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Let's discuss the other Overdrives devs want to implement


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If you are giving Dictator more health and weight, why is it faster than Viking?

 

If only advantage Viking has is power, I don't see many people buying it.

 

 

Because dictator used to have more health, and it is bigger than Viking so the weight seems logical to me. The speed is to help with its performance in battles a bit.

 

Many players buy Viking because of its looks and also the garage description tricks them into buying it. My idea would basically gives Viking back it's stability and pushing power.

 

 

 

The HP difference between hulls of the same class is negligible. It needs to be at least several hundred to make a difference. What you wrote is more or less what we currently have, just some parameters shuffled around between hulls.

I don't know, several hundred is quite a large hp difference.

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Because dictator used to have more health, and it is bigger than Viking so the weight seems logical to me. The speed is to help with its performance in battles a bit.

 

Many players buy Viking because of its looks and also the garage description tricks them into buying it. My idea would basically gives Viking back it's stability and pushing power.

 

 

 

I don't know, several hundred is quite a large hp difference.

Weight = stability.  If Dictator has more weight it will have more stability.

 

Many might buy it for looks at m0.  Once they feel how it performs in battle they will buy another hull when they get to a new m-level.

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Weight = stability.  If Dictator has more weight it will have more stability.

 

Many might buy it for looks at m0.  Once they feel how it performs in battle they will buy another hull when they get to a new m-level.

I guess we could switch dictator and Vikings weight around in my idea.

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I don't know, several hundred is quite a large hp difference.

To give you an idea, Smoky M3 does around 400 damage per shot. A 50 HP difference, as you suggest, is less than the minimum damage done by one shot of M0 Twins. 

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To give you an idea, Smoky M3 does around 400 damage per shot. A 50 HP difference, as you suggest, is less than the minimum damage done by one shot of M0 Twins.

 

done, but 150 hp is massive at m0.

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I understand that, but I don't think Overdrive is the answer. There could be better options and better ideas, here's one I just thought of yesterday when I was using a close turret: I flipped my tank and said to myself "there should be an alteration that adds plates to the sides of hulls in a way that makes tanks harder to flip on it's side".

Training Plates:

training.jpg

- Prevents tanks from flipping
- Adds 5% protection to the hull only.
- Adds 5% weight
- Reduces 10% speed


We'll have to agree to disagree. :)

One of the reasons I play this game is because I saw someone playing and enjoying the game, but the game looked simple, easy, I didn't saw flashing lights, big explosions, or anything fancy, only Rail and Isida looked very different, it was inviting. If I would have seen flashing lights and big explosions I might have said "that's just another game".

Maybe Hazel is right when he says that Tanki is not a game. If that's the case, I don't want Tanki to become a game.

 

 

 

Very creative alternative to the basic ideas of 7 overdrives, they should find the worst issues with the respective hull and implement some changes to it. And this one looks very logical and helpful.

Edited by Hate
Fixed the broken page.

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Very creative alternative to the basic ideas of 7 overdrives, they should find the worst issues with the respective hull and implement some changes to it. And this one looks very logical and helpful.

Thanks

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So far, overdrive has only made battles more one-sided. Adding new overdrive doesn't seem likely to do otherwise.

 

Besides, I've got my doubts that more Overdrives will make the game more diverse. Even expecting all of them to be balanced, probably not all of them will be equally useful. There is, therefore, the danger that players will gravitate toward one or two hulls and make the game even less diversified.

Overdrive stops people joining a battle and leaving after aquiring a good score. It motivates players to play on, as when you join you are likely to meet several people with overdrive.

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Overdrive stops people joining a battle and leaving after aquiring a good score. It motivates players to play on, as when you join you are likely to meet several people with overdrive.

Nope.

 

Two days ago entered a battle part-way through.  Enemy was in my teams base, with all three supplies activated, spawn-killing my team. When a couple of the enemy supplies ran out, one of of them pressed shift and they all renewed their supplies, continuing the spawn-killing. I quickly exited that battle.

 

The next two battles I entered - exactly the same thing.  Quickly exited those battles as well.

 

What OverDrive does is give the team that is ahead a HUGE advantage. team that gets overdrive first ends up winning ... IMO 75% of the time.

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Hunter's future OD seems quite weak. Obviously it's too early to tell exactly how it will pan out, but I think in addition to supply neutralization, it should get an ability to disregard enemy protection modules for a short amount of time.

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It's not balance that concerns me. It's usability.

 

Let's take the current overdrive and the supply-deactivating one as an example. They are equally powerful. They both have the same effect, but in opposite ways. One can get a lot of tanks on drugs, the other can get them off drugs.

 

However, the first one is much more useful. How often are you going to get surrounded by enemies full on supplies? Probably not as often as you'll be surrounded by allies that can use supplies. The former, then, seems easier to use.

Well, actually if there everyone else has drugs, the current (or Dictator's) overdrive will not give an instant advantage over opponents, while if you deactivate your opponents' supplies you gain an instant advantage.

 

Still think Dictator's overdrive will the the best though, as long as they do not remove the timers.

Edited by Picassoo

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Hunter's future OD seems quite weak. Obviously it's too early to tell exactly how it will pan out, but I think in addition to supply neutralization, it should get an ability to disregard enemy protection modules for a short amount of time.

 

On 1v1 at close range it should beat opponents such as Viking, Wasp or Hornet (assuming that the bomb does not kill a drugged Hunter and that Vikings overdrive gives about 2-3x higher rate of fire.

 

Hornets overdrive will be kind of broken, like it will be very weak at low ranks and mediocre at higher ones, due to the fact that modules are more powerful higher up.

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Please do not make ridiculously strong overdrives which will ruin the game. Remove the overdrives or leave them as they are NOW. Matchmaking and hull balance are more important because my M1 Hornet needs the SAME health as M1 Wasp. Adding a new hull would be a great idea. Light tanks need something like Wasp with centered turret(not moved to back of hull) and medium tanks need lower version of Dictator because the Dictator is good only for railgunning and catching gold.

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On 1v1 at close range it should beat opponents such as Viking, Wasp or Hornet (assuming that the bomb does not kill a drugged Hunter and that Vikings overdrive gives about 2-3x higher rate of fire.

What if no one has drugs enabled to begin with? Then what?

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What if no one has drugs enabled to begin with? Then what?

Maybe it also re-sets their cool-downs to max... so enemy can't activate.  Tanki-X has something like this.

 

On that note - wonder if it would do same thing to OverDrive counters - re-set to 0%.

 

Of course this won't help vs long-range turrets that just enabled DD, plus say... the Viking quick-fire OD.

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