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Overdrives are here!


theFiringHand
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At last! After nearly 3 years of the first announcement about the new hull overdrives, today on April 11 2019, the new hull overdrives are finally here. The overdrives are here to stay and make Tanki online gameplay much more enjoyable that it has ever been.

 

Thank goodness, the overdrives have brought a new positive milestone for Tanki Online.

 

Next on the developers list will be the HTML 5 feature that will finally replace Flash and increase the speed and performance of Tanki Online. HTML 5 will remove all in-game lags and slow downs of Tanki Online.

 

Developers said that there were going to improve and sharpen the graphics of Tanki Online sometime in the near future when HTML 5 will be released.

 

Thank you so much for this hull overdrives update. I have been patiently waiting for it for nearly 3 years. Thank goodness that the hull overdrives are here.

So typical that Tanki would get it all backwards.  Improve speed?  Graphics?  Nah!  Let's do some goofy noise and graphics stuff first - take 3 years to do it - then we'll think about HTML5.  Remove BUGS from the game? 

 

Tanki Developer (wearing blindfold with cotton stuffed in ears): "Bugs?  Bugs?  What bugs?  I don't see any bugs!  I don't hear any complaints!  Pass me another beer, I want to make a light show for Tanki."

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So if you're using Magnum with Viking... you get nothing out of this change.  In fact, you might as well forget about overdrive on Viking.  Waste of time.

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These are BAD.  They completely change the way the game is played and why each player chose their hull in the first place.

 

There is no healing for the overdrive?!  REALLY?  Why is that a good idea?

 

Some of the overdrives can be shared and some can't.  WHY  is THAT a good idea?  Hint -- it's not.

 

I really feel screwed on this one.

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On big maps, when enemies are far away, the hornet activated position overlay cover most of the enemy tanks.

 

Thus, you can see who they are, nor where are they aiming. It Is a big disadvantage.

 

It would be nice if that indicators can be entirely disabled from settings, or made less conspicuous at least.

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Hahaaaaaa! And when you thought that Tanki screwed  this game for good with MM and they cannot make it any worse, here comes Tanki to prove us wrong and screws it some more with this ridiculous overdrives! Different OD for different hulls? seriously? Whoever came up with that idea must have been drunk and whoever approved it was probably drunk and stoned at the same time!

 

Ah, there is no need to complain, though. We all know how well they listen to the players and I am sure they will fix it like they have fixed the more serious issues that plague this game! What? No?

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I'm so grateful for these OverDrives.  Now there is NOTHING left of Tanki and I'm pretty sure my addiction is cured...what a garbage game.  I will give it a couple more weeks since it's free, but I'm pretty sure Tanki will become part of my past.

Edited by ByeByeBye
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Let me stop you right there.

 

If Viking has "good stability" then how come it's so frickin easy to knock it off aim?

 

And really it only has a .5 units of speed advantage against hunter, which isn't much.

 

Hunter has 300 units of weight advantage over Viking which is a huge gap.

 

Also hunter can accelerate faster, turn faster, and can utilize the hull rocking ability better than Viking.

 

Besides you only have 3.5 hours on your m1 viking while I have 428 hours on my m3 Viking.

 

So I know exactly what a Viking user has to go through.

Hey man.. I've used the old Viking and hunter (prior to 2016) as well as both those medium hulls afterwards. Yes Viking does feel a little light sometimes. However the hull's geometry still keeps it relatively stable when it's making different manoeuvres or sometimes under fire.

Let me ask you this; how could you possibly explain the Hull's immense popularity if it didn't have one of the most outstanding stats?

Anyways Viking OD seems pretty good, titan OD appears to be the best so far.

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I have to admit, at first I was skeptical about overdrives, but after having played a few battles with them, I have to admit it is fun. Yes, there will be a learning curve and you will have to rethink your strategies, but it makes for a more lively game. Love the new animations when you use supplies. The new overdrives will make you dust off some of your older hulls and make turret/hull combos you previously hadn't tried. So far I am pretty impressed.

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I have to admit, at first I was skeptical about overdrives, but after having played a few battles with them, I have to admit it is fun. Yes, there will be a learning curve and you will have to rethink your strategies, but it makes for a more lively game. Love the new animations when you use supplies. The new overdrives will make you dust off some of your older hulls and make turret/hull combos you previously hadn't tried. So far I am pretty impressed.

You're using Viking, that's why. It's fun for Viking and Wasp, and maybe for Mamooth if you like your fun slow.

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At last! After nearly 3 years of the first announcement about the new hull overdrives, today on April 11 2019, the new hull overdrives are finally here. The overdrives are here to stay and make Tanki online gameplay much more enjoyable that it has ever been.

 

Thank goodness, the overdrives have brought a new positive milestone for Tanki Online.

 

Next on the developers list will be the HTML 5 feature that will finally replace Flash and increase the speed and performance of Tanki Online. HTML 5 will remove all in-game lags and slow downs of Tanki Online.

 

Developers said that there were going to improve and sharpen the graphics of Tanki Online sometime in the near future when HTML 5 will be released.

 

Thank you so much for this hull overdrives update. I have been patiently waiting for it for nearly 3 years. Thank goodness that the hull overdrives are here.

This overhaul for overdrives would add a good strategic element to the game, but before they introduced Matchmaking (removal of battle list thus you can't join your friends in the mddile of a battle) and shortened the time from 15 mins to 7 mins now.  The game is so short and random now as some other members mentioned earlier in this thread.

 

Most of the huge updates released in the last 2-3 years were acceptable if you consider them solely, but it's a mess after the updates are stacked up.

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This update is horrible. Parkour wars are useless now. The biggest buyers are in parkour, and this update will kill the parkour wars.

 No parkour= No buyers.

 

 Good luck Tanki, you guys will end up like Tanki X, DEAD.

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NO NUKES!! NO NUKES!! NO Wasps..?

 

☮️☮️☮️☮️☮️☮️

Wasp is fun but it's likely OP. And imagine mobile players getting blown to pieces because they didn't hear well or see the ticking bomb. Flawed.

 

This update is horrible. Parkour wars are useless now. The biggest buyers are in parkour, and this update will kill the parkour wars.

 No parkour= No buyers.

 

 Good luck Tanki, you guys will end up like Tanki X, DEAD.

There's an OD OFF option.

Edited by lssimo
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So far all I see is chaos.  These ODs might have been pretty cool in a 15 minute or 30 minute battle but for MM and the 7 minute battle they recharge too fast and the maps are too crowded.

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Well done good update For the first time in years I will say it to
you Finally, "balance is back" in Parkour  You had no idea playing Parkour With shaft was very difficult  For years But with mammoth It is now easier for everyone to have equal opportunity to play I hope that it will continue this way and do not put anything new spoil it at the last moment ;)

Edited by shady444

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I played 20 battles and had to restart 12 times from hard in-game errors or failure to respawn after going to garage.  In addition to that, I had 3 games that had invisible players (grayed out in battle list) or I stopped doing damage.  The game was generally slow as well.  All the errors were very frustrating and I had to stop playing because of it.

 

The overdrives recharge much too fast.  It seems almost twice as fast as before.

 

While it is fun to have an overdrive enabled and wreck people easily, for me it is overshadowed by frustration of not being able to defend against them.  If you are up against a hornet on overdrive and you are in their range, you will die.  If you are against a viking on overdrive in their range, you will die.  They are just too powerful.

 

My recommendation would be to slow the overdrive recharge down to previous rate and to reduce duration or power of some of them.  

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Bugs will be fixed as soon as developers find them and study the cause of them. Don't worry. If you find bugs, just report them in the "bugs and glitches" forum.

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Some of the hulls hit the jackpot.  Others got screwed.  Mostly it seems like a lot more visual noise on the battlefield.

 

Speaking of noise - am I the only one who has noticed that some of the new sound effects sound like really wet juicy farts?  Is that how they made the sounds?  Sat around eating corned beef and cabbage, drinking beer and recording fart noises?

 

Overall, I'd rather the 25+ known bugs in the game be fixed, but what does Tanki care about fixing bugs?  I don't see the new overdrives as nearly as important as getting rid of Match Maker!

 

The new sounds are annoying and messy.  I used to locate enemies with my headphones based on the firing sounds in big/medium maps, but there are so many different sound effects now.  It's like watching the Transformers or the Avengers in a cinema.

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I played 20 battles and had to restart 12 times from hard in-game errors or failure to respawn after going to garage.  In addition to that, I had 3 games that had invisible players (grayed out in battle list) or I stopped doing damage.  The game was generally slow as well.  All the errors were very frustrating and I had to stop playing because of it.

 

The overdrives recharge much too fast.  It seems almost twice as fast as before.

 

While it is fun to have an overdrive enabled and wreck people easily, for me it is overshadowed by frustration of not being able to defend against them.  If you are up against a hornet on overdrive and you are in their range, you will die.  If you are against a viking on overdrive in their range, you will die.  They are just too powerful.

 

My recommendation would be to slow the overdrive recharge down to previous rate and to reduce duration or power of some of them.  

I guess the devs just wanna let everyone to have a try on the new overdrives, thus increasing the recharge rate.  This should be adjusted after the coming weekend with a "small" fix according to their past practice.

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I guess the devs just wanna let everyone to have a try on the new overdrives, thus increasing the recharge rate.  This should be adjusted after the coming weekend with a "small" fix according to their past practice.

The overdrives do not charge to the same rates. Viking is the slowest of all. Participating to the battle helps a lot.

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I'm really not looking forward to playing the game today. I enjoy playing mostly despite the annoyances (and I think MM is fine, if not perfect), but this could really be the end. Sad after putting so many hours in to it.

 

OD for my favourite hull (Hunter) might be really good, but I'm going to miss the offensive capability of what is now Dictator's OD and I'm worried that everyone is going to end up using the Hull(s) with the best OD(s), so bye bye variety.

 

I just can't see how they're ever going to be balanced.

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I'm really not looking forward to playing the game today. I enjoy playing mostly despite the annoyances (and I think MM is fine, if not perfect), but this could really be the end. Sad after putting so many hours in to it.

 

OD for my favourite hull (Hunter) might be really good, but I'm going to miss the offensive capability of what is now Dictator's OD and I'm worried that everyone is going to end up using the Hull(s) with the best OD(s), so bye bye variety.

 

I just can't see how they're ever going to be balanced.

 

No, Hunter's OD is really good for close range turrets. In small maps with DD & DA on, just run into the enemies and use the OD. Boom! Everyone freezes for a few seconds with all supplies disabled, and of course they are all yours!

 

Only Mammoth's OD can save itself from Hunter's OD.  Mammoth's OD can't be disabled by Hunter's OD, thus it is still invincible as long as the OD lasts.

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