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Let's Discuss Overdrives


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Let's Discuss Overdrives.  

34 members have voted

  1. 1. What's your favorite overdrive?

    • Wasp - N2- Bomb.
      5
    • Hornet - Scout Radar.
      7
    • Hopper - Detonation Jumping Engine.
      5
    • Viking - Berserk Reactor.
      12
    • Hunter - Electro Magnetic Pulse.
      3
    • Crusader - Deadly Icicle.
      5
    • Dictator - Zero Supply.
      10
    • Ares - BFG (Big Friendly Giant) ball.
      6
    • Titan - Protection dome.
      2
    • Mammoth - AT field - Absolute Terror Field.
      2
    • Paladin - Polarized Armor
      4
  2. 2. What's your least favorite overdrive?

    • Wasp - N2- Bomb.
      2
    • Hornet - Scout Radar.
      2
    • Hopper - Detonation Jumping Engine.
      13
    • Viking - Berserk Reactor.
      1
    • Hunter - Electro Magnetic Pulse.
      3
    • Crusader - Deadly Icicle.
      7
    • Dictator - Zero Supply.
      2
    • Ares - BFG (Big Friendly Giant) ball.
      4
    • Titan - Protection dome.
      5
    • Mammoth - AT field - Absolute Terror Field.
      6
    • Paladin - Polarized Armor
      4
  3. 3. Do you like Overdrives?

    • Yes.
      17
    • Maybe.
      4
    • Sometimes.
      4
    • No.
      9


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Straight off the bat , lets talk about hornet's overdrive, I going to say almost useless. Yes its an interesting idea but its almost useless compared to any of the other ODs . Seriously it doesn't benefit you much as a player , seeing if someone is behind a wall is cool but how is that helpful for you if you cant shot them? Also showing the enemies hp bar when you are 50m away is not useful , it would be more practical if you could see all of their hps bars , so shafts or rails could target the weak tanks . Idk but its what I think and its a problem that I think should be fixed

Is that really all you saw in Hornet's Overdrive? Darn. 

 

Players don't seem observant of the mechanics around them or aren't willing to do research. At least you know now (from Benefactor) that Hornet's Overdrive removes all enemy protections (including Titan's dome) only for yourself

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Hornet's overdrive is great! It allows hornet to be usable in drug battles. You see a bunch of players hiding underneath Titan's dome? Pop overdrive and go kill them. I would argue that you want light hull overdrives to be good so ppl use fewer campy combos and more aggressive ones that lead to more exciting gameplay

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Hornet's overdrive is great! It allows hornet to be usable in drug battles. You see a bunch of players hiding underneath Titan's dome? Pop overdrive and go kill them. I would argue that you want light hull overdrives to be good so ppl use fewer campy combos and more aggressive ones that lead to more exciting gameplay

So you don't think there will be many camping Hornet-Shaft combos?  it's not like they really need a heavy, or even medium hull when they hide safely in bushes...

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How would Hornet's overdrive work with Gauss?

I think Hornet's overdrive cancels out enemies supplies, but is there a range limit on that?

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How would Hornet's overdrive work with Gauss?

I think Hornet's overdrive cancels out enemies supplies, but is there a range limit on that?

There is no range limit. And it only cancels the enemies' double armour and protection module against the turret you're using. 

 

It would work just like a Gauss with any other hull works. It's just that it would ignore the protections. Its arcade shots have a minimum and maximum damage range. So if you're planning on shooting it from afar with Hornet's Overdrive, utilise the sniping shots. 

Edited by TheCongoSpider
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There is no range limit. And it only cancels the enemies' double armour and protection module against the turret you're using. 

 

It would work just like a Gauss with any other hull works. It's just that it would ignore the protections. Its arcade shots have a minimum and maximum damage range. So if you're planning on shooting it from afar with Hornet's Overdrive, utilise the sniping shots. 

So Hornet's overdrive should cancel out any Owl modules on the map and cancel out all the enemies DAs.

Thanks, that what I was looking for.

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As I had suspected, Mammoth's Overdrive's range isn't from the hull itself, it's from the animation of it. That explains why they get damage faster from the side than from the back. 

 

Range from the side:

 Range-of-Mammoth-overdribe.png

 

 

Back:

Range-from-the-bacl.png

 

 

Front:

 Front-range.png

 

Front-range-2.png

 

Edited by TheCongoSpider
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As I had suspected, Mammoth's Overdrive's range isn't from the hull itself, it's from the animation of it. That explains why they get damage faster from the side than from the back. 

 

Range from the side:

 Range-of-Mammoth-overdribe.png

 

 

Back:

Range-from-the-bacl.png

 

 

Front:

 Front-range.png

 

Front-range-2.png

 

 

Well mammoth is longer than it is wide.

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Well mammoth is longer than it is wide.

I know that. But I had thought that the Overdrive would allow Mammoth to damage enemies that are 7 metres off of every part of the hull itself (in all directions), but it's just 7 metres away from where the animation is (more to the front of the hull). That's kind of a theoretical let-down for me but if that was the constraints they needed to make it simple then so be it. 

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Hi guys. I have a doubt. Wiki says that hunter's OD destruct mines but i have never seen it to do so. Can you please confirm that the OD deactivate all enemies mines on the area of action.

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Hi guys. I have a doubt. Wiki says that hunter's OD destruct mines but i have never seen it to do so. Can you please confirm that the OD deactivate all enemies mines on the area of action.

As far as I've seen, it does not destroy enemy mines. 

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So you don't think there will be many camping Hornet-Shaft combos?  it's not like they really need a heavy, or even medium hull when they hide safely in bushes...

Excuse me Hornet-Shaft camper??? That's not me.

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As far as I've seen, it does not destroy enemy mines.

 

Or maybe it can, but you have to zap the person that laid the mines.

 

We can test this after server restart if you have the time. I can spare some mines for the test.

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Or maybe it can, but you have to zap the person that laid the mines.

 

We can test this after server restart if you have the time. I can spare some mines for the test.

Hmm, not sure if I'll be on immediately after the server restart but alright.

 

This could have been tested in an earlier battle where an ally with the Saboteur Drone (merg_dark) had laid mines over two entrances to his hiding spot:

 

Mines-for-days.png

 

Before I had respawned, a Hunter had came and zapped me and someone else. Zerg was almost in range of the EMP.

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So me and Congo tested this out, and indeed, hunters EMP does not get rid of mines, even if you stunned the player that actually laid the mines. Which sucks.

Forwarded this to the wiki admin @Hexed, nice detective work guys!

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Viking overdrive effect for isida has to buffed. There is hardly any increase in damage. Players take forever to get killed with isida compared to quick kills from railgun thunder and magnum with viking overdrive.

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Viking overdrive effect for isida has to buffed. There is hardly any increase in damage. Players take forever to get killed with isida compared to quick kills from railgun thunder and magnum with viking overdrive.

This could have been silently changed but from what I experienced earlier this month, it gets about a 3x damage boost. 

 

The melee turrets seem to have been affected the most by the Overdrive nerf. And I'm concerned about Firebird. It feels as if the ignition rate is dulled when using Viking's Overdrive. I see players being hit by an overdriven stream of napalm for 2 seconds and their tank only heats enough to deal 3 seconds of afterburn. I thought it was like that because the range is extended and they're technically being touched by the end of the stream, but even then, I still get heated a lot by a Stock Firebird. Freeze does incredible damage. 

 

M4 Isida's DPS would turn into 3,000 per second. I've seen Overdriven Isidas taking around 2-3 seconds to kill an enemy Viking. Either because of protection or a fully-upgraded drone. 

 

 

For that disbalance you're talking about, I blame trying to fit different mechanics into a single box, it made some turrets better than others with Viking's overdrive. If you're accustomed to shooting 100% velocity shots with magnum, you shouldn't have much problems aiming during Viking's Overdrive, except when using Reinforced Gun Carriage. 

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This could have been silently changed but from what I experienced earlier this month, it gets about a 3x damage boost.

It is, but. It's additive with double damage.

 

So if you activate the OD, start shooting, and then activate double damage, you only really add 1.33x damage instead.

In most cases I end up dealing 366 per tick with OD, and 488 with OD+DD. That's fairly unfair considering how quickly railgun can kill with it.

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It is, but. It's additive with double damage.

 

So if you activate the OD, start shooting, and then activate double damage, you only really add 1.33x damage instead.

In most cases I end up dealing 366 per tick with OD, and 488 with OD+DD. That's fairly unfair considering how quickly railgun can kill with it.

Hwæt?!  It isn't additive? 

 

And from the statistics you gave there, it seems as if you were using Support Nanobots. Because the damage is initially low, that 33% increase isn't as much as a 33% increase of a higher number (Stock Isida). Tried it with my same 16/20 Isida (Stock this time) and did 732 damage per tick and 976 damage per tick with double damage, which adds up to a 33% increase in damage with double damage. 

 

I'm guessing it's like that for balance. 

 

Firebird and Freeze too have a 3x damage boost. 

Edited by TheCongoSpider

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Here are some Overdrive suggestions and/or feedback that I realized while i was playing MM.

  • Wasp's overdrive either should have a smaller range or change the time back to 5s (on lower ranks at least).

 

  • Hunter's overdrive is way too powerful, Something should be done in order to buff, First of all the time that it deactivates supplies is ridicilously long, I think Hunter should deactivate supplies, but one could activate a supply immediately after the freeze is finished, because at the moment the overdrive is way too OP!

 

  • Hornet's overdrive. For a Tanker this overdrive is not so good, but in Team Matches, This overdrive is actually pretty useful, you get to know where your enemies are and how much health they have, but I do think that it should be replaced with a more useful (for a tanker) one and the current hornet overdrive should perhaps be made into a supply drop or something like that.

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Hwæt?!  It isn't additive? 

 

And from the statistics you gave there, it seems as if you were using Support Nanobots. Because the damage is initially low, that 33% increase isn't as much as a 33% increase of a higher number (Stock Isida). Tried it with my same 16/20 Isida (Stock this time) and did 732 damage per tick and 976 damage per tick with double damage, which adds up to a 33% increase in damage with double damage. 

 

I'm guessing it's like that for balance. 

 

Firebird and Freeze too have a 3x damage boost. 

No. I just never end up against people without DA. And if it wasn't additive, you would end up with 6x total damage after activating the supply, don't you think?

 

 

 

 

Hornet's overdrive. For a Tanker this overdrive is not so good, but in Team Matches, This overdrive is actually pretty useful, you get to know where your enemies are and how much health they have, but I do think that it should be replaced with a more useful (for a tanker) one and the current hornet overdrive should perhaps be made into a supply drop or something like that.

Ignoring all modules AND DA is not so good? Are you nuts? You can literally 2 shot anything with thunder hornet with OD. Or oneshot with rail and shaft and magnum.

Edited by XxStriker
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It is, but. It's additive with double damage.

 

So if you activate the OD, start shooting, and then activate double damage, you only really add 1.33x damage instead.

In most cases I end up dealing 366 per tick with OD, and 488 with OD+DD. That's fairly unfair considering how quickly railgun can kill with it.

So is Thunders.  And Rails.  And all the other turrets with reload.

 

They get... ridiculous fire rate, damage buff  and... can also add DD on top of that.  Way, way better than DPS turrets.

 

I was quite surprised when I found out reload turrets got a reload buff AND a damage buff. 

Should have been...  Reload buff OR damage buff

 

 

 

  • Hunter's overdrive is way too powerful, Something should be done in order to buff, First of all the time that it deactivates supplies is ridicilously long, I think Hunter should deactivate supplies, but one could activate a supply immediately after the freeze is finished, because at the moment the overdrive is way too OP!

Being able to activate supplies immediately after the stun would make the Hunter OD useless.

 

Just slap on a DA, activate your own OD and kill the Hunter.   What's the point of Hunter OD if you can do that.

 

Hunter OD is short range - many enemies can easily kill the Hunter with their own OD before it gets withing range.

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