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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 5/15/2020 at 12:17 AM, TheCongoSpider said:

 

UPDATED 

Until I collect more information from the HTML5 version, here is an update: 

% Charge for each hull when obtaining a kill:

Wasp:  10%

Hornet:  7%

Hunter:  8%

Viking:  8%

Dictator: 10%

Titan:  8%

Mammoth:  10%

I see they are slowly nerfing Hornet ?

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2 hours ago, Viking4s said:

I see they are slowly nerfing Hornet ?

Hornet has been like this for quite some time. That fact made me update it. It does look like the others also get 7% instead of 8%, so I'll be monitoring them.

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On 5/14/2020 at 7:17 PM, TheCongoSpider said:

UPDATED 

 

Until I collect more information from the HTML5 version, here is an update: 

 

% Charge for each hull when obtaining a kill:

 

Wasp:  10%

 

Hornet:  7%

 

Hunter:  8%

 

Viking:  8%

 

Dictator: 10%

 

Titan:  8%

 

Mammoth:  10%

 

UPDATED

 

% Charge for each hull when obtaining a kill:

 

Wasp:  10%

 

Hornet:  7%

 

Hunter:  9%

 

Viking:  7%

 

Dictator: 10%

 

Titan:  8%

 

Mammoth:  10%

 

As it is being updated frequently with no excessive traffic in the thread, I will edit any further changes here, or will make a new post if more traffic happens to flow. 

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A lot people are complaining about Hornet's Overdrive, which is why I'd like to give 1-2 suggestions to adjust its OD.

The first one is very straightforward and reduces the Overdrive Duration from 20 to x seconds.

The second possibility came into my mind after thinking about Ricochet's Description: Its Minus Field is smart... but not smart enough to tell the difference between enemy tank and one's own tank. One could implement the same for Hornet's OD. Then the OD is also "smart", but not clever enough to tell the difference again. That means that when using Hornet's OD your own Modules, Drones and Hull Augments also get ignored ?

This would cause Hornets with Vulcan + Incendiary Band + Fire Immunity to take full Overheating Damage as long as their Overdrive is active. And that way they would stop shooting. Same for Magnums with RGC. Instead of blowing up tanks in very close range and surviving, the Hornets would have to keep their distance.

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Here are my ideas:

Wasp's overdrive is OK

Hornet's overdrive is OK

Hunter's overdrive could be modified to stun people with energy turrets (Isida, Twins, Rico, Rail, Shaft, Gauss but not the arcade shots) for much longer (and you will see why later). 

Dictator's is OK

Viking's overdrive (for the weapons with increased shooting rate during overdrive) should not have extra damage but should last longer

Titan's overdrive should be made so non-energy turrets have a 70% chance of not going through the dome but energy turrets do 30% dmg instead of 10% dmg. 

Mammoth's overdrive is OK

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6 hours ago, ShooterMK7 said:

Here are my ideas:

Wasp's overdrive is OK

Hornet's overdrive is OK

Hunter's overdrive could be modified to stun people with energy turrets (Isida, Twins, Rico, Rail, Shaft, Gauss but not the arcade shots) for much longer (and you will see why later). 

Dictator's is OK

Viking's overdrive (for the weapons with increased shooting rate during overdrive) should not have extra damage but should last longer

Titan's overdrive should be made so non-energy turrets have a 70% chance of not going through the dome but energy turrets do 30% dmg instead of 10% dmg. 

Mammoth's overdrive is OK

Lol no titans dome has been nerfed to the ground. Doesn't need to be nerfed more

 

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1 hour ago, wolverine848 said:

How does a Viking obtain an active OverDrive in the first 20 seconds of a battle?

Never seen a Nuclear box drop that fast...

Sometimes the NS drop is one of the first to drop. I sometimes spawn within the first 10 seconds and a few times taken the box because it fell very early. 

 

 

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3 hours ago, TheCongoSpider said:

Sometimes the NS drop is one of the first to drop. I sometimes spawn within the first 10 seconds and a few times taken the box because it fell very early. 

 

 

Well that's just nuts.  Guess what the Viking did to most of my team as we finished spawning...

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Is... hornet's OD even good enough to be nerfed? I mean, sure, it helps a ton against people with titans shield and double armor, but thats like 1/15 tanks.

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28 minutes ago, fghj240 said:

Is... hornet's OD even good enough to be nerfed? I mean, sure, it helps a ton against people with titans shield and double armor, but thats like 1/15 tanks.

What?   Are you being serious?

Only 1/15 tanks uses DA?

How about Modules... ignores those.

How about Spawn protection - ignores that.

 

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3 hours ago, wolverine848 said:

What?   Are you being serious?

Only 1/15 tanks uses DA?

How about Modules... ignores those.

How about Spawn protection - ignores that.

 

Look at his rank, my friend. Clearly, he wouldn't know unless he has a Legend account....

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7 hours ago, Tidebreaker said:

Look at his rank, my friend. Clearly, he wouldn't know unless he has a Legend account....

even then... tanks still spawn at every rank and DA... more than 1/15 tanks use that... no?

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On 5/21/2020 at 5:15 AM, TheCongoSpider said:

 

UPDATED

 

% Charge for each hull when obtaining a kill:

 

Wasp:  10%

 

Hornet:  7%

 

Hunter:  9%

 

Viking:  7%

 

Dictator: 10%

 

Titan:  8%

 

Mammoth:  10%

 

As it is being updated frequently with no excessive traffic in the thread, I will edit any further changes here, or will make a new post if more traffic happens to flow.

 

 

UPDATED (As of today)

 

% Charge for each hull when obtaining a kill:

 

Wasp:  9%

 

Hornet:  7%

 

Hunter:  9%

 

Viking:  7%

 

Dictator: 10%

 

Titan:  7%

 

Mammoth:  9%

 

 

 

I need to look at Dictator more closely. It may be 11% but taking into account other actions, it will likely add up to 10%. 

 

@Viking4s Remember in the Overdrive introduction thread you mentioned that gaining anything higher than a double kill will decrease the total amount of Overdrive charge you get? Well, that doesn't happen. Wasp simply gets less than 10% OD charge for a kill, which was the number we were working with at that time. So it makes perfect sense for you to get back 21% Overdrive charge instead of 23% after getting a double kill with the bomb. 

 

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22 minutes ago, TheCongoSpider said:

 

@Viking4s Remember in the Overdrive introduction thread you mentioned that gaining anything higher than a double kill will decrease the total amount of Overdrive charge you get? Well, that doesn't happen. Wasp simply gets less than 10% OD charge for a kill, which was the number we were working with at that time. So it makes perfect sense for you to get back 21% Overdrive charge instead of 23% after getting a double kill with the bomb. 

It did looked like that at the time, but the system has been tweak so many times, and in many way that it might happened for a short amount of time. who knows. But it could be also a rounding things too, it could be more than 10 actually, if 10.4%, round to 10%, 2 kills is 10.8 round to 21%, 3 kills is 31.2 => 31%, ...

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3 minutes ago, Viking4s said:

But it could be also a rounding things too, it could be more than 10 actually, if 10.4%, round to 10%, 2 kills is 10.8 round to 21%, 3 kills is 31.2 => 31%, ...

Wasp starts to gain Overdrive charge immediately as the bomb is planted. The bomb explodes exactly when it reaches 3%. 

 

It may also deal with estimations. Since the Overdrives' release, I had observed that sometimes, if you're at 0.8% Overdrive charge and you get a kill, it would it would give you how much % charge you get for a kill, and restart the passive OD charge accumulation. For example, having 11.7% OD charge, getting a kill which gives you +10%, the charge would then be out to 21% exactly and then starts accumulating. 

 

For more clarity, Wasp gets 1% per second. Let's say it had 11.7% and it got a kill, it would go to 20%, and instead of taking 0.3 seconds to get to 21%, it takes an entire second. Sometimes it does that, sometimes it doesn't. I made sure at times to observe any sudden jumps in passively accumulating charge whenever it did it and observed no such jumps. This is why a while back when I was in total control of the situation, I would wait until my OD charge hit the next number and then kill them. It came in handy a few times where I would have died without it. And mistiming it has also made me die as well in the past. This isn't a concern for me at the moment since things have changed and I don't see it happening often anymore. 

 


 

Now for this rounding thing Titan and Viking may be getting 7.5% for a kill. Whenever I got a double kill with these two hulls, my OD charge would go up +15% rather than 14%.

To have the most accurate single kill OD charges, I used all hulls on my dedicated Shaft account where I can specialise in single target kills on stationary targets whenever I need to. I first make sure that my Overdrive is charging in consistent 0.8% and 0.4% per second for Titan and Viking respectively before waiting for the next number and releasing the shot immediately. And almost every time, it showed the regular speed of 0.8% and 0.4% per second after the kill. Sometimes, it blended in with an increase in the number from the passive OD charge and went up 8% rather than 7%. This is likely what occurred with Wasp and the other hulls because I wasn't looking at them meticulously back them. I will agree thought that there may have been changes under our nose.

For instance, Wasp and Dictator used to get the same % Overdrive charge for capturing an Assault flag. Now, Wasp retains that % but Dictator is getting more than that %. 

I remember Hunter being on the same league with Hornet, Viking and Titan, but now I'm seeing Hunter getting almost the same amount for everything that Wasp does. This may have came from that "sneak" update with Hunter where they "changed" stuff with Hunter's Overdrive and didn't specify what they changed. 

And now I'm looking into the Driver drone and seeing inaccurate predictions. So I'm trying to figure out how exactly Driver works by looking at the charge gained from each hull for every action and comparing them to see if I find a pattern. This will prompt me to do a recheck on how quickly each Overdrive passively recharges. 

 

 

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Tbh hunter od has an insane range. I saw this especially during the event in kolhoz. Too many hunters, sometimes even more than hornets, it’s a good thing it got that supply cool down nerf-much needed.

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2 minutes ago, E_polypterus said:

Tbh hunter od has an insane range. I saw this especially during the event in kolhoz. Too many hunters, sometimes even more than hornets, it’s a good thing it got that supply cool down nerf-much needed.

disagree .the range is quite short  and vertical stunning is quite hard .one effective way to stun is stunning while moving .hunter OD spans out a bit in this way allowing for 7-8 or even more stuns

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2 minutes ago, sharifsahaf said:

disagree .the range is quite short  and vertical stunning is quite hard .one effective way to stun is stunning while moving .hunter OD spans out a bit in this way allowing for 7-8 or even more stuns

It may seem so, but not only me but other players in battles were blaming about people who caught frequent golds cuz of the hunter od. You can’t deny that... a majority who caught golds were obviously hunters, with maybe a few exceptions.

Whenever a gold dropped I tried to stay as far as I could from a hunter and when I didn’t even budge from the place the od still affected me.

 

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On 4/19/2020 at 11:15 AM, wolverine848 said:

Every battle now waves of hornets - Rail or Magnum or Vulcan or Gauss.  It's not uncommon for a team to have 3 or 4 of them.

When are Devs gonna do something about this OP OverDrive.  It's just ridiculous.

Fixes below will make it at least somewhat balanced.

- ability to ignore spawn protection = 0%

- ability to ignore modules = 75%

- ability to ignore Titan Dome = 75%

- ability to ignore DA = 100%

Or allows the original OD (which is now Dictator's) to be the same for all hulls.

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Just now, enri_chill said:

Or allows the original OD (which is now Dictator's) to be the same for all hulls.

LOL, but no. I prefer the current ones. And yes, I played with the original OD to feel it.

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3 hours ago, FrozenRailgun said:

LOL, but no. I prefer the current ones. And yes, I played with the original OD to feel it.

Yeah, my point is that if everyone complains about OD being OP, then the simple solution is to make them the same...the original OD was Dictators. That was all. Not what I want,  but certainly the fairest rendering of OD.

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Completing battles objectives give you score point. These score point are converted into % of charge for your overdrive. However the % depend on the hull. See below, first schart the number of score for each battle objectives completed (from wiki), and secondly the % of charge associated (calculated based on the wiki overdrive details).

Action Experience Battle Score
Destroying a tank 10 15
Participating in destroying a tank Icon info.png 5 5
Self-destruction 0 -10
Healing a player with Isida 5 13
Capturing a Flag (CTF) 10 75
Capturing a Flag (ASL) 10 50
Returning a Flag 5 10
Participating in the delivery of a flag 5 25
Scoring a touchdown in Rugby 10 75
Participating in scoring a touchdown in Rugby 5 25
Participating in the capturing a control point 5 15
Participating in neutralizing a control point 5 10
Destroying a Juggernaut 15 50
Participating in destroying a Juggernaut 10 25

And score and Overdrive percentage charge boost in %

 
Charge ratio per
battle score 
Capping CTF & RGB Kill JGR / ASL Flag Assist JGR, RGB & ASL Kill / CP Others
Hull 75 50 25 15 10
Viking 500 37.5% 25.0% 12.5% 7.5% 5.0%
Titan 500 37.5% 25.0% 12.5% 7.5% 5.0%
Hornet 500 37.5% 25.0% 12.5% 7.5% 5.0%
Mammy 600 45.0% 30.0% 15.0% 9.0% 6.0%
Hunter 600 45.0% 30.0% 15.0% 9.0% 6.0%
Wasp 600 45.0% 30.0% 15.0% 9.0% 6.0%
Dictator 700 52.5% 35.0% 17.5% 10.5% 7.0%

Enjoye. 

Edited by Viking4s
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