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Tell us your cool ideas for new «Overdrives»


theFiringHand
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should be an overdrive that turns off all the enemy supplies for 30 seconds even the active ones when you are near them so you can disable a group of enemies supplies

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I really hate overdrive (zero supply) mode. I don't want this stupid update in this game!! This update really annoys a lot, for example- a player use zero supply infront of me when I tried to kill him without drugs, it's a kind of cheating! Pls don't add this dump update. If you admins wanna add it, pls do a thing like, zero supply mode unlocked from  Marshal to Legend only. Thank you.

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zero mode to carry a %ge chance to randomise your turret ie it fires randomly as any other sort of turret changing randomly with each shot.

 

that will take the smug smiles off users faces.

 

imagine  " hit zero...... railgun charged ..... pop out, aim fire......  ice crystals????  fire again ......  smoky round ....... fire again .... ricochet"

 

it would be hilarious

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please add a cutter for 0 supply with can neutralize the whole 0 supply ....

suppose a player used 0 supply in group and we have another power to remove the feature of opponent 0 supply... that's gonna more crazier hahahahahaahah ......

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Umm..!! a OverDrive from which we can drop a mine , but a special mine :D Mine should not be removed untill the battle finish :) Mine must not disappear even if we die during the battle as it is Special so it must stay untill the battle ends or untill we left :) and and and as it is a special "mine" so the playerss have to wait alot like the zero supply to  be 100% :D :)

Edited by TankiOnline.Pakistan

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Sounds like they are going to implement - just a matter of how. :unsure: :wacko: :blink: :ph34r:

 

Only way it can be fairly implemented is to...

- have it based only on time or...

- remove other supplies or...

- way longer cool-down for your own supplies after using OverDrive.

 

Else unbalanced battles will become the norm (if not already there now).

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I think that when you use the over drive will deploy a smoke bomb so it is a bit more difficult to see for a few seconds

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I think the idea I posted here yesterday may go some way to dealing with the ridiculous imbalance Overdrive in its current form caused. May need some tweaks here and there but I like the basis of the idea. 

 

 

 

 

My ideas are better for balancing the battle and the feature itself:

 

 

 

 

IDEA 1
 
- Kills and captures will have no effect in the charge of Overdrive.
 
- Battle Balancing Effect
 
In team battles, it should charge faster for members of the team that has less players. If a battle is 10v9 (100 to 90%), the team with 9 players should see their overdrive charge 10% faster; in 4v3 (100 to 75%), the team with 3 players should see their charge 25% faster.
 
- Drug Addiction Rehabilitation Effect
 
If you don't use supplies, either from garage, pick ups or Overdrive sharing, the charge should charge at full 100% speed (after the Battle Balancing Effect). Each 1 (20%) of the 5 (100%) supplies will slow down the charge for 40 seconds. If you use or pick up one supply the charge will be slowed by 20% for 40 seconds; if you use 3 supplies the charge will slow down by 60 %; if you use 5 supplies because an Overdrive sharing your charge will slowdown 100% for 40 seconds, meaning no charge at all for 40 seconds; and if you had a previous slow down going on that will mean that your charge will become negative (decrease in charge). This effect will allow the SCD to have a more linear cooldown numbers.
 
- The charge can continue up to 400% so you can save Overdrive for later use. That means there will be an Overdrive cooldown as well. And there should be a negative charge up to -400%
 
- No initial cooldown on supplies.
 
- No after death or self destruction cooldown.
 
- For all these to work there should be a sign that let your team mates know you have 100% charge ready to use, maybe you can activate that sign with the 0 key. They'll decide weather to get close to you or not. Maybe key number 6 should be used for these and second press of key 6 activates the Overdos... I mean Overdrive. The Gold Box key could be moved to key 9.
 
- When overdrive is fully charged the the box should light blue.
 
- This could be experimented first with a filter to activate or deactivate.
 

 
IDEA 2
 
- Instead of calling it Overdrive or Zero Supply, the name should be Overdose (OD)
 
- Overdose Self Destruction
 
After 40 seconds of activating Overdose, whether you did or others shared it with you, your tank will selfdestruct. (die)
 
- At second 35 your tank could start shaking or sparking, meaning the end is near.
 
That will be the downside of OD and it will introduce another dynamic to its use.
 

 
IDEA 3
 
- Apart from OD activating all supplies, there should also be two special features.
 
- Helium Balloon
 
If you use OD when you're flipped or falling upside down a helium balloon will be deployed to put you upright.
 
- Hang Glider
 
If you use OD after a jump a hang glider will be deployed so you can use it to glide your tank.
 
- This two should become new special supplies, but only for use with Overdose. You'll get them when you get your rewards of weekly mission, other rewards from events and when you buy Supply Kits, without extra charges. Not for individual purchase and no special keys to use them. (for many reasons)
 

 
IDEA 4
 
Give prizes to the best ideas, like 10 of all supplies to the best, 5 to the second and third, 3 from the forth to the tenth. Whether implement or not.

 


 

IDEA 5
 
- 1 in 10 chance that your tank will selfdestruct instantly when you use or receive an Overdose (Overdrive).
 
- 1 in 5 chance that your tank will selfdestruct instantly during Gold Box drop when you use or receive an Overdose
 
That will prevent too much drugging when Gold Boxes drop.
 

 

 

 

And this is KillerAssassin3's idea, also good for balancing:

 

 

 

 

The only way this feature would work is listed below:
 
1. Remove all the changes you made regarding zero supply mode and disable it in pro battles.
 
2. Now that it's back to what it was like back in May festivities, go ahead and make the following changes:
 
To ensure that no one double drugs, make it counter act with individual supplies:
 
· Speed boosts and mines cost 25% of the charge.
· Double armor and double damages cost 50% of the charge.
· Repair kits will cost 100% of the charge.
 
To ensure that no team stack supply duration one after another:
 
· If one person activates the zero supply mode, any teammate that was nearby at the time won't be able to use it even if it's at 100% until after the cooldown.
· The cooldown will start the moment the supply effects have worn off and will last around 60 seconds.
· Overdrive will also have negative percentages that go on forever. Ex: say you are at 0% at the moment in battle and you use a speed boost, well, now you are at -25%. which means, it will take that much longer to fill up your overdrive. which also applies to the supplies at their respective cost.
 
Honestly, my idea for the zero supply is much better, and will not ruin gameplay
 
Obviously, this is the only idea with little to no flaws at all towards the zero supply 
 

 

 

Edited by D.a.n.t.e

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I saw a previous comment with a similar idea to this. 

If you could implicate a unique bonus for using each turret, like loyalty points. For example if i used thunder for 100 hours id unlock a new feature, that other turrets did not have.

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Umm.. can someone tell me what 'Overdrive' even is? All i know is it has cool animations and effects your whole team.

:wacko:  :huh: ?

It's a horrible thing that activates all the supplies on your tank and nearby allies without actually using up any garage supplies, makes the winning team even stronger, and people like because it's shiny.

 

Tanki brought it for the first time during May festivities, and a second time during its birthday celebrations.

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I think the idea I posted here yesterday may go some way to dealing with the ridiculous imbalance Overdrive in its current form caused. May need some tweaks here and there but I like the basis of the idea. 

 

 

 

 

Interesting idea.

 

My question is... how does one get to the 100% mark?

 

If similar to way already implemented, I don't see balance changing too much from now.

One team will get there first by drugging harder.

Then they will go on to suppress the other team and prevent them from getting to 100% (in a reasonable, useful time).

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Interesting idea.

 

My question is... how does one get to the 100% mark?

 

If similar to way already implemented, I don't see balance changing too much from now.

One team will get there first by drugging harder.

Then they will go on to suppress the other team and prevent them from getting to 100% (in a reasonable, useful time).

With matchmaking there's a good chance the system will put a heavy drugger on your team as well, so there might be less of that victimized feeling.

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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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overdrive should completely change the map youre on. everyone suddenly respawns and the flags go back to home base. maybe whatever tank is winning on each team at the 10 minute mark gets an overdrive but only once .

 

Picture this--Highways... tied 3-3 and the enemy is about to capture your flag.....poof.....suddenly on Chernobyl  and both flags are back.  SAVED!

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in a new "overdrive", you should add goldboxes. this will allow tankers to drop goldboxes with the command button 6. then tankers ca get the gold ad buy some awesome weapons and hulls and paint and upgrades. :D more people would play your game and posibly buy your goldboxes and crystals. also if you want, with a little more coding, you can make it so that the goldboxes can only be dropped that round. i think that you should also make it so that tankers only get the goldbox overdrive when they get 10 kills. :) :) :D :D :lol: :lol: B) B) :rolleyes: :rolleyes: :) :)

 

i would like that too. i am low rank and cant buy many guns

no I mean only guns below the normal rank that you can buy, so I can get m1s of most guns but for artillery I can't get M0 even though I want to because of my rank.

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in overdrive after the recharge

1. Teammates generally wait (or write 100 in team chat for others to know) and then use it to for their team benefit.

2. use it all alone finish first in the game.

in addition to the power-ups it could also produce a shock wave (to a limited range) that could easily imbalance or turn hulls like wasp and hornet but it could also deviate the aiming of other enemy tanks near it..( could be useful in CTF and deathmatches)

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​overdrive should have invisibility. when you activate overdrive, you will also vanish but you will be seen when you shoot or aim a shaft. also, I believe that it should have double kill count when activated. these are my ideas for overdrive

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I hate the zero supply

it allows sucky players to demolish amazing guys at no cost to them

but when your get 100% , you can also demolish amazing guys  B)

Edited by Mr.General.Ghost

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