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Overdrives are here!


theFiringHand
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Your guide for golds isn't comprehensive, not all maps are good for catching golds with Mammoth, so it's better to quit to those maps.

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well I just did not like the mammoth he does not die he active overdriver and it does not have kills it takes golds all the time very boring it, if at least hunter, using over soak over the mammoth !!! more adjust aii mammoth too much appeal with over him


well I just did not like the mammoth he does not die he active overdriver and it does not have kills it takes goldbox all the time very boring it, if at least hunter, using over soak over the mammoth !!! more adjust aii mammoth too much appeal with over him

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I think this is a brilliant upgrade. With all the changes to the turrets and over drive, the fire power is overwhelming. Anything less than a Mammoth, you are dead meat. Players will have to consume more of their supplies to survive the onslaught. A good move on Tanki’s part to make more $.

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man they are not even trying to balance that game anymore, some alteration are slightly over powered didnt argue about it but instead the release drones which i honestly think they haven't even study the effect of some the drones and the how balanced they are, and even worse the over drive release which made the game unplayable with those two on honestly, tanki is releasing updates on things that is not broken and balanced good example over drive and altrations now its complete mess. RIP  tanki  (semyon kirov version)         

Edited by A-G-O-14
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Games pretty much worse now cause it's not about your skill with the hull anymore, just use Viking or Mammoth and you win

Idk about mammoth, but Vikings OD only last a few seconds, which means that playing solo battles is a must to make the most out of it.

 

Titans OD needs a nerf though.

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Mammoth's overdrive is too OP !


Reduce the duration effect of it , or  let Hunter's overdrive to be able to deactivate Mammoth's overdrive  :unsure:

Edited by Grinding
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Suggestions to the devs:

 

Can you make the Overdrives not charge when a tank is still and not firing. Movement anf shooting should charge ODs instead of how it is now.

 

 

3 days in a row after the update at Overdrives, when i have a very big lag, sad  :( 
 
And i tried all the variants of here, but nothing
 

 

Are using the client or a browser?

Edited by lssimo

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I tallied up the negative vs positive comments on the first 6 pages, doing my best to filter out multiple posts by a single person and unrelated posts.

 

Alright, that's a solid point. I just estimated it based on what I saw. Still, considering the massive scale of this update and how much it changes gameplay, the end result is pretty good. All they need to do now is nerf Mammoth's OD, or at least make Hunter stop it.

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Understandably, some players are probably unhappy that Double Armor and Module Protections have been diminished by the new OD's.  I know I saw at least one comment lamenting how Modules don't matter as much as they did before, especially if one is brutalized by a Viking or steamrolled by a Mammoth.

 

Personally, I was getting tired of the previous "Medium and Heavy Hulls" metagame, which was a race to become the most invulnerable player/team with the All-Supplies Overdrive, tons of Supplies, tons of Batteries, M4 Drones, 3000+ HP, and M4 Modules. 

 

For me, these new Overdrives have reinvigorated Tanki gameplay with new forms of counterplay.  Against Crazy, Rapid-firing Vikings, Titan's Force Field significantly minimizes the Vikings' blows for teammates.  Against Invulnerable Mammoths that everyone's calling OP, Wasp can drop an N-2 bomb and eliminate them.  Against any heavily protected tanks, Hornet's Radar enables the user to penetrate tanks' buffs and quickly dispatch them.  There's also Hunter's EMP shock that can disable any non-Mammoth tank and their Overdrives. 

 

Of course, there will be some groaning that they might have to spend on new stuff to keep up with the new meta.  Additionally, the MM system continues to be a cruel mistress giving players variably good and bad battles.  And we should still be cautious of the devs given their previous boneheaded decisions (i.e. the Incendiary Band).  Time will ultimately tell how this update will turn out in the long run.

 

Whether we like the changes or not, I'm sure most of us can agree we all needed some fresh, new scenery, in Tanki or elsewhere.

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How To Catch A Cosmonautics Day Gold Box

​A comprehensive guide

 

Catching a gold box that is hurtling towards the ground as a meteor and will destroy anything near the drop zone seems like a hard task. Right? Not a problem if you have the Mammoth's overdrive. With this outstandingly overpowered overdrive, you can stand right in the drop zone of that meteor and take the gold box without a scratch. Below are the steps to make sure you steal that gold box from the players that do it the right way.

 

1. Equip Mammoth via the Garage interface

2. Get your overdrive ready and under no circumstance use it to help your team in any way

3. When the gold box siren arrives, drive over to the drop zone

4. Press shift and activate your overdrive1

5. Stay right in the path of the meteor2

6. Watch as the notification pops up on the screen that you caught the gold box

7. Repeat steps 2-6 and you can catch hundreds of gold boxes

1The active time is plenty to encompass the entire drop time

2You will survive a direct meteor hit with your overdrive active

 

And there you have it, a simple and easy way to steal the gold box from all the players who actually try to catch the gold box fairly3.

3Obviously they are the dumb ones for not abusing the overpowered-as-all-heck overdrive of mammoth, right?

 

 

Thanks for reading! I hope you enjoyed this unbiased guide.

Have a nice week of stealing gold boxes.

 

Snipe3000

 

Brilliant...soo funny and perfectly written!

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Why Maf loves the update...

 

 

 

001.png = 74 Golds

 

 

 

Understandably, some players are probably unhappy that Double Armor and Module Protections have been diminished by the new OD's.  I know I saw at least one comment lamenting how Modules don't matter as much as they did before, especially if one is brutalized by a Viking or steamrolled by a Mammoth.

 

Personally, I was getting tired of the previous "Medium and Heavy Hulls" metagame, which was a race to become the most invulnerable player/team with the All-Supplies Overdrive, tons of Supplies, tons of Batteries, M4 Drones, 3000+ HP, and M4 Modules. 

 

For me, these new Overdrives have reinvigorated Tanki gameplay with new forms of counterplay.  Against Crazy, Rapid-firing Vikings, Titan's Force Field significantly minimizes the Vikings' blows for teammates.  Against Invulnerable Mammoths that everyone's calling OP, Wasp can drop an N-2 bomb and eliminate them.  Against any heavily protected tanks, Hornet's Radar enables the user to penetrate tanks' buffs and quickly dispatch them.  There's also Hunter's EMP shock that can disable any non-Mammoth tank and their Overdrives. 

 

Of course, there will be some groaning that they might have to spend on new stuff to keep up with the new meta.  Additionally, the MM system continues to be a cruel mistress giving players variably good and bad battles.  And we should still be cautious of the devs given their previous boneheaded decisions (i.e. the Incendiary Band).  Time will ultimately tell how this update will turn out in the long run.

 

Whether we like the changes or not, I'm sure most of us can agree we all needed some fresh, new scenery, in Tanki or elsewhere.

But with the exception of some Legends and some buyers, we don't have all Hulls at our disposal, so many of us can't do the countering that you talk about.

 

Right now we can play while the Mammoths are camping for golds, but after the 20X Mammoths and Hackers we'll go back to Groups vs Noobs. There's no balance and the chaotic ODs will not help..

Edited by lssimo

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Alright, that's a solid point. I just estimated it based on what I saw. Still, considering the massive scale of this update and how much it changes gameplay, the end result is pretty good. All they need to do now is nerf Mammoth's OD, or at least make Hunter stop it.

You actually don't know how slow these Mammoths are. And It's too much hard to reach them for a gold. So they deserve their overdrive. About , hunter their overdrive is cool they can stop them. No need balance.

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You actually don't know how slow these Mammoths are. And It's too much hard to reach them for a gold. So they deserve their overdrive. About , hunter their overdrive is cool they can stop them. No need balance.

I spent 4 hours playing with Mammoth yesterday. Maybe it's a lot different and more balanced at M3 and lower, but with M4 getting golds and capping flags/balls has never been easier. It's insane!

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Wasp's bomb needs to be red or blue...the color of the team that dropped it

 

When a Wasp activates its OD bomb, it's very difficult to tell which team the bomb is from. The makings on the bomb itself are not bright or big enough.

 

Make the bomb itself red or blue.

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Wasp's bomb needs to be red or blue...the color of the team that dropped it

 

When a Wasp activates its OD bomb, it's very difficult to tell which team the bomb is from. The makings on the bomb itself are not bright or big enough.

 

Make the bomb itself red or blue.

Maybe it should flash brighter so we can see even if we are facing the other way.

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Shockwave

 

Hi,
When a Wasp uses his overdrive bomb & When the bomb explode, a shockwave goes in fast speed (which means you don't have to work on how it will look like) it slows down tanks near the explode point bye some % depending on how close they was for X seconds.

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