#active module idea again
1 messages · Page 1 of 1 (latest)
What's the cooldown
I think 12-15 seconds would be ideal tbh. If repair takes 15 and lasts 5, and is capable of healing an indefinite amount of hp, then something that could theoretically block indefinite damage would be around the same. And it lasts even less.
The main drawback with this vs repair is that you have to have a shield up for it to work. Meaning if your shield is broken in that 12-15 second timeframe you no longer get any ability to use it.
The upside to this however is that no matter your current damage, you can always block 90% incoming (technically 100%, since shields prevent main hp damage) for three seconds.
I think it's a nice system tbh. It would give an ample competitor to the repair module
Would make Dagon invincible
Then make it so it "doesnt fit" on dagon. Same as they've done for some abilities and weapons
yeah but the reasons they did that is because it would be weird
restricting an active module from a certain robot because it would be overpowered is a terrible solution
they only restricted ancile shield and ecu
It's a solution though. What would you suggest in terms for balancing it?
mainly ancile
50% or nerf Dagon
reasonable solution is to nerf dagon
no reason to change a module for 1 robot
Also what ability didn't fit on it's robot?
The weapon didn't fit
Uhh butch, I believe it was. And a certain weapon was unable to fit on it
yeah
because Butch folds it's weapons
same with Behemoth
they solved the issue with stakes but never updated the anciles
Harpooooons
Dagon is literally bad
Firepower is mid
Lower than fury
Shield hp high but harpoons/crisis exist
So does everett
Its just the dot u need to take into consideration
hmmm 3 seconds tho?
Too long would make sth like mars dagon op
Good work Pixonic, finally making stuff balanced
yes but what is the cooldown
Idk u decide
well since 3 second is quite short i think the cooldown should be around 15 - 20 seconds
ok