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It was a great map before magnum. Like 700k of my marshal account exp is done in noise.

Even before Magnum, Red had advantage of "higher ground".  They could get to middle level much easier, and team that controls middle level usually wins the battle on that map.

 

Plus Ricco, Thunder and striker all could rain havoc on those at bottom level.  They can all do damage without hitting targets (well ricco shots bounce until they do hit).   Blue does not have that luxury - their misses either hit bottom of floor above or sail off into the sky.  Neither of those locations has a target.

 

Noise has always been broken.  Magnum just made it more obvious.

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Even before Magnum, Red had advantage of "higher ground".  They could get to middle level much easier, and team that controls middle level usually wins the battle on that map.

 

Plus Ricco, Thunder and striker all could rain havoc on those at bottom level.  They can all do damage without hitting targets (well ricco shots bounce until they do hit).   Blue does not have that luxury - their misses either hit bottom of floor above or sail off into the sky.  Neither of those locations has a target.

 

Noise has always been broken.  Magnum just made it more obvious.

Back when isida was a life stealer I could defend the blue side with absolutely 0 problems, with an actually functioning viking and no magnums to literally kill the entire blue team. They were balanced matches. Blue had the advantage of being able to jump down to capture while reds are forced to travel the entire way back up.

 

Blue can control the middle just as easily as red can. Well, could. Now you get oneshot by magnums.

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Back when isida was a life stealer I could defend the blue side with absolutely 0 problems, with an actually functioning viking and no magnums to literally kill the entire blue team. They were balanced matches. Blue had the advantage of being able to jump down to capture while reds are forced to travel the entire way back up.

 

Blue can control the middle just as easily as red can. Well, could. Now you get oneshot by magnums.

Blue has to go up 3 ramps which can be blocked.  Red can drop down from their level OR take the ramps.  Red gets more tanks to mid-level much faster than Blue.

 

It's only a matter of time once red controls the mid-level.  They had turrets that always dealt damage even when they missed. Blue is disadvantaged this way big-time.

 

Even before magnum, red was winning 7/10 battles when teams were closely matched in ranks and skill.

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It also pauses your energy refilling, which is annoying for turrets like Ricochet and Firebird where you would have a chance to kill the Hunter after it paralyzes you.

 

So great... Now you're burning, freezing, lost supplies, can't use supplies, lost the Overdrive, dropped the flag, tagged from beyond Firebird range, fall down like a rock from mid-air, paralyzed while a literal rain of lead slams down on you and you can't recharge your Firebird. Seems balanced ngl

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It also pauses your energy refilling, which is annoying for turrets like Ricochet and Firebird where you would have a chance to kill the Hunter after it paralyzes you.

 

So great... Now you're burning, freezing, lost supplies, can't use supplies, lost the Overdrive, dropped the flag, tagged from beyond Firebird range, fall down like a rock from mid-air, paralyzed while a literal rain of lead slams down on you and you can't recharge your Firebird. Seems balanced ngl

As opposed to getting one-shotted by a Rail with DD from much, much farther away?

And that same Rail can do it again when you re-spawn.  Sounds completely balanced - right?

 

Or a Viking-(ranged-turret) that makes it's way to your base from the flank, and kills 4 enemies in 7 seconds, including a Hunter with all supplies on.

 

Can do this for all Over-Drives.   it isn't Hunter OD that's OP -  It's the ODs in general that are OP.

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As opposed to getting one-shotted by a Rail with DD from much, much farther away?

And that same Rail can do it again when you re-spawn.  Sounds completely balanced - right?

 

Or a Viking-(ranged-turret) that makes it's way to your base from the flank, and kills 4 enemies in 7 seconds, including a Hunter with all supplies on.

 

Can do this for all Over-Drives.   it isn't Hunter OD that's OP -  It's the ODs in general that are OP.

The point is other Overdrives only work in specific situations.

 

Wasp OD is only useful in DMs or ASLs where you can kill multiple people at once, in other modes it rare to kill more than three people which is not really a "full potential use" of the bomb. Also more than half the time players will make it to the green zone or the very edge of it, surviving the bomb.

 

Hornet OD is only for killing. It has absolutely no other use.

 

Dictator OD is more of a passive one, it just gives supplies and the freeze effect is very minimal, enough for an Isida or a Medkit to help you out.

 

Titan OD has multiple uses, but no where near Hunter. It can lay siege for a couple ten seconds in enemy bases, which is the correct use of the OD. It can also be used to defend flags and points.

 

Mammoth OD is perhaps the most situational -- only when a group of tanks (attacker plus Isida mostly) is coming to get your flag, or bringing flag to your ASL point and so on. Even Golds, but they're not part of core gameplay now.

 

But Hunter OD can literally pause everyone in the enemy base in maps like Sandbox and Bobruisk. It can return flags in ASL, especially seeing how big the maps are for ASL mode. It can destroy your only chance of killing the Hunter (with Wasp OD or Titan OD). It can put your full supplies on cooldown, so that means you can't attack, can't defend and can't kill for 2-4 seconds. It stops your reload, so the only chance you might have had to kill after the OD effect is now very negligible. Hunter OD has way too many penalties in general, that's what I mean when I call it OP.

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The point is other Overdrives only work in specific situations.

 

 

 

Wasp OD is only useful in DMs or ASLs where you can kill multiple people at once, in other modes it rare to kill more than three people which is not really a "full potential use" of the bomb. Also more than half the time players will make it to the green zone or the very edge of it, surviving the bomb.

 

Hornet OD is only for killing. It has absolutely no other use.

 

Dictator OD is more of a passive one, it just gives supplies and the freeze effect is very minimal, enough for an Isida or a Medkit to help you out.

 

Titan OD has multiple uses, but no where near Hunter. It can lay siege for a couple ten seconds in enemy bases, which is the correct use of the OD. It can also be used to defend flags and points.

 

Mammoth OD is perhaps the most situational -- only when a group of tanks (attacker plus Isida mostly) is coming to get your flag, or bringing flag to your ASL point and so on. Even Golds, but they're not part of core gameplay now.

 

But Hunter OD can literally pause everyone in the enemy base in maps like Sandbox and Bobruisk. It can return flags in ASL, especially seeing how big the maps are for ASL mode. It can destroy your only chance of killing the Hunter (with Wasp OD or Titan OD). It can put your full supplies on cooldown, so that means you can't attack, can't defend and can't kill for 2-4 seconds. It stops your reload, so the only chance you might have had to kill after the OD effect is now very negligible. Hunter OD has way too many penalties in general, that's what I mean when I call it OP.

 

 

You minimize the effects of all ODs but Hunter, and then boost Hunter's affect on the battle to strengthen your argument.   <_<

 

Let me ask you this... if a Viking or Hornet with OD activated have an easy time killing the flag carrier in ASL - what happens to that flag?

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Overpowered?

Hull for skill less kids who can't destroy with turrets and even with all supplies active. People only use it for skill less Over Drive. I find no other reason. If tanki change its OD with something crap; all players will stop using it.

Edited by The_Pakistani

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You minimize the effects of all ODs but Hunter, and then boost Hunter's affect on the battle to strengthen your argument.   <_<

 

Let me ask you this... if a Viking or Hornet with OD activated have an easy time killing the flag carrier in ASL - what happens to that flag?

Well, the thing is if a viking or hornet use their OD, you still have 100% chance of defending yourself. It's possible to hide from a viking on his OD, or more often than not, I manage to survive a viking using his OD by using supplies IF I have 50% protection from the turret the viking is using (of course this doesn't apply to all turrets, but the ones like twins and smoky can be countered). But my point is that, Viking or Hornet OD doesn't make you a sitting duck.

 

Whereas once you are struck by Hunters OD, you are practically a spectator because even after the effect is over you have no supplies, and are probably dead by then. 

 

Also, Viking and Hornet OD, do not have the capacity to take out more than 1 player at once, but with Hunter, if lucky you may have the whole team.

 

Honestly, besides all this, the fact that Hunter - Firebird is a combo which you can literally see abundant in every MM game these days should give you a hint that this combo is in fact not very balanced at the moment.

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Wolverine, you are quite obtuse.

 

If a Viking or Hornet with OD has easy time killing the flag carrier in ASL what happens to the flag?

 

You are beyond obtuse, in fact.

 

Killing isn't a requirement for Hunter.

 

Most maps are 2 flags in assault. Some 3.

 

If you have 3 flag carriers on red side, and they all storm from different directions, they close in at same time... 1 OD from a hunter will deactivate all of them at once sending each flag back to start. No kills. No fired shots.

 

I've read through. You actually don't understand arguments. I'm not saying Hunter should be nerfed to the ground with no OD. If that is the OD of hunter... to make opponents drop flags, rugbys etc... then fine... let that be all or half of what it does. Don't give it 10 different side effects. 

 

I feel you've been told this.... but you are inept at argumentation. Like in the sense that you should feel embarassed.

 

Just acknowledge the point. There is no counter here wolverine. There is nothing for you to say other than yeah. Every other OD still requires shots fired and to actually kill the flag bearer to send flag back in assault mode.

 

My example of sending three flags back at once is rare. I sense you will read everything I say and if I've come to know you re silly arguments, you would come back with this : it is very rare for any hunter to get three flags back. And that's about all you'd say of worth bla bla bla the rest. So yes, it is rare. One most maps only have 2 flags. And yeah, even in those with 3 its rare for all 3 to attack at once and give hunter that option.

 

But disable two flag carriers at once? I see that multiple times. On multiple maps. And all with one button press. Don't shrug off the OD effect of hunter saying "assault mode" returns flag. Assault mode was already in place. When you drop flag in assault mode, and it goes back that is in the game. Now add hunter, hunter drops the flag. That means in assault mode, hunter OD drops a flag and returns it to start. Thats the ability. The devs knew it. There is no kill here. If you are in a game of assault, and its 65 for red, and 66 for blue. There are 2 attacking red flags. It's super close! Only one needs to score... But no. You have hunter. Blue wins ... in this scenario.. easily. Just activate and bam. Red physically can't win.

 

I am not attacking you as a person wolverine. I have no idea about your life. But your argumentation needs a lot of work. Or, your explanations. Or your understanding. Or your knowledge. Dude I have no idea.

 

Most ODs revolve around kills. How does OD X Y or Z result in your tank killing 1... 2... 3. In games like tdm, and deathmatch, where the objective of the game mode is killing, ok this is even and comparable to see how all ODs result in kills which in turn reflect the goal of the game mode. All your drugs just activated? Yeah that could give you some kills. A big bomb killing anything close? Oh yeah. Dome where you take significantly less damage? You survive longer and get more kills that way. Increase damage for a short time by 500%? oh yeah damage baby. All that hunter can do.... oh yes, you ll get some kills. ....

 

But save that hunter OD. Now go to any game mode where killing isnt the objective. And except for CP, hunter suddenly reveals itself to be the beast that it is. What other OD can directly affect a game mode with goals other than killing like Hunter can? Rugby and flag bearing games... have no precedent in what other ODs can do to affect that game mode like hunter.

 

I don't want hunter to be nerfed with no abilities.

 

I think hunter is maybe a pretty poor and tank and wont get used without some power.

 

So give it some nifty abilities.

 

What it has now is too much.

 

I think at least.

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Wolverine, you are quite obtuse.

 

 

Are you calling him fat? :blink:

 

 

But anyway, I think hunters OD is balanced. Sure it can be annoying and even inconvenient when you're doing something that could potentially result the outcome of the battle, and then a hunter waltz right in and uses OD on you. Most annoying part for me is that even if you're unstunned, you're still vulnerable and defenseless for 27 more seconds because you still can use your supplies after that.

 

However it does have some counters, most of which must take place after the hunter uses its OD and you have an OD ready.

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Well, the thing is if a viking or hornet use their OD, you still have 100% chance of defending yourself. It's possible to hide from a viking on his OD, or more often than not, I manage to survive a viking using his OD by using supplies IF I have 50% protection from the turret the viking is using (of course this doesn't apply to all turrets, but the ones like twins and smoky can be countered). But my point is that, Viking or Hornet OD doesn't make you a sitting duck.

 

Whereas once you are struck by Hunters OD, you are practically a spectator because even after the effect is over you have no supplies, and are probably dead by then. 

 

Also, Viking and Hornet OD, do not have the capacity to take out more than 1 player at once, but with Hunter, if lucky you may have the whole team.

 

Honestly, besides all this, the fact that Hunter - Firebird is a combo which you can literally see abundant in every MM game these days should give you a hint that this combo is in fact not very balanced at the moment.

How?  Hitting RK as it shoots you multiple times in 1 second is a waste of an RK.

 

Good luck with Rail, Thunder, Striker, Hammer... any turret that does a decent amount of damage per shot.  Dead in 1 second.

 

Well a Rail hornet has penetration so...

And I've seen Viking Hammer and Viking Thunder take out multiple enemies within 2 seconds.

Wasp... no need to elaborate there...

 

Wolverine, you are quite obtuse.

 

 

 

If a Viking or Hornet with OD has easy time killing the flag carrier in ASL what happens to the flag?

 

You are beyond obtuse, in fact.

 

Killing isn't a requirement for Hunter.

 

Most maps are 2 flags in assault. Some 3.

 

If you have 3 flag carriers on red side, and they all storm from different directions, they close in at same time... 1 OD from a hunter will deactivate all of them at once sending each flag back to start. No kills. No fired shots.

 

I've read through. You actually don't understand arguments. I'm not saying Hunter should be nerfed to the ground with no OD. If that is the OD of hunter... to make opponents drop flags, rugbys etc... then fine... let that be all or half of what it does. Don't give it 10 different side effects. 

 

I feel you've been told this.... but you are inept at argumentation. Like in the sense that you should feel embarassed.

 

Just acknowledge the point. There is no counter here wolverine. There is nothing for you to say other than yeah. Every other OD still requires shots fired and to actually kill the flag bearer to send flag back in assault mode.

 

My example of sending three flags back at once is rare. I sense you will read everything I say and if I've come to know you re silly arguments, you would come back with this : it is very rare for any hunter to get three flags back. And that's about all you'd say of worth bla bla bla the rest. So yes, it is rare. One most maps only have 2 flags. And yeah, even in those with 3 its rare for all 3 to attack at once and give hunter that option.

 

But disable two flag carriers at once? I see that multiple times. On multiple maps. And all with one button press. Don't shrug off the OD effect of hunter saying "assault mode" returns flag. Assault mode was already in place. When you drop flag in assault mode, and it goes back that is in the game. Now add hunter, hunter drops the flag. That means in assault mode, hunter OD drops a flag and returns it to start. Thats the ability. The devs knew it. There is no kill here. If you are in a game of assault, and its 65 for red, and 66 for blue. There are 2 attacking red flags. It's super close! Only one needs to score... But no. You have hunter. Blue wins ... in this scenario.. easily. Just activate and bam. Red physically can't win.

 

I am not attacking you as a person wolverine. I have no idea about your life. But your argumentation needs a lot of work. Or, your explanations. Or your understanding. Or your knowledge. Dude I have no idea.

 

Most ODs revolve around kills. How does OD X Y or Z result in your tank killing 1... 2... 3. In games like tdm, and deathmatch, where the objective of the game mode is killing, ok this is even and comparable to see how all ODs result in kills which in turn reflect the goal of the game mode. All your drugs just activated? Yeah that could give you some kills. A big bomb killing anything close? Oh yeah. Dome where you take significantly less damage? You survive longer and get more kills that way. Increase damage for a short time by 500%? oh yeah damage baby. All that hunter can do.... oh yes, you ll get some kills. ....

 

But save that hunter OD. Now go to any game mode where killing isnt the objective. And except for CP, hunter suddenly reveals itself to be the beast that it is. What other OD can directly affect a game mode with goals other than killing like Hunter can? Rugby and flag bearing games... have no precedent in what other ODs can do to affect that game mode like hunter.

 

I don't want hunter to be nerfed with no abilities.

 

I think hunter is maybe a pretty poor and tank and wont get used without some power.

 

So give it some nifty abilities.

 

What it has now is too much.

 

I think at least.

 

 

Not surprised you start with insults.  Not the first time you've posted this way.

 

I've seen Viking activate it's OD when your two flag carriers arrive at same time... both dead and flags gone back.

Or Titan sitting on the cap-point activate Dome - now flag carries have to hide for 20 seconds...

 

Issue isn't Hunter - it's the rule TO has chosen for ASL - the flag goes back instantly.  Any tank can do this.

 

I've been stunned by Hunter many times as I played... lost the flag.. could not cap... died.  Difference is I don't complain about it.  I continue on in the battle and use new tactics.  I suggest you do the same.

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How?

Run when you see them using it.

 

And for the other part, I did say it doesn't apply to all turrets. Also, to be honest, anyone who says Hunter is perfectly balanced with it's OD, has either never played MM or is a Hunter user themselves.

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Run when you see them using it.

 

And for the other part, I did say it doesn't apply to all turrets. Also, to be honest, anyone who says Hunter is perfectly balanced with it's OD, has either never played MM or is a Hunter user themselves.

I didn't say it was perfectly balanced, I just said it was just balanced. Difference there. I just don't like that it can put your supplies on cool down for 30 seconds. That should be nerfed down to 15 seconds of supply cool down but in return, the EMP should be able to deactivate all other ODs.

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Run when you see them using it.

 

And for the other part, I did say it doesn't apply to all turrets. Also, to be honest, anyone who says Hunter is perfectly balanced with it's OD, has either never played MM or is a Hunter user themselves.

Run?   1)  If they are smart they attack from flank which you can't see.  2) How fast do you think these tanks can move.  If you are dead in 1-2 seconds how far you think you will get?

 

I play MM a lot, have Hunter on 2 accounts, and get killed by Hunters in battles.  It is balanced.  I actually started with Hunter on my alt account and then bought a Dictator of same m-level because with many turrets Dictator is way better.  If Hunter was as great as you make it out to be I would not have resorted to buying 2 m-2 medium hulls.

 

Now let's discuss how it's impossible to out-run a Rail-Hornet LCR one-shot (regardless of how protected you are) shall we?  If we are "being honest"...

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And what he is? An hornet rail! Of course! As if the combo isn't already OP enough.

You can't really be complaining about ANY overdrive if you are using hornet and an infinite range oneshot weapon.

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I am a main Hunter user and I get furious when Hunter doesn't work right and Viking destroys everyone, so everyone has their own opinion of balance. Let's just wait and see what the devs will do to change the game balance hopefully for the greater good.

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And what he is? An hornet rail! Of course! As if the combo isn't already OP enough.

You can't really be complaining about ANY overdrive if you are using hornet and an infinite range oneshot weapon.

Maybe an alt account for this player ... #4850...

 

http://en.tankiforum.com/index.php?showtopic=281046&page=243

 

It's easier to complain than to find an alternate strategy I guess...

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I didn't say it was perfectly balanced, I just said it was just balanced. Difference there. I just don't like that it can put your supplies on cool down for 30 seconds. That should be nerfed down to 15 seconds of supply cool down but in return, the EMP should be able to deactivate all other ODs.

I didn't point you out there, but yeah I agree. If that massive cooldown on supplies was removed or even shortened. It'd be much better.

 

Run?   1)  If they are smart they attack from flank which you can't see.  2) How fast do you think these tanks can move.  If you are dead in 1-2 seconds how far you think you will get?

If we're talking about special cases like "if they're smart" then I don't think I need to say anything about what is the potential of "if a hunter player used his overdrive smartly...". 

 

And again, it depends on situation, atleast I can move, and I'm not stuck there. It could be that a wall is just around, might just save myself. That's not a good argument there.

 

As for Rail-Hornet combo, it might sound OP or cool but it's pretty bad in real sense because most of the players have 50% of railgun equipped anyway, so all the kills you pretty much make from that combo is when you actually have your overdrive active and in that special case, Railgun is no special, all turrets can make kills. 

 

Also, I'm still going to emphasize on my first point, the no. of Hunters with Firebird/Magnum you see in MM should speak for itself, that hull is the most common one out there, and I'm pretty sure the numbers will shoot higher after each MU sale. I see a railgun hornet combo maybe once every 5 to 6 or even 10 games, that's pretty rare. And I'm sure even that guy is just a XP player who probably came to do his/her missions.

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I didn't point you out there, but yeah I agree. If that massive cooldown on supplies was removed or even shortened. It'd be much better.

 

If we're talking about special cases like "if they're smart" then I don't think I need to say anything about what is the potential of "if a hunter player used his overdrive smartly...". 

 

And again, it depends on situation, atleast I can move, and I'm not stuck there. It could be that a wall is just around, might just save myself. That's not a good argument there.

 

As for Rail-Hornet combo, it might sound OP or cool but it's pretty bad in real sense because most of the players have 50% of railgun equipped anyway, so all the kills you pretty much make from that combo is when you actually have your overdrive active and in that special case, Railgun is no special, all turrets can make kills. 

 

Also, I'm still going to emphasize on my first point, the no. of Hunters with Firebird/Magnum you see in MM should speak for itself, that hull is the most common one out there, and I'm pretty sure the numbers will shoot higher after each MU sale. I see a railgun hornet combo maybe once every 5 to 6 or even 10 games, that's pretty rare. And I'm sure even that guy is just a XP player who probably came to do his/her missions.

If you are hoping a nearby wall will save you from Viking OD - that's a pipe-dream - 9/10 times you don't make it there.  And hoping your opponent does not know how to play is a fools errand.  Even at Brigadier level players know to save the OD until 1) They have a flank or 2) there's multiple targets in sight or 3 ) Both.

 

Not what I've observed.  There are as many Dictators and Hornets as there are Hunters.  Probably as many wasps (in mid ranks) and Titans (in upper ranks) as there are Hunters.

 

What?  There are hornet-rails on each team in every battle I play in.  Maybe fewer in maps like Sandal - but then there's swarms of them in the wider open maps.

 

I do like Diesel's suggestion that supply cooldown be reduced to 15 seconds so long as the Hunter OD actually disables ALL of the ODs in range - not just some of them.

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Just want to comment on a few things here:

 

 

The point is other Overdrives only work in specific situations.

 

Wasp OD is only useful in DMs or ASLs where you can kill multiple people at once, in other modes it rare to kill more than three people which is not really a "full potential use" of the bomb. Also more than half the time players will make it to the green zone or the very edge of it, surviving the bomb.

 

Hornet OD is only for killing. It has absolutely no other use.

 

Dictator OD is more of a passive one, it just gives supplies and the freeze effect is very minimal, enough for an Isida or a Medkit to help you out.

 

Titan OD has multiple uses, but no where near Hunter. It can lay siege for a couple ten seconds in enemy bases, which is the correct use of the OD. It can also be used to defend flags and points.

 

Mammoth OD is perhaps the most situational -- only when a group of tanks (attacker plus Isida mostly) is coming to get your flag, or bringing flag to your ASL point and so on. Even Golds, but they're not part of core gameplay now.

 

But Hunter OD can literally pause everyone in the enemy base in maps like Sandbox and Bobruisk. It can return flags in ASL, especially seeing how big the maps are for ASL mode. It can destroy your only chance of killing the Hunter (with Wasp OD or Titan OD). It can put your full supplies on cooldown, so that means you can't attack, can't defend and can't kill for 2-4 seconds. It stops your reload, so the only chance you might have had to kill after the OD effect is now very negligible. Hunter OD has way too many penalties in general, that's what I mean when I call it OP.

 

 Now, the way each player views each Overdrive is entirely up to them, but some players view certain Overdrives as "more than it looks like it's intended for". 

 

Wasp: Sure, since it does big damage, people would use it for kills, but I can use it as a deterrent for people following me or my teammate. It's a big "BACK OFF!" to them. 

 

Hornet: Killing with Hornet's Overdrive is the most efficient way to use it, but it's not the only way.

 

Dictator. The Freeze effect is not minimal. That is an instant 100% of minimum temperature being blasted onto nearby enemies. And I look at it more for what it can do for my allies. I use it much more on my allies than I use it on myself. I don't see any Overdrive as "passive". 

 

Titan: So if I lay it in the middle of a small map, is that incorrect use? I'm pretty sure the dome is doing what it does, heal my allies and protects us. Putting it directly in the enemy base is asking for trouble in the form of its counters. 

 

Hunter: The Hunters I see in Sandbox usually only get about 2 enemies with it because of the corners in the base. If they use it on the platform in the middle, then they usually get more enemies since the middle has good cover and sight. 

 

We've been seeing all these posts about Hunter's Overdrive being OP, so a slight nerf should cool the temperature down a bit. The decrease in the penalty of the supply cooldowns is a great foundation. 

 

Well, the thing is if a viking or hornet use their OD, you still have 100% chance of defending yourself. It's possible to hide from a viking on his OD

 

 

Also, Viking and Hornet OD, do not have the capacity to take out more than 1 player at once, but with Hunter, if lucky you may have the whole team.

Ok ok, lemme try to look at this equally. Hunter has a 1-second delay before it zaps enemies. You see it coming. Viking can activate its Overdrive at any time during the encounter and you wouldn't know because the brown aura around the Viking doesn't appear until you see the Viking suddenly start shooting quickly, and by that time, you're caught off-guard and dead. Hornet can activate its Overdrive at any time as well, and with double damage, probably one-shot you with the right turrets.

 

So when you say you still have a chance of defending yourself against a Viking or Hornet's Overdrive, how exactly does the situation look for each Overdrive. Hunter's range is short, so it would need to be close to you to use its Overdrive. But what about Viking and Hornet in your example? How far away are they from you? Because if you want to use all 3 as an example, you'd need to set fixed parameters, like the distance they are away from you. Hornet can destroy you from all ranges, with the right turret, so can Viking. if the Viking is very close to you like the Hunter is, there is almost no escape, same thing with the Hornet. Every Overdrive (except Wasp and Mammoth in select cases) is unpredictable. They can happen at any moment. The difference with Hunter, Wasp and Mammoth is that:

 

Hunter: You see it charging up, so you can act accordingly when the stun is over, if you survived.

 

Wasp and Mammoth: The telltale sign for these 2 is just rushing towards you head-on, especially in Mammoth's case. If a Mammoth is heading towards a group after 2 minutes in the battle has passed, it's going to use its Overdrive. Wasp, it's a bit harder to tell given how fast Wasp is naturally, but it usually looks brainless, and if you have knowledge of the Overdrive charge rates and the score of the person, you can deduce whether or not the Wasp has its Overdrive ready and for you to be cautious. That method in the previous sentence has saved me many times, as well as some teammates that I communicate it to. 

 

 

I was blown away when I saw this. Splash damage turrets are able to. The Hunter has to zap the enemies first, right? They're sitting ducks. What happens after? Depending on the turret, you either go one-by-one hoping you kill as many as possible before the 3 seconds are over and/or they turn around to fight you, or if you have a splash damage turret, try to damage as many as possible as fast as possible. I assume that by "take out more than 1 player at once", you mean killing more than one with one shot, and only splash damage turrets are able to do that. But splash damage turrets are not all turrets. So what about the ones that can only kill one at a time? Well, they'd take out enemies one at a time, just like they would with Hornet or Viking. It's no different. The only difference is that Hunter has to do it up close while VIking and Hornet can do it from any range. 

 

20 seconds with Hornet and double damage is enough to take out the entire team, the same thing with Viking, although it would be harder to take out all 8 since there is always at least one person respawning so you'd probably get 6 or 7. If you zap 6 enemies with Hornet but you're using Stable Plasma Twins or Vulcan, or maybe Smoky, you're not going to kill all of them in 3 seconds. Right after that, they'd focus on you.

 

So the comparisons there didn't make much sense. 

 

 

Run when you see them using it.

Usually too late in Viking's case. 

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