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Tweaks to the balance of Overdrives and Gauss, and more


theFiringHand
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True , but before the OD was OP and totally unstoppable , which made it very annoying in some games ( like RGB ) . It still is quite a attack stopper , or a attacker but now the enemy can hold on long enough to get past the OD .

I can understand nerfing part of it - the OD seemed quite dominant.

 

But with the short duration, losing the proximity damage went a little far.  The faster tanks can actually survive first contact.  It's very frustrating to get that zapping going only to lose contact because most tanks are quicker. Have lost a number of kills this way..

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