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Overdrive Rebalance


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1 hour ago, mjmj5558 said:

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. 

The OD itself isn't balanced - the very slow charge up makes it 'balanced', but that can easily be circumvented in a way by a good Viking user.

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7 hours ago, mjmj5558 said:

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. 

@Tidebreaker : I have always complained since the existence.

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9 hours ago, 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 :)

The main improvement I'd like to see is to make all overdrives weaker. 

 

That way, we don't die so fast from someone randomly using overdrive and attaining "God-Mode" for a few seconds.

 

Here's some of my changes. Stuff I didn't mention about the overdrive means that it should remain unchanged:

  • Wasp: Bomb no longer inflicts status effects and only does a maximum of 4000 damage
  • Hornet: Actually, the recent nerfs have made this overdrive pretty weak, considering the AP only works in a 50 meter radius, so no changes needed here.
  • Hopper: The afterburn only lasts for 3 to 5 seconds or so. Or better yet, completely removed.
  • Viking: Overdrive no longer increases the shot damage and impact force of the Hammer, Twins, Ricochet, Smoky, Striker, Thunder, Railgun, Gauss, Magnum, and Shaft turrets. Shot damage of Firebird, Freeze, Isida, Vulcan,  and Plasma Torch Ricochet still get increased, but infinite ammo is removed. 
  • Hunter: Stunning effect reduced to 1.5 seconds, or lower if needed.
  • Dictator: Team overdrive charge removed. Freezing effect removed.
  • Crusader: Temperature cooled reduced by 50%. But I think the rest of the overdrive is pretty fine.
  • Ares: Damage and healing reduced to 500 or 750 DPS/HPS. In exchange, the ball lightning can travel much faster and/or the ball effect radius is increased to 8 or 10 meters.
  • Titan: Shielding effect reduced to 50%
  • Mammoth: Damage of the AT Field reduced to 1000 DPS 

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