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Short cooldown on all supplies after Overdrive ends


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One of the current problems with Overdrive, and the supply meta in general is that you can now have multiple supplies enabled for a considerable time. A player can use a supply, then enable an Overdrive. While Overdrive is activated, the player's previously used supply cools down, and once Overdrive ends, the cooldown expires and they can use supplies immediately afterwards without any restrictions. I propose to add a short cooldown on all supplies after Overdrive ends, so that a player cannot constantly pump out supplies and completely destroy opposition.

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I don't think it's that OP. Supplies only last 30 seconds, so with one overdrive that's 90 seconds of power. Not to mention that the new repair kit makes it quite hard to stay alive for a long time. This can only be done 2 or 3 times per game, which is not that much.

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Under review

 

I don't think it's that OP. Supplies only last 30 seconds, so with one overdrive that's 90 seconds of power. Not to mention that the new repair kit makes it quite hard to stay alive for a long time. This can only be done 2 or 3 times per game, which is not that much.

I see swarms of Isida's just healing each other and in emergency they use overdrive and RK, that is too OP.

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I see swarms of Isida's just healing each other and in emergency they use overdrive and RK, that is too OP.

That's a problem with Isida, not the Overdrive. And as you know, there is a topic suggesting the nerf of Isidas healing one another.

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My idea is that after using Overdrive you and you beneficiaries selfdetruct.

 

But this is a good idea too, there should be a big price of using Overdrive, like the inability to use any supplies for 30 seconds after the Overdrive effects, we can call it Crash time.

 

Again, good Idea.

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Just because repair kit doesn't heal you 100% does not mean you are guaranteed to die while using Overdrive. Quite the contrary, unless you jump into an all out brawl in say, DM, you have a much better chance of surviving 30 seconds with Overdrive enabled than 30 seconds without it. Once your Overdrive is finished, you can activate any supply and keep on going. This is a little too much if you ask me.

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Just because repair kit doesn't heal you 100% does not mean you are guaranteed to die while using Overdrive. Quite the contrary, unless you jump into an all out brawl in say, DM, you have a much better chance of surviving 30 seconds with Overdrive enabled than 30 seconds without it. Once your Overdrive is finished, you can activate any supply and keep on going. This is a little too much if you ask me.

The Patch notes of that update mentions a reduction in Smart Cooldowns of 50%, it doesn't say they were going to remove it.

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One of the current problems with Overdrive, and the supply meta in general is that you can now have multiple supplies enabled for a considerable time. A player can use a supply, then enable an Overdrive. While Overdrive is activated, the player's previously used supply cools down, and once Overdrive ends, the cooldown expires and they can use supplies immediately afterwards without any restrictions. I propose to add a short cooldown on all supplies after Overdrive ends, so that a player cannot constantly pump out supplies and completely destroy opposition.

This is a beauty, not a problem.

The 3 mains supplies (SB, DD & DA) are now 25% less efficient, this is already a good win for the non-druggers. Plus the addition of OD that any palyer can activate at least 3 times per full game (without discrimination).

So all in all, this update is already a drastic reduction of the efficiency of the supplies in the hand of the druggers.

Supplies is part of the game. The RK kit update has a really low effect (for me).

 

They would be more OD with protection capabilities, and OD (all supplies) will be link to one hull in the future. So current battle situation will not be perennial.

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Druggers will drug regardless and there is nothing that can be done about that, except to put in a slight nerf, which has already been done. Before OD was launched, druggers used their own drugs plus drugs off the ground. Now, they use their own drugs, drugs off the ground and OD. Druggers drug because they can (or it's an admission that their hull and turret is UP (under powered). 

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This is a beauty, not a problem.

The 3 mains supplies (SB, DD & DA) are now 25% less efficient, this is already a good win for the non-druggers. Plus the addition of OD that any palyer can activate at least 3 times per full game (without discrimination).

So all in all, this update is already a drastic reduction of the efficiency of the supplies in the hand of the druggers.

Supplies is part of the game. The RK kit update has a really low effect (for me).

 

They would be more OD with protection capabilities, and OD (all supplies) will be link to one hull in the future. So current battle situation will not be perennial.

The only "nerf" to supplies (besides repair kit) was that they don't last as long, but on the flip side, you can activate all three at the same time. This is an advantage to druggers, because before, even though supplies lasted longer, you could only engage one main supply + repair kit at a time. 

In my opinion, the ability to enable multiple supplies + repair kit at once, and enable Overdrive as well, gives a greater advantage to druggers than a longer lasting, single supply + repair.

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The only "nerf" to supplies (besides repair kit) was that they don't last as long, but on the flip side, you can activate all three at the same time. This is an advantage to druggers, because before, even though supplies lasted longer, you could only engage one main supply + repair kit at a time. 

In my opinion, the ability to enable multiple supplies + repair kit at once, and enable Overdrive as well, gives a greater advantage to druggers than a longer lasting, single supply + repair.

We can't deny that druggers like OD, I mean it's like presenting a chocoholic with a triple chocolate cake topped with a liquid chocolate, you will see him starting to drool quite fast.

 

Nerfing can come in many ways: less power, less time of activity, restriction of use, and also more supplies around. If everybody OP around you, your not as OP as before.

 

Regarding easier access triple supplies on looks like a good thing for druggers, however it wears off too fast and it's not actually all at the same time, there is some delay (if you activate onem then there is a new cool down activated on the other supplies, 50% shorter yes, but still a cool down), and if you are skilled in supplies activation combined with  drops pickup then this triple activation was possible before, therefore it is fake flip side and do not compensate for the 25% lost efficiency. Plus the RK modification, the whole thing do not make it better than before, it make it more restrict if and less efficient. Do not tell me you haven't seen some complaints about it.

 

As said before OD1 will not be unique, other six ODs will not use supplies therefore people using other OD should be able to use supplies after OD without cool down.

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