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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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On 12/26/2019 at 8:22 AM, Michael828 said:

Man... Titan and Mammoth have had their overdrives butchered and changed completely from what they were originally.

 

For mammoth I completely agree. There were more reasonable ways to nerf mammoth OD such as making two immortal mammoths that were touching each other die, with both of them getting the kill over each other or making hunter be able to deactivate it, or even both.

 

Titans dome however got what it deserved.

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Probably this was discussed a TON but the hunter overdrive is really buffed. I want to see it weakened. So I would like see 2 features to be removed from the overdrive:

1. Turning on forced recharge of all supplies of nearby enemies. I mean, if an oponent uses hunter overdrive, you're screwed, since you can't use 2x armor or repair and you can barely even shoot (Thunder or railgun for example) before you're dead (I mainly use dictator, so this applies to medium hulls the most, since I'm writing from my own experience).

2. And second is resetting the flag (Especially in assault mode, every captured flag really can make a difference in terms of winning and losing) or ball of the nearby enemy. So not only you're (most likely) dead, enemy flag is returned in assault mode and most likely the hunter killed you and returned the flag in CTF mode. This can be a significant advantage if your team doesn't have any hunters, while the enemy team has 2 or even 3. And hunters have like 80-90% (From my own experience) chance of taking gold boxes since they can just freeze the enemies and take the gold box with no problem what so ever.

And maybe delay before activation could be 2 or even 3 seconds (instead of current 1.1 seconds) just like wasp AND/OR maybe the range could be decreased.

Also I'm talking about hunter overdrive is because hunter has a significant advantage in tearms of other hulls and also in taking gold boxes since it not even freezes but removes all supplies of nearby enemies which other overdrives can't do.

In conclusion, I never thought that in tanki I would have to choose the hull not only by it's speed, armor, power, etc but by it's overdrive. Also I hope that at least they can balance all of the overdrives and not have one that has a significant advantage over others.

Thanks for reading and can't wait for your thoughts on this!

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Another Hunter Overdrive complaint. 

 

5 minutes ago, ViliusRibinskas said:

 

You listed two nerfs you'd like to see, and then casually added in another right after. Sounds like a hypernerf. Which is not an uncommon suggestion for mechanics that frustrate a large number of players. Whenever I see these suggestions, I expect to see suggestions for a hypernerf, or suggestions for a reasonable nerf. And I've seen both for Hunter so far. 

 

In only one instance, you used the word "or", and that was after listing 3 nerfs. So you'd like to nerf the majority of its abilities at once, which might cripple it. 

 

30 minutes ago, ViliusRibinskas said:

Also I'm talking about hunter overdrive is because hunter has a significant advantage in tearms of other hulls and also in taking gold boxes since it not even freezes but removes all supplies of nearby enemies which other overdrives can't do.

I have yet to see this anywhere other than gold events with open areas and an increased drop frequency. Mammoth can go on the marker and sit when the gold is coming close to the ground. The Hunter would use its Overdrive on the Mammoth sitting on the point and it would stun any surrounding enemies. Only you and the Mammoth could get the gold now but oh no, you can't get anywhere close to the Mammoth because instant ded, unless you somehow one-shot this Mammoth in the next few seconds. 

 

I've caught many golds like this in regular MM battles and during the New Year's Celebrations. But yes, I do understand your frustration with that occurrence. 

 

34 minutes ago, ViliusRibinskas said:

In conclusion, I never thought that in tanki I would have to choose the hull not only by it's speed, armor, power, etc but by it's overdrive.

Welcome to Neo-Tanki, unfortunately. Where your favourite combo 2-3 years ago might not be as viable today. The Overdrives open up new turret and hull combinations but also puts others' effectiveness relatively lower. 



 

 

I don't agree with everything you suggested. Instead of making big changes, they can make quick small ones regularly. A good start would be decreasing the cooldown activation period of enemies to 10 seconds, and maybe not letting it drop the flags/rugby balls. But as of the last update, I'm seeing more and more failed Overdrive attempts from them. So we'll see if they ease into that range nerf. It definitely feels inconsistent. 

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1 hour ago, ViliusRibinskas said:

Probably this was discussed a TON but the hunter overdrive is really buffed. I want to see it weakened. So I would like see 2 features to be removed from the overdrive:

1. Turning on forced recharge of all supplies of nearby enemies. I mean, if an oponent uses hunter overdrive, you're screwed, since you can't use 2x armor or repair and you can barely even shoot (Thunder or railgun for example) before you're dead (I mainly use dictator, so this applies to medium hulls the most, since I'm writing from my own experience).

2. And second is resetting the flag (Especially in assault mode, every captured flag really can make a difference in terms of winning and losing) or ball of the nearby enemy. So not only you're (most likely) dead, enemy flag is returned in assault mode and most likely the hunter killed you and returned the flag in CTF mode. This can be a significant advantage if your team doesn't have any hunters, while the enemy team has 2 or even 3. And hunters have like 80-90% (From my own experience) chance of taking gold boxes since they can just freeze the enemies and take the gold box with no problem what so ever.

And maybe delay before activation could be 2 or even 3 seconds (instead of current 1.1 seconds) just like wasp AND/OR maybe the range could be decreased.

Also I'm talking about hunter overdrive is because hunter has a significant advantage in tearms of other hulls and also in taking gold boxes since it not even freezes but removes all supplies of nearby enemies which other overdrives can't do.

In conclusion, I never thought that in tanki I would have to choose the hull not only by it's speed, armor, power, etc but by it's overdrive. Also I hope that at least they can balance all of the overdrives and not have one that has a significant advantage over others.

Thanks for reading and can't wait for your thoughts on this!

Holy crap!  Why not just remove everything from Hunter and make it a normal hull. 

1) You are not automatically dead if your supplies are re-set. Especially if you have dictator - since ODs are not re-set. Hunter OD does nothing to modules - so you are still protected by those.

2)  Can't believe the number of players crying about losing the flag in Assualt mode due to Hunters OD.  Tell me - what happens when a Rail-Hornet with OD+DD hits the flag carrier.  Or a Viking with OD hits the flag carrier.  What happens to the target?  What happens to the flag?

 

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2 hours ago, ViliusRibinskas said:

Probably this was discussed a TON but the hunter overdrive is really buffed. I want to see it weakened. So I would like see 2 features to be removed from the overdrive:

1. Turning on forced recharge of all supplies of nearby enemies. I mean, if an oponent uses hunter overdrive, you're screwed, since you can't use 2x armor or repair and you can barely even shoot (Thunder or railgun for example) before you're dead (I mainly use dictator, so this applies to medium hulls the most, since I'm writing from my own experience).

2. And second is resetting the flag (Especially in assault mode, every captured flag really can make a difference in terms of winning and losing) or ball of the nearby enemy. So not only you're (most likely) dead, enemy flag is returned in assault mode and most likely the hunter killed you and returned the flag in CTF mode. This can be a significant advantage if your team doesn't have any hunters, while the enemy team has 2 or even 3. And hunters have like 80-90% (From my own experience) chance of taking gold boxes since they can just freeze the enemies and take the gold box with no problem what so ever.

And maybe delay before activation could be 2 or even 3 seconds (instead of current 1.1 seconds) just like wasp AND/OR maybe the range could be decreased.

Also I'm talking about hunter overdrive is because hunter has a significant advantage in tearms of other hulls and also in taking gold boxes since it not even freezes but removes all supplies of nearby enemies which other overdrives can't do.

In conclusion, I never thought that in tanki I would have to choose the hull not only by it's speed, armor, power, etc but by it's overdrive. Also I hope that at least they can balance all of the overdrives and not have one that has a significant advantage over others.

Thanks for reading and can't wait for your thoughts on this!

What's next? You want to remove its ability to move, you want to reduce its hp to 1, you want to make it unable to shoot?

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4 hours ago, ViliusRibinskas said:
Spoiler

 

Probably this was discussed a TON but the hunter overdrive is really buffed. I want to see it weakened. So I would like see 2 features to be removed from the overdrive:

1. Turning on forced recharge of all supplies of nearby enemies. I mean, if an oponent uses hunter overdrive, you're screwed, since you can't use 2x armor or repair and you can barely even shoot (Thunder or railgun for example) before you're dead (I mainly use dictator, so this applies to medium hulls the most, since I'm writing from my own experience).

2. And second is resetting the flag (Especially in assault mode, every captured flag really can make a difference in terms of winning and losing) or ball of the nearby enemy. So not only you're (most likely) dead, enemy flag is returned in assault mode and most likely the hunter killed you and returned the flag in CTF mode. This can be a significant advantage if your team doesn't have any hunters, while the enemy team has 2 or even 3. And hunters have like 80-90% (From my own experience) chance of taking gold boxes since they can just freeze the enemies and take the gold box with no problem what so ever.

And maybe delay before activation could be 2 or even 3 seconds (instead of current 1.1 seconds) just like wasp AND/OR maybe the range could be decreased.

Also I'm talking about hunter overdrive is because hunter has a significant advantage in tearms of other hulls and also in taking gold boxes since it not even freezes but removes all supplies of nearby enemies which other overdrives can't do.

 

In conclusion, I never thought that in tanki I would have to choose the hull not only by it's speed, armor, power, etc but by it's overdrive. Also I hope that at least they can balance all of the overdrives and not have one that has a significant advantage over others.

Thanks for reading and can't wait for your thoughts on this!

I would disagree (btw I'm also a dictator player). Hunter's OD is rather strategic compared to other ODs and it already received a good nerf, now I use to kill many Hunters just when they activate their OD. 

 

You're basically saying; (1)-It should not have the ability to put down the supplies (2)-It should not have the ability to make you drop flags/balls (3)-It's OD delay should be 2 or 3 secs. In other words, make it a total garbage, why? just because it's not your main hull?

 

And I didn't choose Hunter as my main hull just because of it's OD, it doesn't sync well with my main combo (Gauss).  If you swap the Dictator's OD with Hunters' then I will definitely go for Hunter because I really like it's maneuverability more than any other hull. 

 

To be honest, your opinion seems to be very biased. 

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7 hours ago, ViliusRibinskas said:

Probably this was discussed a TON but the hunter overdrive is really buffed. I want to see it weakened. So I would like see 2 features to be removed from the overdrive:

1. Turning on forced recharge of all supplies of nearby enemies. I mean, if an oponent uses hunter overdrive, you're screwed, since you can't use 2x armor or repair and you can barely even shoot (Thunder or railgun for example) before you're dead (I mainly use dictator, so this applies to medium hulls the most, since I'm writing from my own experience).

2. And second is resetting the flag (Especially in assault mode, every captured flag really can make a difference in terms of winning and losing) or ball of the nearby enemy. So not only you're (most likely) dead, enemy flag is returned in assault mode and most likely the hunter killed you and returned the flag in CTF mode. This can be a significant advantage if your team doesn't have any hunters, while the enemy team has 2 or even 3. And hunters have like 80-90% (From my own experience) chance of taking gold boxes since they can just freeze the enemies and take the gold box with no problem what so ever.

And maybe delay before activation could be 2 or even 3 seconds (instead of current 1.1 seconds) just like wasp AND/OR maybe the range could be decreased.

Also I'm talking about hunter overdrive is because hunter has a significant advantage in tearms of other hulls and also in taking gold boxes since it not even freezes but removes all supplies of nearby enemies which other overdrives can't do.

In conclusion, I never thought that in tanki I would have to choose the hull not only by it's speed, armor, power, etc but by it's overdrive. Also I hope that at least they can balance all of the overdrives and not have one that has a significant advantage over others.

Thanks for reading and can't wait for your thoughts on this!

Let me rephrase this for you:

 

I hate hunter so please annihilate hunter's overdrive.  My suggestions are as follows: 

1. Make it not take away supplies and force recharge

2. Remove reset of the flag

3. Reduce the range

4. Make the goddamn activation delay longer than the stun itself

 

On second thoughts, please delete hunter from existence.  

 

But seriously, I'm a dictator player, and hunter and dictator are pretty balanced, including the overdrives.  With the recent dictator buff, it gains even more score.  Dictator OD score gain is OP now.  Even as a player who's only m3 hull is dictator, I believe the score should be reduced to 15, maybe 20.  The other choice is to put a max limit on how much score you gain for each OD.  For example, your OD affects 5 teammates, but you only gain score worth 2 players(50 points).  

 

Also, hunter doesn't have a significant advantage over the other hulls when not taking the overdrive into perspective.  Viking is faster, dictator is heavier, hunter is literally in between them.  If you are taking the overdrive into perspective, you don't even need to bother writing that.  

 

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2 hours ago, 123tim456back said:

 

Also, hunter doesn't have a significant advantage over the other hulls when not taking the overdrive into perspective.  Viking is faster, dictator is heavier, hunter is literally in between them.  If you are taking the overdrive into perspective, you don't even need to bother writing that.  

 

Dictator may be heavier, but it's too bouncy. And Viking may be faster but hunter has a faster acceleration.

 

I consider hunter to be the merged version of Viking and dictator in both looks and stats. It's the most versatile of the three.

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It'd be nice if Hornet's Overdrive could show the user the mines planted by enemies at a longer range. Does anyone know at what range in meter radius do enemy mines become visible when you approach it? I know it's fairly short but it'd be good feature if Hornet's OD could extend that mine visibility range twice or something.

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With the Titan Overdrive change, comes to rise of my once most used combo -  Titan + Support Nanobots Isida. It feels nice being the only healer under the dome now. And it offers my teammates so much survivability in the face of constant fire.

 

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I really like where all the overdrives are right now. Dictator gives a bit too much score, but some score is good. Hunter is perfect as is viking and all of them. Wasps rarely/never end up in top score, but it got a noob overdrive so buffing it would be oppressive, leaving it as this hull if you like dying a lot. Mammoths has that amazing ability to run into a clump of enemies and wipe them all out. Titan is like a mobile fortress.

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Okay, so here's my experience while using Shaft with DD and Hornet OD (in the M1 ranks):

Killed Wasps, Hunters and Mammoths before they could come near me to use their OD. It's really funny when Mammoths with OD + SB chase me in vain, and I kill them with arcade shots. ?

Ruined many Dictators' OD by killing them right after they get all the supplies, which are useless against Hornet's OD. Also killed many Titans with DA and even with Eagle modules right in their dome.

The only difficult fights were against Juggernauts and, you guessed it, other Hornets.

Really needs a nerf IMO.

Edited by Given
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7 minutes ago, Alklines said:

Hunter's Overdrive works even against the 2 second invulnerability during respawn. This shouldn't be the case!

Why shouldn't it? the 2 seconds invulnerability are from all forms of damage, Unlike the "Phantom" effect which protect you from all damages/overdrives.
Spawn protection gives you advantages to use supplies and damage your enemy, So its fair that hunter OD works against it. 

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5 minutes ago, Leur said:

Why shouldn't it? the 2 seconds invulnerability are from all forms of damage, Unlike the "Phantom" effect which protect you from all damages/overdrives.
Spawn protection gives you advantages to use supplies and damage your enemy, So its fair that hunter OD works against it. 

How can I use supplies if the enemy Hunter disables the very thing this invulnerability was meant for? To fight back? I'm as good as a sitting duck. Although granted, the timing has to be perfect for Hunter activate to activate the OD just in time when someone respawns, so this doesn't happen too often. Has happened against me only once in battle so far. It is what it is.

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1 minute ago, Alklines said:

How can I use supplies if the enemy Hunter disables the very thing this invulnerability was meant for? To fight back? I'm as good as a sitting duck. Although granted, the timing has to be perfect for Hunter activate to activate the OD just in time when someone respawns, so this doesn't happen too often. Has happened against me only once in battle so far. It is what it is.

If they wanted to make it against Hunter OD they could just increase the duration of "phantom" effect.
Also any update in the game should have at least one way to counter it otherwise it won't be balanced, which why for this update Hunter/Hornet ODs are working against it.

 

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3 hours ago, Leur said:

If they wanted to make it against Hunter OD they could just increase the duration of "phantom" effect.
Also any update in the game should have at least one way to counter it otherwise it won't be balanced, which why for this update Hunter/Hornet ODs are working against it.

 

Counter against what? The spawn protection?

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Just now, DieselPlatinum said:

Counter against what? The spawn protection?

Yes, Hornet OD ignores the spawn protection and Hunter OD works against it to give you enough time to kill your opponent.

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2 minutes ago, Leur said:

Yes, Hornet OD ignores the spawn protection and Hunter OD works against it to give you enough time to kill your opponent.

Then what's the point of the spawn protection? It's supposed to work against spawn killers, but when it has counters against it, then it's useless. I hope those counters get removed.

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7 minutes ago, DieselPlatinum said:

Then what's the point of the spawn protection? It's supposed to work against spawn killers, but when it has counters against it, then it's useless. I hope those counters get removed.

The number of spawn kills has been decreased much lately, you barely see someone using Hunter ODs against you when you re-spawn.
But just let's imagine there is no counter for it, reaching the enemy side will be so hard because you will kill your opponents in the middle and once you reach their base they will respawn and you won't be able to fight back, there must be a way to fight back.

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1 hour ago, Leur said:

The number of spawn kills has been decreased much lately, you barely see someone using Hunter ODs against you when you re-spawn.
But just let's imagine there is no counter for it, reaching the enemy side will be so hard because you will kill your opponents in the middle and once you reach their base they will respawn and you won't be able to fight back, there must be a way to fight back.

maybe for those that only go into enemy base and just do what they need to do and leave, sure. But for those that go to enemy base for the sole purpose of spawn camping, HELL NO!!!!!

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Updated passive Overdrive charge times:

 

Wasp:     1 minute 40 seconds 

 

Hornet:   1 minute 55 seconds

 

Hunter:   1 minute 55 seconds 


Titan:      2 minutes 5 seconds 

 

Dictator:   2 minutes 25 seconds

 

Mammoth:   2 minutes 25 seconds 

 

Viking:     4 minutes 15 seconds

 

@DieselPlatinum you're right. Viking is 15 seconds and not 20. The calculations point to it taking 4 minutes and 10 seconds while you and I saw more than that. Strange. 

 

 

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57 minutes ago, TheCongoSpider said:

Updated passive Overdrive charge times:

 

Wasp:     1 minute 40 seconds 

 

Hornet:   1 minute 55 seconds

 

Hunter:   1 minute 55 seconds 


Titan:      2 minutes 5 seconds 

 

Dictator:   2 minutes 25 seconds

 

Mammoth:   2 minutes 25 seconds 

 

Viking:     4 minutes 15 seconds

 

@DieselPlatinum you're right. Viking is 15 seconds and not 20. The calculations point to it taking 4 minutes and 10 seconds while you and I saw more than that. Strange. 

 

 

That's good and all, but I don't really recall mentioning this.

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On 6/11/2019 at 10:50 PM, TheCongoSpider said:
 

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:

  Reveal hidden contents

 

 

Stock Hammer: 16 

 

High-Capacity Drum Hammer: 15 

 

Duplet Hammer: 16

 

 

Smoky:

  Hide contents

 

 

Stock Smoky: 20

 

High-Precision Aiming System: 15

 

Autocannon Smoky: 18

 

 

Thunder:

  Reveal hidden contents

 

 

Stock Thunder: 12

 

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

 

Sledgehammer Thunder: 16

 

 

Shaft:

  Reveal hidden contents

 

 

Stock Shaft: 18

 

Assault Emitters (Short-Band Emitters) Shaft: 18

 

Rapid-Fire Mode Shaft: 18

 

 

Striker:

  Reveal hidden contents

 

 

Stock Striker: 15

 

Missile Launcher "Uranium" Striker: 12. 

 

 

Railgun:

  Hide contents

 

 

Stock Railgun: 12

 

Large Calibre Rounds Railgun: 11

 

Electromagnetic Accelerator "Scout" Railgun: 13

 

"Death Herald" Compulsator Railgun: 11

 

So ever since this, I wondered what the firing rate increase for turrets with Viking's Overdrive was. Finding the damage boost was easy, but it's much harder to find the firing rate increase. I'm going by the assumption that the firing rate increase is equal among all turrets sans melee and Vulcan. 

 

Below are the approximate firing rate increases I recorded for M4 turrets based on what is in the spoiler above. These compare Stock to its reload-altering alterations to see if there is any consistency. This is not to be taken as final numbers because this does not take into account, for instance, when your Overdrive ends right as you're about to fully reload another shot. To get the maximum number during the 7 seconds, I first shot a shot, then held spacebar as it is reloading. While it is reloading, I press Shift and because I'm already holding down Spacebar, the firing begins as quickly as possible during the start of the Viking Overdrive. 

 

 

Smoky: ~4.28x firing rate

 

H-PAS Smoky: ~4.50x firing rate

 

 

 

Thunder: ~3.96x firing rate

 

Sledgehammer Thunder: ~3.94x firing rate

 

 

 

Stock Hammer: ~4.12x firing rate

 

HCD Hammer: ~4.24x firing rate 

 

 

 

Stock Striker: ~3.86x firing rate

 

Uranium Striker:  ~3.70x firing rate

 

 

Things to note:

 

This was recorded when:

 

M4 Smoky had a reload time of 1.5 seconds. (Currently 1.4)

 

M4 Thunder had a reload time of 2.3 seconds.  (Currently 2.2)

 

M4 High Capacity Drum Hammer had a shot reload time of 1.98 seconds. (Currently 1.8)

 

 

Edited by TheCongoSpider
Added blue for guidance.
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