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Let's Discuss Hornet!


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WHAT DO YOU THINK ABOUT HORNET?  

8 members have voted

  1. 1. Which gaming style do you prefer while playing with Hornet?

    • Attack
      8
    • Defence
      3
    • Support
      2
    • Parkour
      1
  2. 2. Which game modes do you prefer to play in when using Hornet?

    • TDM (Team Death Match)
      4
    • CTF (Capture the Flag)
      8
    • CP (Control Points)
      4
    • ASL (Assault)
      1
    • RGB (Rugby)
      2
    • TJR (Team Juggernaut)
      1
    • SGE (Siege)
      3
    • DM (Death Match)
      2
    • SJR (Solo Juggernaut)
      0
  3. 3. Which skin for Hornet do you prefer?

    • Standard (HD)
      3
    • XT
      3
    • Legacy
      2
    • Prime
      1
    • Ultra
      3


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hornet is my best, but it really ruined the game.

They hurt the game, it's too frustrating when you get 1 shot-kill by a Magnum or Railgun or Gauss, Or even from Thunder sometimes.

I argued a lot before, but I perceived that it's OP after I reach Marshal and be in a lot of battles with Legends...

The game before legend and after legend  differ a lot...

Btw, Hornet is UP when it comes with the wrong one, who didn't have druggers and play with a weak turrets or a wrong turrets that not appropriate to make Hornet OP like Twins.

but when it comes with buyers it will be extremely OP, and we see that in a lot in battles, one hornet dominate the battle.. with Railgun-Gauss-Vulcan-Magnum.

Edited by asem.harbi
shorten the reply something
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Well this is ON! Hornet has been nerfed, but not the way player wanted.

"Any tank with that augment won't lose its armor received from modules, supplies and other sources"

Screenshot_686.png?width=1128&height=634

 

Well done guys! complaining always make things worse. Now I can make a buyer Hornet even stronger by using that new Hull Augment. 

 

 

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15 hours ago, Viking4s said:

Well this is ON! Hornet has been nerfed, but not the way player wanted.

"Any tank with that augment won't lose its armor received from modules, supplies and other sources"

Screenshot_686.png?width=1128&height=634

 

Well done guys! complaining always make things worse. Now I can make a buyer Hornet even stronger by using that new Hull Augment. 

 

 

luckily there is only one slot for augments in the garage

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13 hours ago, At_Shin said:

Imagine a player with AP immunity sitting under a titan dome in siege. ...

It won't be too bad. You can still use wasp, hunter, titan or mammoth to deal with it. 

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  No matter what the phrase "visible targets" means, last modification to its overdrive ends a exclusive strategy in the game.
But what is that strategy...well. hornet overdrive was the only one that could activate its overdrive while tank was hidden behind any building or wall, under a bridge, inside a tunnel...waiting the exactly moment to attack or to defend. Hornet activated its overdrive, and then came out to attack o simply for the enemies to appear.
WASP.- It Is not useless to activate overdrive while being hidden..

HOPPER..-It Is not useless to activate overdrive while being hidden..

HUNTER.- It Is not useless to activate overdrive while being hidden..

VIKING.-It Is not useless to activate overdrive while being hidden..

DICTATOR.- It Is not useless to activate overdrive while being hidden..

ARES.- It Is not useless to activate overdrive while being hidden..

TITAN.- LOST INFLUENCE OF DOME if activate while being hidden and then its mode

MAMMOTH.- Why not to apply the same modifications that hornet overdrive. Make that only "visible tanks" be wiped

Conclusion:

Hornet is not anymore an wise optioN

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On 11/7/2020 at 8:22 PM, Chiechitar said:

But what is that strategy...well. hornet overdrive was the only one that could activate its overdrive while tank was hidden behind any building or wall, under a bridge, inside a tunnel...waiting the exactly moment to attack or to defend. Hornet activated its overdrive, and then came out to attack o simply for the enemies to appear.

 

VIKING.-It Is not useless to activate overdrive while being hidden..

DICTATOR.- It Is not useless to activate overdrive while being hidden..

ARES.- It Is not useless to activate overdrive while being hidden..

I think that these three are different.

Viking, you can activate in safety and quickly run over to a congregation of enemies.

Dictator is a support Overdrive. You can activate it while hidden, whether you are alone or with your teammates.

Ares could go either way, as a Support or Offensive overdrive. It doesn't really matter where you activate it, as you can heal yourself.

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22 hours ago, GrayWolf8733 said:

I think that these three are different.

Viking, you can activate in safety and quickly run over to a congregation of enemies.

Dictator is a support Overdrive. You can activate it while hidden, whether you are alone or with your teammates.

Ares could go either way, as a Support or Offensive overdrive. It doesn't really matter where you activate it, as you can heal yourself.

No, its impossible for Dictator or  Viking to activate their overdrive being hidden behind a building or inside a tunnel and activate.
 

Edited by Chiechitar

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On 11/8/2020 at 2:22 AM, Chiechitar said:

  No matter what the phrase "visible targets" means, last modification to its overdrive ends a exclusive strategy in the game.
But what is that strategy...well. hornet overdrive was the only one that could activate its overdrive while tank was hidden behind any building or wall, under a bridge, inside a tunnel...waiting the exactly moment to attack or to defend. Hornet activated its overdrive, and then came out to attack o simply for the enemies to appear.

Hornet is not anymore an wise optioN

You can't reduce Hornet usage to the activation method. Yes it is more complicated because you have to face enemies in order to increase the effectiveness of the OD, but you had to face your enemy anyway in order to kill them (even more relevant for melee and close-range turrets). The difficulty is more about the difference of vision between what you tank see and what you see on the screen as the player have a higher point of view you might think that one enemy tank would be affected while in fact it won't. After trial and error you will get use to it.
The main nerfing is for far away turret like magnum who usually hide behind walls and tries to reach enemies themselves hiding behind obstacles. This mean they will have to move to a different turret/hull combo. But it seems that you only have one combo Hornet-Thunder, so whatever update Tanki did in the past to thunder or Hornet you never adapted and always sticked to that combo...

Edited by Tokamak
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2 minutes ago, Potdindy said:

I kinda like the nerf as it will let hornet have OP moments but also cant charge into a base and singlehandedly obliterate everything with magnum like it used to

It did nerfed Magnum and Railgun.

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On 11/11/2020 at 10:36 AM, Potdindy said:

yep....magnum and hornet were an oppressive combo...they could run in and empty a base of defenders so easily

"Old" hornet OD + magnum + DD on Siege points...   ?

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Tbh the introduction of AP augments and AP immunity, well AP immunity in itself, totally renders Hornet to become just a tank with a drone and modules and augments. I feel this kinda ruined it for some Hornet players. Although at least I haven't seen games with the majority using AP immunity. If that ever happened, the game may have just taken a turn in the wrong direction.

But yeah, I remember before these changes, Booster Mag/Rail/RFM Shaft on Hornet were so popular, and pretty much godly violating that old 'spawn protection', but now that spawn protection is an immunity that works as it should, these have become less of an issue.

Many players still don't know how to effectively use their Hornet Scout Radar Overdrive, can't blame them, some don't understand how it works. Meanwhile many use it selfishly against 1 player just for a revenge kill. But Hornets can still sway the way of the battle if used correctly, because AP is a deadly status to be on for almost any player except those who dont have module nor armor on.

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2 hours ago, TheCongoSpider said:

 

True.

But I just meant it could do mass killing without LOS.  Stay safe in it's base and lob over obstacles since you can see where the active cap points are.

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6 hours ago, Akame said:

Tbh the introduction of AP augments and AP immunity, well AP immunity in itself, totally renders Hornet to become just a tank with a drone and modules and augments. I feel this kinda ruined it for some Hornet players. Although at least I haven't seen games with the majority using AP immunity. If that ever happened, the game may have just taken a turn in the wrong direction.

But yeah, I remember before these changes, Booster Mag/Rail/RFM Shaft on Hornet were so popular, and pretty much godly violating that old 'spawn protection', but now that spawn protection is an immunity that works as it should, these have become less of an issue.

Many players still don't know how to effectively use their Hornet Scout Radar Overdrive, can't blame them, some don't understand how it works. Meanwhile many use it selfishly against 1 player just for a revenge kill. But Hornets can still sway the way of the battle if used correctly, because AP is a deadly status to be on for almost any player except those who dont have module nor armor on.

Do you know what the biggest issue is? They're making single-fire turrets weaker and weaker, and splash turrets stronger and stronger.

Hornet-Gauss, for instance, was ridiculous in Siege to begin with. And what has been done about it? Nothing. If anything, it's actually encouraged to use Hornet-Gauss as Hornet's AP ability is a perfect fit. Too perfect.

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Approximately the only hull who have an anti Augment against it.

Many times I use my OD, I see no AP indicator above me enemy. I doubt about myself, I doubt about my calculations before I opened my OD. Then I realize they just have AP Immunity.

Hopper have 3 parameters so if one have an immunity, he have 2 others. Hunter have 2 so it can either disable supplies or stun the enemy. but the Hornet nope, the radar is such a useless for the user. Because you use the OD to count the enemy infront of your sight, so you know its place, and the ability of seeing the health bar, isn't that much important, especially when I use it against my enemy I want to fight him whatever his hp was.

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Am I the only one who thinks that Hornet's overdrive is too weak? Let's not compare it to other hulls, especially not Hopper, it's needless. What does it do? Shows you the location of all enemy players, and their HP. And destroys the armor of those who are in front of you in the time of activation. Which only lasts for a few seconds. And shares ALL this with your team. 

So my first question is, what has Hornet became? Some kind of charity organization? 

Another question: how does this help me? The player who actually uses Hornet? If I'm lucky, I might be able to use the armor destruction effect on two players at one activation, sounds useful, right? Compared to Viking for example, who, one way or another but cleans a whole map if in good position. 

I'm not saying they should bring back the old Hornet, they wouldn't do that anyway, unlike I think there was any problem with it. But at least Hornet's OD should have armor destruction effect on all nearby tanks, and without sharing it with our team. 

I do hope this reaches many players though, otherwise they(devs. ) don't really seem to care about it.

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I don't think hornet's OD was actually nerfed. Yes, you can only apply the effect to visible enemies but your whole team has the advantage of killing them easily, even after you die. I like to take advantage of this by clicking shift right when I'm dying, the effect is applied and my OD is still at 99% when I respawn.

AP Immunity also is a drawback. For this just take a turret that applies other effect, like gauss emp, freeze, fire or vulcan with incendiary bounds, etc.

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12 hours ago, beachhouse said:

I don't think hornet's OD was actually nerfed. Yes, you can only apply the effect to visible enemies but your whole team has the advantage of killing them easily, even after you die. I like to take advantage of this by clicking shift right when I'm dying, the effect is applied and my OD is still at 99% when I respawn.

AP Immunity also is a drawback. For this just take a turret that applies other effect, like gauss emp, freeze, fire or vulcan with incendiary bounds, etc.

For the hornet user it was nerfed.  The AP lasts less time than before and they need to view the target for it to take effect.  And anyone on their team benefits, but the hornet gets no scoring for that.

In what way is AP imunity a drawback?  I don't consider not being able to equip a different augment a drawback. And that also assumes you have multiple immunities that you could equip instead.

A drawback means you suffer some kind of penalty for equipping the augment.  You don't.

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