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Episode 147 of the V-LOG is here!


r_Nives5
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On top of this, I think Hunter will be very integral in defending flags. 

I believe dictators will come in with overdrives powering up teammates as is part of current gameplay.

A hunter defender with power up could wait for the assault, and instantly negate a dictators overdrive with his own. 

So Hunter is basically an EMP against supplies.

 

Do really seep into gameplay, more info on each will be needed. The shield is for titan and others? Does it like block shots entirely? What does it do. 

 

What is the percentage increase of viking.

I'm trying to imagine a Vulcan with this overdrive....

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Your good at inventing stuff, nice skill!

TY, but yourself is good at it too, you have very good idea for nice visual ranking and innovative parkour survival tricks. And considering your age, this is quite an achievement. Can't wait to see what next :)

Edited by Viking4s

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So, the actual overdrive will be for Dictator, I like that.

Could it be because Dictator is your most used and favorite hull?

 

also what about our protection will this change when you trigger the overdrive or what.. still way too much we need to know ..

 

Only buyers and addicts with full garage will enjoy this new Tanki. I don't have Dictator, so this sucks for me, but I will not be forced into buying or working hard for a Dictator, I may just stop playing or create a new account. I don't trust nor have confidence in the game.

 

Definitely, I can't wait them too!

Of course. Full garage.

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Mammoth sounds kinda too OP there...

no it isn't. it's the only one that comes with a drawback. and it's also the only 1 of the 2 that doesn't affect team mates or enemies just by activating. also, mammoth has been nerfed soo much, it actually has lower health than titan at m1 and m2. and yes 852/865 of all my time in gameplay is on mammoth.

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Well who knows what will eventually go live. These do not seem very balanced compared to one another. The Wasp( Vulcan) and Hornet (Isida) OD types seem pretty darn useless to me personally.

 

However Smoky + Assault Ammo + Speedup + Rate of Fire OD = twitchgamer's dream. [tic]

 

 

 

It says titan offers shield... ok but what does that shield do? Can anyone give a more in-depth analysis of titan.

 

And viking.. doesn't really give example. Like isida should 1000 damage, with increase rate of fire it does increase percentage obviously so like 1200? Some turrets like smoky and thunder increase rate of fire is obvious ,what about constant shooters like fire freeze isida vulcan 

 

I have titan viking as main hulls. this seems alright for me 

Some of the best questions in the thread so far.

 

Who's idea was to make Overdrives, Riddler 8?

This comment has won the thread. Game over man.

 

no it isn't. it's the only one that comes with a drawback. and it's also the only 1 of the 2 that doesn't affect team mates or enemies just by activating. also, mammoth has been nerfed soo much, it actually has lower health than titan at m1 and m2. and yes 852/865 of all my time in gameplay is on mammoth.

Just vecause it comes with a drawback does not mean indestructability+death touch is a good design concept.

Edited by LittleWillie
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Only buyers and addicts with full garage will enjoy this new Tanki. I don't have Dictator, so this sucks for me, but I will not be forced into buying or working hard for a Dictator, I may just stop playing or create a new account. I don't trust nor have confidence in the game.

 

yea was a buyer and have now stopped again.. but its not really buyers its anyone who has been stock piling there garages with drugs might work but not by much.. for the Dictator I can see more using them and when next sale happens which will be coming down the road sooner or later . I can see many more buying it and upgrading it to the highest level in order to use it in battles ..

 

like I said would like to see this in a game then will decided how bad or good it will be for now just jumping in with unknown opinion .. and hesitation on it .. also wondering how much more lag and things will be going on with the system..

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It looks like devs realized how OP the current Overdrive is and gave it to the weakest medium hull. On one hand that is a good thing, on the other hand . . . I do not look forward to all these Overdrives all over the battlefield. And who's going to use Hornet? The ability to see enemies through walls is fairly useless compared with laying a bomb. Another problem: you are a Mammoth, and you drive into the enemy base or CP point on a map like Polygon CP. Boom, you take control of the point with a press of the Shift key. Fair and balanced . . .

 

Also old graphics with better renderer pls semyon pls.

Edited by ThirdOnion

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This is all going to depend upon the parameters, but that has never stopped holistic speculation.

 

 

 

The best part of Tanki in my opinion is that there's a bunch of different styles and functions of equipment options which can be used against each other to some semblance of balance.

 

The idea of employing a different overdrive per hull really will add more variety to the game. However, I think that some of these are going to be far less useful than others. Why? Experience points.

 

To get a big fund in a battle, you need to help your team win, of course, but you also need to score a lot to get a bigger share of the pie. Tankers must think like this when entering a battle:

CTF: I need to score flags

CP: I need to go capture points

TDM: I need to cause the other team to take more damage than we take

DM: I need to wreck as many tanks as possible

The highest scores generally go to the players who do these things. You may disagree, but the biggest scoring actions are these items. You can be a great supporting sniper, healer, defender, miner, mid-fielder, whatever, but you're supporting the people racking up sizable scores doing these things. In a CTF map which ends 7-4 in your team's favor, the tank that picked up 5 flags is going to get a pretty good share of the fund, no matter how much you supported them. It pays to be the Hero(ine), literally.

 

So how do you get the best funds? Get the best scores. How do you get the best scores? You set your tank up for it, of course. Let's think about all the standard battle maps and see what we would use...

CTF: I need to score flags - I need to get there fast and get out fast - I want a Light hull to do this

CP: I need to go capture points - I need to get there and live through it for a bit - I want a Light/Medium hull to do this

TDM: I need to cause the other team to take more damage than we take - I want a Medium/Heavy hull to do this

DM: I need to wreck as many tanks as possible, no matter how many times I get wrecked - I want a hull suited to the map and sight lines

 

So I see three modes where a Light hull would be most useful, three where a Medium hull would be most useful, and two where a Heavy hull would be most useful. But there's something under this data as well... TDM is not played very often compared to other game modes. So for the number of standard battles on the servers, Heavy hulls have the least utility.

 

And now think about it in terms of ability to meet goals in the game mode. We either need to kill more (TDM, DM), or we need to survive longer to accomplish something (CTF, CP, TDM). I'll ignore tiny benefits (like Hunter getting slightly more kills by wiping double armors out nearby; it doesn't help against that Railgun across the map).

  • Wasp - Drop a tactical nuke on pursuers = a bit more survivability, a few more kills (lame alert)
  • Hornet - See through walls to sneak a flag out and ignore control point defender resistances = more survivabililty, a few more kills
  • Hunter - Blast EMP to wipe out local supply usage = a bit more survivability, a few more kills (lame alert)
  • Viking - Leak Nitro into your turret's firing pin = more kills
  • Dictator - Activate all supplies = more survivability, more kills
  • Titan - Create a force field for local friends = more survivability
  • Mammoth - Slow to a near halt as invulnerable and destroy anyone dumb enough to not use their brakes a few yards away = more survivability*, a few more kills (double lame alert)

Everyone knows what Dictator will do and that it can clearly sustain spawn killing indefinitely today. I think that three others of these are very useful, starting with Viking. Anything that lets you do more damage is bound to be employed by every hard-core buyer in the game. Hornet would be next. There's enough XP combos running around that, now, they get to see through their peek-a-boo walls too? Yikes. And they get to ignore Railgun protection modules too anywhere on the map? Load of yikes. Titan is the other obvious gain. Just sneak into the enemy base and light it up: instant spawn kill barbecue, and the other team's invited! It is conversely the best way to send an RSVP to decline such parties in your own base.

 

Two others received a "lame alert" and need tweaks or unannounced conditions to be very useful.

  • Wasp dropping a big (A/H/insert-favorite-thermonuclear-device-letter-here)-bomb on the map is cool, but, how do I aim it if I'm running away? Unless it has a ridiculous radius, it's nearly useless on large maps. Also, it would have to have no self-damage, or Wasp would wipe itself out. Great flag run work, there, Lou. And what happens if I execute near other tanks? What the heck is it supposed to do, carpet bomb the map and leave a gold box behind as the molten remains of all the tanks?
  • Hunter can only wipe out supplies. This is the second-worst feature; it can't actually confer a direct benefit to the user. It's nice to have other players at a disadvantage, I guess, but it is only a bit useful unless it can cover a wide radius, or negate supplies for more than the initial pulse. Otherwise, it just hurts a few tankers nearby and takes them out of the battle. Think of the long range turret across the map. I can see a Hunter trolling someone by activating around the same person all the time and ruining the game for them without actually accomplishing much in the act. Also, it's pretty useless to double-negate someone if you activate with a teammate and enemy nearby. It would have to stack the effect to avoid being wasted, and imagine how frustrating that would be on the victim.

There's one left; double lame alert.

  • Mammoth would be invincible. Yay, that sounds great. But you're invincible in practically one spot. Yeah, you can insta-kill someone if they touch you, but all they have to do is light a fire in your tailpipe from 1 yard away on the side. And, since your speed is practically zero, you're useless without Speed Boost or if a Freeze breathes on you. You can't tactically re-deploy to face a new threat, which is devastating once you defeat the left wing attack and then the right wing comes in. Slowing to a crawl pretty much makes you a fixed defense system, easy to avoid, to knock off aim, and to use as a splash damage target against your teammates. Even worse, you can equip Mammoth and sabotage your entire team by activating this in a cluster of teammates on anything but the tiniest map, leaving them frozen in place while the control points or flags are captured. The best thing which happened to heavy hulls was that their speed was increased, dramatically increasing their usefulness.

Someone pointed out that Mammoth is the only one with a new feature conveying a drawback, and it's a big one. The best generals of history knew that speed of their slowest units was both the speed of the army and the speed to react to evolving threats. From Napoleon's rapid brigade re-deployments, to Stonewall Jackson's "get there firstest with the mostest", to the Blitzkrieg, to classic double envelopment, the ability to maneuver and DO something is the number one characteristic of both effective warfare... and fun casual games. Please reconsider this one and do something else with it.

 

 

 

 

 

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Well yes, naturally certain overdrives will have lopsided powers. 

 

The one's that directly increase the power of the user itself in dealing more damage etc will probably be the stronger.

 

But you can't underestimate player style. It;s not that people try to avoid being top player. But not every one wants to attack or do those things. Some would enjoy the advantages each overdrive gives I imagine.

 

We shall see. 

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It looks like devs realized how OP the current Overdrive is and gave it to the weakest medium hull. On one hand that is a good thing, on the other hand . . . I do not look forward to all these Overdrives all over the battlefield. And who's going to use Hornet? The ability to see enemies through walls is fairly useless compared with laying a bomb. Another problem: you are a Mammoth, and you drive into the enemy base or CP point on a map like Polygon CP. Boom, you take control of the point with a press of the Shift key. Fair and balanced . . .

 

Also old graphics with better renderer pls semyon pls.

Sounds reasonable, but let's not forget that the see-through walls part and see enemy hitpoints is applied to the whole allied team (probably over the whole map) and it will deactivate all enemy module resistances for the Hornet. Anyway, the balance is dependent on parameters, like the activation time.

Edited by Tani_S

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Two others received a "lame alert" and need tweaks or unannounced conditions to be very useful.

  • Wasp dropping a big (A/H/insert-favorite-thermonuclear-device-letter-here)-bomb on the map is cool, but, how do I aim it if I'm running away? Unless it has a ridiculous radius, it's nearly useless on large maps. Also, it would have to have no self-damage, or Wasp would wipe itself out. Great flag run work, there, Lou. And what happens if I execute near other tanks? What the heck is it supposed to do, carpet bomb the map and leave a gold box behind as the molten remains of all the tanks?
  • Hunter can only wipe out supplies. This is the second-worst feature; it can't actually confer a direct benefit to the user. It's nice to have other players at a disadvantage, I guess, but it is only a bit useful unless it can cover a wide radius, or negate supplies for more than the initial pulse. Otherwise, it just hurts a few tankers nearby and takes them out of the battle. Think of the long range turret across the map. I can see a Hunter trolling someone by activating around the same person all the time and ruining the game for them without actually accomplishing much in the act. Also, it's pretty useless to double-negate someone if you activate with a teammate and enemy nearby. It would have to stack the effect to avoid being wasted, and imagine how frustrating that would be on the victim.

There's one left; double lame alert.

  • Mammoth would be invincible. Yay, that sounds great. But you're invincible in practically one spot. Yeah, you can insta-kill someone if they touch you, but all they have to do is light a fire in your tailpipe from 1 yard away on the side. And, since your speed is practically zero, you're useless without Speed Boost or if a Freeze breathes on you. You can't tactically re-deploy to face a new threat, which is devastating once you defeat the left wing attack and then the right wing comes in. Slowing to a crawl pretty much makes you a fixed defense system, easy to avoid, to knock off aim, and to use as a splash damage target against your teammates. Even worse, you can equip Mammoth and sabotage your entire team by activating this in a cluster of teammates on anything but the tiniest map, leaving them frozen in place while the control points or flags are captured. The best thing which happened to heavy hulls was that their speed was increased, dramatically increasing their usefulness.

 

 

Wasp's overdrive is basically a very large mine. You won't have to aim, and you won't take damage. (Also devs, please give the bomb impact force so we see tanks go flying when it explodes. Please.)

 

I agree with you about Hunter, and given how slow it is, it's not even that practical. Perhaps disabling supplies for a certain amount of time would be better (but also induce more rage)?

 

Mammoth will destroy all tanks in a nearby radius AND become invincible. If you drive into a CP point, you automatically win. If you drive into the enemy's base and engage overdrive, you wipe out their entire defense, which means easy flag cap for your teammates. And since you're going to be invincible for the same period of time that you are very slow during, what's the problem? Once overdrive finishes and you leave the wrecks of the entire enemy team in your wake, you can relocate. In my opinion it's ridiculously OP.

 

Also, I highly doubt Mammoth will be able to pass on its overdrive to teammates.

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Sounds reasonable, but let's not forget that the see-through walls part and see enemy hitpoints is applied to the whole allied team (probably over the whole map) and it will deactivate all enemy module resistances for the Hornet. Anyway, the balance is dependent on parameters, like the activation time.

See through wall is all well and good but a big part of the game is having a feel for where enemies are. It seems like an OD you are happy to see a teammate own. Especially if you shoot a Magnum. Well knowledge is power. I suppose it is a good concept for one reason. The better teams will get more value.

 

As for that ability to nullify module resistances.  That is either somewhat useful at the moment of use or literally without value.  Firing off evey supply in the game for you and your tam mates is always extremely valuable.

 

Wasp's overdrive is basically a very large mine. You won't have to aim, and you won't take damage. (Also devs, please give the bomb impact force so we see tanks go flying when it explodes. Please.)

 

I agree with you about Hunter, and given how slow it is, it's not even that practical. Perhaps disabling supplies for a certain amount of time would be better (but also induce more rage)?

 

Mammoth will destroy all tanks in a nearby radius AND become invincible. If you drive into a CP point, you automatically win. If you drive into the enemy's base and engage overdrive, you wipe out their entire defense, which means easy flag cap for your teammates. And since you're going to be invincible for the same period of time that you are very slow during, what's the problem? Once overdrive finishes and you leave the wrecks of the entire enemy team in your wake, you can relocate. In my opinion it's ridiculously OP.

 

Also, I highly doubt Mammoth will be able to pass on its overdrive to teammates.

If it has a big impact maybe it will not both bluck and sow.  Otherwise it will both bluck AND sow.

 

The Hunter dealie does deactivate supplies for awhile, in asense. It starts the cooldowns. That just leaves driving over a box.

 

The invulnerability thing might be more useful in flag defense than in offense. If you grab a flag and go not get out if that area ASAP you generally start taking hits from many many tanks.  A few moments of immobile invulnerability jusst gives the defenders time to react before you can start to escape.

 

But it does not seem a great idea, yeah.

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...

 

Mammoth will destroy all tanks in a nearby radius AND become invincible. If you drive into a CP point, you automatically win. If you drive into the enemy's base and engage overdrive, you wipe out their entire defense, which means easy flag cap for your teammates. And since you're going to be invincible for the same period of time that you are very slow during, what's the problem? Once overdrive finishes and you leave the wrecks of the entire enemy team in your wake, you can relocate. In my opinion it's ridiculously OP.

 

Also, I highly doubt Mammoth will be able to pass on its overdrive to teammates.

There's a lot of this which depends upon the parameters. If Mammoth has to make contact, it's going to be nigh impossible to use. If all it has to do is be nearby, then it will be effective upon activation but a large drawback almost immediately afterwards if the speed loss is more than a bit. I use a Mammoth (it was Titan at lower ranks) and sitting still doesn't work on most game modes, invincible or not. About the only way this has any value is by sitting on your own flag or taking the singular control point.

 

Keep in mind also that Mammoth has this power when it can get there, a painful proposition on a tank that doesn't have mobility when the new feature isn't activated yet, much less afterwards. You also have to actually survive to get to the target. Heavy hulls don't dodge much.

 

I think there's a general misconception in the player population that heavy hulls are solely for base defense. They work great as midfielders in maps the size of Seruphov or Novel, when equipped with a turret with some range and higher rate of fire (Smoky, Thunder, Vulcan, Twins, Ricochet...). Once in a while, you get into the enemy base and support a flag run, occasionally taking it out. This feature pretty much invalidates the Mammoth in its role of zone control forward of the base and forces it into point defense, a more limited, less exciting role.

 

You're also not going to be able to assist with a spawn-camp run by sitting deathly still and being unable to react to spawning enemies. This is traded off by being more able to fight off a spawn-camp in your base, but that just reduces the impact of an already-lost battle, as opposed to participating in a win. The best losing tank is outperformed by most of the winning side, even for less score.

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TY, but yourself is good at it too, you have very good idea for nice visual ranking and innovative parkour survival tricks. And considering your age, this is quite an achievement. Can't wait to see what next :)

When did I tell you my age  :unsure: ?

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I want to know, Is there any need to puzzle the game more and more ?? 

 

Since Group formation is there in Matchmaking System, I can enter any battle with one Mammoth, two Titans, one Hunter, one Viking/Hornet, then it will be impossible to take away flag from my base. What if this formation is there against your team? The game will be super-boring & CTF mode will disappear. Absolutely non-sense updates coming from Developers, have they lost their brain or trying to shut down within next year ??  :angry:

 

Please ask Developers the reason of this new Overdrive based on hulls and give feedback here. 

Edited by Hatty1994
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