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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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Please can we have an overdrive that allows premium account players to share some of their premium time to other players when activating the overdrive in team battles.

 

 

The two overdrives are the GOLD BOX drop and the GOLD BOX magnet.

Uhh, no. These won't be added. The overdrives main role is to help you to fight in battles, not to earn goodies (Extra XP/Crystals, Gold boxes, Free Premium and anything else that could be included here). For example, if I would say -Please add an overdrive that drops Container- that won't be added. 

 

 

We've heard in the live stream weeks ago that the new hull's OD will make you able shoot through walls. How are you going to make it able shoot through props?  This is the ultimate weapon for campers now. Get rail equipped with fast shooting alt, get a Hornet activate overdrive so you can see your enemies, then go to the safest damn place in every map that nobody uses. And wipe out the same guy you target.

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The thing with Juggernaut is that the Juggernaut camps on fear of being pursued by Hammers and Strikers. They usually camp in a corner, so when the bomb is dropped, they really have nowhere to go. Given that at your ranks, people's Juggernauts are pretty weak, one or two bombs usually does the trick.

 

In Assault, if you're up against a team of Wasps, just use Titan. They ain't getting through that...

A wasp bomb will be activated twice at the time titan will plant a dome once. There is NO good solution for this... Except to use wasp.

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The new hull should have an overdrive that destroys all players, except the player that activate the destruct bomb.

 

This should work like the April Fools bomb that is activated when picking up gold boxes such as "MMM Monster Kill".

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The new hull should have an overdrive that destroys all players, except the player that activate the destruct bomb.

 

This should work like the April Fools bomb that is activated when picking up gold boxes such as "MMM Monster Kill".

That seems too abusable for sabotaging. 

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No. Its not sabotage. It's fine. The overdrive would also be very different from the overdrives we have now.

Yeah but what if there is a massive push going into the blue team's Assault base and before they could capture, you kill everyone on the map so only you get to cap a flag when you may have needed 2 caps to win. 

 

IF you give the power to kill everyone on the map (including teammates), it is bound to be abused. It may seem like a nice idea but that is too much power to give the average player of Tanki these days.  

 

Because they can activate it at any time, they can purposefully kill thier teammates when they're about to cap Assault flags or capturing important CP points on the other side of the map. Remember, they said it was a heavy hull. It's not going to get to the other side of the map like a Wasp you know. It can also create a lot of disequilibrium in whatever teamwork we have left in battles these days. Players with capture xxx flags missions can just activate their Overdrive when their teammate is about to capture a flag because why not? It's an easy capture for you.

Sure, you're killing all of the enemies too, but what about if your team is dominating and spawnkilling the enemy team. You decide to use your Overdrive and wipe out your entire team. Probably four enemy players who may have been alive then would die but the other 4 would be respawning and be immune to the instant death. It's 4 against 1 now. What are you going to do about that? It's unlikely that you would catch all 8 players alive in the chaos of most MM maps. 

 

This Overdrive would be too easily abusable. Too much power is going into a player's hands. I do like the idea of a "Total Reset" of the players int he battle but this just wouldn't work. No one would want the looming anxiety that they and their entire team can be killed by their teammate at any second. You surely wouldn't want that, would you. 

 

Try to think over this Overdrive idea. If you want to stick with this idea, how fast would the Overdrive charge? Whether frequent like Hunter's or infrequent like Viking's, this can spoile CTF stalemates unless you are there in the enemy base yourself ready to pick up a flag. MY gosh, what if you kill all the players and then someone else took up the flag that dropped form the player who had a capture xxx flags mission? Man, they would be so pissed. 

 

People don't want that kind of anxiety in battles. I hope this wasn't a wall-of-text to you. I'm just trying to pinpoint how this can be abused. 

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This overdrive is supposed to destroy all players only on the enemy team, not your team mates. However, I do agree with you that this overdrive could be too powerful. How about if the overdrive only destroys on enemies that are close to you. That is, enemies within your range.

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The new hull should have an overdrive that destroys all players, except the player that activate the destruct bomb.

 

This should work like the April Fools bomb that is activated when picking up gold boxes such as "MMM Monster Kill".

How is this different from Wasp OverDrive which drops a bomb that "destroys all players" ?

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This overdrive is supposed to destroy all players only on the enemy team, not your team mates. However, I do agree with you that this overdrive could be too powerful. How about if the overdrive only destroys on enemies that are close to you. That is, enemies within your range.

Well you did say ,"The new hull should have an overdrive that destorys all players". That in itself may mean all enemy targets. But then you went on to say, "except the player that activates the destruct bomb". That extension implies that all players on the battlefield sans yourself are destroyed. The wording could have been a bit better. 

 

 

That idea can be a good one but it seems too akin to Wasp's Overdrive. Plus, I don't think players should have the power to instantly destroy any hull at a moment's notice without even shooting them. If this hull is on the red team in Assault, then the blue team is at risk even if the Titan puts down a dome. This may also make players mad because they could just go up to the gold when it's just about to hit the ground and destroy everyone around it, even the Wasps that would jump from above. So such a concept may not be wise to implement. 

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Yes, I did mention that the new hull is supposed to destroy enemy tanks that are near it, except the self-destruction of the new hull that activates the destruction overdrive.

 

Titan's dome overdrive should not affect players that are under the dome, nor the Titan itself that is protected by the dome. However, Titan overdrive players would get about 10% to 25% of damage when the new hull activates the destruction overdrive.

 

For Mammoths that activated their overdrives before the new hover hull does, then, those Mammoths will not receive any damage at all. That is 10 seconds of bomb-proof.

 


Wasp's overdrive suddenly destroys all players in its radius. The new hover hull overdrive will only destroy enemy tanks that are close to them. For example, enemies that tries to follow you and kill you whilst you carry flags and balls. Such an overdrive would be very useful and beneficial for running away, carrying flags and balls. Enemies on your tail would be suddenly destroyed upon activating the hover overdrive. This is useful for runaway captures such as flags and balls in rugby mode.

 

Wasp's bomb is different because, Wasp plants the bomb in the ground, the bomb does not follow enemies and Wasp and Hornet enemies can still manage to escape the explosion and also, this nuclear bomb does not defend you if you try to run away from the enemy base with flags or balls. That's the difference between Wasp's nuclear bomb and the Hover hull close-range enemy destruction.

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Wasp's overdrive suddenly destroys all players in its radius. The new hover hull overdrive will only destroy enemy tanks that are close to them. For example, enemies that tries to follow you and kill you whilst you carry flags and balls. Such an overdrive would be very useful and beneficial for running away, carrying flags and balls. Enemies on your tail would be suddenly destroyed upon activating the hover overdrive. This is useful for runaway captures such as flags and balls in rugby mode.

 

Wasp's bomb is different because, Wasp plants the bomb in the ground, the bomb does not follow enemies and Wasp and Hornet enemies can still manage to escape the explosion and also, this nuclear bomb does not defend you if you try to run away from the enemy base with flags or balls. That's the difference between Wasp's nuclear bomb and the Hover hull close-range enemy destruction.

Not different enough.

 

And "destroying" them is OP.  Hunter affects tanks in certain radius but - only stuns them for 3 seconds.  Huge difference in power there. 

 

Why would anyone ever want to use Hunter if they could destroy the tanks instead?

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I'm not sure if this is intended or not but I found it nonetheless. 

 

So I was playing Assault with Viking M1 because I had a capture flags missions and it was on Brest so I wasn't going to test my patience by using Mammoth there. With the decrease of the extra damage with the Overdrive and Viking's relative instability, I know that Vulcan with that Overdrive isn't going to be very effective. It's too easy for your aim to be interrupted. I held out my Overdrive until I was able to get a few more enemies. To stop this annoying Wasp + Hammer from trying to kill me, I was able to make it up to the rank in the blue base. I activated the Overdrive. With double damage, the most  damage I did was 310 but the numbers usually vary in size for Vulcan for some reason. I killed three people with it. 

 

With that, I thought it may have been able to compete with other short-range and mid-range turrets with their Overdrives as well. On the second time using it, I had depleted about 90% of my energy. I activated the Overdrive expecting my energy to be replenished and infinite during the Overdrive but I was actually doing the 75% less damage. Another flaw Vulcan has, even with a power enhancement. 

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This new hull (Hover) must have some kind of overdrive that is unique and different to all other overdrives currently available. I guess that my suggestion is good but developers must find the perfect fit and balance to find a suitable way to implement this new overdrives without affecting game balance too much.

 

I know that its difficult to find the right alternative but something must be done to make this overdrive I suggest balanced up with the other overdrives and current gameplay.

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This new hull (Hover) must have some kind of overdrive that is unique and different to all other overdrives currently available. I guess that my suggestion is good but developers must find the perfect fit and balance to find a suitable way to implement this new overdrives without affecting game balance too much.

 

I know that its difficult to find the right alternative but something must be done to make this overdrive I suggest balanced up with the other overdrives and current gameplay.

They said that something was going to shoot out of that hole it has in the front and that it would go through props and buildings. I'm not too keen on the remembrance of that last pat but they did say that something was coming out of that hole. 

Edited by Kill_the_Propaganda2
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Yes, I remember that a weapon would be fired from the hull's hole. That weapon would be a secondary turret, like juggernaut, that players would fire by holding the spacebar.

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I believe that Dictator should replenish 50% of its Overdrive when in DM and JGR battles. If not 50, then at least 25%. 

50% is too high.   25% sounds more reasonable.

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Craters.png

 

So...many...bombs were going off in this battle. Right before I took this screenshot, 3 bombs had exploded back to back and had dropped my frames below 30 for a few seconds. I spawned and went to the ramp to the base to see two enemies drop their bombs. One in the base and one by himself for whatever reason. 

 

I couldn't keep my Mammoth's Overdrive there for long since their bombs keep disabling it. 

 

I think something should be done about these bombs. 

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Craters.png

 

So...many...bombs were going off in this battle. Right before I took this screenshot, 3 bombs had exploded back to back and had dropped my frames below 30 for a few seconds. I spawned and went to the ramp to the base to see two enemies drop their bombs. One in the base and one by himself for whatever reason. 

 

I couldn't keep my Mammoth's Overdrive there for long since their bombs keep disabling it. 

 

I think something should be done about these bombs.

 

This was exactly what I was saying last weekend, wasps are dominating team battles in the low ranks.

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I want to highlit the twin turret and overdrive case. for what i know, I think it is the only turret that can kill itself while overdrive is used.

if it is the case then I think it is unfair. At least while using overdrive it should be protected from its unability to shoot at very close range. I' d also add more overdrive time... :)

Edited by IbnouWalid

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I want to highlit the twin turret and overdrive case. for what i know, I think it is the only turret that can kill itself while overdrive is used.

if it is the case then I think it is unfair. At least while using overdrive it should be protected from its unability to shoot at very close range. I' d also add more overdrive time... :)

I'm going to assume that you're talking about Viking's Overdrive. All splash damage turrets can destroy itself while using Viking's Overdrive, not just Twins. These turrets include: Twins, Thunder, Striker, Magnum and Ricochet (if you're firing perpendicular to a horizontal wall in front of you) as well as Destabilised Plasma Ricochet.

 

Do you want to stay alive and not die by means of your own splash damage? I suggest buying (if you don't already have it) and using the Stable Plasma alteration for Twins. I'd say close to 100% of the Legend-rank Twins I see use that alteration. Even in the mid-ranks, the majority of M2 Twins users use Stable Plasma, especially with Viking. 

Edited by Kill_the_Propaganda2
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Since Hover tank glides on a blanket of air, I was thinking that maybe its OD might be a cyclone of air emanating from all around it, disrupting nearby enemy tanks, like veering them slightly off course, for instance. But that doesn't seem to be the case. Hover is an outside of the box concept for Tanki, so it would make sense its OD would be outside the box as well. So far, all the suggestions I've seen are similar to another tank inside the box. 

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Since Hover tank glides on a blanket of air, I was thinking that maybe its OD might be a cyclone of air emanating from all around it, disrupting nearby enemy tanks, like veering them slightly off course, for instance. But that doesn't seem to be the case. Hover is an outside of the box concept for Tanki, so it would make sense its OD would be outside the box as well. So far, all the suggestions I've seen are similar to another tank inside the box. 

 Veering enemies off course would be very similar to Juggernaut's OD :P  :P 

 

I only hope that it OD of the new hull would not do too much damage like Wasp's or Mammoth's.

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 Veering enemies off course would be very similar to Juggernaut's OD :P  :P

 

I only hope that it OD of the new hull would not do too much damage like Wasp's or Mammoth's.

I played Juggernaut twice and that was shortly after it came out. I didn't know what its OD is. Oh, well. Back to the drawing board.

 

Maybe its OD could be little robotic minions that come out and wreak havoc like climbing all over the enemy tanks attempting to disassemble enemy tanks. But then, I guess that's too much like Isida's nanobots. Well, heck, I think it should have some kind of minions. 

 

EDIT: Maybe Bernoulli's Principle can be applied here. 

Edited by u812ic

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These are the kind of quick-paced decisions I have to make now against Wasp's bomb. I have to decide whether or not I and/or my team should stay alive or if I should just take the L. 

 

I decided here to prolong my life so I could take the flag but I was too late. I thought I had time. 

 

Acted-too-late.png

 

I'm expecting a change later than sooner. These Wasps better enjoy their fame for now. I'll just keep mowing them down on my lower account. 

 

 

I've also been noticing this specific case happening way too frequently now:

 

Wasps (who don't rotate their turrets would drive up to you, bump into you, drop the bomb, then drive backwards all the way into hitting a building while not even stopping and kill you. I'm not going to lie, it's quite sad seeing this happen so often; and they seem to be low tier Wasps when they're playing in M2/3 battles. It just looks so...pathetic...like, they don't even shoot you whilst reversing. They just bump into a wall and stay stuck there without catching themselves until a few seconds after I die.

 

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