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Add more augments without critical hits


NBIHFADH
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«Armadillo» module

Almost everyone who has this module will equip it, and it seems that there are few situations where it is not necessary to use this module.
Many times, critical hits are in a very awkward situation because they cause less damage.
What I want most is to change critical hits to a combination of "Regular damage" + "Critical hits", so that at least the damage caused will not be lower than regular damage.
However, you may not want to change critical hits.
So you can also add more Augments with “Critical hits disabled”.
because their numbers are small.

Edited by NBIHFADH

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@NBIHFADH Another option would be to make it exactly twice as powerful as normal shots, and balance it's frequency around that (and ODs accordingly). This way even with max armadillo you deal equal or more damage to normal shots. 

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On 7/23/2024 at 2:45 PM, Philosopher said:

@NBIHFADH Another option would be to make it exactly twice as powerful as normal shots, and balance it's frequency around that (and ODs accordingly). This way even with max armadillo you deal equal or more damage to normal shots. 

that yould defeat the purpose of armadillo if im reading this correctly

 

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On 7/23/2024 at 10:22 PM, H0T-SHOT said:

hat yould defeat the purpose of armadillo if im reading this correctly

Armadillo is already useless, augments have seen to that.

TO is infested with to much crap and augments are the main cause of this. Also the constant changing of the mechanics, (the nerf/buff cycle) and the floating hack trashcans have ruined the game, along with the ever present useless MM and a host of other stuff have made the game almost impossible to play/enjoy at every level for most players.

TO needs a "MAJOR" overhaul if it is to be enjoyed by most players.

The devs need to start acting on player feedback, if they do not, this game will become less and less appealing by the day.

The changes they have brought in over the years have degraded the game and have not been welcomed by most players.

TO just isn't worth it anymore.   

 

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@H0T-SHOT Not sure how you read it. It only guarantees that your critical shots won't deal less damage than regular shots. Tanks without armadillo would still take twice the damage compared to tanks with maxed armadillo - from critical shots of course. 

Basically you wouldn't find yourself in a close 1v1 thinking "oh please I hope I don't crit next shot". By making crits stronger but rarer, you would actually preserve their uniqueness AND effectiveness against even armadillo with no actual downsides. Well, besides finding a meaning for augments like destabilization for railgun. 

So if a tank has no protection from a turret but has maxed armadillo, every shot would deal the same damage.  I believe the most practical solution would be to nerf armadillo (in order to not buff/alter crit too much), maybe to a 30% at maxed upgrades.

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