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Overdrive Rebalance


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Before I start my little rant, I will acknowledge the fact that the devs will never look at this and take my idea into account. It will either say "under review" for an infinite amount of time or "declined".

 

Overdrive is too strong. You can boost and heal your entire team, and then when your teammates get overdrive, you can get some more, so basically the entire match, you are able to have 3 supplies on. Your score can boost overdrive, so basically once you get overdrive, you can wreck everyone and gain so many points that you will already be at about 60-70%. Then you can rely on your teammates for the remaining 30% and there you go. You basically lose all your courage to drug up against these guys because you will feel like its a waste since 1 drug is no match for 5 guys with 3 drugs on. Then, they can heal themselves up with their repair kit or get another person's overdrive activated. And then, they get overdrive again. 

 

Nerf:

- Overdrive will take 1.3x as long to achieve

- Overdrive percentage boost will be paused for 10 seconds after you overdrive. 

 

Buff:

- Increase Radius by a little bit 

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I think it would be good if supply strength was nerfed. If overdrive gave you +50% instead of double everything, which makes it 4x as powerful as a tank without any supplies, then it could be an important buff without making games unwinnable for the team with fewer overdrive pops

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I think OD is OP. Sure, I like the idea of being able to make massive kills during OD activation. When you see 2 or 3 blue domes appear on the opponent's side, you know your team is in for a big losing fight, unless your team uses the same tactic at the same time which rarely happens. 

 

I, too, think it should be reduced at least 50%. I'd like to add that personal supplies like RK cannot be used while OD is active, however, supplies on the ground can be used. 

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but that what overdrive do overdrive was make for this and as ure enemy overdive is 100% ure 100% too so u also can kill them but its ure tank that  play so if ure tank not strong u cant do anything even if you havee 50% speed up on overdrive 

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but that what overdrive do overdrive was make for this and as ure enemy overdive is 100% ure 100% too so u also can kill them but its ure tank that  play so if ure tank not strong u cant do anything even if you havee 50% speed up on overdrive 

The game is setup now that the first team to get overdrive first is usually the winner. I don't think overdrive was created so that tankers have to cancel the opponent's overdrive with their very own, which would basically be the same thing as not having overdrive at all. 

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Completed...?

Overdrives have undergone a lot of changes in the past few years. Perhaps with the exception of Hopper (and only in certain modes/maps/combos), all of them are quite balanced now.

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On 1/7/2018 at 10:48 PM, Maf said:

Valid
Completed

 

On 4/28/2021 at 5:54 PM, Maf said:

Completed...?

 

Ohhh, this was suggested when the OG Activate All Supplies overdrive was still a thing lol.

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30 minutes ago, Tanker-Arthur said:

 

Ohhh, this was suggested when the OG Activate All Supplies overdrive was still a thing lol.

Yeah it's an old one...

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On 4/28/2021 at 10:54 PM, Maf said:

Completed...?

Overdrives have undergone a lot of changes in the past few years. Perhaps with the exception of Hopper (and only in certain modes/maps/combos), all of them are quite balanced now.

Wut?

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On 4/29/2021 at 12:54 AM, Maf said:

(and only in certain modes/maps/combos),

in certain players in certain atmosphere in certain timing in certain mindset

Correction -- It's always OP in Rugby/CTF.

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Just now, LambSauce said:

Wut?

Do you disagree? I personally think the only OD currently out of place is Hopper, and even then it's only with certain combos, and on certain maps/modes. Hence the overdrives are "quite balanced", as opposed to "completely balanced" implying that there's still improvements to be made :)

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Just now, Maf said:

Do you disagree? I personally think the only OD currently out of place is Hopper, and even then it's only with certain combos, and on certain maps/modes. Hence the overdrives are "quite balanced", as opposed to "completely balanced" implying that there's still improvements to be made :)

In terms of raw power, Viking's OD is miles ahead of the others, and a good player should find that charging it won't take that long.

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5 minutes ago, asem.harbi said:

Correction -- It's always OP in Rugby/CTF.

Well, I respectfully disagree ?‍♂️

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1 hour ago, LambSauce said:

In terms of raw power, Viking's OD is miles ahead of the others, and a good player should find that charging it won't take that long.

Viking is balanced, the problem is that it is overused. No one complained about viking for 1.5 years, and it had the same OD. 

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Viking either if it's balanced or not, it's disgusting. And yea as I said a lot the current problem is with the big maps who allow for 4-5 vikings in one team, and a lot it happen for me to die 3 times in a row from Viking OD. Every time I spawn I get die by one of them

I will say it as on generalization, no one see the overdrives as a normal thing Except two. First is a one who is less cared about the flags so he wont get mad from losing tons of attempts nor caring ever about the battle result. Second is the stupid/foolish ones. Whenever you see a one who defend about the overdrives, check his profile to understand in which part is he.

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25 minutes ago, Rutgers said:

Viking is balanced. You can argue that it actually needs a buff when it comes to a few turrets like Vulcan. The OD when combined with vulcan is utterly useless. Considering you'll use your OD 2-3 per match, you're better off using a different hull with vulcan, otherwise it'd just be a waste.

Well how does it work for Twins?  They both have a reload - so isn't viking spitting out more bullets per second?  And each bullet will be doing more damage due to the bonus damage.

Also keep in mind there's no spin-up/spin-down so it starts dealing damage immediately and has no overheat.

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16 minutes ago, wolverine848 said:

Well how does it work for Twins?  They both have a reload - so isn't viking spitting out more bullets per second?  And each bullet will be doing more damage due to the bonus damage.

Also keep in mind there's no spin-up/spin-down so it starts dealing damage immediately and has no overheat.

Vulcan does not get a firing rate increase with Viking's Overdrive. This was the main reason why Vulcan with Viking's Overdrive was never effective. The majority of the damage output of Viking Overdrives come from the firing rate being increased. 

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Just now, TheCongoSpider said:

Viking does not get a firing rate increase with Viking's Overdrive. This was the main reason why Vulcan with Viking's Overdrive was never effective. The majority of the damage output of Viking Overdrives come from the firing rate being increased. 

Does Twins get a firing rate increase?  They both have a very fast reload sans OD.

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Just now, wolverine848 said:

Does Twins get a firing rate increase?  They both have a very fast reload sans OD.

All turrets that have a firing rate get an increase in it with Viking's Overdrive, except Vulcan. 

 

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Guys stop discussing here, I have a pre-accepted suggestion, share your opinions there.

Try to suppress your enthusiasm and willing of talk till tomorrow when the topic get accepted..

iu6naKe.png

 

Kidding, but isn't it a cool idea?

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2 minutes ago, TheCongoSpider said:

All turrets that have a firing rate get an increase in it with Viking's Overdrive, except Vulcan. 

 

Okay - that's just dumb.  But is probably a carry-over from the vulcan when it did NOT have a firing rate.

It should be corrected and Vulcan should also get a firing rate increase.

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