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Changes in drone mechanics, turret balance and more


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17 minutes ago, wolverine848 said:

Does Pro-battles have diff mechanics for OverDrive than MM?  I used hunter OD and it stunned enemies in Titan dome but did NOT remove the dome.  I was quite close to the "beacon"

They aren't any different. If it happens repeatedly do post in the bugs and glitches topic with screenshots/recordings if possible.

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3 hours ago, wolverine848 said:

Does Pro-battles have diff mechanics for OverDrive than MM?  I used hunter OD and it stunned enemies in Titan dome but did NOT remove the dome.  I was quite close to the "beacon"

Here's a snapshot of a teammate activating his OD too early:

 

too-early-man.png

 

He didn't get in close enough, and I'm seeing it happening a lot more because they aren't getting close enough.  Are you sure you're getting in close enough? 

 

 

 

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It has come to my attention that I get Overdrive charge for giving teammates supplies with the Supplier Drone. Will do more testing with that and a few others to see if they are a fixed number or changes with the two categories of hull Overdrive charges. 

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4 hours ago, Given said:

Had Thunder been named Lightning, the developers wouldn't have showed their wit by causing the delay. ?

 

It actually makes more sense now. The only problem is, they had to do it years before.

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10 hours ago, TheCongoSpider said:

Here's a snapshot of a teammate activating his OD too early:

too-early-man.png

He didn't get in close enough, and I'm seeing it happening a lot more because they aren't getting close enough.  Are you sure you're getting in close enough? 

 

 

 

I was pretty close.

 

Which one is activating?  iiimel?  Looks to be inside the dome. Update 577 says Hunter OD decreased to 25m.

 What is radius of the dome?

 

Maybe you are seeing it happening more and more because the range of effect is even less than they claim?

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17 hours ago, Given said:

Had Thunder been named Lightning, the developers wouldn't have showed their wit by causing the delay. ?

 

: ) is so useless now : (

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On 11/28/2019 at 7:49 PM, Viking4s said:

Thunder :(, but why? this brings nothing apart add a complexity on the alterations, we already have lag for the delay...

 

<irony> but everyone has lag.. the thunder shot traveling time delay is something you have for yourself  ? </irony>

 

To me it feels like a pretty harsh change in mechanics.. especially for players in the middle ranks: Those spend a long time already to become good with their equipment and now it works massively different. Legends spent even more time, but as they own more different turrets they will be able to adapt faster.

 

It's always tough for players if their most beloved stuff changes.. but however.. devs decided.

At least it's not so easy anymore to pick an all-purpose turret. The difference between the turrets increased a bit.. and for the overall game it's a good thing imho.

(although I can quite well understand that some players will be "not amused" at all)

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3 hours ago, Stratosphere said:

Titan's dome has a 20 meter radius.

According to update Hunter range was decreased to 25m.  So that means it should be able to affect beacon when on the outer edges of the dome.  Congos screen-shot shows a Hunter just barely in the dome and should be disabling it - does not seem to work.

 

So... did hey give us bad info and Hunter range is actually lower than 20m?  Which would be pretty crappy as it gets killed often before actually getting off OD.

Edited by wolverine848
typo

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11 hours ago, wolverine848 said:

I was pretty close.

 

Which one is activating?  iiimel?  Looks to be inside the dome. Update 577 says Hunter OD decreased to 25m.

I should have clarified further. He activated it before he reached where he was in the picture, but it still wasn't close enough. However, if it were still 30 metres, he'd have been close enough to disable it. 

 

Not every player reads the patch notes, so they might think Hunter's Overdrive was the same way it was all along and wouldn't try to get in any closer. I see many Hunters fail to disable the dome but are able to zap the players in the dome. 

 

11 hours ago, wolverine848 said:

Maybe you are seeing it happening more and more because the range of effect is even less than they claim?

Could be server latency as well. You'd have to get in more closer for the server to confirm that you're within range. 

 

4 hours ago, ghost-guns said:

What is the point in these tweaks when magnum can 1-shot M4 titan on double armor. Admit it tanki is ruined.

Gauss and LCR and RD Railguns can also one-shot M4 Titan on double armour, but only if it has Hornet's Overdrive + double damage, or a high-upgrade level Booster Drone. 

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1 hour ago, TheCongoSpider said:

I should have clarified further. He activated it before he reached where he was in the picture, but it still wasn't close enough. However, if it were still 30 metres, he'd have been close enough to disable it. 

 

Not every player reads the patch notes, so they might think Hunter's Overdrive was the same way it was all along and wouldn't try to get in any closer. I see many Hunters fail to disable the dome but are able to zap the players in the dome. 

 

Could be server latency as well. You'd have to get in more closer for the server to confirm that you're within range. 

 

Gauss and LCR and RD Railguns can also one-shot M4 Titan on double armour, but only if it has Hornet's Overdrive + double damage, or a high-upgrade level Booster Drone. 

Who knows when he activated then... as there's that 1.1 second delay. 

That delay is very frustrating, and anyone who complained about Hunter OD before prob has no idea how it works.

 

My failure rate is prob ~ 40% ... and it really bugs me that if I die before it goes off I lose a big chunk of the charge.  It's not like any of the other ODs where they can activate under cover (hornet, Viking, mammoth, dictator) or have virtually no chance of failure (Titan, Wasp).

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8 hours ago, TheCongoSpider said:

I should have clarified further. He activated it before he reached where he was in the picture, but it still wasn't close enough. However, if it were still 30 metres, he'd have been close enough to disable it. 

 

Not every player reads the patch notes, so they might think Hunter's Overdrive was the same way it was all along and wouldn't try to get in any closer. I see many Hunters fail to disable the dome but are able to zap the players in the dome. 

 

Could be server latency as well. You'd have to get in more closer for the server to confirm that you're within range. 

 

Gauss and LCR and RD Railguns and Magnum can also one-shot M4 Titan on double armour, but only if it has Hornet's Overdrive + double damage, or a high-upgrade level Booster Drone. 

Fixed

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23 hours ago, BlackWasp777 said:

<irony> but everyone has lag.. the thunder shot travelling time delay is something you have for yourself  ? </irony>

To me it feels like a pretty harsh change in mechanics.. especially for players in the middle ranks: Those spend a long time already to become good with their equipment and now it works massively different. Legends spent even more time, but as they own more different turrets they will be able to adapt faster.

It's always tough for players if their most beloved stuff changes.. but however.. devs decided.

At least it's not so easy anymore to pick an all-purpose turret. The difference between the turrets increased a bit.. and for the overall game it's a good thing imho.

(although I can quite well understand that some players will be "not amused" at all)

The dev's vision to improve the game cosmetics with the addition of polygon to the hulls and turret shapes, the movable part and UI is commendable, however too many changes of the mechanics itself and over a long period of time is detrimental. It looks beautiful (I can't afford it though) but I don't know my equipment anymore.

Making the thunder like a magnum with travelling shot is what I hate about magnum, also it feels like a countermeasure to mitigate efficacy of turrets with splash-damage, in other words it is a nerfing for thunder.
One can guess that any new turret cosmetic changes will be accompanied with turret mechanics changes. Not sure to cry or rejoice.

 

17 hours ago, wolverine848 said:

According to update Hunter range was decreased to 25m.  So that means it should be able to affect beacon when on the outer edges of the dome.  Congos screen-shot shows a Hunter just barely in the dome and should be disabling it - does not seem to work.

So... did hey give us bad info and Hunter range is actually lower than 20m?  Which would be pretty crappy as it gets killed often before actually getting off OD.

 

For Titan the Visual dome is 20m and the dome effect (protection and healing) is 25 meters (from the device to the centre of the hull). As the Hunter OD has a 25 meters radius from the centre of the hull, it needs to be activated within the doom or at least with any part of your tank touching the doom. Further away and the Hunter effect could miss, you only have a margin of 5 meters (~length of the hunter hull) and the centre of the hull 2.5 m and lag can play trick on you (the server placed you further away >25m than what you see on the screen). 

 

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I think the Thunder change is an extremely bad decision. There are some good changes in this patch, but there are many reasons why this is bad:

1. First of all this is another change yet again destroying the uniqueness of turrets, Thunder is literally now a Gauss without the lock-on feature. What exactly is the fun in playing Thunder now when you could just play Gauss, and the 2 turrets are basically exactly the same? Except Gauss is a better Thunder, aside from a practically unnoticeable in projectile speed. This makes no sense.

2. This is a massive nerf to Thunder, especially at range. There was no need to nerf Thunder in my opinion, the only possible imbalance was the Sledgehammer alt. If the Sledgehammer alt needed a nerf then just reduce its weak damage from 50% to 25% - done. That will nerf its ranged damage sufficiently. No need to implement projectile speed for such a reason.

Overall a very bad decision that destroys the uniqueness of Thunder. I know the devs have never in my experience rolled back updates, but they should start to take player feedback into consideration more - and this would be a good time to start. Bad change, please take our points into consideration and revert this.

(To note, I'm not a Thunder player on my main though I have alts with all turrets - so I am in no way biased).

Edited by DestrotankAI9

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4 hours ago, DestrotankAI9 said:

I think the Thunder change is an extremely bad decision. There are some good changes in this patch, but there are many reasons why this is bad:

1. First of all this is another change yet again destroying the uniqueness of turrets, Thunder is literally now a Gauss without the lock-on feature. What exactly is the fun in playing Thunder now when you could just play Gauss, and the 2 turrets are basically exactly the same? Except Gauss is a better Thunder, aside from a practically unnoticeable in projectile speed. This makes no sense.

2. This is a massive nerf to Thunder, especially at range. There was no need to nerf Thunder in my opinion, the only possible imbalance was the Sledgehammer alt. If the Sledgehammer alt needed a nerf then just reduce its weak damage from 50% to 25% - done. That will nerf its ranged damage sufficiently. No need to implement projectile speed for such a reason.

Overall a very bad decision that destroys the uniqueness of Thunder. I know the devs have never in my experience rolled back updates, but they should start to take player feedback into consideration more - and this would be a good time to start. Bad change, please take our points into consideration and revert this.

(To note, I'm not a Thunder player on my main though I have alts with all turrets - so I am in no way biased).

This is how they "fix" issues that they have created.

 

Look at how they "fixed" the incendeniary band issue on Vulcan.  Nerfed every single vulcan, even if not using the alteration.

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10 hours ago, DieselPlatinum said:

It's practically the same word for word as far as I can see, probably same thing for Congo. Maybe make what you "fixed" in his quote stand out more.

 

23 hours ago, TheCongoSpider said:

I should have clarified further. He activated it before he reached where he was in the picture, but it still wasn't close enough. However, if it were still 30 metres, he'd have been close enough to disable it. 

 

Not every player reads the patch notes, so they might think Hunter's Overdrive was the same way it was all along and wouldn't try to get in any closer. I see many Hunters fail to disable the dome but are able to zap the players in the dome. 

 

Could be server latency as well. You'd have to get in more closer for the server to confirm that you're within range. 

 

Gauss and LCR and RD Railguns and Magnum can also one-shot M4 Titan on double armour, but only if it has Hornet's Overdrive + double damage, or a high-upgrade level Booster Drone. 

See it now?

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1 hour ago, Zekrom said:

See it now?

My initial reply was to this ?

 

On 12/1/2019 at 9:30 AM, ghost-guns said:

What is the point in these tweaks when magnum can 1-shot M4 titan on double armor. Admit it tanki is ruined.

Which is why I said:

On 12/1/2019 at 1:53 PM, TheCongoSpider said:

Gauss and LCR and RD Railguns can also one-shot M4 Titan on double armour, but only if it has Hornet's Overdrive + double damage, or a high-upgrade level Booster Drone. 

 

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On 11/30/2019 at 4:49 PM, TheCongoSpider said:

Here's a snapshot of a teammate activating his OD too early:

 

Spoiler

too-early-man.png

 

He didn't get in close enough, and I'm seeing it happening a lot more because they aren't getting close enough.  Are you sure you're getting in close enough? 

 

On 12/1/2019 at 12:22 PM, wolverine848 said:

According to update Hunter range was decreased to 25m.  So that means it should be able to affect beacon when on the outer edges of the dome.  Congos screen-shot shows a Hunter just barely in the dome and should be disabling it - does not seem to work.

 

So... did hey give us bad info and Hunter range is actually lower than 20m?  Which would be pretty crappy as it gets killed often before actually getting off OD.

Just tested it out and Hunter actually can deactivate Titan's OD at the edge of the dome:

 

Spoiler

oacfWeh.jpg

 

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