank7 said:

The way equipment change is going, I have a feeling that devs will try to link it with premium, i.e premium reduces time for equipment change to 5-6min or so.

That would be bad
I think there is some other explanation for this constant increased time. Hope they address it in the upcoming V-Log.

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1 hour ago, NikmanGT said:

That would be bad
I think there is some other explanation for this constant increased time. Hope they address it in the upcoming V-Log.

They should give a reason before any changes they make, but they rarely do.

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1 hour ago, YANUKFIN said:

They should give a reason before any changes they make

Could be some information and stats that they are collecting or maybe preparing for something, be ready to find out 

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16 hours ago, wolverine848 said:

I'm done with this game. 

Yep, this game really took a nosedive when they decided to add drones, overdrives, status effects, and critical damage.

And then the devs have the audacity to claim that they care about their players.

If they really cared about their players they would not have added those gimmicks or done many other terrible updates.

Every update they put in just seems to be more damning evidence that they only care about making profits.

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5 hours ago, tank7 said:

The way equipment change is going, I have a feeling that devs will try to link it with premium, i.e premium reduces time for equipment change to 5-6min or so.

i really hate to say it but i should worry! the battle list will already have effect let's hope (at least) this change won't come

3 hours ago, YANUKFIN said:

They should give a reason before any changes they make, but they rarely do.

sometimes they give reason too early, sometimes in time, and often when it's TOO late ?‍♂️

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2 hours ago, BruhBruhThingThing said:

Every update they put in just seems to be more damning evidence that they only care about making profits.

You wonder whether they're trying to get rich or whether there's a desperate struggle to sustain the thing at all. The ruthlessness with which update after update attempts to push players out of F2P would lead  one to suspect the latter. If that was the case, and if it was communicated to the player community, I think I could live with that, because then at least I'd have some understanding of the underlying motives.

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3 hours ago, fghjkl54 said:

sometimes they give reason too early, sometimes in time, and often when it's TOO late ?‍♂️

Honestly I hope they don't give reasons for their updates, because most of their reasoning are just laughable and irritating. 

2 hours ago, SpastelrutherKatzen said:

You wonder whether they're trying to get rich or whether there's a desperate struggle to sustain the thing at all. The ruthlessness with which update after update attempts to push players out of F2P would lead  one to suspect the latter. If that was the case, and if it was communicated to the player community, I think I could live with that, because then at least I'd have some understanding of the underlying motives.

Some bad updates is palatable, and not a big of problem as changing is always interesting. But their lengthen for the OP broken combos like Hopper-Crisis for long months is exceeding the level of laughing or discussing. Hopper-Crisis was here without a touch for more than a year, it no longer considered as a change for making the game alive and always-changing, but just irritating. EMP Gauss is also an example (which still haven't get the appropriate nerf), many OP augments get nerfed, but developers still sticked to this augment.

Edited by asem.harbi

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I don't really have time for long drawn-out discussions right now, but I see some players here talking about how if we removed equipment changing it would be good for the game. Total madness I'm afraid, that would be simply disastrous. I can understand the logic behind limited equipment cooldowns (personally I think a 5 minute change time would be ideal), but a 10-minute change cooldown or even a maximum of 1 change per battle is the absolute limit as to how far it should go. Equipment changing certainly has its flaws, but removing it would cause several very important aspects of the game to break down, and numerous other big problems. It would not be good for anyone, be they free players, light buyers or heavy, despite what some here have claimed - because it would simply ruin the dynamics of the game.

We don't even have to theorise about this, because in fact we have had special DM modes with the garage turned off - and we got a chance to see what it would be like. Having no equipment changes is fine for limited-time, special modes - it is always nice to have something different, and to play the game with different rules for a special event. But there were clear issues with this rule, and while it is fine for temporary events, putting it in permanently to all battles in Matchmaking would be a huge mistake. Allow me to explain why removing equipment changing would be awful:

1) You would end up having to quit many more battles, since you joined with no counter to enemy players.

Having to leave battles is very annoying, and a huge waste of time. We have to wait quite a long time in the queue, then for the battle to load - I don't want to do that and then have to leave a battle, only to repeat the process again. This is NOT fun. Every step should be made to prevent players from having to leave battles, and to make each battle as playable as possible - this change would be the opposite of that. If you have the wrong equipment to counter the enemy team, rather than changing it, your only option would be pretty much to leave and find another battle. How are you going to deal with an enemy team with EMP Gauss & Smoky if you have AP immunity equipped? Stun Striker and Stun Rail with no stun immunity? AP Freeze with no AP Immunity? Or even, if you have the wrong modules? It would be painful and unplayable.

Now, I know that many forum users already say that they leave battles regularly as it is. As a free player, I must say that I don't. Even if my team is losing, right now I am generally able to stay and make the most of nearly every battle I enter (and I am a free player by the way), even if your team is losing you can for instance make good progress on "finish battles" missions, or you may still be able to get a reasonable score. I hate being forced to leave battles, and I generally get away without doing it much right now. But with this change, things would be very different. For the special DM modes that had equipment changes turned off, if I had the wrong equipment I WAS forced to leave the battle, or it would be unplayable. I don't want to see this in regular MM, for every game.

2) The module system would break down.

Modules are a crucial aspect of Legend battles, if you have the wrong modules against the best players on the enemy team you tend to get wrecked, rather fast. For modules to actually be useful, you need to be able to change them based on what the enemy team is using.

If you can't change modules, certain modules would become almost useless. As we are not psychic to know what combos our enemies will be using before the battle, you would simply have to equip modules for every game which would be the best "on average". For instance, right now someone might equip Freeze/Smoky/Vulcan/Striker protection every game. With no equipment change, what would be the point in owning Ricochet/Thunder/Magnum protection? Why would you go into battle with any off-meta protection? You wouldn't - certain protections would become useless. On the other hand, if opponents had turrets which you were not protected against, the battle would be unplayable. This simply wouldn't work at all, and would destroy the module system.

3) The hull augment system would break down.

This would potentially be even worse. If the enemy team has players with EMP/AP/Stun augments, or even some of the other status effects too - in order to have a chance you need to equip the right hull augments. If you can't, the game can be nearly unplayable. As I said earlier, if you entered a match and the enemy team has a ton of augments of a cetain status effect, and you have the wrong immunity, you would simply have to leave - instead of being able to change hull augment like we can now. This would be ridiculously bad.

4) There would be less point in building up a diverse garage, and hence less of a sense of "progression".

As @DaringDeer points out, what would be the point of building up a strong, diverse garage if we don't have equipment changes? You might as well just use one or two strong turret/augment combos and you wouldn't really need anything else, and as I said earlier - you wouldn't need certain protection modules or hull augments. That would really be rather stupid.

5)Quick battle would no be viable, at all.

You need to change combo based on map and mode, and indeed sometimes based on what the enemy team is using. With quick battle, you don't know what mode or map you will be placed in. Titan Isida with support nanobots and Defender drone may work on Cross Siege, but what about for Berlin CTF? Etc. This would not work at all.

DISCLAIMER: Now, for many of my points you will see that I am assuming players have a wide range of modules, and of hull augments. It is true that these can be hard to acquire, but even as a free player you can get them over time (made much easier if you have the time to complete challenge silver tiers for the 100 tankoins). You can get these augments via battle passes, or via luck, and if you are able to play regularly you should be able to get a hull augment to protect against every status effect eventually even as a free player in maybe 1 year, or 3/6 months if you are lucky. I know as I have done it myself as a free player. So yes it is painful before you get those hull augments, but it helps a lot vs status effects when you do. Ditto for modules - it takes a while to get a good set of modules, but you will get there eventually.

However, if you take away equipment changing then status effects are going to be much more a problem for everyone - not if you get "lucky" and just happen to have the right hull augment equipped, but it will be a problem in that if you have the wrong one you will simply have to quit the match. This will be very annoying.

Also, it is true that some players will change turret/augment/hull augment to counter what you or your team are using, and they may even do that after you have made the change, to "counter your counter". But the fact is, they have more players to worry about on your team than just you. So they will be making changes based on other players on your team, and also the entire enemy team will be very unlikely to change their equipment at the same time. So the fact is, by being able to chose your modules/hull augment you get a much better chance to be protected against the enemy team than if this option was removed. I know, because I change modules and hull augments pretty much every battle, and it isn't perfect but it works to some extent. Having co-ordinated enemy teams who all change augments together is VERY rare, and if you met such teams as a solo player - you are probably going to lose anyway.

So this is my reasoning behind why I think removing equipment changes would be awful, for all players. The most that can be done would be limiting changes to a maximum of once per battle, but any more than that would be very bad indeed. Those players that are speaking positively about the removal of equipment changing, would very soon regret it I think once if it was actually implemented, and they were forced to deal with the downsides first-hand.

Edited by DestrotankAI9
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13 minutes ago, DestrotankAI9 said:

I don't really have time for long drawn-out discussions right now, but I see some players here talking about how if we removed equipment changing it would be good for the game. Total madness I'm afraid, that would be simply disastrous. I can understand the logic behind limited equipment cooldowns (personally I think a 5 minute change time would be ideal), but a 10-minute change cooldown or even a maximum of 1 change per battle is the absolute limit as to how far it should go. Equipment changing certainly has its flaws, but removing it would cause several very important aspects of the game to break down, and numerous other big problems. It would not be good for anyone, be they free players, light buyers or heavy, despite what some here have claimed - because it would simply ruin the dynamics of the game.

We don't even have to theorise about this, because in fact we have had special DM modes with the garage turned off - and we got a chance to see what it would be like. Having no equipment changes is fine for limited-time, special modes - it is always nice to have something different, and to play the game with different rules for a special event. But there were clear issues with this rule, and while it is fine for temporary events, putting it in permanently to all battles in Matchmaking would be a huge mistake. Allow me to explain why removing equipment changing would be awful:

1) You would end up having to quit many more battles, since you joined with no counter to enemy players.

Having to leave battles is very annoying, and a huge waste of time. We have to wait quite a long time in the queue, then for the battle to load - I don't want to do that and then have to leave a battle, only to repeat the process again. This is NOT fun. Every step should be made to prevent players from having to leave battles, and to make each battle as playable as possible - this change would be the opposite of that. If you have the wrong equipment to counter the enemy team, rather than changing it, your only option would be pretty much to leave and find another battle. How are you going to deal with an enemy team with EMP Gauss & Smoky if you have AP immunity equipped? Stun Striker and Stun Rail with no stun immunity? AP Freeze with no AP Immunity? Or even, if you have the wrong modules? It would be painful and unplayable.

Now, I know that many forum users already say that they leave battles regularly as it is. As a free player, I must say that I don't. Even if my team is losing, right now I am generally able to stay and make the most of nearly every battle I enter (and I am a free player by the way), even if your team is losing you can for instance make good progress on "finish battles" missions, or you may still be able to get a reasonable score. I hate being forced to leave battles, and I generally get away without doing it much right now. But with this change, things would be very different. For the special DM modes that had equipment changes turned off, if I had the wrong equipment I WAS forced to leave the battle, or it would be unplayable. I don't want to see this in regular MM, for every game.

2) The module system would break down.

Modules are a crucial aspect of Legend battles, if you have the wrong modules against the best players on the enemy team you tend to get wrecked, rather fast. For modules to actually be useful, you need to be able to change them based on what the enemy team is using.

If you can't change modules, certain modules would become almost useless. As we are not psychic to know what combos our enemies will be using before the battle, you would simply have to equip modules for every game which would be the best "on average". For instance, right now someone might equip Freeze/Smoky/Vulcan/Striker protection every game. With no equipment change, what would be the point in owning Ricochet/Thunder/Magnum protection? Why would you go into battle with any off-meta protection? You wouldn't - certain protections would become useless. On the other hand, if opponents had turrets which you were not protected against, the battle would be unplayable. This simply wouldn't work at all, and would destroy the module system.

3) The hull augment system would break down.

This would potentially be even worse. If the enemy team has players with EMP/AP/Stun augments, or even some of the other status effects too - in order to have a chance you need to equip the right hull augments. If you can't, the game can be nearly unplayable. As I said earlier, if you entered a match and the enemy team has a ton of augments of a cetain status effect, and you have the wrong immunity, you would simply have to leave - instead of being able to change hull augment like we can now. This would be ridiculously bad.

4) There would be less point in building up a diverse garage, and hence less of a sense of "progression".

As @DaringDeer points out, what would be the point of building up a strong, diverse garage if we don't have equipment changes? You might as well just use one or two strong turret/augment combos and you wouldn't really need anything else, and as I said earlier - you wouldn't need certain protection modules or hull augments. That would really be rather stupid.

5)Quick battle would no be viable, at all.

You need to change combo based on map and mode, and indeed sometimes based on what the enemy team is using. With quick battle, you don't know what mode or map you will be placed in. Titan Isida with support nanobots and Defender drone may work on Cross Siege, but what about for Berlin CTF? Etc. This would not work at all.

DISCLAIMER: Now, for many of my points you will see that I am assuming players have a wide range of modules, and of hull augments. It is true that these can be hard to acquire, but even as a free player you can get them over time (made much easier if you have the time to complete challenge silver tiers for the 100 tankoins). You can get these augments via battle passes, or via luck, and if you are able to play regularly you should be able to get a hull augment to protect against every status effect eventually even as a free player in maybe 1 year, or 3/6 months if you are lucky. I know as I have done it myself as a free player. So yes it is painful before you get those hull augments, but it helps a lot vs status effects when you do. Ditto for modules - it takes a while to get a good set of modules, but you will get there eventually.

However, if you take away equipment changing then status effects are going to be much more a problem for everyone - not if you get "lucky" and just happen to have the right hull augment equipped, but it will be a problem in that if you have the wrong one you will simply have to quit the match. This will be very annoying.

Also, it is true that some players will change turret/augment/hull augment to counter what you or your team are using, and they may even do that after you have made the change, to "counter your counter". But the fact is, they have more players to worry about on your team than just you. So they will be making changes based on other players on your team, and also the entire enemy team will be very unlikely to change their equipment at the same time. So the fact is, by being able to chose your modules/hull augment you get a much better chance to be protected against the enemy team than if this option was removed. I know, because I change modules and hull augments pretty much every battle, and it isn't perfect but it works to some extent. Having co-ordinated enemy teams who all change augments together is VERY rare, and if you met such teams as a solo player - you are probably going to lose anyway.

So this is my reasoning behind why I think removing equipment changes would be awful, for all players. The most that can be done would be limiting changes to a maximum of once per battle, but any more than that would be very bad indeed. Those players that are speaking positively about the removal of equipment changing, would very soon regret it I think once if it was actually implemented, and they were forced to deal with the downsides first-hand.

Wow i never seen such a long comment on the forum, how long did you write it?

  • Haha 2

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