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Express your purified hatred about the overpowered hornet OD.


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  1. 1. Do you think hornets OD is too powerful?

    • Yes, definitely.
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    • No.
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The ONLY time hornets overdrive is useless, is in juggernaut mode. but that alone i don't think justifies how OP hornet is.

And even there it's not useless. The Juggernaut takes whatever protection modules the player had when they spawn as the Juggernaut. So you can bypass that with Hornet's Overdrive if the Juggernaut has protection against your turret. And then if you're defending your Juggernaut or just roaming about, your Overdrive is just as potent on the other 7 players as it is in other game modes. 

 

And considering the nature of TJR and what you need to do to win, revealing enemies can outline Vikings or Hunters that may be flanking and you and your team can deal with them before your Juggernaut has to suffer. 

Mammoth is weak against: viking, wasp, hornet

After the last change, Hunter, if it uses its turret to shoot the Mammoth while it's stunned, becomes a hard counter to Mammoth's Overdrive now.

Mammoth used to be the only hull that could withstand hornet, but thanks to some people complaining about to many mammoths during Halloween event, the hull has been nerfed to the point its garbage.

I'm still torn on this. I'm seeing some benefits with the new one but I'm seeing more disadvantages than before. 

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And even there it's not useless. The Juggernaut takes whatever protection modules the player had when they spawn as the Juggernaut. So you can bypass that with Hornet's Overdrive if the Juggernaut has protection against your turret. And then if you're defending your Juggernaut or just roaming about, your Overdrive is just as potent on the other 7 players as it is in other game modes. 

 

And considering the nature of TJR and what you need to do to win, revealing enemies can outline Vikings or Hunters that may be flanking and you and your team can deal with them before your Juggernaut has to suffer. 

After the last change, Hunter, if it uses its turret to shoot the Mammoth while it's stunned, becomes a hard counter to Mammoth's Overdrive now.

I'm still torn on this. I'm seeing some benefits with the new one but I'm seeing more disadvantages than before. 

I forgot the players protection stays when they become juggernaut. so yeah, even then hornet is usable.

revealing enemies outline is an HTML5 feature only i believe, but yeah i agree

 

i didnt put hunter originally because i pictured in my head the two hulls within a distance that the mammoth would still damage the hunter. But looking back I see that situation is rare, so true, in most situations hunter would win against a mammoth with activated overdrives.

 

the update did add benefits to mammoth, but it takes away 80% of what made mammoths overdrive useful, the invincibility. thats equivalent to taking away the reload aspect out of vikings overdrive in exchange for a slightly quicker overdrive recharge time...  but nobody plays with mammoth outside of goldbox hunting extravaganzas so nobody complained when it got nerfed, and they all just switched over to titan instead. Unlike what the reaction would be if they did a similar update to a hull like viking.

Edited by NatchGa
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I forgot the players protection stays when they become juggernaut. so yeah, even then hornet is usable.

revealing enemies outline is an HTML5 feature only i believe, but yeah i agree

Flash puts an icon on the enemy players' tanks. 

 

the update did add benefits to mammoth, but it takes away 80% of what made mammoths overdrive useful, the invincibility. thats equivalent to taking away the reload aspect out of vikings overdrive in exchange for a slightly quicker overdrive recharge time...  but nobody plays with mammoth outside of goldbox hunting extravaganzas so nobody complained when it got nerfed, and they all just switched over to titan instead. Unlike what the reaction would be if they did a similar update to a hull like viking.

The speed boost feels like an actual speed boost now. The duration increase is nice. While the immediate full-repair can sort of resemble the removed immunity, being able to be fully damaged is a big drawback now, that has made me see many failed attempts. At least you retain some Overdrive charge if you die quickly after activating it. 

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Flash puts an icon on the enemy players' tanks. 

 

The speed boost feels like an actual speed boost now. The duration increase is nice. While the immediate full-repair can sort of resemble the removed immunity, being able to be fully damaged is a big drawback now, that has made me see many failed attempts. At least you retain some Overdrive charge if you die quickly after activating it. 

yeah but the outline is html5 exclusive

 

again, yes, some of the changes were nice, but at the cost of removing invincibility was not worth it at all. dont be fooled by the dev's nerf in disguise as a rebalance. I think because you don't even have mammoth m3 (on this account anyway) you're not aware of how mammoth mains like me used mammoths overdrive. I would often activate it as a safety net from an overdrived viking or hornet, or to obliterate everyone inside a titan dome. It's no longer usable for the first usage i mentioned.

 

playing with mammoth now and taking advantage of its overdrive is extremely situational now, mostly only being usable as an anti-close range defense. the speed boost is nice, but again, the deadly combo of invincibility plus speed boost is no more. fully healing is literally only useful if you use camper drone and like mammoths overdrive cooldown time as a better healer than dictators or titans. the full health heal honestly just makes mammoth feel like a weaker juggernaut.

 

I guess the most annoying part about it all is the fact this was ONLY implemented because mammoth was too good at taking meteorite golds. this was a quick fix, and they didnt think about how badly it would hurt mammoth as a viable hull in general. Also, it didn't even really solve the issue, as all the gold hunters just switched to titan instead for immunity from the meteorite impact. and I wouldn't even dare question the devs about just coming up with something other than meteorites falling from the sky for every single event or holiday.

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yeah but the outline is html5 exclusive

 

1) again, yes, some of the changes were nice, but at the cost of removing invincibility was not worth it at all. dont be fooled by the dev's nerf in disguise as a rebalance. I think because you don't even have mammoth m3 (on this account anyway) you're not aware of how mammoth mains like me used mammoths overdrive. I would often activate it as a safety net from an overdrived viking or hornet, or to obliterate everyone inside a titan dome. It's no longer usable for the first usage i mentioned.

 

playing with mammoth now and taking advantage of its overdrive is extremely situational now, mostly only being usable as an anti-close range defense. the speed boost is nice, but again, the deadly combo of invincibility plus speed boost is no more. fully healing is literally only useful if you use camper drone and like mammoths overdrive cooldown time as a better healer than dictators or titans. the full health heal honestly just makes mammoth feel like a weaker juggernaut.

 

2) I guess the most annoying part about it all is the fact this was ONLY implemented because mammoth was too good at taking meteorite golds. this was a quick fix, and they didnt think about how badly it would hurt mammoth as a viable hull in general. Also, it didn't even really solve the issue, as all the gold hunters just switched to titan instead for immunity from the meteorite impact. and I wouldn't even dare question the devs about just coming up with something other than meteorites falling from the sky for every single event or holiday.

1) even then, the hornet would only have to wait 5 seconds before it can toast the mammoth.

 

2) I would've just removed gold boxes and compensated with increased funds. Problem solved.

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I would've just removed gold boxes and compensated with increased funds. Problem solved.

This would have made a lot more sense, which is why I think they were planning to remove the invincibility for some time and the gold box abuse made them take action. Well, I hope that was the reason :/

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This would have made a lot more sense, which is why I think they were planning to remove the invincibility for some time and the gold box abuse made them take action. Well, I hope that was the reason :/

Devs over-react A LOT.

 

Incendiary band for Vulcan OP?   let's nerf ALL Vulcans.

 

Mammoth taking too many golds in an event that happens 2% of the time?  Let's drastically re-design the OD and make it... pretty much useless on anything other than small maps.

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Devs over-react A LOT.

 

Incendiary band for Vulcan OP?   let's nerf ALL Vulcans.

 

Mammoth taking too many golds in an event that happens 2% of the time?  Let's drastically re-design the OD and make it... pretty much useless on anything other than small maps.

I believe it's more of a deliberate step. First, they clearly want a "chaotic" game where no one is partially immortal and this was the main reason behind the new ODs. Second, they try to revolve things around to regenerate sales and also satisfy the consistent buyers. The non-buyers will probably stick to one thing they've invested in for a long time and buyers will shift with the New OP thing and non-buyers will more likely be punching bags until they shift, and this loop goes on after a certain time.

 

They can have a loyal player base by "really" balancing things but they don't intend to do so because this will impact them financially.

 

In the end, it us who're over-reacting but not them.

Edited by iWillHealYou

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I believe it's more of a deliberate step. First, they clearly want a "chaotic" game where no one is partially immortal and this was the main reason behind the new ODs. Second, they try to revolve things around to regenerate sales and also satisfy the consistent buyers. The non-buyers will probably stick to one thing they've invested in for a long time and buyers will shift with the New OP thing and non-buyers will more likely be punching bags until they shift, and this loop goes on after a certain time.

 

They can have a loyal player base by "really" balancing things but they don't intend to do so because this will impact them financially.

 

In the end, it us who're over-reacting but not them.

Just goes to show how ignorant some devs can be, and their loyalists.

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Just goes to show how ignorant some devs can be, and their loyalists.

I am not one of their loyalists, neither I support every change they made. However, there are always two sides of a story and we only know ours but not theirs.

Edited by iWillHealYou
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I am not one of their loyalists, neither I support every change they made. However, there are always two sides of a story and we only know ours but not theirs.

Me right here. There are some changes that Alternativa made and me either ended up support or not.

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1) even then, the hornet would only have to wait 5 seconds before it can toast the mammoth.

 

2) I would've just removed gold boxes and compensated with increased funds. Problem solved.

you activate it right as they are about to shoot, so the 5 seconds plus however long it takes for them to reload. Also I would rather take the 5 seconds than 0.

 

honestly anything would have been better than the over used meteorite golds. I don't think anyone actually likes them.

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Alright....I have been convinced. Hornet's OD is the strongest OD out there. Imo its perfectly fine when being used with fire/freeze/thunder etc, but magnum....just saw a guy go 23-3 with it....nothing I could do vs him. Its the same thing as the hunter...they press shift and you die. As a change, I'd suggest the overdrive ignores protection or armor only, or slow down the recharge a bit so it can only happen the same number of times as Vikings

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Alright....I have been convinced. Hornet's OD is the strongest OD out there. Imo its perfectly fine when being used with fire/freeze/thunder etc, but magnum....just saw a guy go 23-3 with it....nothing I could do vs him. Its the same thing as the hunter...they press shift and you die. As a change, I'd suggest the overdrive ignores protection or armor only, or slow down the recharge a bit so it can only happen the same number of times as Vikings

Or just make it go from completely ignoring all protections to ignoring up to 75% of all the enemies protections.

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Or just make it go from completely ignoring all protections to ignoring up to 75% of all the enemies protections.

This is a fair idea. I like it. What I like is that it allows turret like rail and thunder who normally face all 50% prots, to have success. What I dont like is that it allows magnum to oneshot titan under a dome

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I played on this account for the first time in about a year.

 

Used hornet smoky. Admittedly not the greatest of combos perhaps to benefit from hornets OD as you say.

 

But I was underwhelmed. I did take first place in the game on winning side... but don't know if my combo was specifically responsible for that.

 

Maybe.

 

I died quite easily at times. My kill sprees were generally around 3-4 with an OD maybe 5. No more respectable than when I play titan and get kills under the dome I think though.

 

Then I went into an assault mode game. Defending point as blue on kungur. Hunter firebird came up the main side ramp twice into a whole herd of us. 4-5 defending blue tanks. Activated his OD twice that game in the same way. Stunned every one of us and scored. Absolutely nothing we could do to stop him. On each occasion a wasp followed close behind with a flag and scored as well. We were still stunned, just starting to rotate turrets and hulls. 1 Hunter firebird combo led to 20 points in mere seconds. For their team it was a 10 point boost twice in beginning and middle game. The game ended at 4 min marker. 70-38 for red.

 

Try this account again in a year I suppose.

 

Hornet OD in games like tdm where kills matter I can see the arguments that you say. Even in games like CTF Assault and CP where just a regular onslaught of death raining slows gameplay that one side cant meaningfully act.

 

Still pales in comparison to what  hunter firebird can do in game.

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I played on this account for the first time in about a year.

 

Used hornet smoky. Admittedly not the greatest of combos perhaps to benefit from hornets OD as you say.

 

But I was underwhelmed. I did take first place in the game on winning side... but don't know if my combo was specifically responsible for that.

 

Maybe.

 

I died quite easily at times. My kill sprees were generally around 3-4 with an OD maybe 5. No more respectable than when I play titan and get kills under the dome I think though.

 

Then I went into an assault mode game. Defending point as blue on kungur. Hunter firebird came up the main side ramp twice into a whole herd of us. 4-5 defending blue tanks. Activated his OD twice that game in the same way. Stunned every one of us and scored. Absolutely nothing we could do to stop him. On each occasion a wasp followed close behind with a flag and scored as well. We were still stunned, just starting to rotate turrets and hulls. 1 Hunter firebird combo led to 20 points in mere seconds. For their team it was a 10 point boost twice in beginning and middle game. The game ended at 4 min marker. 70-38 for red.

 

Try this account again in a year I suppose.

 

Hornet OD in games like tdm where kills matter I can see the arguments that you say. Even in games like CTF Assault and CP where just a regular onslaught of death raining slows gameplay that one side cant meaningfully act.

 

Still pales in comparison to what  hunter firebird can do in game.

Smoky would be good with hornet if you were using high precision aiming system alteration. But really pales in comparison to what railgun, shaft, magnum, or Gauss can do with hornet. And since most hornets use railgun, it's a problem because they like to use alts like large caliber rounds and double damage.

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