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Upgradable Overdrive


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Wasp in the high ranks is ok, but in the low ranks, its way overpowered. 

Its basically overkill damage against slow and weak tanks.

So I think wasps bomb should start at a max of 4999 points of damage and all the status effects it inflicts have their durations be cut in half for MK1.

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Yeah, this can be good for them!

Then, they can get more practice from Wasp's bomb Overdrive and will later see that its damage and duration increases.

Also, when it does less damage, it will be more fair because their Double Armor will not give that much boost as low rank players.

So it's good to have this adjustment.

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17 minutes ago, fghjkl54 said:

but think about those who didn't upgraded wasp at higher ranks it'll be a disadvantage then

True, but at high ranks, we can get up to 10k Crystals daily from battles, Missions, and the different Containers we open!

So we can easily get Crystals to upgrade Wasp, and do this during 50% sales that come, for the maximum benefit of spending Crystals.

Plus, everyone should have maybe an Mk7 Hull. It doesn't cost too much during Sales to upgrade them.

We only have either the "Micro-Upgrade" or "Upgrade" button. So we just need to collect the right amount of Crystals to upgrade to Mk7, if not already.

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If it gets upgraded with Wasp’s upgrades then it can work. But if the OD becomes an independently upgraded parameter in addition to upgrading Wasp, then it would be a problem. It would be yet another thing we’d have to invest crystals in, and another disadvantage for f2p players. Right now ODs have the distinction of being one of the few things (if not the only) all players get equally, buyers and non-buyers alike, and I would obviously prefer that not to change. 

Edited by Catbird
Grammar
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Still the fire damage can do ALOT for low ranks.. So your idea wont change a thing. 10s of burning are alot.

Tanki weirdly have uniformed everything.! I don't understand what point of balance is this!

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Just now, wolverine848 said:

 

but sometimes they're forced to because some may win supplies (including useless ones) more than crys

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I think all overdrives, where possible should have scaling - just like with Crusader - this is one of the cornerstones of good game design I would say. It is obvious that Wasp is much more powerful at low ranks than high, due to its fixed overdrive damage for all modifications. Not only does it do a lot more damage with comparison to hull health at low ranks, but it is also harder to get away from with everyone having slower hulls.

I think the damage be halved at Mk 1 compared to Mk 8, and the heat duration should be 5 seconds at Mk 1 going to up 8 seconds at Mk 8 (but the other status effect durations do NOT need to be altered, as they already inherently "scale" as they don't deal damage in themselves). I also think the time it takes for the bomb to go off should scale from perhaps 3.5 seconds at Mk 1 to 2.5 seconds at Mk 8 - to counter hulls being faster at higher modifications. 

Edited by DestrotankAI9

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I'm actually surprised that this was even labeled as valid since everyone has been fan boyin' wasp even some of the mods have shot down every suggestion to nerf it.

 

To me this was a rather odd decision. @Spy, you got some explaining to do.

 

Also @ThirdOnion got some explaining to do as to why he even agreed to the idea, when last time we discussed it, he defended it.

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1 hour ago, PirateSpider said:

Also @ThirdOnion got some explaining to do as to why he even agreed to the idea, when last time we discussed it, he defended it.

I think Wasp's OD is underpowered at higher ranks. It is much more potent at low ranks.

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1 hour ago, PirateSpider said:

I'm actually surprised that this was even labeled as valid since everyone has been fan boyin' wasp even some of the mods have shot down every suggestion to nerf it.

To me this was a rather odd decision. @Spy, you got some explaining to do.

You can start with asking more nicely next time, thank you.

As for the decision to make it valid; the OP doesn't suggest to make Wasp's OD stronger than it is right now, he suggests that the default stats for the OD will be weaker, but you'll be able to upgrade them to the current stats we have in the game.

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23 hours ago, Spy said:

You can start with asking more nicely next time, thank you.

As for the decision to make it valid; the OP doesn't suggest to make Wasp's OD stronger than it is right now, he suggests that the default stats for the OD will be weaker, but you'll be able to upgrade them to the current stats we have in the game.

Would be better for the bomb to upgrade along with the hull. So you upgrade wasp you upgrade bomb.

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Some overdrives are insanely overpowered right now (Paladin), while others are very weak (Hopper).

My idea is that, with an 'hours played' time progression system, players could add more status effects to their overdrives as they level up their overdrives by playing more on a specific hull.

Giving an example for viking's overdrive, on top of its rapid fire ability, added status effects could be:

Level 1: 50 hours played on viking - adds temporary freeze effect for all nearby enemies

Level 2: 100 hours - adds short jammer effect for all nearby enemies

Level 3: 250 hours - Armor Piercing for all nearby enemies

Level 4: 500 hours - Supercharge for a short amount of time

Level 5: 1000 hours - Immunity for a short time

For hulls that already give some kind of status effect, they should add different ones for each level. Also, for faster reloading hulls, the overdrive status effect duration should be shorter, or weaker than longer reloading hulls.

Obviously, everything needs to be well thought through and nothing should be too overpowered. This could potentially make players more inclined to play more, as it it benefits them, while also being completely free and non p2w.

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On 12/19/2021 at 5:27 PM, GodlVIode_0N said:

 

Topic merged

On 12/19/2021 at 5:27 PM, GodlVIode_0N said:

while also being completely free and non p2w.

Oh this is very much P2W — play to win :ph34r:

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On 12/19/2021 at 4:27 PM, GodlVIode_0N said:

Some overdrives are insanely overpowered right now (Paladin), while others are very weak (Hopper).

My idea is that, with an 'hours played' time progression system, players could add more status effects to their overdrives as they level up their overdrives by playing more on a specific hull.

Giving an example for viking's overdrive, on top of its rapid fire ability, added status effects could be:

Level 1: 50 hours played on viking - adds temporary freeze effect for all nearby enemies

Level 2: 100 hours - adds short jammer effect for all nearby enemies

Level 3: 250 hours - Armor Piercing for all nearby enemies

Level 4: 500 hours - Supercharge for a short amount of time

Level 5: 1000 hours - Immunity for a short time

For hulls that already give some kind of status effect, they should add different ones for each level. Also, for faster reloading hulls, the overdrive status effect duration should be shorter, or weaker than longer reloading hulls.

Obviously, everything needs to be well thought through and nothing should be too overpowered. This could potentially make players more inclined to play more, as it it benefits them, while also being completely free and non p2w.

Definitely disagree.. Playing 1000 hours in a certain hull means 41 consecutive days, which is directly giving the grinding players a huge advantage. A player with new account can't reach that number easily.   I will tell you one thing, grinding players and buyers are pretty the same. Grinding players who play 3+ hours a day are just pretty close to buyers. Which in real means your idea solve nothing.

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20 minutes ago, fghjkl54 said:

note that crusader od damage is based on it's lvl

Is it confirmed, I never really noticed....

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48 minutes ago, NikmanGT said:

Is it confirmed, I never really noticed....

Crusader and Ares' Overdrive were upgradable since their introduction. What was upgradeable on Ares was the explosion damage which you wouldn't notice because most of its damage is being dealt by the ball damaging enemies during flight and not on an explosion. 

 

Hopper and Hunter's instant true damage output depends on modification.

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32 minutes ago, TheCongoSpider said:

Crusader and Ares' Overdrive were upgradable since their introduction. What was upgradeable on Ares was the explosion damage which you wouldn't notice because most of its damage is being dealt by the ball damaging enemies during flight and not on an explosion. 

 

Hopper and Hunter's instant true damage output depends on modification.

What is the difference, between "Upgradable for ares and modification for Hunter" ?

Aren't they both dependent on hull's level or mk ?

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5 minutes ago, NikmanGT said:

What is the difference, between "Upgradable for ares and modification for Hunter" ?

Aren't they both dependent on hull's level or mk ?

Means the same thing. Mk1 Overdrive is weaker in some aspect than the Mk7+. 

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6 minutes ago, TheCongoSpider said:

Means the same thing. Mk1 Overdrive is weaker in some aspect than the Mk7+. 

I see, thanks ?

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