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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'm just going to put this out there. Hunter's Overdrive has the ability to make my Magnum's shot deal no damage (or probably not register on the servers). 

 

Many times, I've launched a shot (with enough time for it to be rendered) and a Hunter zaps me and my shot deals no damage. Does this happen to anyone with Striker as well? 

I've had it happen with magnum without any special thing happening... Enemy in my face, 100% charged shot, 0° angle, BLAM! And the enemy is unscathed. Well okay.

 

With striker it only happens if I die the instant I shoot.

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I've had it happen with magnum without any special thing happening... Enemy in my face, 100% charged shot, 0° angle, BLAM! And the enemy is unscathed. Well okay.

 

With striker it only happens if I die the instant I shoot.

Yes, that happens and it happens to other turrets as well. 

 

One thing I like about Magnum (the turrets in general but I mainly use Magnum now) is that the impact force of the shell is still there but you wouldn't do damage. For some reason, it registers the hit with impact force but now with damage. Which is why I chuckle every time I fire a 100% velocity shot at the turret of a Wasp user and they flip when I didn't even do damage to them. It can also work the opposite way. I can do damage to them and they would receive no impact force. This happens because, to you, the shot hit them directly but to the target, the shot actually went over their head or right behind them. It's basically like that Rico who is perpendicular to you shooting you while you're driving forward. The projectiles would miss you but you would still see your health going down as if it were really touching you. I see this happen with Twins more often than Ricochet though since Twins has many more projectiles per second than Ricochet. 

 

Most likely with your scenario, the player lagged on top of you and while you saw it as you shooting them (even with the visible explosion), it would look to them as if you shot behind them.

 

I never expect it to happen with Uranium Striker head-on but it sometimes surprises me when the missile impacts me but I don't die. It looks like that to me but on the Striker's screen, it didn't hit at all. The same thing for the opposite, the Striker would shoot at you and it would hit you on their screen but on your screen, it would look like it flew behind you yet you still received damage (or get one-shotted because Uranium is everywhere and light hulls aren't safe). 

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Yes, and I see them a lot in Legend battles. They have enough damage to one-shot my unprotected M3 Hornet so I'm not safe anywhere, especially when the enemy team has 3 of them. The only thing that stops me from changing is my Overdrive charge meter being above 50%. And then people wonder why Falcon is so common.

 

IT's because you can get one-shotted no matter what hull you're using! You can be an M4 Titan under your dome and POW, you've been one-shotted by a single Railgun shot. How does that feel? It feels like your purchase was a joke. 

 

And I see the majority of Railguns paired with Hornets so this is as prevalent as it can be and even more. 

Top 2 common modules: Grizzly and Falcon.

 

Oh... see this one?? In that battle, more than 1/2 dozen enemy tanks are wearing Falcon. Thing is.... Viking's OD duration serious need buff, IMO.

Gold-Box-Hornet-Railgun.png

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in due time OD we will end up having to buy it . which is a good things for non-buyers and players who dislike the system. this was talked about in the live stream with the CM and Hazel . so in time we will have a choice in regular MM battles to use them or not to buy them at all.. we will see more Drones in battles again. or not.

Edited by Bydo

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in due time OD we will end up having to buy it . which is a good things for non-buyers and players who dislike the system. this was talked about in the live stream with the CM and Hazel . so in time we will have a choice in regular MM battles to use them or not to buy them at all.. we will see more Drones in battles again. or not.

  

 

So they're planning on turning ODs into a P2W feature? This would cause a few problems.

 

 

30 metres is pretty long, guy caught me in this just before he collided with the crates:

 

 

30-meters.png

 

 

It does look like a Titan dome and a half.

 

Yeah people don't realize that a 22 to 30 meter radius is a HUGE area to cover.

 

I have stopped countless raids with this OD. Plus is recharges fairly quickly.

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So they're planning on turning ODs into a P2W feature? This would cause a few problems.

 

 

 

Yeah people don't realize that a 22 to 30 meter radius is a HUGE area to cover.

 

I would like to see them go all together, i have not been a fan of them since they came into the game. it just gives stronger players an edge up . this way its way more even / sort of . in battles , even though we still have drones not many use them cause of the over cost . if players use drones we will  now  see more drones in battles such as flags or rugby blocking cap point areas. this can hinder the game more. would like to see both items removed or change to be more weaker when in use...

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On the Test Server, I tested these turrets and turrets with their reload-changing alterations equipped with Viking's Overdrive and got these results.

 

These are the number of times they were able to shoot from start to finish of the Overdrive. 

 

Hammer:

 

 

 

Stock Hammer: 16 

 

High-Capacity Drum Hammer: 15 

 

Duplet Hammer: 16

 

 

Smoky:

 

 

 

Stock Smoky: 20

 

High-Precision Aiming System: 15

 

Autocannon Smoky: 18

 

 

Thunder:

 

 

 

Stock Thunder: 12

 

Lightweight Ordinance Autoloader (Small Calibre Charging Machine) Thunder: 12

 

Sledgehammer Thunder: 16

 

 

Shaft:

 

 

 

Stock Shaft: 18

 

Assault Emitters (Short-Band Emitters) Shaft: 18

 

Rapid-Fire Mode Shaft: 18

 

 

Striker:

 

 

 

Stock Striker: 15

 

Missile Launcher "Uranium" Striker: 12. 

 

 

Railgun:

 

 

 

Stock Railgun: 12

 

Large Calibre Rounds Railgun: 11

 

Electromagnetic Accelerator "Scout" Railgun: 13

 

"Death Herald" Compulsator Railgun: 11

 

 

Just for experimentation, I decided to use it with the Plasma Torch alteration: All it did was just let me shoot bullets unlimited bullets until the 7 seconds were up. There was no projectile speed increase, or rate of fire increase. Nothing at all. All it serves is being a refill for your Plasma Torch Ricochet. 

 

And while I was at it, I decided to time Viking's Overdrive's recharge time. I entered a 5 minute battle and the Overdrive charged to 100% when the timer reached 0:44: I'll guess that it started charging when the timer was on 4:56 so that would put Viking's Overdrive's recharge time at 4 minutes and 10 seconds. 

 

 

 

 44-seconds.png

 

 

What can I deduce from this? It seems as if they played favourites with some alterations. Sledgehammer Thunder has a 25% reload decrease and shot 4 projectiles more than Stock Thunder. Small Calibre Charging Machine Thunder has a 20% reload decrease yet shot the same number of projectiles as Stock Thunder. There is definitely an error in logic there.

 

Then we have the Railgun's alterations. Now I was surprised. I expected "Death Herald" Compulsator Railgun to shoot more projectiles than Large Calibre Rounds Railgun but nope, they both shot the same amount, meaning that LCR is better than "DH"C Railgun with Viking's Overdrive. EA"S" Railgun shot more projectiles than Stock Railgun which I expected. 

 

I don't understand why Autocannon Smoky shot 18 projectiles while Stock Smoky shot 20. That just doesn't make any sense. And added that Autocannon Smoky already has a defect with Viking's Overdrive where the damage is still decreased by 85% when the Overdrive is active. Only the critical shot damage is increased by Viking's Overdrive. 

 

And in case you're wondering, yes, the duration is still at 7 seconds. 

 

 

1090

Edited by TheCongoSpider
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On the Test Server, I tested these turrets and turrets with their reload-changing alterations equipped with Viking's Overdrive and got these results.

 

These are the number of times they were able to shoot from start to finish of the Overdrive. 

 

Hammer:

 

 

Stock Hammer: 16 

 

High-Capacity Drum Hammer: 15 

 

Duplet Hammer: 16

 

 

Smoky:

 

 

Stock Smoky: 20

 

High-Precision Aiming System: 15

 

Autocannon Smoky: 18

 

 

Thunder:

 

 

Stock Thunder: 12

 

Lightweight Ordinance Autoloader (Small Calibre Charging Machine) Thunder: 12

 

Sledgehammer Thunder: 16

 

 

Shaft:

 

 

Stock Shaft: 18

 

Assault Emitters (Short-Band Emitters) Shaft: 18

 

Rapid-Fire Mode Shaft: 18

 

 

Striker:

 

 

Stock Striker: 15

 

Missile Launcher "Uranium" Striker: 12. 

 

 

Railgun:

 

 

Stock Railgun: 12

 

Large Calibre Rounds Railgun: 11

 

Electromagnetic Accelerator "Scout" Railgun: 13

 

"Death Herald" Compulsator Railgun: 11

 

 

Just for experimentation, I decided to use it with the Plasma Torch alteration: All it did was just let me shoot bullets unlimited bullets until the 7 seconds were up. There was no projectile speed increase, or rate of fire increase. Nothing at all. All it serves is being a refill for your Plasma Torch Ricochet. 

 

And while I was at it, I decided to time Viking's Overdrive's recharge time. I entered a 5 minute battle and the Overdrive charged to 100% when the timer reached 0:44: I'll guess that it started charging when the timer was on 4:56 so that would put Viking's Overdrive's recharge time at 4 minutes and 10 seconds. 

 

 

 44-seconds.png

 

 

What can I deduce from this? It seems as if they played favourites with some alterations. Sledgehammer Thunder has a 25% reload decrease and shot 4 projectiles more than Stock Thunder. Small Calibre Charging Machine Thunder has a 20% reload decrease yet shot the same number of projectiles as Stock Thunder. There is definitely an error in logic there.

 

Then we have the Railgun's alterations. Now I was surprised. I expected "Death Herald" Compulsator Railgun to shoot more projectiles than Large Calibre Rounds Railgun but nope, they both shot the same amount, meaning that LCR is better than "DH"C Railgun with Viking's Overdrive. EA"S" Railgun shot more projectiles than Stock Railgun which I expected. 

 

I don't understand why Autocannon Smoky shot 18 projectiles while Stock Smoky shot 20. That just doesn't make any sense. And added that Autocannon Smoky already has a defect with Viking's Overdrive where the damage is still decreased by 85% when the Overdrive is active. Only the critical shot damage is increased by Viking's Overdrive. 

 

And in case you're wondering, yes, the duration is still at 7 seconds.

 

Auto cannon was already OverPowered without Vikings OD, so it's probably made this way for balance.

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Lemme tell you something tanki. Imma tell yall the truth. Yall ruined the game. Yalll have overdrives and yall have drones. Fine. They aren't that bad. Keep em. Get rid of the supplies (drugs) . When you can now stack the crap out of what you can do on the battle field bs. When you get spawn killed because some team is literally just drugging bs. The reason why yall lost so many dang people is because yall did this. The game was great until yall did some crap. We used to have like 3 million people playing this game. Now we down to 10,000 -25,000. Real tanki players don't need to drug every second. What happened to strategics to prove your the best? What happened to a team? I do like the new battle fields you can do and stuff. Also take out that dumb quick battle. I should be able to choose what ever battle I want like I used to since im all the way at the beginning of the game. I should be able to be in that damn world chat whenever i want to be. The only time I need to wait to be a rank is when I need paint, upgrades on whatever is in the garage. We should for certain have to pay crystals in order to get weapons and hulls but take off the rank you need to be. This game went downhill due to the logic of whoever was making it. It's hard to have fun in a game like this. You legit can't even move without being ambushed by a bunch of druggers. The containers are stupid as well (They literally give you like 50 for each supplies, which is the second reason for drugging) Im cool with the daily objectives though. If you need to bring in new hulls/turrets look at what some of the players have been looking at. If we have a forum use it. Don't just bs. Look, take some ideas from players and give some credit to them for their ideas. Fix this broken game.

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Auto cannon was already OverPowered without Vikings OD, so it's probably made this way for balance.

So hammer getting 16 shots @1000dmg each is now comparable to smoky getting 20 shots with ~ 5 of them doing 1000 dmg?

I don't think so. <_<

 

Or 11 LCR for Railgun???? :o      

 

Hmmm... 15 smoky tickles + 5 smoky hits versus  11 LCR.... it's not even close.

 

Smoky auto-cannon is better than stock in some situations - but - if you do the math 1/2 second at a time, they exchange periods of one being better than the other.  In the time it takes to kill a medium hull they are fairly close.  Not anything close to what you suggest.

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So hammer getting 16 shots @1000dmg each is now comparable to smoky getting 20 shots with ~ 5 of them doing 1000 dmg?

I don't think so. <_<

 

Or 11 LCR for Railgun???? :o      

 

Hmmm... 15 smoky tickles + 5 smoky hits versus  11 LCR.... it's not even close.

 

Smoky auto-cannon is better than stock in some situations - but - if you do the math 1/2 second at a time, they exchange periods of one being better than the other.  In the time it takes to kill a medium hull they are fairly close.  Not anything close to what you suggest.

I didn't say that hammer or railgun were comparable to smoky because I didn't even mention it.

 

And if auto cannon wasn't OP then why every time I see a smoky it's usually an auto cannon?

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I didn't say that hammer or railgun were comparable to smoky because I didn't even mention it.

 

And if auto cannon wasn't OP then why every time I see a smoky it's usually an auto cannon?

Play-style preference.  It also allows smoky to become a bit more of longer-range turret with more frequent criticals.

I use it for larger maps because my other options are not great at long range.  Smaller map I switch to Ricco.

 

In short - the fire-rate for auto-cannon does not increase in proportion to the regular-shot damage reduction.  I think they nerfed the regular shots even more after it's initial release.

 

It seemed odd you justified smoky's non-improvement when using Viking OD,  What are your thoughts on balance when compared to how the other turrets listed above perform with Viking OD?

 

-----------------------------------------------------

 

EDIT - I thought smoky auto-cannon was disabled with Viking OD - so... why does it not have same # shots as stock?

Edited by wolverine848

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Play-style preference.  It also allows smoky to become a bit more of longer-range turret with more frequent criticals.

I use it for larger maps because my other options are not great at long range.  Smaller map I switch to Ricco.

 

In short - the fire-rate for auto-cannon does not increase in proportion to the regular-shot damage reduction.  I think they nerfed the regular shots even more after it's initial release.

 

It seemed odd you justified smoky's non-improvement when using Viking OD,  What are your thoughts on balance when compared to how the other turrets listed above perform with Viking OD?

 

-----------------------------------------------------

 

EDIT - I thought smoky auto-cannon was disabled with Viking OD - so... why does it not have same # shots as stock?

I guess you're right, but then you mentioned more frequent critical hit which means it'll be listed as an exploit.

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I'm peeved by the Thunder discrepancy. Sledgehammer Thunder is already the most prominent Thunder alteration and it receives a boost while the other alteration that has a (very close I might add) reload decrease as well doesn't get a boost. 

 

And then you have that Autocannon nonsense. They said in a V-Log that it would be reverted to Stock Smoky when using Viking's Overdrive. I remember the very scene where they said it. They were playing with Viking + Autocannon Smoky in a Polygon MM battle on the left side of the  Blue base. But look at that, it still deals 85% less damage and even shoots 2 fewer projectiles. They're not consistent and all of these different mechanics have different outcomes on a FIXED platform (Viking's Overdrive's boost). I'm rather disappointed. 

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I'm peeved by the Thunder discrepancy. Sledgehammer Thunder is already the most prominent Thunder alteration and it receives a boost while the other alteration that has a (very close I might add) reload decrease as well doesn't get a boost. 

 

And then you have that Autocannon nonsense. They said in a V-Log that it would be reverted to Stock Smoky when using Viking's Overdrive. I remember the very scene where they said it. They were playing with Viking + Autocannon Smoky in a Polygon MM battle on the left side of the  Blue base. But look at that, it still deals 85% less damage and even shoots 2 fewer projectiles. They're not consistent and all of these different mechanics have different outcomes on a FIXED platform (Viking's Overdrive's boost). I'm rather disappointed. 

They really messed up with Viking - it's the only OD dependent on turret mechanics.

How the heck does RCL get 11 shots to the stock 12 shots when it's supposed to be 40% slower?

 

How exactly does Thunder work versus say... Isida?

 

Does thunder get...

- many extra shots (12 total instead of 3) within the 7 seconds?

- any damage boost?

 

What does Isida get using same OD?

- ?

- ?

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How exactly does Thunder work versus say... Isida?

 

Does thunder get...

- many extra shots (12 total instead of 3) within the 7 seconds?

- any damage boost?

 

What does Isida get using same OD?

- ?

- ?

Isida just gets a damage boost that seems to be equal to about 3x damage. I had tested this in a parkour battle a week or two prior. I'm not sure if it gets a range increase like Firebird and Freeze get because every Overdriven Isida I encountered were up on me. 

 

I can't pinpoint Thunder's damage boost but yesterday, my Hunter with 2541 health and 27% Thunder protection had 50% of its health taken away by one shot from a (visually) M2 Thunder (without double damage) using Viking's Overdrive. That seems like a 2x increase assuming that the Thunder was M2 10/10. 

 

Stock Thunder is able to shot 12 shots in those 7 seconds with a 2x increase in damage. 

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Hmm? How so? 

Probably because it only shoots 13 times as opposed to lcr's 11...

Also accelerator scout shoots as fast as a thunder :mellow: and I was using a 12/20 m3 thunder.

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Probably because it only shoots 13 times as opposed to lcr's 11...

Also accelerator scout shoots as fast as a thunder :mellow: and I was using a 12/20 m3 thunder.

Viking isn't the only hull you can use EA"S" Railgun on. 

 

And M4 Accelerator "Scout" Railguns shoot a projectile every 2.18 seconds which is faster than M4 Thunder's reload time...wow. 

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I witnessed a player tanking 6 or 7 direct hits probably more from my railgun when my overdrive was active. Then I switched to shell destabilization and wiped him out in 2-3 hits.

Edited by SageoftheSixPaths
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Straight off the bat , lets talk about hornet's overdrive, I going to say almost useless. Yes its an interesting idea but its almost useless compared to any of the other ODs . Seriously it doesn't benefit you much as a player , seeing if someone is behind a wall is cool but how is that helpful for you if you cant shot them? Also showing the enemies hp bar when you are 50m away is not useful , it would be more practical if you could see all of their hps bars , so shafts or rails could target the weak tanks . Idk but its what I think and its a problem that I think should be fixed

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Straight off the bat , lets talk about hornet's overdrive, I going to say almost useless. Yes its an interesting idea but its almost useless compared to any of the other ODs . Seriously it doesn't benefit you much as a player , seeing if someone is behind a wall is cool but how is that helpful for you if you cant shot them? Also showing the enemies hp bar when you are 50m away is not useful , it would be more practical if you could see all of their hps bars , so shafts or rails could target the weak tanks . Idk but its what I think and its a problem that I think should be fixed

Don't forget that Hornet OD strips the enemy of all protections (modules, DA, etc.) and survival chances will be left to the HP vs the full damage of the turret.

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