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Some AP status effects should be immune to RK


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With the fairly recent implementation of the repair kit update, ap status augments for turrets like hammer, magnum, railgun, shaft etc. are now useless since it defeats the purpose for ap immunity. Therefore, I suggest that these specific ap augments are unaffected by the repair kit. However, this would not apply to turrets like twins, freeze and firebird that can apply it continously and hence, can be mitigated by the repair kit. 

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Under review  Declined

I don't think AP is useless now. If you apply AP to them and they use RK, it means they no longer have RK readily available, so you or your teammate will have an easier time killing them. Same applies to all other effects, where you could label them as "useless" because the effect can be immediately removed by using RK.

The only exception is EMP, which removes supplies and disables the ability to use RK for the duration of the effect, which is why I think that RK should be probably be exempt from the effect of EMP to make EMP-inducing augments on par with the other effects.

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I have to disagree with you on this one. The repair kit update improved the situation with the augments you mentioned above. The status effect can always be applied again after 10 seconds or so. The only situation in which the effect would be useless is when you apply it with an overdrive and then your opponent uses a repair kit.

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Turrets like Hammer deal much disadvantage with this update because the AP is at every last shot, hence it takes time to apply it again, but not with the case of turrets like freeze, fire etc. which apply AP at every tick.

And it's not just one turret, every augment set contains a single AP unit it, and you get AP from the hornet OD's.

Even if you dealt with your enemy on 1v1 basis, there is no guarantee that other players cant induce that effect on you just after you used Rk.

I am highly against this, this update made dealing with these status effects to a large extent, introducing exceptions would ruin the point.

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3 hours ago, Maf said:

Under review

I don't think AP is useless now. If you apply AP to them and they use RK, it means they no longer have RK readily available, so you or your teammate will have an easier time killing them. Same applies to all other effects, where you could label them as "useless" because the effect can be immediately removed by using RK.

The only exception is EMP, which removes supplies and disables the ability to use RK for the duration of the effect, which is why I think that RK should be probably be exempt from the effect of EMP to make EMP-inducing augments on par with the other effects.

Yes it can easily be removed. So then what is the purpose of immunities? I used these specific examples because you have fulfill a criteria to apply the status (eg. last clip of Hammer, sniping mode in Shaft) followed by a long reload, only for it to be removed by a repair kit. How does that make sense when you look at Twins, Freeze and Firebird that can apply it continuously, provided I don't have a specific immunity? I'm just trying to find a balance.

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I agree with David. It's absolutely unfair that the long range turrets, as well as the ones that have AP behind a condition (last shot in the clip for Hammer) are powerless against RK whereas Twins as well as Freeze and Firebird literally don't care as they spam those debuffs. RK provides Immunity. Well, I think that Immunity should BLOCK OUT incoming debuffs, not remove existing ones. The fact it removed Burning and Freezing before the update was, or at least I thought so, logical because in the past, they were not separate debuffs, merely an abnormal increase or decrease in temperature and the repair kit had the justified ability to bring it back to a neutral state. It didn't happen instantaneously, either, and it was not overly detrimental to Firebird nor Freeze since they can apply their debuffs unconditionally, the only restriction being their range and their fuel tanks.
If we want to take a logical look at the matter, it is perfectly within the realm of possibility for a robust emergency repair kit to contain a fire extinguisher for example, but... idk about that little box suddenly undoing what is described as "armor being destroyed" or even Jammer since... well, your network is being jammed, what can a repair kit do? EMP makes sense, it literally makes the tank electronics fail; it kinda works like... lmao... the HIV virus and the immune system. It cannot fight the virus off because the system that was supposed to defend is the victim itself. EMP is incredibly powerful by design, and unless you heavily nerf it (and face the backlash for doing so), it will always be objectively the most powerful and so it should be the rarest/shortest in duration. Yet currently, AP - a debuff that does nothing by itself (it's presence is only relevant if you hit the enemy again while it is active) and that can be easily removed is basically in the same boat as the most powerful debuff there is. That makes no sense.

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15 hours ago, King.David said:

With the fairly recent implementation of the repair kit update, ap status augments for turrets like hammer, magnum, railgun, shaft etc. are now useless since it defeats the purpose for ap immunity. 

Which at the end of the day, is Stock with no downsides, or even Stock with an upside in AP Shaft and Hammer's case. Unlike with Firebird, Freeze, Striker and Tesla, you don't lose out on anything compared to Stock if you're fighting someone with AP Immunity. 

 

I'm glad they've been nerfed and had their solo effectiveness grounded in some way. AP and EMP augments have been a blight on the game balance for almost 2 years and it was about time they be put in their place. Not only that but they've been skewing the standards of augments. Apparently If an augment doesn't instantly chop the time it takes to kill someone by 50-75% instantly or burst them down in less than 2 seconds, it's garbage.

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ap of striker is for 2 seconds i think..u think its usefull?

 

emp is already enough powerful..same for stun..ap is not enough powerful as other status effects..just usefull in seige mode but very less

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On 5/24/2022 at 2:35 PM, King.David said:

Yes it can easily be removed. So then what is the purpose of immunities? I used these specific examples because you have fulfill a criteria to apply the status (eg. last clip of Hammer, sniping mode in Shaft) followed by a long reload, only for it to be removed by a repair kit. How does that make sense when you look at Twins, Freeze and Firebird that can apply it continuously, provided I don't have a specific immunity? I'm just trying to find a balance.

A repair kit can only be used once every 30 seconds (unless you have a drone). Meanwhile status effects can be applied once every few seconds, and in case of turrets like freeze — they're applied on every tick. Having an immunity is the difference between being able to cancel a status effect once, versus not being affected by it at all AND still having a RK available for when your health gets low.

Either way, I fully support nerfing of immunities, since they're somewhat of a P2W feature.

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