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ODs Make Siege Unplayable


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It's literally a polygon CP or island CP but with drugs and OverDoses. The winner is determined by which side has the most titans who can drop a shield right around the point. Hunter's OD literally renders all teammates around the point dead and is able to defuse all other ODs instantly... Moreover, the 1-minute capture time really pisses you off when another team's wasp drops the bomb off right when you are about to cap to find your entire team around the point obliterated. Dictator and Mammoth ODs are also pretty annoying in this mode, but they aren't as broken. 

 

I'm gonna set up my refutation right here already because we all know those players who just say that the answer to every OD imbalance is just to use hunter:

We shouldn't be forced to use hunter. A hunter OD doesn't protect you from being destroyed when trying to go headfirst into the enemy's titan dome. 

 

This game mode makes it clear and obvious that Titan's OD needs a big nerf (coming from a titan player - hunter also needs one)... 

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It's better to not play the game mode, since it encourages such actions. So the less people that play it, the more the devs will realize that it was a failure from the start, and may even consider moving it to pro battles.

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Yet as the devs have said, big, chaotic battles around the point are exactly... the point of this mode (i know, i know)

 

One. This game mode is supposed to simulate an extended gold box drop. Whenever there are pileups of tanks, there will be mass usage of overdrives for countless obvious reasons (drones, frags, Dictators, etc). You cannot make adjustments to Siege without screwing around with Overdrive mechanics, which have uses far beyond just this game mode.

Two. You focus too much on the other team's Overdrives. FYI, you have a team that can use/counter Overdrives in this mode too. This makes me wonder whether this topic is truly a complaint about Siege itself, or another tirade about poor teamwork, which is an entirely different subject.

 

Sure, this mode has its problems with lopsidedness, but I attribute it mostly to poor teamwork and hull distribution on teams. A simple first step to remedy Siege would be to implement a Matchmaking quota that limits how many light, medium, and heavy hulls can be placed on either team so Overdrives have a more even distribution.

 

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1 hour ago, Longcat970 said:

 

1) Sure, this mode has its problems with lopsidedness, but I attribute it mostly to poor teamwork and hull distribution on teams.

 

2) A simple first step to remedy Siege would be to implement a Matchmaking quota that limits how many light, medium, and heavy hulls can be placed on either team so Overdrives have a more even distribution.

 

1) want to know why there's barely any teamwork in siege? Because the game mode itself practically discourages teamwork, that's why.

 

2) Bruh, that's gonna piss off a lot of players (me included). What if I can only enter as a light hull, and my light hulls are only m1, and I'm up against m2s and m3s and sometimes m4s. I'm not gonna survive for very long, which means I won't perform very well.

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1 hour ago, Longcat970 said:

One. This game mode is supposed to simulate an extended gold box drop. Whenever there are pileups of tanks, there will be mass usage of overdrives for countless obvious reasons (drones, frags, Dictators, etc). You cannot make adjustments to Siege without screwing around with Overdrive mechanics, which have uses far beyond just this game mode.

Two. You focus too much on the other team's Overdrives. FYI, you have a team that can use/counter Overdrives in this mode too. This makes me wonder whether this topic is truly a complaint about Siege itself, or another tirade about poor teamwork, which is an entirely different subject.

 

Sure, this mode has its problems with lopsidedness, but I attribute it mostly to poor teamwork and hull distribution on teams. A simple first step to remedy Siege would be to implement a Matchmaking quota that limits how many light, medium, and heavy hulls can be placed on either team so Overdrives have a more even distribution.

1. Titan's OD makes the battle boring... literally it's just both team's titan setting up their domes right on top of each other on the point and in that time no one can inflict any damage on each other... and yes you can fix Siege without screwing around ODs. Just make temporary OD rules specifically designed for Siege. Anyways, titan and Hunter's OD have needed a nerf since they came out... I will also advocate on that, but I think that belongs in a separate topic. 

2. No, I do not focus on the other team's ODs. I did not equivocate in my original post on this... I literally said that the match is determined on which side has more and the better ODs... when I expressed my rage, that represents many player's opinion. I even set the refutation that I shouldn't be forced to use Hunter's OD as a solution to all my problems... 

 

A matchmaking quota won't work and that idea was shot down quickly awhile ago on this forum when MMS came out... with the playerbase size of Tanki, MMS waiting times will drastically shoot upwards. Plus, players can just switch their hulls once they enter the battle. 

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1 hour ago, Professor-Zoom said:

The titan Module is effective that's what's annoying you just take hornet you can killl everyone inside the dome with it's overdrive

1. 100% the hornet is dead within 10 seconds of spawning with its measly health. If you gonna rush the dome you are meat. 

2. I shouldn't be forced to play hornet or hunter. 

3. The nerf the Titan Module. 

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Just nerf Titan and Hunter OD already
 

Most players are already calling for it. Both are already unparalleled in affect, making both players virtually invincible. Only a few players say it shouldn't be nerfed with unsound arguments (e.g. "just use hunter"). I would like to see a real reason why they shouldn't be nerfed.

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30 minutes ago, Evanescence said:

1. 100% the hornet is dead within 10 seconds of spawning with its measly health. If you gonna rush the dome you are meat. 

2. I shouldn't be forced to play hornet or hunter. 

3. The nerf the Titan Module. 

you have to use long range weapon like rail,shaft or magnum with hornet and camp

Not Titan Module I meant to say titan overdrive XD my bad

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3 minutes ago, Professor-Zoom said:

you have to use long range weapon like rail,shaft or magnum with hornet and camp

The problem is that not everyone has access to these weapons. Furthermore, I don't think anyone should be forced to play a certain combination. 

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8 minutes ago, sensei_tanker said:

The problem is that not everyone has access to these weapons. Furthermore, I don't think anyone should be forced to play a certain combination. 

I agree no one should be forced to use a certain combination but certain situations might favor certain combination.

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A BIG NO! I am using these hulls in this and my alter account.  I have endured long enough til now.  Why not nerf Hornet, Wasp and Viking before Hunter and Titan?

 

If you find it's hard to fight Titan and Hunter, you should play more and practice harder.

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12 hours ago, TWICE said:

A BIG NO! I am using these hulls in this and my alter account.  I have endured long enough til now.  Why not nerf Hornet, Wasp and Viking before Hunter and Titan?

 

If you find it's hard to fight Titan and Hunter, you should play more and practice harder.

Titan is a direct counter to Viking and wasp.

Edited by DieselPlatinum
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6 hours ago, sensei_tanker said:

Most players are already calling for it. Both are already unparalleled in affect, making both players virtually invincible. Only a few players say it shouldn't be nerfed with unsound arguments (e.g. "just use hunter"). I would like to see a real reason why they shouldn't be nerfed.

You'd be surprised how often a Titan OD is nullified by Hornet, Hunter and Mammoth.

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I disagree. By this point I already learned to always try and avoid Hunters and not let them get too close, just like how I learned to stay away from melee range turrets. And a dead giveaway that a Hunter is about to use his OD is if he's driving towards you without shooting, especially if you have other teammates nearby or are carrying a flag. It's not too hard to deal with them.

As for Titans - the dome only lasts 20 seconds, so I learned to either ignore it and so somewhere else, or count the seconds and time my attack for the exact moment the dome ends, since it usually leaves a bunch of enemy players in a group and allows for a juicy multi-kill if you have Viking/Hornet/Wasp OD, or Gauus/Magnum with Booster drone. It's especially satisfying to just demolish a bunch of players inside the dome using Hornet's OD and a splash turret.

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6 hours ago, sensei_tanker said:

Just nerf Titan and Hunter OD already
 

Most players are already calling for it. Both are already unparalleled in affect, making both players virtually invincible. Only a few players say it shouldn't be nerfed with unsound arguments (e.g. "just use hunter"). I would like to see a real reason why they shouldn't be nerfed.

Topic merged

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11 hours ago, sensei_tanker said:

Just nerf Titan and Hunter OD already
 

Most players are already calling for it. Both are already unparalleled in affect, making both players virtually invincible. Only a few players say it shouldn't be nerfed with unsound arguments (e.g. "just use hunter"). I would like to see a real reason why they shouldn't be nerfed.

They already nerfed Hunter.  If you are still having trouble with it maybe you need to adjust your tactics.

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4 hours ago, sensei_tanker said:

Bold words from a captain with only 300k exp....

I may not play Tanki very well, but I believe there are always skills and opportunities for individuals to play and enjoy the games in their own ways.  At the end of the day, Tanki is just a game for fun and enjoyment, it's not a job or life for most of the players.

 

I wanna do well in battles with my favor combo (Isida + Hunter)☺️.  I have been at the bottom of my teams for many times.  I kept grinding and playing. Sometimes I could make it to Top 3 when there were skillful teammates I could work with.

 

Just my 2 cents.

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10 hours ago, Maf said:

I disagree. By this point I already learned to always try and avoid Hunters and not let them get too close, just like how I learned to stay away from melee range turrets. And a dead giveaway that a Hunter is about to use his OD is if he's driving towards you without shooting, especially if you have other teammates nearby or are carrying a flag. It's not too hard to deal with them.

As for Titans - the dome only lasts 20 seconds, so I learned to either ignore it and so somewhere else, or count the seconds and time my attack for the exact moment the dome ends, since it usually leaves a bunch of enemy players in a group and allows for a juicy multi-kill if you have Viking/Hornet/Wasp OD, or Gauus/Magnum with Booster drone. It's especially satisfying to just demolish a bunch of players inside the dome using Hornet's OD and a splash turret.

 

The best way to use Hunter OD is to jump and use it in the air.  All enemies in range would be effected (sometimes even go behind the walls).  Most importantly, players seldom pay attention to what's happening on top of their tanks.  Most people only see what's in front of them. ???

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Hunter is good, yes.

Viking: Without a defending titan this can clear the point.

Hornet: No explanation needed.

Mammoth: Finally has something to charge at.

Wasp: Boooom=3x kill...finally a mode where wasp can be decent maybe.

Dictator: Same as normal.

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