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My take on Overdrive


Merovingian
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Hi all, here is my first in-depth article about a new TO feature, I hope you will like it. Have a good read.



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Hello fellow Tankers, what is that oddity that TO calls Overdrive? What is really happening within TO to implement such a radical feature to the game? Don’t we already have enough updates? Did Hazel sustain a permanent brain damage from his fall on his head during the Gold Box glitch affair? Let’s find out and have a review about the new feature: where it come from, present-day and future developments.
 

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Which Camino Lead to Overdrive?

To me Overdrive-Zero supplies is reminiscent of the original Tanki days where crazy supply wars were common playground activities, before the controversial Cooldown update #284 was foisted upon us. It is also a way to re-enact, as a very pale copy, the one and only 'Unlimited Supplies’ day feast of May 10th, 2015. The way ODs have been bound to hulls looks like a desperate plan B for the “Hull Special Characters/Abilities” that apparently was ditched.

As you all know, supplies boxes have accompanied the game from the start (year 2009) until the Update 284 of September 29th, 2014, when the Smart Cooldown was implemented. Before this major change any tanker could spam the powerful 1,2,3,4-sequence in a split second without restriction of time. Since this provocative update, trying to align those four magic numbers is laborious and tedious. Did it change anything? No, the druggers still drug, the casual players still play and the non-druggers still whine.

About 9 months later (May 2015), TO thought that it would be a good gift to introduce for one day, and for just 70 crystals, the Unlimited Supplies Pass. This pass gave tankers an unlimited stock of supplies to play with, letting tankers avoid having to tap in to their own supplies. It was not as good as the 1,2,3,4-sequence experience but the pleasure to drug for free was intense fun.



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Alas, this was not considered as a good gift nor a good idea for most of the tankers. Firstly, for many non-druggers, who just, frankly, “do not want to drug” anyhow. Secondly, for casual players, at first it looked like it was good, but they were not used to playing like this, so unfortunately only tankers familiar with hard format and drug wars techniques could really experience the fun and benefit of the pass. Despite the good attendance to the event (110k tankers online at peak time - see server load graph below), such an event has not been renewed since.

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Two years on and the mechanisms of the supplies is still not perfect with long smart cool down coupled with a lengthy period of activity. Moreover, time has divided the EN community further, and two opposite side have risen fighting with hostility on this very topic related to supplies and druggers, leaving casual players frowning on this madness. Nonetheless, the supplies system has been subject to several tests, experiments, amendments and updates. Actually, a long selection of promising tweaks has been looked at in order to find the perfect recipe, which will settle the community on a middle ground and finally satisfy druggers(/pro noobs), casual players (/normal noobs) and non-druggers (/skilled noobs).

Hulls Abilities has been on TO radar for some time and especially during the development of the last turret: Magnum. While preparing for this article, I rediscovered something that I overlooked completely. The finding happened when I surveyed the I&S section, in the post Hull's Abilities made by late Issho_Fujitora and dating back to October, 2nd 2016. I was stunned to find the description with of the icon that was proposed at the time, a little gif and its simple caption:



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Crazy!? "Obviously not the definitive one" but very close! The complicated 5 points star like shape icon coloured with multiple colour and its position near the other supplies on the right-hand side is very close to the final look, which is a white star located on the left-hand side. The hull abilities has been ditched and traded with the ODs (see below in the spoiler the timeline of the turn of events).


► 1:35:51 Question No.17
"Will you bring more hulls to the game?"
Hazel says that he's got something very special up his sleeve for hulls. For now, he's calling it "character" (see 53:55). If this new feature is implemented successfully, two new hulls will be added to the game (one light and one heavy hull). They will differ a lot from the current hulls. More will be known once the "character" for hulls is implemented.

> 06 Apr 2017: Dismantled: Livestream with Cedric


► 2:46 Question No.1 | "Will Tanki Online add new hulls to the game?"
A: New hulls are not planned right now. The hulls would be way too similar in parameters and handling to the current hulls, so it does not make sense to add any additional ones. However, there will be some changes to the hulls' character as mentioned in the previous livestream - the one with Hazel-Rah. Once that is implemented, developers will consider adding new hulls.

> 07 May 2017 Deconstructed: Livestream with Cedric

► 34:13 Question No.9 | Do you have any news regarding the special characteristics for hulls?
A: First and foremost, the characteristics will be free. There is something that will affect the gameplay and it will be relatively huge. You might have already received a sneak peek (in form of ZERO supply).



Present-day

May 2017, 2 years after the Unlimited Supplies event, TO came up with the “Zero supplies” concept. When announced, prior to its release on Tankers day, everybody had to comment on it and try to understand what it meant. Needless to say, once again, the whole community got it all wrong. Poor choice of name? Hell yeah. By Zero supplies, people expected battles with no supplies and the two previous supplies experiments conducted not so long ago, misled everybody to this fair assumption. Therefore, tankers expected a nerf on supplies or something more in the line of “getting rid of supplies” as zero for us means “zero”, while to developers it meant “All Supplies” activated but “none” from your garage!

The Zero Supplies is clearly inspired from the yearned-for free supplies concept from 2015 as similarly none of your garage’s supplies are used. In the same way, you are required to contribute in order to access this coveted feature. Instead of paying with 70 (miserable) crystals, you would have to partake in battles and complete the battle’s objectives. And to finish, both events happened the same month.

In the end the OD gives, in a non-expensive way (no crystals and no real money required), access to additional supplies (on top of the drops) for people short on supplies, or not willing to buy some and preferring to spend their hard earned crystals onto tank equipment instead. To me the other idea behind the feature is to give non-supplies user a better chance to face super/mega druggers.

 


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How? What Zero Supplies essentially does, is simple. The feature increases the occurrence of the supplies on one given map, reducing at the same time the impact on “imported” supplies by Druggers and Co. Like this, everybody is given the possibility of gathering percentage to charge 3 times minimum the Overdrive per games (unless you are a mult). Let’s do some calculations. With 20 tankers and 4 supplies activated (excluding the mines) with the overdrive you would have generated 240 additional supplies. If you share the overdrive benefit with at least one other fellow tanker then it is a bewildering 480 free supplies.

Let us compare this number with drops generated per map. You have drops scheduled every 104 seconds (1 minute 34 seconds), in reality we could round it to 2 minutes on average (chute plus time for someone to pick it up), which means about 7 drops per games.

On maps such as Brest, Barda and Rio which respectively hold 30, 29 and 13 drops zones; potentially generating respectively 210, 133 and 91 supplies per game. So the ratio against supplies generated by all the Overdrives is about 2.3, 3.6 and 5.3, meaning that the zero supplies reduces the power/impact of the druggers especially on map poor on drops (such as Rio) with about 4 times more supplies generated by OD than drops available. Gameplay on Brest map would affected too but to a lesser extent as there are already many supplies available for all.

Another factor contributing to the reduction of power of druggers is the rework of the supplies mechanism; the supplies (drugs and drops alike) have their period of activity cut back from 40 seconds to 30 seconds, which is a 25% nerfing. As a consequence you travel less distance, you take a longer time to escape or to reach a point, and you cannot protect yourself as long as before and you’re not able to kill as long as before as well. In order to stay efficient you will have to combine drugs, drops and OD. Yet there is good thing given to druggers, as the same supplies update also affected the cool down time with a cut back: minus 50%, which mean it’s easier to spam 1,2,3,4-sequence (not in a split second but in a reasonable amount of time). I would say that it is a good compromise considering that its providence was greater than it should have been (though it is ill fated for Parkourists though). Of course, the nerfing of the Repair Kit is another blow, so it is now ending the mindless aggressive attacks with no fear of dying. Besides, the nerfing can be minimized by using the RK differently. More can be learned here in the article Deconstructed: The All-New Repair Kit
. To finish, some words for the softies that are asking for a price reduction of the RK: Buckle up boyo, if you don’t buy it, it ain’t expensive!

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For TO, Overdrive Zero Supplies (as it is currently in the game) means less need to buy (with real money) the 1500 supplies kit. Why? As it double/ quadruples (for certain maps) the occurrence of the free supplies available per game. Even the cut down of 25% in active time does not undermine the additional use of supplies provided by the OD. To summarize, free drugs for all (even if you do not want to) and drug savings for druggers.


What does the future hold for Overdrive?


Zero Supplies is the first of its kind in the Overdrive family, eventually six additional Overdrives are meant to be delivered by the TO development team. Why seven? Simple! Each of them would be tightly bound to a specific hull, so with seven hull you would have seven OD. This means that the current drug feast, with every hull type being able to use Zero Supplies, will cease. Zero Supplies would be only available with one hull, which is currently unidentified.

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The V-LOG 139 has presented and described the six future other members of the Overdrive clan:

  • Deactivate enemy supplies
  • Drop a powerful Bomb
  • Increased firing rate or gives unlimited energy pool
  • Generate a Shield
  • Offer an Invincibility cloak (but reduce top speed)
  • Provide ability to see enemy through walls (and enemy health bar) and remove enemy’s module protection for one turret type.

Some overdrives will be more appealing than others depending on your playing style. With all of us having assembled a different garage, the fear is that one of your favourite hull is going to end up with the least useful/strong OD. Therefore, the big question on everyone’s mind is: which hull is going to be paired with which OD?

Developers offered tankers to leave feedback on the forum; however, I did not see much feedback on this. They left a clue/idea of how they are going to do it, but sincerely I do not really feel that it is helping much. Anyway, I am going to provide my opinion here.

However, beforehand, let’s look at the hulls. We have 7 of them, neatly classed into 3 weight categories: light, medium and heavy. During the past 12 months, developers have started, via various updates, to harmonise the hulls within the same categories. Firstly, each of the hulls within one group now have the same weight and Health point (HP). Secondly, the top speed range between the hulls has been reduced and finally other characteristics considered as the core DNA of a hull, such as drift for the Hornet, have been seriously tuned down. All of these defined points have reduced hull differentiation to their singular appearance (hitbox size).

Light hull

> Wasp + Zero Supplies - Quick but weak, the addition of this overdrive will give a more edgy side to this hull: faster, stronger and stingier. By sharing its ability to its fellow team member can strengthen an attack or reinforce the base defences in a jiffy.

> Hornet + See through walls and removed module protection – slightly less quick than the wasp this hull is meant for scooting and swift defences. Localising the enemy’s defenders position in their base or sneaking attackers trying to enter our base, this new power would greatly help the team.

Medium hull

> Hunter + Bomb – A tough choice, but I think it will fit this hull best. Speed and strength is key to drop the Bomb, you need to stay alive to use it and exploit the effect. Furthermore, Hunter cannot really jump on other hull to get to the gold box so eliminating competition is a plus.

> Viking + Deactivate supplies – I’m 100% sure that everybody would like Zero supplies or the increased firing for this hull, but 100% sure the developers will do the opposite. So what is left? As a supporting hull and pro tanking affiliates, as well as a melee aficionado, this supplies deactivation would be key in all these areas. Any incoming enemy would be stripped from their strength and enemy defenders would be even smothered. I would say it is a perfect match.

> Dictator + Shield – Simply, the high height of this hull make it an easy target, but thanks to this overdrive, the problem is solved. Furthermore the Dictator become like a big brother sheltering other tanks under its big and strong shielded wing.

Heavy hull

> Titan + Invincibility – Last defence against an attack, last guard holding the fort, this is the deadly Titan sitting on a flag, safe flag for as long as the effect carry on. With its large size, it can also block the main entry to the base, like a new wall. With this overdrive, nobody will dare touch this mighty hull located under a Gold Box.

> Mammoth + Increased firing rate/unlimited energy – What is worse than a mammy on the rampage? A mega super charged mammy on the rampage! Electrified, the mammy is a killer when defending the flag or any CP point. And I have not even started yet on the damage to be caused in DM and TDM with this combo. Often used for sniping (with long-range turret), this would overcome some of the slow recharge of those turrets.

Nobody really know what the future holds, this is just my head roaming in the land of possibilities, of “what if?”



 

Conclusion

Therefore, no, OD did not came out from Hazel when he cracked his head in June, but it is part of a long journey of development. Does it look like overdrive is part of a well-defined plan? Not really, more of the trial and error approach, with steps… many steps … many steps in the dark. Like a blind man who serpentine on an uncertain and uncharted path, only the whispers of the clairvoyants hushing in the background can lead to the illumination. Light cannot be seized, it can only be perceived. Same goes with our interpretation of the meaning being the action from the devs, and this despite the communications effort over the Overdrive feature. For all of us the feature still seems uneven, ill fitted and steers many complaints and only sprouts few believers.

However, it is too early to judge, as the implementation is only at its early stage, so we clearly miss the big picture. Will the overdrives be like the “magnificent seven” united to save the free-player from the overpowered bandit or will only turn into the “Seven” deadly sins compelling tankers to fight against each other and finally rage quit?

One thing is certain, the update with the Overdrive is going forward, and either you jump on the bumpy ride and hold tight until you reach the destination or you just give up and leave. Your choice. I know mine: I am ready for the call for new adventures and challenges drawn by TO waiting ahead of me.

What is yours?



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So long mults

 

* * *


Further good read from Hush-Hush Tanki


[Guide] How to Deal with Campers! by The Merovingian

/[News] The Leaky Mult #1 by Illuminati & The Merovingian

The Leaky Mult is something different from what Hush-Hush Tanki has previously published, however very Hush-Hush.

Containers: weigh the odds by The Merovingian in Game Discussion

[Review] Matchmaking by The Merovingian

Edited by Merovingian
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Approved. 

 

-Many, many grammar corrections.

-Respaced.

-Rephrased certain sentences for clarity.

 

Seems like a well thought out article. I enjoyed reading it :)

 

A few words of advice though; don't bother with overcomplicated words when simple ones will do, since this makes it harder to understand. Also, separate your paragraphs into manageable chunks, and leave the textwalling to @GoldRock

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-Many, many grammar corrections.

-Respaced.

-Rephrased certain sentences for clarity.

 

Seems like a well thought out article. I enjoyed reading it :)

 

A few words of advice though; don't bother with overcomplicated words when simple ones will do, since this makes it harder to understand. Also, separate your paragraphs into manageable chunks, and leave the textwalling.

Many, many thanks.

 

I only scanned through your article but found it quite enjoyable. Well done!

Thanks.

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I like it! One question: In your theory for what Mammoths overdrive might be, what happens if the user has Twins or Vulcan?

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Oh I still remember those unlimited supplies It cost 70 crystals ( I think, but I am 99% sure about that price) I played with my friend that day, It was an beautiful day :) I hope it will come again.

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Supplies are in no matter related to skill, neither the opposite. Just because someone doesn't drug, doesn't mean he is skilled or not-skilled, neither otherwise, where over-drugging doesn't determine the skilled or not-skilled player. We, as I call myself a casual-player, find the right balance and drug efficiently without having to buy any supplies. After the updates for missions, exactly those which buffed rewards of missions and their weekly chains, I am getting enough supplies to spend on whole month from just one week (if spending how I usually spend).

 

I wouldn't like any other Overdrives, and ideas for them just sound hilarious (but I would like one that would deal damage when activated, e.g. Kamikaze, where you would self-destruct and deal a great amount of damage and impact on other tanks :P).

 

Overall, good article!

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I like it! One question: In your theory for what Mammoths overdrive might be, what happens if the user has Twins or Vulcan?

Leave it to the dev to tailor the OD for each turret.

 

Oh I still remember those unlimited supplies It cost 70 crystals ( I think, but I am 99% sure about that price) I played with my friend that day, It was an beautiful day :) I hope it will come again.

200% it is 70 crys.

99.9% it will ill not happen again as it is now replaced with OD Zero supplies.

 

Supplies are in no matter related to skill, neither the opposite. Just because someone doesn't drug, doesn't mean he is skilled or not-skilled, neither otherwise, where over-drugging doesn't determine the skilled or not-skilled player. We, as I call myself a casual-player, find the right balance and drug efficiently without having to buy any supplies. After the updates for missions, exactly those which buffed rewards of missions and their weekly chains, I am getting enough supplies to spend on whole month from just one week (if spending how I usually spend).

 

I wouldn't like any other Overdrives, and ideas for them just sound hilarious (but I would like one that would deal damage when activated, e.g. Kamikaze, where you would self-destruct and deal a great amount of damage and impact on other tanks :P).

 

Overall, good article!

+

Too early to judge. Kamikaze could be for the next 2 hulls. Who knows.

TY

 

IMO mammoth should get shield or invincibility to reclaim its position as a heavy hull

+

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OVERDRIVES  - All is revealed: Episode 147 of the V-LOG !

 

Wasp = Bombe
Hornet* = See through the wall + Module protection disabled
Hunter = Electric charge which deactivate supplies
Viking = Enhanced firing rate and power
Dictator = Zero Supplies
Titan = protective shield generator
Mammoth = Invincibility

 

*I got One Right out of seven :/ The hornet.

 

Now we have to think about strategy and opportunities offered by this new abilities added to the game.

 

And you how many did you get right?

Edited by Merovingian

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I like it! One question: In your theory for what Mammoths overdrive might be, what happens if the user has Twins or Vulcan?

Hi, now we know that the Viking will have the Enhanced firing rate and power. There is 2 sort of turrets, the one that fire/shoot shells or rounds (Railgun, Magnum, Hammer, Striker, Smoky, Twins, Ricochet, Thunder) and the one that use a power pool of energy (Firebird, Freeze, Isida,Vulcan). I put Vulcan in the last group because it kind of work like this, it is not a pool of energy but damage is given in DP/second. With this turret you have to stop firing at some point in order to prevent overheating, and like other energy pool turrets you can fire again at any time, you don't need to wait for the full reload.

 

The Viking OD will work, as I understood it, just like an Alteration. It will affect/enhance specifics characteristics of the turret.

 

For firing turrets, I assume that it would affect:

  • the reload time as a faster reload = more shoot within the same amount of time than the same turret without OD engaged.
  • a more powerful destruction effect = more Damage Point per shot.

It could be both or one of them, we don’t know at this stage. So based on these assumptions, Twins mounted on a Viking will deliver more Plasma ball per second and with more damage point per shot while having the OD engaged.

 

For Pool energy turrets, I assume that it would affect:

  • longer use of the pool of energy = more delivery of the (freeze/fire/vampire) effect for the same pool of energy.
  • a more powerful destruction effect = more DP per second of use.

It could be both or one of them, we don’t know at this stage. So based on these assumptions, Vulcan mounted on a Viking will deliver more  per second and with more damage point per shot while having the OD engaged.

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