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Tweaks to Overdrives, Turrets, and Drones


theFiringHand
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Overdrives in general are too strong. Please nerf them all to ~25% of their current effects and make them recharge ~50% faster. There's no strategy anymore. 

 

Viking nerf was needed, but I think it's overdone. I'd be using Hunter if not for the fact that A ) it's ugly and B ) I MUed my Viking to 10/10 prior to the new overdrives and don't really want to spend hundreds of thousands of crystals on Hunter, especially with M3 kits one rank away.

Ikr Viking overdrive feels almost meaningless. It does not go well with the name and the Hull. Also deciding what to buy has become a lot more harder.

Yeah, it doesn't look that bad.

It's actually beautiful at M2 and above. M1 is decent too. M0 is just blunt. Like every other.

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WOW the strangest thing happened today while I was playing TDM. Well there was a ball and stuff but nobody paid much attention to it but that's not the point. What was strange is that on the whole map there was another player NOT using Viking! Yes that's right two players not using Viking!

 

Weird Huh?

Wow that's weird. Wait what ?!

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Wow that's weird. Wait what ?!

 

Well every 15, no 10, no 7, no 5 minute game is now TDM no matter if there is a flag, ball or any other objective. Kill tanks, get stars, get Xtals. Strategy? Team play? That's so last year! 

 

Happened again today a few times in rugby, I like rugby and capture the flag. As a proud titan/vulcan camper it's nice when the enemy comes to you, makes it all the more easy rather than chasing them round the map.

 

Even split of viking and mammoth on the other team with my titan and a really lost looking dictator messing up the otherwise perfect 50/50 split on our team. We lost, no surprise!

 

I'm also seeing lots of mammoth/magnum combo's

 

OP turret on an OP hull makes for POOP for the other players :D

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Well every 15, no 10, no 7, no 5 minute game is now TDM no matter if there is a flag, ball or any other objective. Kill tanks, get stars, get Xtals. Strategy? Team play? That's so last year! 

 

Happened again today a few times in rugby, I like rugby and capture the flag. As a proud titan/vulcan camper it's nice when the enemy comes to you, makes it all the more easy rather than chasing them round the map.

 

Even split of viking and mammoth on the other team with my titan and a really lost looking dictator messing up the otherwise perfect 50/50 split on our team. We lost, no surprise!

 

I'm also seeing lots of mammoth/magnum combo's

 

OP turret on an OP hull makes for POOP for the other players :D

Oh now I get you. Yep that happens a lot at these ranks too. Some buyer comes and rekts everyone. Also TO MM makes me end up in matches that have 3-4 mins left with no players.

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My personal opinion (no official statement :P ) is that I like the idea of introducing overdrives in order to balance hulls.

 

The usual / former parameters used to balance them were mainly hitpoints, speed, acceleration - but those always felt like "not enough". The difference between hulls of the same class (comparing light hulls like wasp-and-hornet; or mediums like hunter-viking) was a differnce.. made a difference.. but after a long time of gameplay not a big one.

Now there is something to differentiate.

 

 

And - IMHO - the biggest mistake done with overdrives, is that they

- charge by damage (you make strong players even stronger)

- that they partially influence the turrets (vikings overdrive), which leads to tons of balance issues (as the turrets are so different). This add's a level of complextiy, that should not have been added.

 

A clever move was to make the charge-up times different for the ODs. It gives a good way to balance ODs with different game impact.

 

 

(but I never really got the usecase of Hornet's OD. Ok, I can spot my enemies.. useful for beginners in Capture The Flag. But as battle field awareness grows with a tankers experience, the feature becomes less and less useful, the more experience a player has).

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Initially I was disappointed with the Hornet OD but it is very useful in the small castle maps when playing CTF or rugby. As a goalkeeper (camper) I like to be able to see the enemy coming and now I can do it through walls!

 

Sadly there has been little in the way of balance in tanki for the past couple of years. MM, drones and alts has pretty much seen to that. with enough money invested you can be pretty hard to kill. Just look at all the freeze and hammer combo's zooming around the battlefield on full drugs with a drone to keep them charged up killing one tank after another. Even 20/20 Titan gets one shotted (or two) by Hammer and Freeze can kill me even on DA before my barrels have spun up. 

 

Where is the balance in that?

 

The only way to balance this game would be to have shots effect everyone just like real life. Wasp overdrive would kill everyone in the radius, Magnum the same, Hammer gets splash damage just like thunder. Thunder splash gets everyone. Rail shoots through a friendly then the friendly gets the peak damage and the enemy gets a reduced damage and so on. 

 

Oh and give all but the long range turrets a minimum damage range of 5 meters. Inside that they do 10% of the minimum damage and 100% self damage.. Just because I'm sick to death of no skill Viking/hammer/freeze slamming into me killing me instantly and waiting around for the respawn.

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My personal opinion (no official statement :P ) is that I like the idea of introducing overdrives in order to balance hulls.

 

The usual / former parameters used to balance them were mainly hitpoints, speed, acceleration - but those always felt like "not enough". The difference between hulls of the same class (comparing light hulls like wasp-and-hornet; or mediums like hunter-viking) was a differnce.. made a difference.. but after a long time of gameplay not a big one.

Now there is something to differentiate.

 

 

And - IMHO - the biggest mistake done with overdrives, is that they

- charge by damage (you make strong players even stronger)

- that they partially influence the turrets (vikings overdrive), which leads to tons of balance issues (as the turrets are so different). This add's a level of complextiy, that should not have been added.

 

A clever move was to make the charge-up times different for the ODs. It gives a good way to balance ODs with different game impact.

 

 

(but I never really got the usecase of Hornet's OD. Ok, I can spot my enemies.. useful for beginners in Capture The Flag. But as battle field awareness grows with a tankers experience, the feature becomes less and less useful, the more experience a player has).

Hornets OD can also ignore enemy protections, except mammoths overdrive.

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It should...

It shouldn't in my opinion.

 

That just makes it have two weaknesses that recharge faster than its power while one of them being instant, the other being for 30 whole seconds. And the Mammoth wouldn't be able to kill the Hornet since the Hornet would be faster than the Mammoth even if it had the speed boost supply enabled. Wasps are everywhere in the low ranks and Hornets don't really seem abundant in the high ranks but there are a good bit in each battle. 

 

If this were to change to it ignoring Mammoth's immortality, it should only ignore the 100% damage shield attained and the Mammoth's protection modules and not the double armour it has enabled. 

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What does this mean? 

Positive Feedback Loop

 

A stronger player (General) will be able to more damage / kills than a Major due to equipment imbalance.

 

So the general will score more quickly and recharge it's OD more quickly.  Then it will be able to do even more damage / kills and generate the OD more quickly again and again.

 

OverDrives turn a slight imbalance into a large imbalance - both player-wise and team-wise.

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Positive Feedback Loop

 

A stronger player (General) will be able to more damage / kills than a Major due to equipment imbalance.

 

So the general will score more quickly and recharge it's OD more quickly.  Then it will be able to do even more damage / kills and generate the OD more quickly again and again.

 

OverDrives turn a slight imbalance into a large imbalance - both player-wise and team-wise.

Oh. I had thought it he meant that but when he said "charge by damage", I thought he meant that the number of damage your turret does determines how much % charge you'd get. 

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Overdrives in general are too strong. Please nerf them all to ~25% of their current effects and make them recharge ~50% faster. There's no strategy anymore. 

 

Viking nerf was needed, but I think it's overdone. I'd be using Hunter if not for the fact that A ) it's ugly and B ) I MUed my Viking to 10/10 prior to the new overdrives and don't really want to spend hundreds of thousands of crystals on Hunter, especially with M3 kits one rank away.

Strategy vs looks ? Those 2 are basically incompatible . Either you choose the best strategic wise , or you want the looks and try your best with that 1 .

You can hook up a paint to make it look better ,

Been there done that , but learned how to get over it since i spend all my m2 rank with Dictator and thats the worst looking hull . At m3 its ok , but its stats are horrible .

Hunter is not as ugly as you think , its bit more box shape , but in most stats it is better hull then viking ( viking is only a bit faster ) .At my lvl , vikings are all around , making a lot of kills with their OD . My hunter is parked in his garage , since if a want anything faster then titan , i now take the wasp ( more fun ) .

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Between the reduction in Wasp's recharge time for it's bomb and Hunter's 1 second delay, it is almost impossible to deactivate a Wasp bomb with Hunter.  It has to almost be a coincidence that you active Hunter's OD the moment someone plants a bomb.   If using Hunter's OD to actually try and combat Wasp's bomb, all you end up doing is wasting an OD, so eventually you don't even try to stop them, you just roll over and die like everyone else.  

 

Wasp's count starts as the bomb is planted so it is impossible to get closer than .50 to even see the bomb.  It takes some time to see if the bomb is red or green (if you bother) and it takes time to react and activate Hunter's OD (when dealing in fractions of seconds, actually moving your finger and pressing a button is a long long process).  Then you have the enormous full 1 second wait for Hunter's OD to warm up.  If there is a nano second of lag, the party is over.  I can't time it since it would have to be analyzed from slow motion video, but I bet there is no more than a quarter to a half a second sweet spot in which to nullify Wasp's bomb...and that is if it is planted right in front of you and you see it the very nano second it appears on screen.

 

I know the devs love Wasp's bomb because of all the supplies it nullifies (you use an RP to get DA, DD, and S all activated at the same time and first guy you kill plants a bomb)  With so many Wasps and such a short recharge time, I bet Wasp's OD alone has doubled the amount of DD used since the inception of the new ODs.

 

Wasp's bomb needs some sort of real counter and Hunter's OD can't rise to the task.  The fix for this is to get rid of Hunter's one second delay.  I can't really see why this disability was instituted in the first place.

Edited by ByeByeBye
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Between the reduction in Wasp's recharge time for it's bomb and Hunter's 1 second delay, it is almost impossible to deactivate a Wasp bomb with Hunter.  It has to almost be a coincidence that you active Hunter's OD the moment someone plants a bomb.   If using Hunter's OD to actually try and combat Wasp's bomb, all you end up doing is wasting an OD, so eventually you don't even try to stop them, you just roll over and die like everyone else.  

 

Wasp's count starts as the bomb is planted so it is impossible to get closer than .50 to even see the bomb.  It takes some time to see if the bomb is red or green (if you bother) and it takes time to react and activate Hunter's OD (when dealing in fractions of seconds, actually moving your finger and pressing a button is a long long process).  Then you have the enormous full 1 second wait for Hunter's OD to warm up.  If there is a nano second of lag, the party is over.  I can't time it since it would have to be analyzed from slow motion video, but I bet there is no more than a quarter to a half a second sweet spot in which to nullify Wasp's bomb...and that is if it is planted right in front of you and you see it the very nano second it appears on screen.

 

I know the devs love Wasp's bomb because of all the supplies it nullifies (you use an RP to get DA, DD, and S all activated at the same time and first guy you kill plants a bomb)  With so many Wasps and such a short recharge time, I bet Wasp's OD alone has doubled the amount of DD used since the inception of the new ODs.

 

 

 

Wasp's bomb needs some sort of real counter and Hunter's OD can't rise to the task.  The fix for this is to get rid of Hunter's one second delay.  I can't really see why this disability was instituted in the first place.

Been saying this for a while. 

Very frustrating to use Hunter's OD.  25% (or more) of the attempts to use it fail because I'm killed that quickly.

 

It already has some significant restrictions (can be blocked by obejects, must be on same plane, must be quite close to target)

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My personal opinion (no official statement :P ) is that I like the idea of introducing overdrives in order to balance hulls.

 

The usual / former parameters used to balance them were mainly hitpoints, speed, acceleration - but those always felt like "not enough". The difference between hulls of the same class (comparing light hulls like wasp-and-hornet; or mediums like hunter-viking) was a differnce.. made a difference.. but after a long time of gameplay not a big one.

Now there is something to differentiate.

 

 

And - IMHO - the biggest mistake done with overdrives, is that they

- charge by damage (you make strong players even stronger)

- that they partially influence the turrets (vikings overdrive), which leads to tons of balance issues (as the turrets are so different). This add's a level of complextiy, that should not have been added.

 

A clever move was to make the charge-up times different for the ODs. It gives a good way to balance ODs with different game impact.

 

 

(but I never really got the usecase of Hornet's OD. Ok, I can spot my enemies.. useful for beginners in Capture The Flag. But as battle field awareness grows with a tankers experience, the feature becomes less and less useful, the more experience a player has).

I don't think the update was done to balance hulls, but to primarily sell more equipment and to introduce new features to make players feel like they're getting new stuff.

 

They say it was done to make hulls diferent from one another, although correct, it feels like an unnatural or artificial way of making them different.

Edited by lssimo
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Characters in games are mostly known by their "special abilities". Even in Pokemons, a Lucario (or whatever it's called) won't be much different from a Pikachu if it couldn't use all it's special moves, including aura sphere.

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