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Let's Discuss Overdrives


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Let's Discuss Overdrives.  

34 members have voted

  1. 1. What's your favorite overdrive?

    • Wasp - N2- Bomb.
      5
    • Hornet - Scout Radar.
      7
    • Hopper - Detonation Jumping Engine.
      5
    • Viking - Berserk Reactor.
      12
    • Hunter - Electro Magnetic Pulse.
      3
    • Crusader - Deadly Icicle.
      5
    • Dictator - Zero Supply.
      10
    • Ares - BFG (Big Friendly Giant) ball.
      6
    • Titan - Protection dome.
      2
    • Mammoth - AT field - Absolute Terror Field.
      2
    • Paladin - Polarized Armor
      4
  2. 2. What's your least favorite overdrive?

    • Wasp - N2- Bomb.
      2
    • Hornet - Scout Radar.
      2
    • Hopper - Detonation Jumping Engine.
      13
    • Viking - Berserk Reactor.
      1
    • Hunter - Electro Magnetic Pulse.
      3
    • Crusader - Deadly Icicle.
      7
    • Dictator - Zero Supply.
      2
    • Ares - BFG (Big Friendly Giant) ball.
      4
    • Titan - Protection dome.
      5
    • Mammoth - AT field - Absolute Terror Field.
      6
    • Paladin - Polarized Armor
      4
  3. 3. Do you like Overdrives?

    • Yes.
      17
    • Maybe.
      4
    • Sometimes.
      4
    • No.
      9


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wolverine848,

Matchmaking is way better. Till the update came, I was tired of half-empty battles. My only grudge against the new missions system if the fact that in one of the missions, we have to get to 3 positions in the Winner's Team . I almost always get top 3 or even 2 in my team. This, however , is not always on the winner's team as I get a team of noobs where only I (and maybe one other guy) play well and the opp. team is full of pros. Not, the ranks , in this case, but high-ranking noobs. My team once had a WO.5 with the tornado kit and he didn't even know how to use railgun, so the opp. team won. 

I'm 100% with you on that silly weekly mission.

 

But match-Maker?  Let me count the ways it is broken...

 

- Take just as long - if not longer to get into battles than before.  The "estimated wait time" is not even remotely close.

- Allows battle groups so battles are often one-sided farces.  Randoms against mini-clans is a joke.

- Rank brackets are far too wide.  Spread of 8 (I've seen it) is ridiculous. And... 90% of time my alt is lowest rank in battles. 90%

- Can't chose map.  Maps are random - and - the weekly pool of maps is small compared to how many we should be seeing.

- Not knowing map means more wasted time visiting garage in already shortened 8-minute battles

- So many unbalanced battles - MM does not guarantee even teams.  Spawn-killing is prevalent and without early battle termination timer players just leave the battle - any end up 8 vs 4.

- Many battles start before all players are actually in the game.  Tab shows 8 vs 8 - but one side often has only 4 active players for 1-2 min.

- Too many battle modes spread the available pool of players too thinly = longer wait times for battles.

 

match-maker does not work.  Before MM I had an easier time finding decent battles on maps I liked to play.  Not anymore.

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I'm 100% with you on that silly weekly mission.

 

But match-Maker?  Let me count the ways it is broken...

 

- Take just as long - if not longer to get into battles than before.  The "estimated wait time" is not even remotely close.

- Allows battle groups so battles are often one-sided farces.  Randoms against mini-clans is a joke.

- Rank brackets are far too wide.  Spread of 8 (I've seen it) is ridiculous. And... 90% of time my alt is lowest rank in battles. 90%

- Can't chose map.  Maps are random - and - the weekly pool of maps is small compared to how many we should be seeing.

- Not knowing map means more wasted time visiting garage in already shortened 8-minute battles

- So many unbalanced battles - MM does not guarantee even teams.  Spawn-killing is prevalent and without early battle termination timer players just leave the battle - any end up 8 vs 4.

- Many battles start before all players are actually in the game.  Tab shows 8 vs 8 - but one side often has only 4 active players for 1-2 min.

- Too many battle modes spread the available pool of players too thinly = longer wait times for battles.

 

match-maker does not work.  Before MM I had an easier time finding decent battles on maps I liked to play.  Not anymore.

I disagree

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I gave a detailed list.  Which part of the list do you disagree with?

wolverine is right here, MM has not decreased waiting time which is supposed to be the main benefit and taking away the option of playing on a map. Old system was definitely better 

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Hornet's OD sucks so much that I was debating switching to wasp. I don't want to. Though slower, hornet has more weight, especially useful to me, as a railgunner, when going against an opp. trying to knock off your aim.

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Hornet's overdrive seems quite underpowered tbh. The vision part actually gives near-zero benefit and the protection ignore is considerably outweighed by the other overdrives once you think about it. 

Edited by not.a.cat

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About MMS, some parts are good, others have flaws that still need to be addressed. Its OK right now, I think it will be even better if some things like early battle termination are added.

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I'm 100% with you on that silly weekly mission.

 

But match-Maker?  Let me count the ways it is broken...

 

- Take just as long - if not longer to get into battles than before.  The "estimated wait time" is not even remotely close. I believe the benefits outweigh this though

- Allows battle groups so battles are often one-sided farces.  Randoms against mini-clans is a joke. I think you actually imagined this, because every battle group is paired with an equally large battle group on the other team. 

- Rank brackets are far too wide.  Spread of 8 (I've seen it) is ridiculous. And... 90% of time my alt is lowest rank in battles. 90% Fully agree with you here

- Can't chose map.  Maps are random - and - the weekly pool of maps is small compared to how many we should be seeing. Yeah I want more maps

- Not knowing map means more wasted time visiting garage in already shortened 8-minute battles. Tbh I have zero problem with this because I'm pro because I'm good with all maps (and I actually like not knowing what map I'm going to) and I hate long battles. 

- So many unbalanced battles - MM does not guarantee even teams.  Spawn-killing is prevalent and without early battle termination timer players just leave the battle - any end up 8 vs 4. I don't find this problem that much because I'm pro because you can usually end base raids pretty fast by using double damage and the fact that supply cooldowns reset when you die. I do want an early termination system though. 

- Many battles start before all players are actually in the game.  Tab shows 8 vs 8 - but one side often has only 4 active players for 1-2 min. Oddly enough I've never seen this. 

- Too many battle modes spread the available pool of players too thinly = longer wait times for battles. I mean you're right, but usually this isn't that much of a problem for me. 

 

match-maker does not work.  Before MM I had an easier time finding decent battles on maps I liked to play. Not anymore. 

Personally, I think you guys are leaving out something. Back before, when you could choose battles, everyone was trying to join the winning team, which made battles pretty unbalanced. Also there was the issue that the first person who joined could get a head start and cap flags and collect supplies before there was anyone to oppose them, which made their team start with an advantage. 

 

I know because I saw it and also did it myself too

Edited by not.a.cat
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Personally, I think you guys are leaving out something. Back before, when you could choose battles, everyone was trying to join the winning team, which made battles pretty unbalanced. Also there was the issue that the first person who joined could get a head start and cap flags and collect supplies before there was anyone to oppose them, which made their team start with an advantage. 

 

I know because I saw it and also did it myself too

I'll take that over Match-Maker.   There are more blow-outs now and they are worse.

At least before I could see what was happening, and actually decide to join the losing side if it was not a blow-out.

And... at least there was the early battle termination if too many tanks left one side.

 

Now... MM placers us into battles with 3 min left and the side you join getting spawn-killed.

Guess what I do... quick exit and wait to make sure MM does not place me right back into that unwinnable game.

 

Now instead of 1 person starting early and capping one flag... one team seems to have 8 players active while the other team has only 3-4 for 1-2 minutes.  And team with 8 caps at least 2x while spawn-killing the 4.   Which is worse?

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Hornet's overdrive seems quite underpowered tbh. The vision part actually gives near-zero benefit and the protection ignore is considerably outweighed by the other overdrives once you think about it. 

The latest V-Log made it's function clearer. When you activate the OD , you and ALL your teammates (not just the ones in range) will be able to see distant opponents' position marked be a beacon (like the flag's in CTF). This comes in handy with railgun, magnum, thunder, and ricochet. Also, the one who activates the OD will be able to see nearby opponents' health bar. This is much better than what I thought, but wasp's bomb is still better.

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Personally, I think you guys are leaving out something. Back before, when you could choose battles, everyone was trying to join the winning team, which made battles pretty unbalanced. Also there was the issue that the first person who joined could get a head start and cap flags and collect supplies before there was anyone to oppose them, which made their team start with an advantage. 

 

I know because I saw it and also did it myself too

That is damn true. It used to make game boring when one team starts winning and the other team leaves. Then , (given no early termination) winning team players start getting bored. Also , I was tired of waiting for battles to fillup. Now, MM does that for you. Initially, it's 8v8. You may be added when 2-3 min left to fill up a team which is short on players. On the whole, MM's pros outnumber it's cons .

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I'll take that over Match-Maker.   There are more blow-outs now and they are worse.

At least before I could see what was happening, and actually decide to join the losing side if it was not a blow-out.-Very few like that.

And... at least there was the early battle termination if too many tanks left one side.

 

Now... MM placers us into battles with 3 min left and the side you join getting spawn-killed.

Guess what I do... quick exit and wait to make sure MM does not place me right back into that unwinnable game.

 

Now instead of 1 person starting early and capping one flag... one team seems to have 8 players active while the other team has only 3-4 for 1-2 minutes.  And team with 8 caps at least 2x while spawn-killing the 4.   Which is worse? -Not so common.

You , and many others, seem to be wanting to hate Tanki.

This topic is meant for discussing Overdirves, not the Matchmaking System. There are other topics for that.

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You , and many others, seem to be wanting to hate Tanki.

This topic is meant for discussing Overdirves, not the Matchmaking System. There are other topics for that.

Funny how you embed retorts in my quote - so I can't quote you.  why is that?   <_<

Very few?  You are wrong.

Not so common?  Again, you are wrong.  Seems to be a pattern.

 

"Many others" should be an alarm bell... no?

 

I'm sure if a mod feels that way he/she will take appropriate action.  Don't see a mod tag beside your name so...

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The latest V-Log made it's function clearer. When you activate the OD , you and ALL your teammates (not just the ones in range) will be able to see distant opponents' position marked be a beacon (like the flag's in CTF). This comes in handy with railgun, magnum, thunder, and ricochet. Also, the one who activates the OD will be able to see nearby opponents' health bar. This is much better than what I thought, but wasp's bomb is still better.

  1. X-ray vision is actually pretty useless. So what if I can see you hiding in your base? I can't shoot you, unless I'm a Magnum. I can still only see in the direction my turret faces, so it's not much good against backstab either.
  2. X-ray vision doesn't make me stronger. I won't get massive damage like viking will, a second set of supplies like dictator will, or invincibility/near-invincibility like titan and mammoth will. I'll just be exactly as good/bad in a fight as I'd be without x-ray vision. 
  3. What use is it to me to have my teammates get boosted as well? They're not going to be any more willing to help me. Most likely they'll just use it for themselves.
  4. I earned the overdrive, not my teammates. It would make more sense if all the other overdrives boosted teammates as well. I don't understand why I should have to share the benefits of my overdrive with my wasps, my vikings, my mammoths, etc. when their overdrive is not going to help me back. Might sound a bit selfish but I mean, Tanki puts a lot on competition inside teams too. 
  5. Protection ignore: "Wow that's so good" No it's not. If you think about it, this just gives you a damage bonus equivalent to 100% divided by (100% - protection percentage) to only enemies protected against you. That means at most 2x damage against 50% protections. Now think about viking and dictator. 
Edited by not.a.cat
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  • X-ray vision is actually pretty useless. So what if I can see you hiding in your base? I can't shoot you, unless I'm a Magnum. I can still only see in the direction my turret faces, so it's not much good against backstab either.
  • X-ray vision doesn't make me stronger. I won't get massive damage like viking will, a second set of supplies like dictator will, or invincibility/near-invincibility like titan and mammoth will. I'll just be exactly as good/bad in a fight as I'd be without x-ray vision. 
  • What use is it to me to have my teammates get boosted as well? They're not going to be any more willing to help me. Most likely they'll just use it for themselves.
  • I earned the overdrive, not my teammates. It would make more sense if all the other overdrives boosted teammates as well. I don't understand why I should have to share the benefits of my overdrive with my wasps, my vikings, my mammoths, etc. when their overdrive is not going to help me back. Might sound a bit selfish but I mean, Tanki puts a lot on competition inside teams too. 
  • Protection ignore: "Wow that's so good" No it's not. If you think about it, this just gives you a damage bonus equivalent to 100% divided by (100% - protection percentage) to only enemies protected against you. That means at most 2x damage against 50% protections. Now think about viking and dictator. 

If wasp, Viking, and mammoth teammates can share their over drives, then spawn killing rates would go up dramatically.

 

Imagine having a fire, thunder, railgun protection or protection against any other turret that annoys you the most, and then a hornet with that kind of turret activates its overdrive, and poof they can now ignore your protection against them.

 

Sharing an overdrive with your teammates as a hornet means that your teammates will know exactly where the person with your teams flag is hiding, and from there they can launch a coordinated attack against that person.

 

Also, Viking may have an OP OD, but it still doesn't stand a chance against a hunter with OD ready.

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If wasp, Viking, and mammoth teammates can share their over drives, then spawn killing rates would go up dramatically.

 

Imagine having a fire, thunder, railgun protection or protection against any other turret that annoys you the most, and then a hornet with that kind of turret activates its overdrive, and poof they can now ignore your protection against them.

 

Sharing an overdrive with your teammates as a hornet means that your teammates will know exactly where the person with your teams flag is hiding, and from there they can launch a coordinated attack against that person.

 

Also, Viking may have an OP OD, but it still doesn't stand a chance against a hunter with OD ready.

We already have this ability in the battle without the Hornet OD being activated.  The stolen flag is a beacon saying "come get me".

 

For Viking - depends on how mechanics work... if it is > 100% re-load rate could be issues.  Hammer duplet with DD re-loading at extreme rate could kill anything quickly.

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We already have this ability in the battle without the Hornet OD being activated.  The stolen flag is a beacon saying "come get me".

Oh yeah, I forgot about that. Well maybe it could be used to locate the deadliest snipers and midfielders in that team.

 

For Viking - depends on how mechanics work... if it is > 100% re-load rate could be issues.  Hammer duplet with DD re-loading at extreme rate could kill anything quickly.

We'll just have to see how much of an effect the OD has on the reload.

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For Viking - depends on how mechanics work... if it is > 100% re-load rate could be issues.  Hammer duplet with DD re-loading at extreme rate could kill anything quickly.

The Thunder and Hammer in the V-log were shooting faster than Twins, so I'm pretty sure it's a lot more than +100% reload rate. Also the V-log said the overdrive will give infinite ammo and no self-damage. 

Edited by not.a.cat

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Imagine having a fire, thunder, railgun protection or protection against any other turret that annoys you the most, and then a hornet with that kind of turret activates its overdrive, and poof they can now ignore your protection against them. 

A Hornet ignoring your protections will deal 100% of its turret's damage to you. 

 

Judging from the V-log, Viking's overdrive seems to boost firerate (and by extension DPS) by about 10 times. Slap on a 50% protection and that gets reduced to 5 times. That's 500%. It's even more if you consider that Viking's overdrive also grants infinite ammo and invincibility from self-damage. 

 

Also consider that regardless of the protections of the tank that Hornet is shooting, it will always deal a max of 100% its turret's damage. But depending on the protections of that target that Viking is shooting, it could be dealing anywhere from 500% to 1,000% of its turret's damage. That's 5 TO 10 TIMES HORNET. Now tell me how protection ignore can even COMPARE to this. 

 

 

Also, Viking may have an OP OD, but it still doesn't stand a chance against a hunter with OD ready.

Neither do the overdrives of any other hull. 

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A Hornet ignoring your protections will deal 100% of its turret's damage to you. 

 

Judging from the V-log, Viking's overdrive seems to boost firerate (and by extension DPS) by about 10 times. Slap on a 50% protection and that gets reduced to 5 times. That's 500%. It's even more if you consider that Viking's overdrive also grants infinite ammo and invincibility from self-damage. 

 

Also consider that regardless of the protections of the tank that Hornet is shooting, it will always deal a max of 100% its turret's damage. But depending on the protections of that target that Viking is shooting, it could be dealing anywhere from 500% to 1,000% of its turret's damage. That's 5 TO 10 TIMES HORNET. Now tell me how protection ignore can even COMPARE to this. 

 

 

 

Neither do the overdrives of any other hull.

 

 

I honestly think that hornets OD is more oriented towards teamwork.

 

And about the Viking OD, yes it's OP, but that's because Viking itself is weak. Besides it only last for 30 seconds if that. And most people can activate OD at least twice in MM battles. And it doesn't have The immortality ability in its overdrive that mammoth has, so it pretty much can be killed during its OD duration.

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I honestly think that hornets OD is more oriented towards teamwork.

 

And about the Viking OD, yes it's OP, but that's because Viking itself is weak. Besides it only last for 30 seconds if that. And most people can activate OD at least twice in MM battles. And it doesn't have The immortality ability in its overdrive that mammoth has, so it pretty much can be killed during its OD duration.

That is absolutely true.

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If wasp, Viking, and mammoth teammates can share their over drives, then spawn killing rates would go up dramatically.

 

Imagine having a fire, thunder, railgun protection or protection against any other turret that annoys you the most, and then a hornet with that kind of turret activates its overdrive, and poof they can now ignore your protection against them. -  Only works for the guy who activates the OD.

 

Sharing an overdrive with your teammates as a hornet means that your teammates will know exactly where the person with your teams flag is hiding, and from there they can launch a coordinated attack against that person.

 

Also, Viking may have an OP OD, but it still doesn't stand a chance against a hunter with OD ready.

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After seeing viking's overdrive would anyone really think they're all balanced?

What's a bomb or x-ray vision or disabling electric field gonna do? Nothing is gonna stop the rapid firing rate, you're gonna die in no time.

 

For example, the damage of isida with viking's overdrive and a double damage is 8000 per second (found that from the v-log figures)... sheesh!

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