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Everything posted by DestrotankAI9
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You have to time it in the sense that you have to run around without double armor, until an important point for instance when you are near the enemy flag in CTF, or even just about to engage with enemies in any mode. I think we can both agree that this requires more skill and is a lot more interesting than a drone where you literally mindlessly spam 1,2,3,4 on cooldown with no thought needed whatsoever. Not to mention all the other drones, all of which have far more interesting gameplay than this new proposal which will be rendered comparively useless. Anyway this is a side point, I stand by the points in my original post - the implementation of this drone is a very bad idea for balance, gameplay and TO at high ranks in general.
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I honestly can't believe this new drone proposal, this is an absolutely terrible idea on so many levels, one of the worst changes I've ever seen from the Tanki team. This can only be a financially motivated change to get buyers to buy more - but this will backfire big time. Why is this a bad change? 1) This drone will create a giant imbalance and ruin the game for the ranks just below Legend - it is hard enough as it is to face Legends as a Marshall+ Rank, with their maxed garages and 50% protections, but with this drone they will be unbeatable even with skill. 2) This is simply p2w, only heavy buyers will be able to afford to effectively keep this up with the quantity of supplies needed etc, and will create further imbalance and frustration from non-buyers or low-level buyers, who also play a significant part in Tanki online without which the game won't have the numbers to survive. 3) This drone is simply BORING and unimaginative, and it will make all the other much more interesting drones compatively useless at Legend rank, which will destroy much of the interesting gameplay at high rank. This drone is superior in most situations to Saboteur, Assault, Defender, Booster, Trickster - all of which have much more interesting gameplay, and most of the time require some actual skill from the user to be used well - e.g. Saboteur, good mine placement, Assault - must keep killing enemy tanks near the cooldown time, Defender - must time Double armor well. With this drone you just MINDLESSLY use supplies when it's maxed out and win, totally boring and not nearly as fun as any of the other high rank drones. In summary, this is a terrible, terrible idea - Tanki must re-think and scrap this idea. Change this drone to be something interesting, and having a "super" drone which is superior to all other drones is a very bad idea in the least as then you make all the other drones and their interesting gameplay invalid. If this is an attempt, which I think it is, to extract more money in supplies/crystals etc from Legend buyers - this will backfire. Why? Because all the other players will become frustrated and leave the game, helping destroy TO. On the other hand it may also be partly an attempt to find some use for the many supplies Legend tankers have, and give them something to buy/work towards and to keep buying (needs a lot of supplies to keep it up). This is still a bad idea, the negatives strongly outweigh the positives as I've stated above. Don't destroy the game at high ranks. Scrap this and re-think....
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Maybe if you have a far enough away target in an open space there might be point in using the salvo, true, but in the vast majority of situations single shots will be the only useful option as it will deal far more damage than salvo. Which totally destroys the fun of using Striker (with Uranium anyway) as you had some interesting variation in the gameplay between salvo and single shots. Regular Striker will now have faster rockets and 33% more damage in salvo so really, why would you use Uranium over it now? There really won't be much point - nerfing something that's OP is a good thing but making it useless or boring to play is not. They definitely should have made it 3 rockets - that gives 112.5% damage compared to a normal Striker salvo and given the slower speed of the rockets I think that's fair. Definitely would be a good balance change as Uranium was OP, but I hate to see interesting features of the game wrecked by over-nerfs one by one until everything is similar and the game is boring and without variety. In summary: Good idea on trying to balance Uranium, but make it 3 rockets instead of 2.
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Giving Uranium 2 missiles instead of 4 is a massive over-nerf again, yes it was OP and changes were needed but this once again takes a fun alteration from OP to useless. I really hate balance changes like this - there is just no logic in making things totally useless. Uranium now has 50% increased Rocket damage but for the same lock-on time deals 150% x .5 = 75% of the damage of regular striker's lock-on mode, while having much slower rockets. There is basically no point in using salvo mode for Uranium now. Before it was OP, but they ought to make it 3 rockets in salvo mode which gives 150% x .75 = 112.5% damage of regular striker in lock-on mode, that would be fair considering the decreased missile speed for Uranium. Regular striker is for when you want fast rockets at the expense of some damage, Uranium for smaller maps, there was always an interesting balance. Now playing Uranium will be very boring as you can only use single rockets. It really makes me lose confidence in the game when they constantly make dramatic changes out of nowhere and destroy fun and interesting turrets and alterations completely with random changes. Please stop with the over-nerfs, if you are going to nerf something don't make it useless, that is no good for anyone and gives people no confidence in the Tanki dev team.
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Good point about the Hunter/Wasp overdrive - definitely much more powerful against Mammoth now. However considering that you will now be faster and the overdrive will now last for 7 seconds, you will be able to kill more tanks and catch up with people more easily that you could before. If you were on low hp and had used your repair kit with the old Mammoth overdrive as soon as it's over you would die, now you can use it on low hp and get a full heal - in some situations that could actually be better. Overall I think I can see pluses and minuses for Mammoths with these changes but I think it could actually be fairly strong.
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The Mammoth changes seem OK, I don't think Mammoth should have been changed so radically for the sake of Meteor golds events which happen 3-4 times a year as I said before but these changes could actually be argued to be a buff in some ways - full instant repair/removal of Freeze & Fire effects, faster speed and 7 seconds of killing everything you touch? I would say that's pretty strong, of course now you will take damage though. Some of the changes are good - Hunter ones I guess (though I don't think activation time should have been increased), but I am sad to see yet another over-nerf to make something from OP to totally useless with Uranium Striker. Nerfing from 4 rockets to 2 rockets with no reduction in aiming time on the guided mode? Well that is a 50% damage nerf and makes Uranium guided mode now totally useless. Uranium was too strong but I would have thought it should have at least 3 rockets given that they move at a much slower speed. Glad to see a buff to Shock Freeze, but it's still in a strange place now no longer being able to Freeze turrets. Vulcan alt changes are good.
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Hey, well if Titan/Mammoth took half damage from the meteor they wouldn't always die, as the meteor only deals maximum damage at the centre of the impact like Wasp's bomb. What that change would mean is that they could sit closer to the meteor site than the other hulls without dying which would balance out their slower speed. I see they have changed it, with a change that will affect all modes just for the sake of these 3-4 times per year meteor events. I'm not surprised! However personally, I think actually that this Mammoth overdrive change is actually a buff, doesn't look too bad too me.
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Thanks for your feedback. Just to say though - please don't make the huge mistake of nerfing Mammoth in all modes for the sake of meteor gold events which happen only 3-4 times per year. Mammoth in other modes is not overpowered and does need a nerf. Just make a change that concerns meteors only - some of the suggestions are good, Mammoths damaging each other is a good idea - or all hulls (Titan too) taking damage from meteors would be good. I personally think instead of full damage, Titan and Mammoth should take half - damage when using overdrive, otherwise they go back to never taking meteor golds if they take full damage.
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Harsh, but I agree with many of your points. In the current meta, light hulls are weak (although Hornet overdrive is of course VERY powerful which makes Railgun or Magnum/Hornet etc. powerful), but aside from that with how much burst damage there is at high ranks with alterations and drones Light hulls very often get one shot - another factor is with the higher rate of fire at high ranks there are more impacts/second so there is more impact force to deal with. Freeze and Hornet or wasp was great and offered skill-rewarding gameplay, where you were a glass cannon, but with skill you could try to avoid as much damage as possible. Now the Freeze gameplay like that is ruined - you can still do well with Freeze but it only works well now on a Medium Hull, you simply have to "brute force" your opponents down with raw damage. Sure you can still do that, but Freeze was all about avoiding damage and good positioning - now its a much more dull turret to play, I would hate to see this change compensated with more damage turning Freeze into a clone of other turrets, and with a mindless playstyle. I do see that there should be more counterplay options against it in some situations though - I think 50% turret freezing would be fine, or as I suggested make it take much more time to Freeze the turret than to Freeze the hull - i.e. Change the rate of Freezing per second on the turret to 0.15 or so (was 0.6), and keep hull freezing rate at 0.6. Bring the maximum Freeze possible back up to 90%. Then players will have a good amount of time to fight back before fully frozen - and this change will help light hull freeze players more than medium hull, light hull freeze players were the ones made fairly weak by this nerf.
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100% - they need to do something for Shock Freeze, it is now useless! And Cryo Rounds too. At least give Shock Freeze the ability to Freeze turrets again or it is the most worthless alteration in the game. Sorry to say that now Freeze now has the worst alterations of all turrets - the Master Seargent High - Pressure pump one is the only one worth using, Corrosive Mix is exactly the same as Incidendiary Mix Firebird except with less damage and less energy, and Shock Freeze still has 50% less damage while being now unable to prevent damage.
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Hey, thanks so much for the quick and detailed response to my feedback :) . First of all I would like to point out that I am not against this change because I personally use Freeze on my main account - this, my main account is Railgun/Isida - I did try Freeze for a short period but it has not been used in several ranks and languishes in my Garage with low microupgrades. I have alt accounts with Freeze and every other turret which I play roughly equally - so in terms of personal status I am immune to any balance changes. My only concern is that the game remains fun and interesting with a diverse range of turrets and interesting mechanics - and that is why I am against this change. Tanki is a fun game and I think you guys have done a good job with some interesting updates lately (new overdrives/ alterations/ drones etc. are cool) and in my opinion the turret balance was not too bad already (with the exception of some alterations/drones), I don't like to see it watered down and interesting mechanics removed unnecessarily. OK, to address each point in turn: I am glad that Freeze will be seeing further changes in the future, and no I only started playing Tanki on and off in 2016 I believe - so I was not aware of any of the older iterations. But for many years certainly, it has had the freezing mechanics it has had until Friday. I agree with your principle that in a PvP game every mechanic should have a viable counterplay against it, however I did feel that there were already enough ways to counter Freeze - and also while maybe the turret Freeze mechanic could do with some changes, more or less totally removing it by reducing the maximum turret Freeze to only 20% removes an interesting and unique aspect of Freeze which was not found in any other turret, and makes it more boring and less unique like every other turret. Many other turrets had high damage, firebird has damage over time effects, Isida can heal etc - Freeze's interesting and unique ability was that it could avoid damage from enemies if you got close, as well as slow hulls down. Now it has lost one of those, and lost much of it's character and uniqueness. I would much rather Freeze retains its freezing and damage avoidance ability even if it takes a nerf to damage, or to energy reserves. I do agree that perhaps it is a good idea if opponents can have more ways to have a counterplay against Freeze - but in order to avoid losing Freeze's unique properties may I propose the following change instead? You have a Characteristic "Rate of freezing (temp/sec)" for Freeze which defines how fast that tanks get frozen - how about splitting that into two so that you have "Rate of Hull freezing (temp/sec)" and "Rate of Turret Freezing (temp/sec)" and keep the hull freezing at the current value (0.6) but reduce the turret freezing level to 0.1 or 0.15? And then of course, bring "Freezing level of turret (%)" back down to 0.1 as it was before. Then the opponent has much longer to fight against the freeze before becoming fully frozen, but eventually the freeze can avoid damage. I think it is a shame if Freeze loses one of its unique characteristics completely. Also, the alteration "Shock Freeze" is somewhat useless after this change as I mentioned, with 50% damage reduction but now no way to avoid damage. How about bringing its "Freezing level of turret (%)" back up to 0.1 instead of 0.8 as it is now, and doing the same for Cryo Smoky (if possible) and maybe Dictator to avoid unnecessarily changing those and removing all the interesting counterplay mechanics that existed before? Your point about wanting to bring in changes all at once - as one nerf after the other may frustrate players even more - is a good one, I didn't think of it in that way. Understandable, thanks for the explanation anyway. All the best with future balance changes - those are some of my suggestions anyway.
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Hey bro, how are things?? I sent you a PM, long time no chat :) OK, well if you either re-log or simply go to the "Battles" screen then back to the Garage and back to the "special" section then you should see the Coinbox - I had the same issue. On another note, personally I wouldn't recommend buying coinboxes (aside from with your "free" Tankoins on an account which you don't play enough to ever reach the 500 for Battle Pass) as I don't think personally that they are a good investment - better to buy something with a guaranteed reward in my opinion such as the Battle Pass for 500 Tankoins.
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Also, having tested it seems the Freeze nerf also applies to Dictator overdrive and (although I can't test it), I am assuming the Cryo-Rounds smoky alt. This is a shame, just like Freeze now an interesting mechanic for counter plays has been removed. You can no longer use the overdrive at opportune times to avoid enemy damage, nor circle the enemy with Cryo rounds to avoid damage. After this nerf Cryo Rounds is pretty underpowered, and certainly the Shock Freeze alt is basically useless. In terms of gameplay fun, not just for Freeze - these are not good changes.
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Hey Hazel-Rah, while you are here would you be able to address some of the player concerns in relation to the new Freeze changes? With a reduction on the maximum turret freezing value from 90% to 20%, this parameter has been reduced to effectively 22.2% (20/90 x100%) of its original value. That is a colossal change, 20% turret freezing practically makes zero difference and as such Freeze has had one of it's main mechanics which has existed from the beginning removed and taken a massive hit. I personally didn't think Freeze was overpowered to being with, and having tested it I have to say it is now probably the weakest turret. The ability for Freeze to avoid damage has been totally removed. I think this is a very extreme and unnecessary change, I don't think it is needed but if the developers do want nerf Freeze in this manner then please give it at least 50% maximum turret freezing as it must have at least that to retain it's original mechanics in any way. This is not only a question of balance, but to remove a turret's key mechanics removes variation and makes all turrets more similar and makes the game more boring as a result. I would like to recommend that the Tanki devs do not make such drastic and high-valued changes to the game such as this, doing things like nerfing something to 22.2% of its original value risks causing it to become useless, as well as undermining player confidence (and buyer confidence) in investing our time and money in the game when things can change so dramatically seemingly at random. Especially when this is a core mechanic which has remained untouched for years, and is not suddenly effectively removed. An example of another bad and extreme change you made was the time you nerfed all Vulcan's damage when overheating to 30%, in order to fix the Incendiary Brand alt - when Vulcan was already underpowered aside from the alt. You then had to make 2 corrective changes to this, and now Vulcan is in a good place. However any change as dramatic as this is usually risky, and in almost every case I can remember such huge changes have not been good for the game. An example of a good change is when you nerfed Uranium striker reload by 10%, and then another 10% later on. SMALL CHANGES, please, not massive gigantic nerfs that will take something from useful to useless. If you wanted to nerf Freeze for the sake of the new Team Juggernaut, there is absolutely no point in doing so when you could simply make changes to that mode. Just give the Juggernaut resistance to having it's turret (and perhaps hull) frozen by 50% or so and there you have it. No need to remove the freezing ability across all match ups. So I re-iterate, please either reverse this change, or give Freeze a minimum of 50% turret freezing. And in future, make smaller balance changes and not such gigantic ones, and you will do a much better job with game balance and retaining player confidence in the team. PS: Regarding the new missions you asked about - personally I think they are OK although sometimes the damage values are quite hard to reach for single-target turrets. The "complete battles in a mode" missions encouraged players to play the objectives, whereas these missions encourage them to go after kills/damage. So I am afraid I have to say the complete battles/battles in a mode missions are better. Interesting idea though - I think this mission is good in Team Juggernaut at least "deal a certain amount of damage to the Juggernaut" might be interesting.
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I appreciate what the devs are trying to do with the Freeze changes, but as a player who has accounts with all turrets I don't think this is a good change - at the very least it is too extreme. First of all I don't think there is a particularly big problem with Freeze - there are good options of counter plays for every other turret and Freezing the enemy's turret to prevent damage to yourself is a fundamental mechanic of Freeze. This change totally removes that - reducing from 90% turret speed decrease to 20% is gigantic - 20% turret speed decrease is pretty much insignificant and this means Freeze's characteristic of being able to prevent damage and circle enemy hulls is gone. This is not good for many reasons, it removes variety and uniqueness of the Freeze turret but also it was one of the only things that Freeze had. Now Firebird is objectively better than Freeze in almost every scenario, and with this massive nerf Freeze will be much weaker overall. If freeze is to be nerfed then it must retain at least 50% turret slowdown, or at the very least 40% to retain any of it's original characteristics whatsover. But as I say I really think it's questionable if any nerf whatsoever is needed. Also the Shock Freeze alt at the very least must retain the ability to Freeze a turret to 90% as now - if not this change will make it totally, totally worthless for the solo player. With 50% less damage and no longer able to stop the enemy from firing with their 100% damage turret, how will the solo shock Freeze player ever win vs another melee turret one on one? It would be like trying to use a support nanobots Isida which can't heal, utterly worthless. In Tanki with the stars system - it is very necessary that every alteration is viable for the solo player, Shock Freeze is fine now but will certainly not be with this change. If the change is because of Team Juggernaut mode (not that I think it is a particular issue here - the only thing that might be would be Booster Drone), then there is no point wrecking Freeze in every mode in the game because of one mode. Simply give the Juggernaut a level of resistance to Freeze - it can only have it's turret (or perhaps hull too?) frozen to 50% say. Done. I think this will cause a lot of problems and ruin the unique characteristics of the turret, nice try but not a good idea sorry. Change it to 50% turret slowdown at the very most. PS: As a general note, I think the Tanki Devs, while perhaps well intentioned, often make changes that are far too extreme. 90% to 20% for instance is too much - many game companies make make small number changes and then tweak things again if it's not enough - this is a better approach. Make small changes, not massive changes out of nowhere - this risks nerfing something to the point of uselessness and it also undermines player confidence in the game - who is going to pay for turrets/hulls when vast changes could be made on it by next week not just bringing about a nerf but making your investment utterly worthless. PPS: The only real problem with Freeze might appear to be because people can buy a Siberian Kit and upgrade it to M3 level at low rank. But that is problem with micrupgrades and not with Freeze itself.
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Haha indeed, I have definitely seen quite a few players following me when I use Dictator. It seems my prediction is indeed true, I have noticed when your team is decent it is now genuinely harder to get first spot - you give tose Vikings/Hornets tons of overdrives and they will be taking the upper places. It certainly helps the team win, it is an extremely strong team buff & a pretty cool idea, when you use it well people are appreciative - friend requests every time I have used Dictator have increased considerably lol. I have also seen how this change could have DECREASED team play even more in some instances, I have observed selfish Dictator players intentionally activating their overdrive away from the team - in one instance I was low HP with the flag, and a Dictator who's overdrive ready right beside me moved away from me / allies just enough to be out of range and then used his overdrive. I presume he did this to get high on the stars table, he was #2 and I was #3 at the time in our team. Players are all too aware they are competing against their team mates for stars, especially at the higher ranks, and know they will be giving their allies a powerful buff making it harder from them to get top placement. I think if Dictator was changed to giving a personal buff as I suggested, and just supplies to allies as before, this kind of behaviour would be less likely & it would also make the hull more competitive in solo modes.
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Hey, thanks for taking my feedback on board. OK, well personally if I were a TO Dev I'd probably change Dictator in some way similar to the following: Give Dictator "empowered" supplies, similar to booster/defender drone, for a short time after Overdrive activation. For instance, the Dictator personally gains 10% extra damage/damage reduction and speed (including turret turn speed) for 15 seconds after activation, or even 15% for 10 seconds. If that's not strong enough, maybe throw in a 50% bonus to the overdrive "repair kit" healing too, possibly on the Dictator alone - but that's probably not necessary. This would carry on with the theme with Dictator being the "supplies king", and give it something unique, as no other overdrive offers a combined damage/damage reduction and speed increase, even turret speed, and it would be kind of cool to see the Dictator move a bit faster and have a fast turret rotation too. Regarding the overdrive charge thing, combined with this it might be OP - and though it is a nice idea there are a few issues anyway such as Dictator/Titan or Viking groups who team together could be OP, and Dictator being the only hull that can't benefit from it. Either scrap it or, reduce overdrive charge boost to allies to 15/20%.
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Agreed, overall I think the devs have done a good job with this patch - while I don't agree with all changes, probably the best balance patch in a while.
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That is totally true, that is another reason why I think this change wouldn't be good. It could create balance issues with groups, and it will mean overall there are even more overdrives per game than now. Overdrives already in my opinion, charge too fast. I think this one needs to go back to the drawing board.
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Sorry but everyone know stars are an integral part of the game, especially for Free 2 play players, essential for gaining income and items for progression. That is the way Alternativa have made the game with Challenges. Fair enough if they want to make it that way, but that is the way it is. There is no reason a hull should be forced into solo battles only, and the fact is Dictator's overdrive is not as strong as others, which is obviously recognised or no buff would have been suggested. Dictator already gives a strong buff to allies, as I think everyone would agree, and there would be no need to make this stronger - so that can't have been the intent of the change. The intent was to make Dictator itself stronger, and in fact for Dictator players this achieves the opposite. Therefore, it is not a good change, and needs to be changed to a personal buff instead - that is my point. However, I do agree with the idea of buffing Dictator, and all other other changes as far as I can see are good.
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Bro I already addressed this in my post, please read what I wrote. I appreciated this and that's why I said this should be scrapped, and suggested a boost to damage/defence or speed instead for the Dictator in addition to the current effect to balance. Dictator does have a personal buff but compared to other overdrives it is not enough (especially at high ranks where drones allow you to have full drugs most of the time anyway, and that is why I assume they felt it needed changing). The problem is that this is actually a nerf overall to Dictator, when it comes to getting stars, so it is the opposite of what is needed.
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Haha :lol: Indeed lol, I can see this encouraging people not to share their overdrives except with other tanks who will benefit them. Nice idea, but in practice this is not the right change to make Dictator competitive.
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No I haven't misread it at all, I think you are misunderstanding my point. The change reads: "This Overdrive will have an additional beneficial effect: replenishing 50% of the Overdrive charge of all allies in the area of action, except other allied Dictators." Yes of course the Dictator will get their supplies with overdrive as normal, but the change is that all ALLIES will get a 50% of their overdrive charge restored, EXCEPT other allied Dictators. So this means that Dictator is the only hull that will NOT get a 50% overdrive charge bonus from allied Dictators in their team, every other hull will, so in practice using a Dictator it will now be harder to get stars. I gave an example: Say you have 2 or 3 Dictators (including you), in your team. When they overdrive your friendly Vikings, Titans and so on will all get a buff to their overdrive, and you will not. So it will be harder to compete with them for stars than it is now. So in reality, this looks like a buff but actually Dictator is the only hull which will NOT benefit from this change. Dictator needs to get a personal buff, like hornet, when using overdrive, as well as allies due to the mechanics of the challenge/star system.
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Yes exactly, I agree with the idea of buffing Dictators but this is flawed, the fact that Dictator cannot benefit from the overdrive means that actually this is a Dictator NERF. Just imagine the typical scenario, say you are using Dictator and there is another Dictator in your team. The rest of your team are benefiting from a 50% overdrive charge buff every time that Dictator uses it's overdrive... except you. So this is a BUFF to every other hull than Dictator when it comes to gaining score. Sure you help your team win, but in the Challenges system we have to get a certain placement to get stars. This means after this change it will be harder for Dictator to earn stars. Of course they do not give the Dictators themselves the overdrive buff because multiple Dictators could have infinite overdrives if they teamed up. So there is no good solution, just get rid of this change altogether and give Dictator a personal buff instead like a buff to damage/protecton, like Hornet's overdrive. The Hornet is a good model - it gives a strong personal buff for itself as well as a benefit for its team, this is how Dictator overdrive should be. No, this is not a good change for Dictators if you think about it - if you are a Dictator user, this is a Dictator nerf. See my post above for explanation. EDIT: But I do think the devs had the right general idea to buff Dictator's overdrive, though this is the wrong way to do it. Also, the rest of the changes are overall pretty good, all considered I think this is one of the best patches so far with buffs to Wasp and Vulcan etc. being much needed.
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Please Alternativa listen, OK some of these changes are good but the Dictator one makes no sense. Good changes: Wasp overdrive buff, Sledgehammer rounds, Vulcan (still thinking making Vulcan overheating literally useless however is stupid and removes an interesting mechanic of the turret), Magnum changes and Viking (as long as nerf is not too much). Bad changes: Dictator: This is actually a Dictator NERF, not a buff. Why? You have said that Dictator cannot benefit from Dictator overdrives new benefit of 50% extra overdrive charge - so now every other hull in the game will get an extra 50% overdrive the overdrive of any Dictator who is in your team, except if you are using a Dictator! Balance is about power relative to other hulls, this makes Dictator weaker relative to all the other hulls, the opposite of what is needed. In Challenges now, you need to be able to do well personally to get a high place on your team, to get a good number of stars. Dictator overdrive needs to provide more benefit to the user themself, this is the opposite of what is needed and will make it even harder to come first on your team. Scrap this change, a good change would have been something like giving the Dictator user a small boost in damage/protection/speed (Say 5% for each), when overdrive is active. Please think about this an consider making a different change, that actually benefits the Dictator user and does not nerf them relative to other hulls.
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