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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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1 minute ago, Sacrifice said:

Hmm.. Let us say I was the one who had the power to remove this feature by a simple click and I was looking at this topic to make decisions and considered only the responses here, then you do understand that the past 15 comments has only you raging for Hornet OD to be removed? That is one to 4 people. The majority is fine with hornets OD. I use viking and hunter and hornet only for XP, I know how annoying hornet OD can be, but to have it removed simply because I find it annoying is just...

Not raging just trying to get my point over.   

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10 minutes ago, Viking4s said:

So you don't need a poll after all, you are quite adamant about removing them anyway whatever  other people think. 

YIP and i will never change my mind about overdrives needing to be removed altogether.

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3 minutes ago, cosmic666 said:

YIP and i will never change my mind about overdrives needing to be removed altogether.

The intensity of the debate reminds me of the one about supplies (not as strong though) years ago, and at day of today they are still here.
 

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17 minutes ago, Viking4s said:

The intensity of the debate reminds me of the one about supplies (not as strong though) years ago, and at day of today they are still here.
 

I  do fine in almost every battle i go into because i don't hang about and i have a strong combo, and yes i use overdrives on whatever hull im using just like every other player, but i would do even better without overdrives in the game especially hornet which is the game changer in most battles i go into if they are equipped usually with rail/mag or vulcan. I JUST DON'T LIKE THEM.  

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6 hours ago, D.A.R.K.N.E.S.S said:

 

How Many Battle Points Does Dictator Get You For Sharing Overdrive?
Would maybe also be useful to have the passive charge times of each overdrive in the wiki as well 

How Many Battle Points Does Dictator Get You For Sharing Overdrive?
Would maybe also be useful to have the passive charge times of each overdrive in the wiki as well 

The passive charge of each overdrive is not easy to find in the wiki, but it is in the wiki on the parameter table of each hull.

Look for  Overdrive charge over time, it is at the bottom in the Non-upgradable Parameters section. See below example for Wasp hull:

Wasp icon small.png Wasp
Мk1
Мk2
Мk3
Мk4
Мk5
Мk6
Мk7 
Мk7+
Overdrive charge from points
600.00
600.00
600.00
600.00
600.00
600.00
600.00
600.00
Overdrive charge over time
1 000.00
1 000.00
1 000.00
1 000.00
1 000.00
1 000.00
1 000.00
1 000.00

So here is how you do the calculation for wasp: 1,000 <=> 1% per second   <=> 100 % = 100 seconds

Hull Charge in Second Charge per point Driver 0 Driver 20 Class
Viking 250 500 4% 12% Medium
Mammy 143 600 7% 21% Heavy
Dictator 143 700 9% 27% Medium
Titan 125 500 8% 24% Heavy
Hunter 111 600 9% 27% Medium
Hornet 111 500 9% 27% Light
Wasp 100 600 10% 30% Light
Juggernaut 40 0 n/a n/a n/a


In the table above is added the charge boost from the Driver drone and the ratio of Charge boost from point (battle score point). This ratio is the second Overdrive parameter in the wiki stat table that influence overdrive charge per hull for each battle score point you earn. Beware that Team Juggernaut has no point charge per battles score, while Solo Juggernaut has, but the info is not disclosed.

CtrOilV.png

Edited by Viking4s
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21 minutes ago, Viking4s said:

The passive charge of each overdrive is not easy to find in the wiki, but it is in the wiki on the parameter table of each hull.

Look for  Overdrive charge over time, it is at the bottom in the Non-upgradable Parameters section. See below example for Wasp hull:

Wasp icon small.png Wasp
Мk1
Мk2
Мk3
Мk4
Мk5
Мk6
Мk7 
Мk7+
Overdrive charge from points
600.00
600.00
600.00
600.00
600.00
600.00
600.00
600.00
Overdrive charge over time
1 000.00
1 000.00
1 000.00
1 000.00
1 000.00
1 000.00
1 000.00
1 000.00

So here is how you do the calculation for wasp: 1,000 <=> 1% per second   <=> 100 % = 100 seconds

Hull Charge in Second Charge per point Driver 0MU Driver 20MU Class
Viking 250 500 4% 12% Medium
Mammy 143 600 7% 21% Heavy
Titan 125 500 8% 24% Heavy
Dictator 111 700 9% 27% Medium
Hunter 111 600 9% 27% Medium
Hornet 111 500 9% 27% Light
Wasp 100 600 10% 30% Light
Team Juggernaut 40 0 n/a n/a n/a

In the table above is added the charge boost from the Driver drone and the ratio of Charge boost from point (battle score point). This ratio is the second Overdrive parameter in the wiki stat table that influence overdrive charge per hull for each battle score point you earn. Beware that Team Juggernaut has no point charge per battles score, while Solo Juggernaut has, but the info is not disclosed.

 

SJ7DOqy.png

Wiki editor application on the cards... ? ?

 

Thanks for the clarification and the infographic - so hulls with the same passive charge time and the same battle scores can charge at different rates as the battle score : charge ratios are different 

My current understanding of it : each hull needs 100,000 charge to reach Overdrive. The statistic for Overdrive charge over time is passive charging per second to reach that 100,000 and the statistic for charge from points is the charge recieved per battle point towards reaching that 100,000. 

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17 minutes ago, D.A.R.K.N.E.S.S said:

Wiki editor application on the cards... ? ?

 

Thanks for the clarification and the infographic - so hulls with the same passive charge time and the same battle scores can charge at different rates as the battle score : charge ratios are different 

My current understanding of it : each hull needs 100,000 charge to reach Overdrive. The statistic for Overdrive charge over time is passive charging per second to reach that 100,000 and the statistic for charge from points is the charge recieved per battle point towards reaching that 100,000. 

No thank you, changing the content of the wiki every week because the devs feels like it... see this overdrive guide on the help site it is already out of date (Beginner's Guide to Overdrives).

100% charge = one overdrive. The charge is basic charge per second + charge per battle points. If you do nothing your overdrive will eventually reach 100%. However, players can boost the charge when actively participating in the battle by scoring battle points: destroying enemy tanks, healing teammates, capturing flags and control points or scoring rugby goals. The gain in % depends on the ratio: for example 600 for Wasp means that if it kill an enemy it worse 10 battle points => 10 * 0.6 => + 6% charge gain. If you killed that first opponent 20 seconds after you enter the game your current passive charge would be already at 20%, so just after the kill it will now show: 20 + 6 = 26%. If you had the Driver drone you can add another 10% => 20 + 6 + 10 = 36%.

If you had a viking it would be much much lower: 12.5 + 4 + 5 = 21.5%

Edited by Viking4s

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What do you guys think about switchable overdrives? Like if you could choose to use radar on Viking or death touch thingy on wasp. Of course, after balancing some stats so that it doesn't become to OP.( Like wasp will slow down instead of speedup with death touch and radar is nerfed to whatever it needs to be)

 

 

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In my opinion Hunter and Viking should have had their ODs swapped.

Hunter's stability makes it a better choice for mid / long range turrets, while Viking's speed makes it a better choice for short range turrets (in general). But Hunter's OD has a short range and is usually the better choice for short range turrets, which have to get close to enemies, while Viking's OD is better suited for longer range turrets which benefit from a high rate of fire, and worse for short range turrets. So logically the ODs should have been switched.

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6 hours ago, ThirdOnion said:

In my opinion Hunter and Viking should have had their ODs swapped.

Hunter's stability makes it a better choice for mid / long range turrets, while Viking's speed makes it a better choice for short range turrets (in general). But Hunter's OD has a short range and is usually the better choice for short range turrets, which have to get close to enemies, while Viking's OD is better suited for longer range turrets which benefit from a high rate of fire, and worse for short range turrets. So logically the ODs should have been switched.

But I think Viking's OD is rubbish. I don't want it.

I'd consider swapping Hunter's OD for Dictator's OD or Hornet's OD, but not for any of the others

(I have nearly 1500 hours on Hunter)

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7 hours ago, ThirdOnion said:

In my opinion Hunter and Viking should have had their ODs swapped.

Hunter's stability makes it a better choice for mid / long range turrets, while Viking's speed makes it a better choice for short range turrets (in general). But Hunter's OD has a short range and is usually the better choice for short range turrets, which have to get close to enemies, while Viking's OD is better suited for longer range turrets which benefit from a high rate of fire, and worse for short range turrets. So logically the ODs should have been switched.

This 2 medium hulls are very similar in speed. The increase of speed from the viking can make the EMP slightly more efficient, but this boost can be obtained by other mean, like by increasing the range of its effect.

Technically you can swap any medium ODs between the 3 medium hulls, as they have similar stats. One overdrive is more for defence (EMP), the other for offence (Berserk Reactor) and the last one for support (Supply overload).

I like the idea of the Viking being pure strength and veracity, and the Hunter to have more versatile hunting skills.

Edited by Viking4s

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I'm trying very hard to test Ares' Overdrive but I'm very limited in what I can do on Mobile. If anyone else can help out it would be great. 

 

What I have so far:

 

Overdrive charge from points: 700

Overdrive charge over time: 700

 

There is a retention period though it is near impossible for me to figure out on Mobile. I estimate it to be ~1-1.5 seconds. The highest amount of OD charge I've retained but was still able to shoot a plasma ball was 79%.

Here is one shot while retaining 66% OD charge.

Screenshot-2020-08-14-13-26-02-707-com-t 

 

 

Gaining manual OD charge after activation

 

The period in which you cannot gain manual Overdrive charge immediately after activating it depends on whether or not the plasma ball is in the air or already exploded. 

 

  • At 6% passive recharge is when you are able to gain manual charge if the plasma ball is still in the air. 
  • At either 4 or 5% passive recharge is when you are able to gain manual charge if the plasma ball has exploded before then. 

 

In one instance - this instance where I retained 79% charge when dying after activating the OD - I had gained manual Overdrive charge almost immediately after dying because an enemy was right in front of me when I died. I have not been able to recreate this scenario so I won't say that this is confirmed to be happening. 

 

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On 8/14/2020 at 1:50 PM, TheCongoSpider said:

In one instance - this instance where I retained 79% charge when dying after activating the OD - I had gained manual Overdrive charge almost immediately after dying because an enemy was right in front of me when I died. I have not been able to recreate this scenario so I won't say that this is confirmed to be happening. 

I've confirmed that this is true. So kamikaze Ares is an efficient playstyle in Siege. 

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7 minutes ago, cool12345 said:

I NEED SOME HELP - When I play the game in HTLM (which I hate) - The "Shift Freeze" (Hunter Overdrive) does not work.  Please tell me how to fix this!...Thank You!

What do you mean it "doesn't work"? This is very generic and there is no way anyone can help you based on that statement. You have to be more specific. Does it not activated (press the shift key, but nothing happens)? Does it activated, you can also see the animation and effect, but it does not stun enemies? Or is that something else? 

Edited by Aegis
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1 hour ago, cool12345 said:

I NEED SOME HELP - When I play the game in HTLM (which I hate) - The "Shift Freeze" (Hunter Overdrive) does not work.  Please tell me how to fix this!...Thank You!

Are you sure your overdrive is full, like this:

HTOTp73.jpg

 

 

Or are you trying to activate it while it is recharging, like this: (it won't activate while recharging)

fvTK0A1.jpg

 

 

Also, in the heat of the battle we may simply have made a mistake by pressing the wrong button at times. Are you sure you are hitting SHIFT and not CTRL(CONTROL)?

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When I press SHIFT it does not stun the enemy. It depletes but does not stun. This puts me at a big disadvantage. Until then I will use FLASH which always works perfectly until the BUGS are worked out in HTML.

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On 8/19/2020 at 1:47 PM, cool12345 said:

I NEED SOME HELP - When I play the game in HTLM (which I hate) - The "Shift Freeze" (Hunter Overdrive) does not work.  Please tell me how to fix this!...Thank You!

 try both left and try shift

or change the key in settings

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8 minutes ago, cool12345 said:

When I press SHIFT it does not stun the enemy. It depletes but does not stun.

about this not sure but maybe the person who you try to stun him uses EMP immunity if he dosen't have the alt so it's a glitch

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  • Head Administrator
13 minutes ago, RIDDLER_8 said:

 

Post moved.

Please use this topic to discuss about overdrives.

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