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Tell us your cool ideas for new «Overdrives»


theFiringHand
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Hallo to everybody!

I'm here to suggest a new idea for a new overdrive.

So, first it will need to charge a thing like a battery like the zero supply but it will be 20 times slower. BUT when it is charged you can either drop a gold either put  10 mines wherever you want. 

I suggest you to make this overdrive active only for a particular period, like 10 days or something like that!

 

 

 

Thanks for your time reading my suggestion. I think it's a bit crazy but please answer to me!

 

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I have many ideas about it : 

 

1) The animation for the overdrive is so laggy for low resolution PCs . you should make that less laggy and better like :previous one ( Star ) .

 

2) The over drive will remain on same % after battle ends until tanker leaves the battle . 

 

LoL I am thinking for more if i got other ideas i will post new topic or i will reply to this post .

 

Hope you like my ideas

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I think all supplies should be changed into overdrives. Just turn them into items that charge up gradually (although much quicker than the overdrive) and can be used once they charge.

 

I would also suggest them to be made free at the same time, just like in TX, but something's telling me that devs don't want to give up supplies as a source of revenue  <_<

 

Also this topic should totally be in the I&S section, k?

I agree; it seems like it'd be much easier to have a fair game if all supplies were made into a charge-up, and then they could still have the same "smart supplies" system or whatever, but people couldn't spam them like they currently do. All the supplies people have in their garages could be refunded at half price or something I suppose.

 

This really reminds me of "ultimates" in Overwatch.  :P Not sure what unique ones would work though.

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There should be a different ability for each turret. Like for example, isida (once fully charged) could deploy a circle of healing that heals everyone in it. I think it would really be a game changer with these different abilities, it also brings a better sense of variety and role in battle.

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Overdrive, I think this should only be implemented during the festive seasons. A tank with M3 hull and M3 turret has a great power over M0, M1, M2... When they catch power ups they become powerful enough to create an ambush. Tanks equipped with Low powered hull and turret will not even stand a chance against these highly powerful tanks and providing them with overdrive turns low equipped tanks as sitting ducks. Please give everyone a fair reason to play.

Thank you.

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The Overdrive could be of different style but I think one should be beared in mind - it should have a social factor. While you can drug others, the level of team coop determine level of success. This is what I like.  Something like when three charged tankers will press Overdrive at the same moment staying close by - it could call air bombardment. Or when two scope based tanks will press overdrive together enemy could be visible for a while for all team. Also, elements affecting whole team could increase the need to be united and fight for the common thing. Tank up!

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When it is activated no impact force or something like 50%. This idea shouldn't be in this topic put I will put it here: Add impact force protection modules, they would be very usefull against 1 turret which makes you in to fidget spinner

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Since the whole idea is similar to overwatch ultimate,why not make it even more overwatch themed and make every turret have its own overdrive with a special abitlity would be cool to see something lik a buff to thunder's damage and splash radius and less reload as its overdrive for 10 secs or twins having twice as many shots( half the reload time) and fire having longer range an dhigher damage,even having isida damage multile peopleat once

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Change the 'SHIFT' key to '7' key becuase it's hard to press SHIFT while playing

But it's not good that Zero supply is in XP/BP (Drop boxes) battles, please don't

Edited by Plum

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I'm not talking about how the current version should change. I'm asking you to suggest completely new mechanics? What kind of weird stuff can we get your tanks to do?

I am telling it to remain permenent in tankionline. it should also contain more timings druggs

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How about every turret or hull have a special kind of Overdrive that changes there game mechanics(like shaft could penetrate tanks in a row or rico can have a chance to shoot double); :blink:

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The team to use their overdrive first seems to be the winner, because they can get more points, get more overdrive, and so on. So, how about make over drive harder to activate, but longer lasting? And the range will reduce effectiveness. For example, I will get full potential of overdrive. My friend who is 5m away, will get 50% of overdrive, because he is half the distance away, required to be in overdrive's range. If my ally is 6m away, then he will get 40%. This will hopefully reduce amount of tankers affected by overdrive.

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I think, the zero supply should always be available and depending upon its percentage (like 38%, 72%, when it fills), the duration of the supplies should be decided.. ;) 

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Develop Overdrive so that it has two functions: the current 'Zero' supply mode which provides supplies to teammates within a radius with the addition of a feature that neutralises any active Overdrive in play. The effect would render an opponents use of Overdrive immediately ineffective but not remove the ability to employ Overdrive. By having this additional feature it would involve greater tactical thinking to employing Overdrive. In a instance where one team member utilises Overdrive, an opponent could then employ Overdrive themselves immediately neutralising their opponents use of Overdrive. Of course, any team members nearby could emply Overdrive again which you lead to a to rapid depletion of Overdrive for both sides.

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i think when you get the zero supply you should get a protection for all turrets 
and the enemy protection should not protect him from your weapon

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I'd like to see a special feature like "Overdrive" which boosts your Protection Module for a certain amount of time.

 

When you reach 100% (maybe in a similar way to the "Overdrive"), you can activate this feature to boost all the turret protections on your module by a certain percentage, so rather than having 35% protection from Railgun for instance, you would have 50% for a limited time (or even more, depending on how good it would actually prove to be).

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i think when you get the zero supply you should get a protection for all turrets 
and the enemy protection should not protect him from your weapon

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As if there are not already enough 'supplies' in the game having taken over and widely destroyed what makes a game. As I frequently commented, tanks have become useless. A square, four corners and throwing drugs on each other that suffices since quite a while.

 

Hulls and turrets are additionally weakened by permanently and stupidly changing parameters, but not really needed anymore. They are not decisive. Which hull ever, which turret ever - it is the amount of drugs, which decides. The part of Earning Experience in daily challenges is unimportant. One does need only one experience and 'skill', to know when the next 'supply' can be used.

 

A significant amount of players has already left, more of this wanted? Then add this mode and bring even more drugs to the game.

 

A more pressing question instead is changing that players cannot park tanks in a battle for just weakening a team by their inactivity. This behaviour has become a real nuisance.

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