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opt out of dealing critical damage


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there are so many armadillo modules in the game now.

I'm so sick of getting crits against these super common armadillo modules and getting a lot less damage than I would if it was regular damage.

the critical damage mechanic was such a terrible idea. the only reason it was put in the game was because everybody had a railgun module on to block out loosing most or all of one's health from high caliber ammo back in the day

it doesnt matter anymore because a massive percentage of players (especially heavy buyers) have the armadillo module.

for some turrets (the rapid fire ones) it doesnt matter that much if the enemy has an armadillo module on, but for magnum its pretty lame getting a crit every 3rd shot on average against a group of buyers with their fully upgraded armadillo modules. and they dont have magnum modules on so they just get a bonus damage reduction against something they shouldnt.

the defender drone just makes it more depressing. meanwhile little timmy and his triple hammer or flow gun is just going around spamming 2000 damage a second with excessive range. and yeah firebird and freeze have way too much range too.

you dont have to buy ultra containers to get the armadillo module. I stopped giving any money to the undeserving game devs years ago, and I have two accounts, both with armadillo and crisis drone. it took a long time (about a year) but if you open enough ultra containers from the missions they put out during most weekends, you will inevitably get the buyer module. especially from the all the apology rewards from the past year for the crappy service. EVERYBODY still playing this game will have an armadillo module sooner or later so what"s the point of critical damage?

there are no speed ups anymore, so if you see someone with the armadillo module on the battlefield, it will be fully upgraded. there is no more waiting 

I just want the ability to turn off critical damage for magnum. its hurting my gameplay a lot more than helping it.

and dont make another stupid augment that turns it off, just put the option in settings for the love of

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Declined

The points you stated are valid, but unfortunately we do not accept Ideas regarding reversion/reversal of updates as part of the I&S rules.

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On 8/3/2023 at 1:40 AM, master_howitzer said:

meanwhile little timmy and his triple hammer

you forgot little bob and his brother BIG T in the corner spamming undodgable magnum shots with scorpion shots through walls. at least armadillo helps save yourself against them even without magnum or scorpion prot. even though i have them 24/7 anyway

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The abundance of Railgun modules was one of the reasons for introducing critical damage, but it wasn't the only reason - critical damage is an important part of equipment balance.

You may remember that before critical damage, every turret had a damage range built into it. This was to induce an element of randomness in 1v1 fights, because, whether we agree with it or not, randomness makes battles less predictable and more engaging for players.

Replacing the damage range with critical damage made it so that the turret base damage could be controlled separately from the randomness aspect, which gives the developers (i.e. Opex-Rah) more flexibility when it comes to balance updates. So, if you think that your Magnum deals too little damage due to common crits and abundance of highly upgraded Armadillo modules, keep in mind that this gets recorded in the data collected from battles, and, if necessary, Magnum can be changed in a future update to adapt to the changing trends (such as more and more people upgrading Armadillo).

An option for opting out of critical damage could break the game, as it splits the player base into two separate groups, which would make the process of game balance unnecessarily complex. Instead you should leave feedback about Magnum specifically, and in a future patch note you may see it get reduced critical change, higher critical damage, higher base damage, etc.

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On 8/3/2023 at 2:40 AM, master_howitzer said:

so what"s the point of critical damage?daw

 

Another main reason for adding critical damage was to introduce a new type of shot that could be used for status effect augments. Before crits, status effects could only be applied on every damage tick (such as Firebird, Freeze, or burning Vulcan), or with "special" shots or firing modes, such as Gauss salvo, Shaft sniper shot, or the last shot of every Hammer clip. This approach simply didn't work with turrets like Twins and Smoky, where every shot was exactly the same.

Now, with critical damage, every turret has a "special shot" to which status effects can be assigned when using corresponding augments.

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@Mafif the point was to make every turret like smoky where random shots have unlimited range, then why do all critical damage shots have more damage than regular damage shots? (except isida damage for some reason?)

freeze, firebird, twins, ricochet get way too much damage on a critical damage shot. isida healing critical is making juggernaut miserable right now

if critical damage and regular damage were the same damage, we wouldnt need an armadillo module would we?

and about

status effect augments, why not replace the critical damage with only a status effect instead of both at the same time?

they kinda did this with pulsar with low critical damage, but imo pulsar is stupid and shouldn't exist. And its funny because its been nerfed several times over the last year.

they know its stupid and unbalanced but kids are willing to pay

On 8/3/2023 at 5:10 PM, Maf said:

An option for opting out of critical damage could break the game

I laughed at this because I consider the game to already be broken. 

but maybe you're right, if the game devs implemented my idea, the game might crash like it did back in October/November because the game devs are so bad at what they do

the game always has problems and bugs after the most simplest updates

 

@NikmanGT maybe some turrets shouldnt have critical damage

did you see what @Maf said? the purpose of critical damage was to give random shots unlimited range, but this doesn't apply to magnum.  gauss and shaft snipe shots dont have crits, they have unlimited range. 

if you use magnum status effect augment, you get the status effect on every shot yes? therefor magnum doesn't need critical damage. 

my idea to opt out of critical damage for all turrets wasn't great, but after reading Maf post, magnum should not have critical damage. Thanks for opening my eyes.

but I guess my advice is declined even though it is valid at the same time.

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On 8/3/2023 at 4:46 AM, Kimura said:

you forgot little bob and his brother BIG T in the corner spamming undodgable magnum shots with scorpion shots through walls. at least armadillo helps save yourself against them even without magnum or scorpion prot. even though i have them 24/7 anyway

I agree magnum needs a splash damage nerf. I too am sick of little bob using horizontal aim magnum shooting the back wall at 100% over and over sometimes with the fire augment.

And BIG T is just using a turret that should not have even have existed. a mini juggernaut with more abilities then it deverses, and the augments just make it even more unbalanced

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On 8/4/2023 at 5:56 AM, master_howitzer said:

if the point was to make every turret like smoky where random shots have unlimited range, then why do all critical damage shots have more damage than regular damage shots? (except isida damage for some reason?)

Crits having unlimited range is just one of their advantages. They also ignore protection modules and often have more damage. The way it works is that the extra random damage form the previous system is instead given to the critical shots. So if before you Ricochet would deal 300-350 damage, then you'd always deal at least 300, but sometimes there's 326 (+26 extra), 362 (+62 extra), 305 (+5 extra). etc.

So with the new system, every single shot deals 300 damage, but the extra damage (as a constant average value) is instead added onto the critical damage, so your shot deals, for example, 150 extra damage.

On 8/4/2023 at 5:56 AM, master_howitzer said:

freeze, firebird, twins, ricochet get way too much damage on a critical damage shot.

Maybe. But the solution is balance patch notes, not removing critical damage altogether.

On 8/4/2023 at 5:56 AM, master_howitzer said:

status effect augments, why not replace the critical damage with only a status effect instead of both at the same time?

I don't know the exact numbers (maybe @TheCongoSpider can confirm), but I think that most status effect augments already have the same or even reduced damage on hits that apply a status effect.

On 8/4/2023 at 6:10 AM, master_howitzer said:

if you use magnum status effect augment, you get the status effect on every shot yes? therefor magnum doesn't need critical damage. 

my idea to opt out of critical damage for all turrets wasn't great, but after reading Maf post, magnum should not have critical damage. Thanks for opening my eyes.

You missed the part where I said that critical damage also plays a big role in balance updates, since it adds new ways in which turret parameters can be adjusted.

 

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On 8/4/2023 at 9:08 AM, master_howitzer said:

@Maf nah, magnum should not have critical damage at all just like shaft and gauss snipe shots and you know its true

I'm not a game designer, so I don't know it it's true of false. All I have is a personal opinion.

And in my opinion, the game needs consistency, so if every turret has a parameter for critical damage, game balance updates can be more streamlined. It makes no sense to remove critical damage from just one turret.

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On 8/4/2023 at 7:26 AM, master_howitzer said:

but I guess my advice is declined even though it is valid at the same time.

I never said it was invalid in the first place, I declined the idea because it violates one of the rules of this Ideas & Suggestion thread

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I even mentioned your points maybe valid  ?‍♂️

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