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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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I pulled a sneaky on them. Sneaky-on-them.png

 

They huddled around in a newly placed dome. While I approached them from behind, they moved in a way that opened up a space juuuuuust right for my Mammoth, then instantly killed 4 of them. Went after the 5th and the Firebird Hunter legged it out of there. 

Edited by TheCongoSpider
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I pulled a sneaky on them. Sneaky-on-them.png

 

They huddled around in a newly placed dome. While I approached them from behind, they moved in a way that opened up a space juuuuuust right for my Mammoth, then instantly killed 4 of them. Went after the 5th and the Firebird Hunter legged it out of there. 

You can literally see how scared the Firebird is - he's backed up against the boxes completely  :D

 

Congo, does Freeze protection really help with recovery from the Dictator's OD shockwave? So far, I've seen exactly the same results with and without a 29% module on...

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Congo, does Freeze protection really help with recovery from the Dictator's OD shockwave? So far, I've seen exactly the same results with and without a 29% module on...

I've had a few instances where I played with some players with max-levelled protection modules. I remember trying to freeze someone with 50% Freeze protection and it didn't faze them. I'll test this again. 

 

If anything, it may not help protect against the initial chill, but it may help with your tank regaining its neutral temperature faster. 

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I've had a few instances where I played with some players with max-levelled protection modules. I remember trying to freeze someone with 50% Freeze protection and it didn't faze them. I'll test this again. 

 

If anything, it may not help protect against the initial chill, but it may help with your tank regaining its neutral temperature faster. 

That's what I thought. Is it just me, or does it also have a different visual effect as well? In either case, it should be a unique effect that can't be protected against.

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Overdrives stink.

 

Hunter OD is weakest and they nerfed it.

What? how are you evaluating overdrives. Other than maybe hornet its the strongest....I'd suggest it is the strongest. Press shift and all your enemies around are helpless

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What? how are you evaluating overdrives. Other than maybe hornet its the strongest....I'd suggest it is the strongest. Press shift and all your enemies around are helpless

The range nerf is worse than you probably think, more hunters are completely missing their ODs and even if you don’t, I’ve noticed it is harder to stun a group of tanks.
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The range nerf is worse than you probably think, more hunters are completely missing their ODs and even if you don’t, I’ve noticed it is harder to stun a group of tanks.

It also feels a bit inconsistent now. Like some of them zap me in what looked like the past radius, and I miss my zap even when I'm closer to them than they were to me. 

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Hazel always lauds counterplay, but there is none with Hunter OD. It is worthless. There is no use in it. Sure, when supporting, it can be useful, but when attacking, it maybe hits one tank of a group. Even if it gets them all, one's own tank is dead by the time the first kill is accomplished because the other tanks are active again.

 

The delay is too long. The range is too short. The stun is much too short. Having knocked out opponent supplies is worthless while they run hide after your tank dies.

 

It is wothless. No one should use Hunter, but it is what I'm stuck with for Slowdeath. Hunter OD is total crap.

 

Titan dome is strongest unless an attacking Hunter survives long enough to get close enough.

 

Mammoth is still absolutely unbeatable. Maybe not for gold-nukes, but for attacking, it kills and survives all in range.

 

Wasp is probably weakest, and the bomb is such a wuss move, but at least it always gets at least one kill. Hunter misses more than it hits and rarely lasts long enough for even the one kill.

 

Hornet has its merit, and it can be satisfying.

 

Dictator is only effective in team support, and Viking results in too many wasted shots and self-destructs.

 

Overall, all overdrives are the opposite of counterplay. They are almost entirely frustration, either for the player or the opponents.

 

Non-Hunters whine about Hunter's OD not because it is effective against them, but because it is simply annoying. It interrupts, usually only for an annoying but harmless delay.

 

Make OD an option in pro battles. Take it out of MM.

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It is wothless. No one should use Hunter, but it is what I'm stuck with for Slowdeath. Hunter OD is total crap.

I'm not particularly stuck with Hunter, but I much prefer it over Viking, both for stats and the Overdrive. The Overdrive fits my playstyle more. I use it more supportively than offensively. 

 

Having knocked out opponent supplies is worthless while they run hide after your tank dies.

Having knocked out your opponent's supplies is leaving them vulnerable for the rest of your teammates during those 30 seconds of cooldown. 

 

Mammoth is still absolutely unbeatable. Maybe not for gold-nukes, but for attacking, it kills and survives all in range.

I'm taken down pretty quickly as a Mammoth if the group of players notice me. They have their own turrets and Overdrives to counter me. After the change, the Overdrives of Viking, Hunter, Hornet and Wasp are able to kill me while my Overdrive is active. Just now I saw my Mammoth teammate get shredded 2 seconds into his Overdrive. 

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Hazel always lauds counterplay, but there is none with Hunter OD. It is worthless. There is no use in it. Sure, when supporting, it can be useful, but when attacking, it maybe hits one tank of a group. Even if it gets them all, one's own tank is dead by the time the first kill is accomplished because the other tanks are active again.

 

The delay is too long. The range is too short. The stun is much too short. Having knocked out opponent supplies is worthless while they run hide after your tank dies.

 

It is wothless. No one should use Hunter, but it is what I'm stuck with for Slowdeath. Hunter OD is total crap.

 

Titan dome is strongest unless an attacking Hunter survives long enough to get close enough.

 

Mammoth is still absolutely unbeatable. Maybe not for gold-nukes, but for attacking, it kills and survives all in range.

 

Wasp is probably weakest, and the bomb is such a wuss move, but at least it always gets at least one kill. Hunter misses more than it hits and rarely lasts long enough for even the one kill.

 

Hornet has its merit, and it can be satisfying.

 

Dictator is only effective in team support, and Viking results in too many wasted shots and self-destructs.

 

Overall, all overdrives are the opposite of counterplay. They are almost entirely frustration, either for the player or the opponents.

 

Non-Hunters whine about Hunter's OD not because it is effective against them, but because it is simply annoying. It interrupts, usually only for an annoying but harmless delay.

 

Make OD an option in pro battles. Take it out of MM.

 

 

The delay on Hunter is indeed pretty crappy.  With a short range there is no need for that.

 

Hornet... OP.  There's no defense against something that can be activated while under cover, lasts 20 seconds, and allows a number of turrets to 1-shot up to medium hulls.

 

Not sure how you figure Mammoth is unbeatable.  Maybe on very small maps.  What is it going to do on medium to large maps?  It's quite slow, and the instant RK in no way substitutes for the invulnerability.

 

I've stopped playing non-team battles, so Dictator is fine.  It's better than mammoth - I'll take an extra free set of supplies over the insta-kill for 7 seconds on most maps.  Plus it's not slow as a turtle.

Edited by wolverine848
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I've decried overdrives since first announced, before it was implimented. I wrote pages (as you may be aware) against the original overdrive (Dictator's), and I wrote pages more after the seven were released. They are a net negative for play and counterplay. Overdrives are not fun. Overdrives are frustration.

 

Of course, you gotta use what you get to the best of one's abilities. Oh well.

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Compared to other overdrives, mammoth overdrive is useful in the tight spaces for example in the "toilet" but when theres little bit range involved its mostly useless.

Edited by BacardyXX

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Hornet being able to see enemies is probaly most helpful in Assault red team. I turn on my Overdrive so I can take the path that will make me encounter the fewest number of enemies.

Edited by GrayWolf8733

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Just now, DieselPlatinum said:

Magnum, double damage and Vikings OD can literally take down juggernaut of same modification 2 or three hits. Or in the blink of an eye.

Fixed.

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1 hour ago, Zekrom said:

Fixed.

You're wrong here, magnum with Viking OD is noticeably slower than railgun with Viking OD.

 

Against magnum with Double damage, the jug still has a chance to escape. But against railgun with LCR and Double Damage, the jug is dead before it can react.

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Why does Mammoth overdrive charge so fast? I've seen Mammoth activate the kill static six and seven times in battles. Something isn't right! The weakest overdrive (Hunter) was most recently nerfed. The strongest overdrives, Mammoth and Titan, seem to be only beefed. What gives?

 

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38 minutes ago, OKDad70 said:

Why does Mammoth overdrive charge so fast? I've seen Mammoth activate the kill static six and seven times in battles. Something isn't right! The weakest overdrive (Hunter) was most recently nerfed. The strongest overdrives, Mammoth and Titan, seem to be only beefed. What gives?

I wouldn't consider Mammoth the strongest Overdrive. 

 

As for your question, after removing the invincibility aspect of Mammoth's Overdrive, they've been trying to balance it even further. These balances up to this point has resulted in it (Mammoth) accumulating 20% more Overdrive charge from actions (kills/assists/flag and control point captures etc.), an increased duration from 5 seconds to 7 seconds, and an increased speed boost from 30% to 50%. The removed invincibility hurts sometimes when many players are shooting at the Mammoth that is obviously coming into the enemy base to use its Overdrive. USing your Overdrive without double armour has you a higher chance of wasting it. 

The reason for the increased number of Mammoth Overdrives from one person in a battle is because of the 20% increase of Overdrive charge accumulation from actions. Whereas Hunter gains 8% Overdrive charge for a kill, Mammoth gains 10% Overdrive charge for a kill. 

 

And as far as I remember, only one change was made to Titan's dome, and that was it being made invisible in DM battles. Titan's dome has many counters hard and soft. 

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