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Yes you should create a anti druger Over drive, Like your first over drive that was all about supplies, with all of the 5 basic supplies, make another one that would combat drugers, for example, these functions could be used. 1. Deactivate all supplies on (enemy team only) in the surrounding area, this would eliminate the possibility of a saboteur entering your team. 2. Freeze their drugs for an allotted amount of time making it impossible for them to activate new drugs from their own supply or pick up supplies from the map to the enemy tanks in the surrounding area ( preferably with a radius larger than one tanks width.) 3. Infect enemy tanks in the surrounding area with a negative reaction to drugs, after infected the existing drugs the enemy is using will instead of doubling damage armor or speed will take half of it away, example [ normal damage of 1000, add double damage supply 2000, player on enemy team activates over drive infecting you with Negative Reaction, now your damage is 500] this would last for a few seconds I agree 100% with BlackWasp777, and DESTOYER296's comments page 38
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I am mainly a thunder player so I will give my opinion on a thunder based over load. If you created a overload for thunder you could affect thunder in the following ways. 1.Thunder reload speed increased 2.Self damage eliminated 3. splash damage doubled This could be replicated in other turrets, for example take Fire bird. 1. faster burn rate 2. faster turret rotation 3. (possible) vampire affect like the one once implemented on isda.(this one would also work good on freez or isda again) for Magnum 1. two added missiles to the salvo for a total of 6 missiles. 2. wider target lock on 3. faster target lock on 4 double splash damage like in thunder (possible) Shaft 1. eliminate the load bar, allowing you to shot two high powered shots per load bar instead of having to wait for it to load to 100% again 2. short range firing reduced in load bar time too. 3. implement a critical shot in shaft like in smoky So basically create an over load especially designed for each turret. allowing players like me that only work with one turret to better function in game with skill and not drugs. You could also make the affect activate the same functions in other turrets on your team of the same kind as yours. What do you think about this Idea? I would also like to add that a lot of the ideas listed my multiple people in the many past forum pages about this topic have many good ideas about functions for the possible over loads that could be created, but I think that some of them could be better utilized as new supplies. 1 invisibility 2 damage shields 3 tanks coming back to life for a limited time after they have been destroyed 4 tanks fly around the map with a type of tri copter device These are only a few of the ones mentioned, that I think would make excellent "Specialty Supply's" The next few I will list might be more compatible for a new Overload. 1 Radar: Lighting up enemy tanks no matter where they are on the map for several seconds, also allows fellow team mates close by to have this affect also. 2 Tank Bomb, turns your tank into a big bomb on treads, that you can drive right into the middle of the enemy base killing your tank and everyone else on the enemy team in the designated area, fellow team mates will receive a damage shield protecting them from the damage of your tank exploding and or enemy fire to a certain amount of hit points I think these are also great ideas, and that the customization of over drive would realy make it more fun and help skill players, the possibility of a Nuke option or deactivation of over drive is also a good idea, I have been in battles where the wining team takes a strategic position and then activating over drive one after each other are able to massacre the other team when they try to attack them. both of these options would eliminate this and balance the field in this situation.
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I am mainly a thunder player so I will give my opinion on a thunder based over load. If you created a overload for thunder you could affect thunder in the following ways. 1.Thunder reload speed increased 2.Self damage eliminated 3. splash damage doubled This could be replicated in other turrets, for example take Fire bird. 1. faster burn rate 2. faster turret rotation 3. (possible) vampire affect like the one once implemented on isda.(this one would also work good on freez or isda again) for Magnum 1. two added missiles to the salvo for a total of 6 missiles. 2. wider target lock on 3. faster target lock on 4 double splash damage like in thunder (possible) Shaft 1. eliminate the load bar, allowing you to shot two high powered shots per load bar instead of having to wait for it to load to 100% again 2. short range firing reduced in load bar time too. 3. implement a critical shot in shaft like in smoky So basically create an over load especially designed for each turret. allowing players like me that only work with one turret to better function in game with skill and not drugs. You could also make the affect activate the same functions in other turrets on your team of the same kind as yours. What do you think about this Idea? I would also like to add that a lot of the ideas listed my multiple people in the many past forum pages about this topic have many good ideas about functions for the possible over loads that could be created, but I think that some of them could be better utilized as new supplies. 1 invisibility 2 damage shields 3 tanks coming back to life for a limited time after they have been destroyed 4 tanks fly around the map with a type of tri copter device These are only a few of the ones mentioned, that I think would make excellent "Specialty Supply's" The next few I will list might be more compatible for a new Overload. 1 Radar: Lighting up enemy tanks no matter where they are on the map for several seconds, also allows fellow team mates close by to have this affect also. 2 Tank Bomb, turns your tank into a big bomb on treads, that you can drive right into the middle of the enemy base killing your tank and everyone else on the enemy team in the designated area, fellow team mates will receive a damage shield protecting them from the damage of your tank exploding and or enemy fire to a certain amount of hit points
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I am mainly a thunder player so I will give my opinion on a thunder based over load. If you created a overload for thunder you could affect thunder in the following ways. 1.Thunder reload speed increased 2.Self damage eliminated 3. splash damage doubled This could be replicated in other turrets, for example take Fire bird. 1. faster burn rate 2. faster turret rotation 3. (possible) vampire affect like the one once implemented on isda.(this one would also work good on freez or isda again) for Magnum 1. two added missiles to the salvo for a total of 6 missiles. 2. wider target lock on 3. faster target lock on 4 double splash damage like in thunder (possible) Shaft 1. eliminate the load bar, allowing you to shot two high powered shots per load bar instead of having to wait for it to load to 100% again 2. short range firing reduced in load bar time too. 3. implement a critical shot in shaft like in smoky So basically create an over load especially designed for each turret. allowing players like me that only work with one turret to better function in game with skill and not drugs. You could also make the affect activate the same functions in other turrets on your team of the same kind as yours. What do you think about this Idea?
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