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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 hour ago, Tanker-Arthur said:

Hello :)

Yes 

True 

There's no skill to overdrives.

I have idea regarding it .

But I doubt that tankionline will accept it.

 

 

 

 

 

Edited by DarkPredator
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Just now, DarkPredator said:

Yes 

What do you want to ask

You said "Hi", on Friday, March 26th, 2021, at 2:58 PM in Eastern Central Time.


I just said "Hello" back lol, as a greeting.

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Updated passive Overdrive recharge times:

 

 

Crusader: 50 seconds

 

Mammoth: 1 minute 15 seconds

 

Wasp: 1 minute 40 seconds

 

Hornet: 1 minute 55 seconds

 

Hunter: 1 minute 55 seconds

 

Hopper: 2 minutes 5 seconds

 

Titan: 2 minutes 5 seconds

 

Dictator: 2 minutes 25 seconds

 

Ares: 2 minutes 25 seconds

 

Viking: 4 minutes 10 seconds

 

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My Overdrive has never worked on Hunter hull, Viking hull or on any hull.   All I get from Tankionline is "Send me a screenshot".   That is not going to solve the problem.   Your HTML5 is full of bugs.   Fix Them.  Why do you have "Dynamic Lighting" in the Graphics section of settings when it does not work?   I have given Tankionline a lot of money over the years but instead of fixing the bugs in HTML5 you keep adding abominations like "Flying Tanks"!   ?

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3 hours ago, TheCongoSpider said:

Updated passive Overdrive recharge times:

 

 

Crusader: 50 seconds

 

Mammoth: 1 minute 15 seconds

 

Wasp: 1 minute 40 seconds

 

Hornet: 1 minute 55 seconds

 

Hunter: 1 minute 55 seconds

 

Hopper: 2 minutes 5 seconds

 

Titan: 2 minutes 5 seconds

 

Dictator: 2 minutes 25 seconds

 

Ares: 2 minutes 25 seconds

 

Viking: 4 minutes 10 seconds

 

Damn, I always thought Dictator was one of the faster charging ones.

Also nice buff to Mammoth OD.

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Just now, AK2801 said:

Damn, I always thought Dictator was one of the faster charging ones.

In terms of Overdrive charging, Dictator's strength is in its manual recharge rate, i.e the charge you get from points in battle. It's the 2nd slowest passive charging Overdrive, but the manual recharge rate makes up for it. 

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Just now, TheCongoSpider said:

In terms of Overdrive charging, Dictator's strength is in its manual recharge rate, i.e the charge you get from points in battle. It's the 2nd slowest passive charging Overdrive, but the manual recharge rate makes up for it. 

Wait, so what are the stats for manual OD charge? Are they on the Wiki?

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5 minutes ago, AK2801 said:

Wait, so what are the stats for manual OD charge? Are they on the Wiki?

They are on the Wiki, yes. The manual charge is called "Charge per battle pt", and the passive charge is called "Charge per second". 

 

https://en.tankiwiki.com/Overdrive

 

Edited by TheCongoSpider
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Ya dudes prolly knew this. So, I was playing in the Testing server to find out the damage boost when using Viking Overdrive. Turns out, it increases the damage output by 150%.  This was Mk8 Thunder.

image.png

It stacks with Double Power additively. Meaning that instead of 880*(1+1.5)*(1+1), it is 880*(1+1.5+1) 

image.png

Don't know if that stacking is intentional or not.

Edited by FrozenRailgun

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19 minutes ago, FrozenRailgun said:

Ya dudes prolly knew this. So, I was playing in the Testing server to find out the damage boost when using Viking Overdrive.

You could have asked here. ?

 

 

Viking gives a flat:

 

  • x2.5 damage to non-melee turrets, x3.5 with 100% boosted damage.
  • x3 damage to melee turrets, x4 with 100% boosted damage.

 

 

The multiplier for the damage increase with the boosted damage depends on the current % damage boost you have. 

 

For example, with base Boosted damage at 33% power, the multiplet will add 0.33 to it. For a non-melee turret, the multiplier will be 2.5 + 0.33 (from the base Boosted Damage supply), which will give x2.83 damage. 

 

 

 

 

Here's some fun facts:

 

The innate damage boost for melee and non-melee turrets when Viking's Overdrive was released was x10 and x3 respectively. It was quickly nerfed to x3 and x2 respectively. 

 

In 2020, the innate damage boost for non-melee turrets was increased to x2.5 (from x2). 

 

The firing rate increase is ~x4 for most turrets that reload. 

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So repeat of my complaint in Hornet,

 

Um, seriously, that wasn't a nerf to hornet overdrive, it was removal.  It's useless for ranged turrets.  It went from a 1000m to 50m, that's just plain unacceptable.  It's like the hull has no overdrive now.

 

The staff must have been struck over the head with a stupid stick the day the made changes.  This overdrive is WORTHLESS now.

 

Someone at Tanki, anyone, the janitor, I don't care, fix this, make this right again.

Edited by FogOfWar_XXX
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1 hour ago, FogOfWar_XXX said:

Um, seriously, that wasn't a nerf to hornet overdrive, it was removal.  It's useless for ranged turrets.  It went from a 1000m to 50m, that's just plain unacceptable.  It's like the hull has no overdrive now.

Given that Hornet now has seven seconds of Supercharge I think the range buff is reasonable.

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5 minutes ago, ThirdOnion said:

Given that Hornet now has seven seconds of Supercharge I think the range buff is reasonable.

I don't see it.  50 meters?  Shafts, Guass, Stryker, or Rail, any ranged turret that capitalizes on distance for it's effective use, has no benefit, other than to see a few outlines here and there, but the real bang for the buck was the AP.  Light hull, not so sturdy, so not a mega threat, but useful for neutralizing large groups of drugged enemies and enemies with protections vs the majority of your team.  Not to mention the ability to reach out and touch titan protection at range.

 

ANYTHING range related in this game is constantly getting attacked by devs.  Tanki is turning into the DnD of armored combat, it's practically in your face melee.  Ranged combat does less damage EXCEPT with range turrets.  Range turrets have to carefully pick and choose targets, they're moving, at distance, and most require long recharges.  1000m was not getting "abused".  I was lucky to capitalize on three affected units in the time it lasted, and that was the rarer moment, more like two.  Turtling defenders with titans and mammoths can barely be dislodged without the function.  At least let ranged turrets contribute to the team's push moving into a base, even if the player will only see a modest benefit to their own play.  I use the hull exactly for the value it's overdrive provided.  Now I'm left with a hull I fully upgraded and does precious little for me now other than get me to my next aiming point quickly.  Everyone has an overdrive, and I get to see outlines from a distance instead.

 

I'm sorry, but no one can justify this change.  Like I said, anyone, please, fix this, it's ridiculous.

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3 hours ago, FogOfWar_XXX said:

I don't see it.  50 meters?  Shafts, Guass, Stryker, or Rail, any ranged turret that capitalizes on distance for it's effective use, has no benefit, other than to see a few outlines here and there, but the real bang for the buck was the AP.  Light hull, not so sturdy, so not a mega threat, but useful for neutralizing large groups of drugged enemies and enemies with protections vs the majority of your team.  Not to mention the ability to reach out and touch titan protection at range.

Hornet's OD now grants guaranteed crits for seven seconds. This is a big deal for Striker and Railgun which have high critical hit damage. Not so great for Shaft and Gauss, but neither of those turrets really need AP that much - Shaft already does a ridiculous 3.3k damage (seriously, time for a nerf). Some random camping Hornet sitting 300m away should not be able to completely disable Titan's dome.

I highly disagree with your assertion that anything with range is being "attacked by the devs." In my opinion ranged turrets are extremely strong right now. Shaft, Gauss, and Magnum are arguably the best three turrets in the game right now, Railgun not far behind.

Edited by ThirdOnion
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9 hours ago, ThirdOnion said:

Hornet's OD now grants guaranteed crits for seven seconds. This is a big deal for Striker and Railgun which have high critical hit damage. Not so great for Shaft and Gauss, but neither of those turrets really need AP that much - Shaft already does a ridiculous 3.3k damage (seriously, time for a nerf). Some random camping Hornet sitting 300m away should not be able to completely disable Titan's dome.

I highly disagree with your assertion that anything with range is being "attacked by the devs." In my opinion ranged turrets are extremely strong right now. Shaft, Gauss, and Magnum are arguably the best three turrets in the game right now, Railgun not far behind.

To be fair, Shafts are supposed to kill a medium tank in one shot, lets not forget, its a tank killer.  Magnum is not in my list, but since you bring it up, not that I have ANY love for that monstrosity, 50m AP is not useful for Magnum.

Now as for guaranteed crits, that's great except for protections against the turret you sport.  Half of Crit is half of Crit.  I see your point, it's Crit, but again, low rate of fire turrets for 7 seconds of crit damage is not very useful, 6 shots for arcade on a aug'ed Shaft with triple shot, and Guass maybe 3?  Depending on the augment and drone Rail is using, it might be a worth while, but not even that much.  I don't know, the crit for 7 seconds just seems a poor trade for the AP option.  If nothing else, make the AP for team mates near the hull (50m?) take affect for them too, and the hull itself keeps it's AP status for a longer period.  Give the user something at least out of the deal more meaningful.

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22 minutes ago, FogOfWar_XXX said:

To be fair, Shafts are supposed to kill a medium tank in one shot

The old 2012 version of Shaft? Yes. Or the Heavy Capacitor. But the stock Shaft, NO. Nowadays you can use the stock Shaft even for attacking.

On 5/6/2021 at 12:59 AM, FrozenRailgun said:

Ya dudes prolly knew this. So, I was playing in the Testing server to find out the damage boost when using Viking Overdrive. Turns out, it increases the damage output by 150%.  This was Mk8 Thunder.

Disgustingly such an info doesn't exist in Wiki, nor we have any FanEdition of wiki webpages for Tanki. Now the info in Wiki are only the info that they obnoxiously obliterated them from Garage.

By the way, Viking OD have a very different interactions with every Augment, so you can't test them all. Ricochet Plasma-Torch is trash with Viking OD.

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56 minutes ago, asem.harbi said:

The old 2012 version of Shaft? Yes. Or the Heavy Capacitor. But the stock Shaft, NO. Nowadays you can use the stock Shaft even for attacking.

See you touch upon an important point.  This is the problem.  Turrets were presented, SOLD, and promoted for certain roles.  Shafts are snipers, PERIOD, I DON'T CARE what that empty headed dev thinks about it.  I was presented a product, I bought it, for the reasons they said.  I've spent my money on it, now I get to use it, period, end of story, end of discussion.  Shafts are special turrets, they aren't made for general assaults and brawls.  And yes, Just so you know, damage from a full charge should destroy a Viking, and without checking,  believe a Dictator, and it was stated that was intentional (albeit only to keep shaft players from traveling to Russia and going postal in their offices).  If they could have it their way, shaft would be removed and the rabbit eared Guass would be the end all of sniping in this game.

 

Same goes for my hull for instances.  I was told it would do xyz.  GREAT, I like XYZ, I think I'll sink my crystals and time into it.  You don't get to just willy nilly yank the rug out from under players because some people don't like it.  One major change okay, after roll out, balancing, okay, fine, MAYBE a minor tweak later.  They severely changed Hornet OD not long after it's release, and now this???  No, you don't get to screw players out of their expectations that the game has already set.

Edited by FogOfWar_XXX
Grammar (shame on me)
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On 5/15/2021 at 12:55 AM, FogOfWar_XXX said:

I don't see it.  50 meters?  Shafts, Gauss, Stryker, or Rail, any ranged turret that capitalizes on distance for it's effective use, has no benefit, other than to see a few outlines here and there, but the real bang for the buck was the AP. 

 

Light hull, not so sturdy, so not a mega threat, but useful for neutralizing large groups of drugged enemies and enemies with protections vs the majority of your team.  Not to mention the ability to reach out and touch titan protection at range.

Do not forget that Railgun gets benefited the most as its Crit rate + damage is on steriod RN. Meaning you can deal consistent 1,600 damage ignoring Falcon module (and any protections) when Supercharge + AP effect is active (unless a dude have AP Immunity or/and Armadillo module).

 

Except a bit too much. I do have mixed thought of nerfing the AP effect range on Hornet. 

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I Finally Figured It Out - Why My Overdrive Never Worked! - It's because there are TWO shift buttons.  The Shift on the right does not activate Overdrive but the Shift on the left does!.  If only someone at Tankionline could have told me that 6 months ago!  ?

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10 hours ago, FrozenRailgun said:

Possibly Ares as well, as you can heal your teammate with that too.

Ares does not gain score for healing allies with its Overdrive.

 

10 hours ago, LambSauce said:

Is Dictator's OD the only OD which gives battle points?

Yes.

 

8 hours ago, cool12345 said:

I Finally Figured It Out - Why My Overdrive Never Worked! - It's because there are TWO shift buttons.  The Shift on the right does not activate Overdrive but the Shift on the left does!.  If only someone at Tankionline could have told me that 6 months ago!  ?

Great to hear that! We did tell you to send a video or a screenshot of your problem but it appeared that you ignored our requests every time.

 

 

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