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Is maxed Armadillo really worth a slot of protection?


numericable
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Do you guys think that a maxed Armadillo protection module really worth a spot ONLY on small battle: 6v6 to 8v8?

For example, in a 6v6 battle, there are 2 shafts, 2 firebird, a railgun and a freeze, should i protect from shaft fire and rail along with armadillo or protect against all of them?

Another example with turrets that dont rely on critical hits: 2 players are using magnum, 2 players are using shaft, 1 is using firebird and another one is using twins. I think in this case it is better to protect from all of them instead of using armadillo.

It is hard to evaluate armadillo efficiency compared to another protection module slot for a turret in small battle formats but one thing is sure, i do the same performance in battles, when i had 3 protection module slots for turrets. (I think)

Also, boris4311 the 100M exp player barely play with his armadillo.

It might be worth it in big battle, but im not sure tho.

Also in DM mode where everyone use striker freeze tesla hammer, should i protect from those 4 turrets or from 3 of them along with armadillo. Give me your opinion!

Edited by numericable
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Without going deep in to the numbers, I'd just like to point out the case of railgun. Its crit chance is 50%, so basically you get a better protection from railgun by using armadillo then the railgun module itself. + Protection against crits of the other turrets.

That pretty much seals the deal for me. 

Sure there may be situations where it isn't so beneficial, but generally I think it is very helpful.

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Most of players (including me) don't change their combos especially protections, so asking about Armadillo definitely it worth the place, and when you have a set of three most common turrets + armadillo, you mostly don't need to change anything in whatever battle. Except if you're ready to tire yourself by changing protections every battle, which I doubt if it's even will be better than armadillo.

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1 hour ago, numericable said:

Do you guys think that a maxed Armadillo protection module really worth a spot ONLY on small battle: 6v6 to 8v8?

For example, in a 6v6 battle, there are 2 shafts, 2 firebird, a railgun and a freeze, should i protect from shaft fire and rail along with armadillo or protect against all of them? It is hard to evaluate armadillo efficiency compared to another protection module slot for a turret but one thing is sure, i do the same performance in battles, when i had 3 protection module slots for turrets.

Also, boris4311 the 100M exp player barely play with his armadillo.

It might be worth it in big battle, but im not sure tho.

Also in DM mode where everyone use striker freeze tesla hammer, should i protect from those 4 turrets or from 3 of them along with armadillo. Give me your opinion!

As an owner of the module... Yes it is worth maxing however, you are slightly more vulnerable to turrets with higher fire rate and DPS especially if the user is using status augments on those types of turrets. Another counter to armadillo is using augments that don't give critical damage and pair it with booster or crisis to render their ability to defend against you. But overall, it is the best module to use when going against opponents that are using a long ranged class, medium ranged class, and short range class that are using lower fire rate weapons. 

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19 minutes ago, wolverine848 said:

Every turret has critical hits, including mines.

How can you go wrong by equipping Armadillo?

The distribution of normal hits and critical hits is skewed heavily towards normal hits for every turret except Railgun. You won't be getting as much value out of it as having the module against the respective turrets. It's the same way you complain about Falcon being unusable with Railgun's 50% critical hit rate. Hence he asks the question. 

 

1 minute ago, MysticBlood said:

Another counter to armadillo is using augments that don't give critical damage and pair it with booster or crisis to render their ability to defend against you. 

Too bad that every augment that removes critical hits have less damage over time than those that do, or are just not worth using at all (Round Stabilisation, Sledgehammer Rounds).

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5 minutes ago, TheCongoSpider said:

Too bad that every augment that removes critical hits have less damage over time than those that do, or are just not worth using at all (Round Stabilisation, Sledgehammer Rounds).

Thats why I mentioned those drones to make it more decent. Also don't forget that vampire nanobots too were given not too long ago in the BP. Vampire nanobots does not do crit damage either.  

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6 minutes ago, TheCongoSpider said:

The distribution of normal hits and critical hits is skewed heavily towards normal hits for every turret except Railgun. You won't be getting as much value out of it as having the module against the respective turrets. It's the same way you complain about Falcon being unusable with Railgun's 50% critical hit rate. Hence he asks the question. 

Would make a significant difference vs any turret that has bonus damage and also negates Supercharge.

Much better than you "suggest".

If I had it I'd equip 24/7 - would be the ONE module I'd never change.

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i would use it only if strictly necessary, for example back when freeze/hammer were extremely overpower due to crits update, Armadillo was a must, now the turrets that deal most crit are rail and striker so if there's too many in a battle i'd just equip it and sacrefice a slot.

All turrets have crits, but crits damage get reduced with DA/Defender/Crisis, and since some of the turrets have weaker crits, you won't feel their damage as much as a Striker for example (oneshots you if enemy is using maxed booster, leaves you low hp with normal DD from a maxed out drone)

Edited by JustBlackWolf
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Worth a slot? Yes. Worth spending this many crystal to upgrade it to max (remember it is hell A LOT more expensive than other modules)? Properly not.

Edited by Warpriest
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When critical damage was released, I was on the verge of quitting completely.  Critical damage is the reason I have stopped play on my alts entirely.  The variability of damage received makes attacking very difficult.  Since I got armadillo, I have never taken it off and not really had the inclination to either.

The example scenario is close to best case of when you may want to not use it, but as frederik123456 said, you would be better using Armadillo than Rail protection and then cover shaft, fire, and freeze with modules.  Plus in the world where you can only change once in battle, if the opponent changes turret, Armadillo still gives you some protection.

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Armadillo would have not been useful before, but now major turrets and rail the foremost, depend on their critical damage and have high critical chance, thus armadillo is of high importance.

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Depends on the kind of turrets the enemy has, but generally Armadillo is very powerful:

  • Up to 50% protection against half of Railgun shots
  • Up to 50% protection against powerful double damage crits from Striker, Freeze, Firebird, Vulcan, Gauss, Mines
  • Up to 50% protection from 7-25% of all shots

It may not have been useful back when it was first added, but with crits playing a larger role in gameplay with every balance update, Armadillo is gradually going from a gimmick to an essential piece of equipment.

I just hate the fact that devs added the 4th augment slot, but instead of giving more freedom for protection combos, the slot is basically required for Armadillo.

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19 hours ago, numericable said:

For example, in a 6v6 battle, there are 2 shafts, 2 firebird, a railgun and a freeze, should i protect from shaft fire and rail along with armadillo or protect against all of them

Since i gained armadillo, i never unequiped it, but sometimes, i feel like i shoild unequip it.

The example i proposed was maybe bad because i have put weapons which has alot of critical damages based to kill the ennemies such as freeze and railgun. I will make another example and add it to the post:

2 players are using magnum, 2 players are using shaft, 1 is using firebird and another one is using twins. 

My opinion is that armadillo doesn't deserve a protection module slot in such a case.

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2 hours ago, numericable said:

2 players are using magnum, 2 players are using shaft, 1 is using firebird and another one is using twins. 

My opinion is that armadillo doesn't deserve a protection module slot in such a case.

That makes it a closer decision for sure.  Personally I would probably stick with Armadillo and skip firebird or twins based off of which one is weaker or more avoidable.

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I believe there are situations where it is better to use a different module instead of armadillo, but they are so sparse and far between that I wouldn´t even bother pondering that decision.

And by the way, I don´t have armadillo, so that makes the decision even easier for me I guess ?.

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18 hours ago, DaringDeer said:

The variability of damage received makes attacking very difficult. 

So how did you deal with every turret having variable damage in every single shot prior to the critical update?

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On 3/21/2022 at 10:20 PM, DaringDeer said:

Plus in the world where you can only change once in battle, if the opponent changes turret, Armadillo still gives you some protection.

My thoughts exactly.

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19 hours ago, Maf said:

So how did you deal with every turret having variable damage in every single shot prior to the critical update?

The range of min/max damage before critical damage was added and after (without Armadillo) are worlds apart when you take into account critical damage multipliers and ignoring of protection modules.

 

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2 minutes ago, fghjkl54 said:

i think it's handful especially after the combo change will be 1 time only per battle 

 

It pretty much is already, as if you change in the beginning, it is not even worth changing again for the last few minutes of the battle.

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16 minutes ago, frederik123456 said:

It pretty much is already, as if you change in the beginning, it is not even worth changing again for the last few minutes of the battle.

but still worth equip it anyway

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On 3/22/2022 at 4:13 AM, asem.harbi said:

Most of players (including me) don't change their combos especially protections

It’s just you.

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On 3/24/2022 at 5:43 AM, Cor7y said:

It’s just you.

Wrong, you see players in the battles rarely someone change their combo. And for protections it's way lesser, it's very rare for me to see someone change their protection to the turret I use, even in the battles where I'm the first one.

Edited by asem.harbi
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