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Um... explanations for new overdrive situation????


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3 hours ago, E_polypterus said:

You need to kill the flag carrier to make him drop the flag like any other turret but hunter needs to just press shift and engine else carrying the flag(in asl) too drips the flag. Even though the hunter needs to be close it’s still annoyingly op. Why do you think there are so many hunters in every battle? I don’t see as much of them in PRO battles than in MM battles anyway.

Except - Hornet and Viking can do this very easily.   Press spacebar and then flag drops.   It's the exact same thing.

You make this sound like it's an insignificant requirement.  It's not.  Range is a huge tactical component. Else why have turrets with short/medium/long ranges?

 

There are as many hornets in all the battles I play as there are hunters - because they get  a high score by racking up kills.

Same with Viking.  There are a ton of them in every battle - because they get 1-3 kills every time they use OD.  You can not say that for Hunter.  It can't kill that many tanks unless they are all side by side and the Hunter is using fire or freeze with DD.

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14 hours ago, wolverine848 said:

Except - Hornet and Viking can do this very easily.   Press spacebar and then flag drops.   It's the exact same thing.

You make this sound like it's an insignificant requirement.  It's not.  Range is a huge tactical component. Else why have turrets with short/medium/long ranges?

 

There are as many hornets in all the battles I play as there are hunters - because they get  a high score by racking up kills.

Same with Viking.  There are a ton of them in every battle - because they get 1-3 kills every time they use OD.  You can not say that for Hunter.  It can't kill that many tanks unless they are all side by side and the Hunter is using fire or freeze with DD.

I really don't get why people think that being forced to drop the flag or ball but not dying at the same time is more annoying than being forced to drop them because you died.

 

I would think it's the other way around.

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2 hours ago, DieselPlatinum said:

I really don't get why people think that being forced to drop the flag or ball but not dying at the same time is more annoying than being forced to drop them because you died.

 

I would think it's the other way around.

Our worst fears have been realized.

 

If we can just come to an understanding on this one point that would mean everything to me. 

 

The precise problem is being able to force drop of flag and ball with no dying. 100 times I agree with everyone who expresses this thought.

 

Imagine if there was a tank that could just come up to you when you have the ball. Touch your tank, and take the ball from you. Sure, yes you are left intact. But the whole thing of having the ball is it is yours, and you have a health bar that enemies must go through before they can get the ball from you. 

 

I somewhat wonder if you are a rugby player / asl. You've commented that you may not play as based on the settings being broken I dunno. 

 

But not needing to kill a tank to take the ball when the point and objective of a game is to score rugbies and not get kills... that's huge. 

 

Anything I can do to explain this I would. Hunter is fast enough to exploit the ability. You go up to any slower hull zap it, take the ball and you are off. Sure sometimes they might have long range guns and can shoot you try to kill you. But it's the ease of which is the problem. And they get 3 second lead off.

 

I've seen it countless time and it is mind boggling how people still do not see the power of it. 

 

Imagine if this was CP. And I said that a hull at the ability to instantly covert a fully red point to a fully blue point upon activating an OD. It clearly violates something a part of the mode. OK or an even better example. Imagine a hull with an OD, that when you are next to a point, no matter how many opponents, the point will continually change in your favour. Maybe this is a much better thing. 

 

Your hull doesn't kill any opponents. But when you activate it... even if you are at the point with 4 opponents who are trying to convert the point. You just need one hulls OD, and when it goes up to the point and activates, the point takes 1 second to become not blue lets say. And 1 second to become red *your team. And then they put a 5 second lock on it so that those 4 tanks can't turn it back for 5 seconds. This at least is in the air of what my grievance is against the ball drop. It's taking a mode, and just being here's a way we can just break the balance of the mode where you need to capture points, out number opponents to capture. etc.

 

Hopefully that made some sense. 

 

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9 minutes ago, vulcanrage said:

Our worst fears have been realized.

 

If we can just come to an understanding on this one point that would mean everything to me. 

 

The precise problem is being able to force drop of flag and ball with no dying. 100 times I agree with everyone who expresses this thought.

 

Imagine if there was a tank that could just come up to you when you have the ball. Touch your tank, and take the ball from you. Sure, yes you are left intact. But the whole thing of having the ball is it is yours, and you have a health bar that enemies must go through before they can get the ball from you. 

 

I somewhat wonder if you are a rugby player / asl. You've commented that you may not play as based on the settings being broken I dunno. 

 

But not needing to kill a tank to take the ball when the point and objective of a game is to score rugbies and not get kills... that's huge. 

 

Anything I can do to explain this I would. Hunter is fast enough to exploit the ability. You go up to any slower hull zap it, take the ball and you are off. Sure sometimes they might have long range guns and can shoot you try to kill you. But it's the ease of which is the problem. And they get 3 second lead off.

 

I've seen it countless time and it is mind boggling how people still do not see the power of it. 

 

Imagine if this was CP. And I said that a hull at the ability to instantly covert a fully red point to a fully blue point upon activating an OD. It clearly violates something a part of the mode. OK or an even better example. Imagine a hull with an OD, that when you are next to a point, no matter how many opponents, the point will continually change in your favour. Maybe this is a much better thing. 

 

Your hull doesn't kill any opponents. But when you activate it... even if you are at the point with 4 opponents who are trying to convert the point. You just need one hulls OD, and when it goes up to the point and activates, the point takes 1 second to become not blue lets say. And 1 second to become red *your team. And then they put a 5 second lock on it so that those 4 tanks can't turn it back for 5 seconds. This at least is in the air of what my grievance is against the ball drop. It's taking a mode, and just being here's a way we can just break the balance of the mode where you need to capture points, out number opponents to capture. etc.

 

Hopefully that made some sense. 

Some ODs enhance killing ability.  Some don't.  In the end it's the same thing - the ball/flag has been lost.

 

It may be mind-boggling to you because you haven't figured out how to deal with it.

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10 minutes ago, wolverine848 said:

Some ODs enhance killing ability.  Some don't.  In the end it's the same thing - the ball/flag has been lost.

 

It may be mind-boggling to you because you haven't figured out how to deal with it.

Oh wolverine. I feel you were a precious child.

 

Why do you comment? 

 

 

This is your response to every point ever made that I can tell.

 

 

Player writes point X:

 

Wolverine: Point X. Yes. This is the point. Deal with it. Adapt to it. Whatever X is. Just work with it. Everything is balance because of range, damage, ODs, drones. It all works.

 

The problem is you says wolverine. Wolverine the almighty who adapts to all changes and sees all things as balanced in the end. 

 

Wolverine, it is a sad response on your side. Because then why do we ever get nerfs? Why do we ever get buffs? 

 

Your points are shallow. But I can tolerate you. ? lol

Edited by vulcanrage

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58 minutes ago, vulcanrage said:

Our worst fears have been realized.

 

If we can just come to an understanding on this one point that would mean everything to me. 

 

The precise problem is being able to force drop of flag and ball with no dying. 100 times I agree with everyone who expresses this thought.

 

Imagine if there was a tank that could just come up to you when you have the ball. Touch your tank, and take the ball from you. Sure, yes you are left intact. But the whole thing of having the ball is it is yours, and you have a health bar that enemies must go through before they can get the ball from you. 

 

I somewhat wonder if you are a rugby player / asl. You've commented that you may not play as based on the settings being broken I dunno. 

 

But not needing to kill a tank to take the ball when the point and objective of a game is to score rugbies and not get kills... that's huge. 

 

Anything I can do to explain this I would. Hunter is fast enough to exploit the ability. You go up to any slower hull zap it, take the ball and you are off. Sure sometimes they might have long range guns and can shoot you try to kill you. But it's the ease of which is the problem. And they get 3 second lead off.

 

I've seen it countless time and it is mind boggling how people still do not see the power of it. 

 

 

In rugby, the stun effect only lasts 3 seconds, so by then the ball carrier wouldn't have gone very far.

 

In CTF, you can just pick it right back up or rush back into enemy base depending how close you are to it and you'll probably still have the advantage.

 

If you lose the flag because you died, you already lost the advantage and by the time you get back into enemy base, they're already waiting for you.

 

I really don't get why you're fine with losing the flag because you died, but when hunter zaps you, you're whining and complaining.

 

If it was me, I would be pissed that I died while carrying the flag, I would have go through all the troubles all over again. But if a hunter zapped me, I would be relieved, I can just pick it right back up and be on my way.

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1 hour ago, vulcanrage said:

Oh wolverine. I feel you were a precious child.

 

Why do you comment? 

 

This is your response to every point ever made that I can tell.

 

Player writes point X:

 

Wolverine: Point X. Yes. This is the point. Deal with it. Adapt to it. Whatever X is. Just work with it. Everything is balance because of range, damage, ODs, drones. It all works.

 

The problem is you says wolverine. Wolverine the almighty who adapts to all changes and sees all things as balanced in the end. 

 

Wolverine, it is a sad response on your side. Because then why do we ever get nerfs? Why do we ever get buffs? 

 

Your points are shallow. But I can tolerate you. ? lol

Your dislike of someone's opinion does not invalidate it.

And going into insults does not strengthen your argument.  It does the opposite.

Edited by wolverine848
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I agree with both of these statements. 

 

My dislike of someone's opinion does not invalidate it. The opinion being invalid is all I need. 

 

Going into insults does not strengthen any argument. Like telling everyone in your comments they just have to adapt to their play. Learn things. Adapt. They are bad players. Don't know stuff. To an extent, I'll give you the benefit of the doubt. In some cases ... sure. This could be true. I.e. if someone doesn't turn their turret, and has problems, which would be solved if they turned their turret. I am ok. It will be a hard lesson for someone to take if they are still losing. But to say to a legend they don't know things, or their hours of experience that has made them a player and scoff it off like you know better is smug. Rude. Again, I could give credit. You can be smug and rude and still be right. This also tends to stop you from realizing when you are wrong. But I am not your teacher. If we disagree we disagree. 

 

Treating everyone like a child and giving 2 bit advice that means nothing. Does the opposite. 

 

We are agreed. 

 

Diesel your response didn't really say anything...in fact every point I make that is valid is ignored.

 

In my view, it isn't bout insulting either of you. It's that we are never talking in the same way. 

 

Neither of you progress the conversation. You insult all the same. You talk down. You give no credit where credit is due.

 

To each of you I have given credit. 

 

I suppose something in my conversation is not allowing us to have a genuine conversation, for that I apologize.

 

If you both have the correct opinions I wish I could see why all my points are moot... but they seem like perfectly good points, so I'll just despair in my lack of understanding I suppose. 

 

For all intents and purposes this topic can be closed to whoever is a forum person. My original post was something about titan overdrives. It's still good. It's nerfed for sure. But it's good. I still think hornet and hunter need work. Viking I think is fine... but yeah, it's good. But just hornet and hunter need work still. 

 

No forum topic on the matter seems to go anywhere without someone coming in to just tell people who create a topic they are wrong. 

 

Just shut down the topics. 

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On 12/30/2019 at 9:56 AM, vulcanrage said:

Thanks for your continued presence in this topic. I'll try write more in my comments. Apparently my point is still not coming across.

 

I am perfectly capable of using my camera angles Q and E. 

 

I know the hunter is there. 

 

I have vulcan. Let's say with flag trying to score with dictator. (yes I could use titan, but to score flag, I tend to score well enough with dictator). Now I guess you could just say... don't try to score in AS L or CTF with vulcan. Fine. I like to sit back to and just layer the blue point full of bullets. But let's say I'm pretty good at scoring and want to help my team directly win. 

 

So, I know where the hunter is. And I know where the out in the open defenders are. There is a hidden isida. And a hidden hunter. And 2 other defenders. 

 

Your comment if you were unaware diesel was not well written. If this was a school assignment you'd get a D. Maybe F? 

 

Not only was it perhaps well written I don;t think you actually realize the points were wrong.

 

You just stated that a NOOB hunter, a terrible word... noob. Usually only written by people who are noob themselves and just want to transpose that onto others instead of gaining the self realization they require... a noob hunter charges with OD which makes it obvious. 

 

Well... to counter. Pro hunters also charge. See, they have this insane unique ability that when they get close they entirely disable a group of tanks. So let's say you have 3 tanks defending point in assault. On some random map with enough cover that the hunter can get within a building or two of the point fairly safely. Also, he has 7 teammates so he brings 1 or 2 along. Please do not patronize me with the response ... so kill him. He's drugged. Armed with drone. Willing to self repair. and ready to use OD. So he himself decides aha! I'm gonna attack those three defenders and disable them all. That isn't noob. Especially if he or someone else behind him is gonna use it to score. Charging might make it obvious. Just like a mammoth charging you is obvious. But if they have the health and range to do it... do it. In highways if you make it up a the first couple of ramps of an enemy base where there is only one more ramp. As hunter or mammoth, you have the ability to get the rest of the way and not much will stop you. Sure if you are freeze you might stop them. 

 

That's the first point i'll make. I agree with you... that hunters will use tactics and lure and ambushed. But a charging hunter who knows when to charge. Yeah thats good. I'd do that. The smart defenders should be separating themselves so they can't all be zapped. But if you have an isida... he needs to be close to do is job. So a charging hunter with objective of neutralizing an isida paired with another tank. Come on. 

 

Ok, I think you wrote camera angle... as the actual point of how to stop hunter. As if, no one knows how to stop a hunter? Well you just use your camera angle DUH! Um, camera angles don't deal damage. They don't heal you. They don't unzap you. Or give you drugs. But yes thanks. I am fully aware of the hunter. But not always. Sometimes! I'm attack by multiple tanks. From multiple directions. God forbid that that happens. I would love if all my opponents only attacked from one direction. Or that my team was never overwhelmed by opponents for any number of reasons that sometime happen in game. Outnumbered. Etc. So I'm aware of hunters. But sometimes, you are stuck fighting two long range titan shafts. And in shooting at them using  particular camera angle YOU HAVE TO USE TO TARGET THEM, a hunter comes from behind. 

 

Ok. so I will work on that awareness of shooting at an opponent who is killing all my teammates from the other side of map... and also simultaneously check every corner of my base cause thats possible...

 

I like how you wrote "if you are still having troubles". As if the minimal useless amount you wrote actually provided a solution to hunter. I'll use that quote as reference for anyone else needing help against hunter. 

 

Come on. Actually write something when you post. 

 

The camera angle... for those who don't use them? Maybe you thought I was one... Is a tip for sure. But it does not solve hunter. 

In this scenario, you are assuming everyone except the hunter does not have their overdrives.  Very coincidental don’t you think? 

 

Edit: A viking can do the same thing.  A Titan can.  A wasp can.  A hornet can.  If everyone except you did not have their OD ready, then of course you can win.

 

In addition, you are also assuming the teammates are clumped up.  This only happens in siege and ASL, which both suck, or in a Titan dome.  As mentioned above, in these situations, you can use overdrive to kill them, or just have 2 or 3 teammates focus them.  If they sneak up on you even if you have 4 pairs of eyes, then it’s your own fault.  Therefore, the situations are rare and can still be countered.  

 

Hunter overdrives charge relatively quickly, so they are more commonly used in 1v1 or 2v1s.  It has to be extremely coincidental to take out a team.  It is like Viking, which is the opposite.  It charges slowly, and is usually used for large amounts of players at once.  Do remember it can be used across the map too.

Edited by 123tim456back
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6 hours ago, vulcanrage said:

Our worst fears have been realized.

 

If we can just come to an understanding on this one point that would mean everything to me. 

 

The precise problem is being able to force drop of flag and ball with no dying. 100 times I agree with everyone who expresses this thought.

 

Imagine if there was a tank that could just come up to you when you have the ball. Touch your tank, and take the ball from you. Sure, yes you are left intact. But the whole thing of having the ball is it is yours, and you have a health bar that enemies must go through before they can get the ball from you. 

 

I somewhat wonder if you are a rugby player / asl. You've commented that you may not play as based on the settings being broken I dunno. 

 

But not needing to kill a tank to take the ball when the point and objective of a game is to score rugbies and not get kills... that's huge. 

 

Anything I can do to explain this I would. Hunter is fast enough to exploit the ability. You go up to any slower hull zap it, take the ball and you are off. Sure sometimes they might have long range guns and can shoot you try to kill you. But it's the ease of which is the problem. And they get 3 second lead off.

 

I've seen it countless time and it is mind boggling how people still do not see the power of it. 

 

Imagine if this was CP. And I said that a hull at the ability to instantly covert a fully red point to a fully blue point upon activating an OD. It clearly violates something a part of the mode. OK or an even better example. Imagine a hull with an OD, that when you are next to a point, no matter how many opponents, the point will continually change in your favour. Maybe this is a much better thing. 

 

Your hull doesn't kill any opponents. But when you activate it... even if you are at the point with 4 opponents who are trying to convert the point. You just need one hulls OD, and when it goes up to the point and activates, the point takes 1 second to become not blue lets say. And 1 second to become red *your team. And then they put a 5 second lock on it so that those 4 tanks can't turn it back for 5 seconds. This at least is in the air of what my grievance is against the ball drop. It's taking a mode, and just being here's a way we can just break the balance of the mode where you need to capture points, out number opponents to capture. etc.

 

Hopefully that made some sense. 

 

Your point is that killing someone to get the ball takes time, yes? Hunter, Viking, and hornet can all do this.  However, you are saying that hunter can skip the killing process.  However, even excluding the range, Viking can kill in a similar amount of time to the activation delay of hunter.  Plus your OD is still up.  Plus they are dead.  As hunter, you also have to push the tank away.

Edited by 123tim456back
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3 hours ago, vulcanrage said:

My dislike of someone's opinion does not invalidate it. The opinion being invalid is all I need. 

I apologise for three posts in a row, for I don’t know how to put more quotes in one reply.  

 

Opinions cannot be invalid, or wrong.  Only facts can.

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1 hour ago, 123tim456back said:

I apologise for three posts in a row, for I don’t know how to put more quotes in one reply.  

 

Opinions cannot be invalid, or wrong.  Only facts can.

Hit the + button that's right next to the quote button.

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2019 complaints of TO players: we hate losing the flag while being alive but losing the flag and dying at the same time is a ok.

 

2020 complaints of TO players: getting kill streaks is lame, but dying a lot is awesome.

 

2021 complaints of TO players: being successfully loaded into battles really suck, but getting errors is the best thing since sliced bread.

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5 hours ago, 123tim456back said:

In this scenario, you are assuming everyone except the hunter does not have their overdrives.  Very coincidental don’t you think? 

 

Edit: A viking can do the same thing.  A Titan can.  A wasp can.  A hornet can.  If everyone except you did not have their OD ready, then of course you can win.

 

In addition, you are also assuming the teammates are clumped up.  This only happens in siege and ASL, which both suck, or in a Titan dome.  As mentioned above, in these situations, you can use overdrive to kill them, or just have 2 or 3 teammates focus them.  If they sneak up on you even if you have 4 pairs of eyes, then it’s your own fault.  Therefore, the situations are rare and can still be countered.  

 

Hunter overdrives charge relatively quickly, so they are more commonly used in 1v1 or 2v1s.  It has to be extremely coincidental to take out a team.  It is like Viking, which is the opposite.  It charges slowly, and is usually used for large amounts of players at once.  Do remember it can be used across the map too.

Ofc everyone else has their overdrives . There wasn’t any mention about no one else not having their overdrives right?

 

So you see clumped up tanks only in siege and ASL? Do you play only MM? What about those defenders clustered around the flag(not only in pro battles though) or team base? Name a hull other than hunter which can simply disable tht whole group, take the flag and run away(+remove supply cooldowns). Put yourself in that position, how would you feel?

 

Also the od charges very quickly. So you have to cope with this thing almost always. Viking doesn’t have that does it?

And there is no thing as being used for a large number of players or not , od s should be used at the right place at the right time.

Even though Viking is can be used at great distances it isn’t  as affective as doing it close.

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5 hours ago, 123tim456back said:

Your point is that killing someone to get the ball takes time, yes? Hunter, Viking, and hornet can all do this.  However, you are saying that hunter can skip the killing process.  However, even excluding the range, Viking can kill in a similar amount of time to the activation delay of hunter.  Plus your OD is still up.  Plus they are dead.  As hunter, you also have to push the tank away.

Ok if the Viking kills at a distance , it still has to go fast to return/take the flag. If done at close range sometimes you might suffer splash dmg or another enemy might kill you(flag carriers are almost always accompanied right?). But hunter disables everyone around and doesn’t need to go through any trouble to get to the flag. 

“Push the tank away”?? I don’t see that as a big problem. Hunter isn’t a wasp or a hornet.

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4 hours ago, DieselPlatinum said:

2019 complaints of TO players: we hate losing the flag while being alive but losing the flag and dying at the same time is a ok.

No. We hate losing the flag, losing active supplies, activation of supply cool downs ,and being completely disabled in just one go by a single hull.

 

p.s - what more is there to stay alive for when the flag you brought so far has been returned and when you’re free again you’re facing a fully drugged enemy with you empty handed?

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4 hours ago, DieselPlatinum said:

2019 complaints of TO players: we hate losing the flag while being alive but losing the flag and dying at the same time is a ok.

 

2020 complaints of TO players: getting kill streaks is lame, but dying a lot is awesome.

 

2021 complaints of TO players: being successfully loaded into battles really suck, but getting errors is the best thing since sliced bread.

Are these your complaints?

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1 hour ago, E_polypterus said:

Ofc everyone else has their overdrives . There wasn’t any mention about no one else not having their overdrives right?

 

So you see clumped up tanks only in siege and ASL? Do you play only MM? What about those defenders clustered around the flag(not only in pro battles though) or team base? Name a hull other than hunter which can simply disable tht whole group, take the flag and run away(+remove supply cooldowns). Put yourself in that position, how would you feel?

 

Also the od charges very quickly. So you have to cope with this thing almost always. Viking doesn’t have that does it?

And there is no thing as being used for a large number of players or not , od s should be used at the right place at the right time.

Even though Viking is can be used at great distances it isn’t  as affective as doing it close.

1. If everyone has their overdrives, then...kill the hunter...?

 

2. Yes, I only see that in siege and ASL.  I never see a lot of players defending in CTF.  Hunter can disable, not kill 4 players at once, but with any turret within a short amount of time.  They can retaliate, potentially killing the hunter which should have been weakened when coming towards the base.  Viking and hornet can do the same job.  Kill them all, and while they are respawning, run off with the flag.  Viking is also faster.  Titan can lead to spawn camping too, with the entire team.  

 

3 and 4. It charges quickly, but cannot be used to guarantee kills on multiple players.  Viking can easily kill 4 players as long as they have LoS, while hunter as to have all 4 of them in the same place at the same time.  If you think all ODs should be used in the right time and place, it will not be common.  You also have to define right time and place which is difficult, so I doubt you will want to pursue that line of argument.  

 

5. Viking has high potential at long range and low potential at short range.  Hunter has high potential at short range and NO potential at long range.  If you want to look at it from that perspective, Viking is clearly superior.

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1 hour ago, E_polypterus said:

No. We hate losing the flag, losing active supplies, activation of supply cool downs ,and being completely disabled in just one go by a single hull.

 

p.s - what more is there to stay alive for when the flag you brought so far has been returned and when you’re free again you’re facing a fully drugged enemy with you empty handed?

Again, that is nearly the equivalent of dying, which is exactly what Viking and Hornet does, and on a much more effective scale.  

 

If a hunter ODs you and you lose the flag, there is a chance for a teammate nearby outside of its range to kill the hunter, pick up the flag, or both.  Viking and hornet will kill the other tank.  

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3 hours ago, E_polypterus said:

No. We hate losing the flag, losing active supplies, activation of supply cool downs ,and being completely disabled in just one go by a single hull.

 

p.s - what more is there to stay alive for when the flag you brought so far has been returned and when you’re free again you’re facing a fully drugged enemy with you empty handed?

AS I've said before - some ODs give the ability to kill many tanks very easily while some do other things like disable tanks.

In the end it amounts to the same thing.  Dying and losing the ball/flag and any OD you had active is just as bad as being stunned for 2.7 seconds and having supplies put on cool-downs.

Plus Hunter has a failure rate much higher than any other OD since it can't be used in advance.  It's very situational.  It needs to get into specific positions to be used - unlike Hornet or Viking - which could potentially use them the moment they are available.  Hunter may recharge faster than many ODs - but - does not get used as efficiently because it can't just hit shift the second it has it. Must close the distance - and risk dying in doing so.

 

3 hours ago, E_polypterus said:

Are these your complaints?

No - they are predictions based on complaints so far.  Tongue-in-cheek mostly I'd say but...

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3 hours ago, E_polypterus said:

p.s - what more is there to stay alive for when the flag you brought so far has been returned and when you’re free again you’re facing a fully drugged enemy with you empty handed?

@wolverine848 @DieselPlatinum

 

This here is why I believe it upsets players more than being killed by a Viking or Hornet from afar. More so in ASL where the flag resets too quickly for a teammate behind you to take it up after you were zapped. 

 

For ASL, it would generally feel better to be spawnkilled into playing the rest of the game as TDM by Hornets rather than having your flag dropped repeatedly when you reach close to the capture point by Hunters. 

 

In every game mode, I try to bait out an enemy Hunter's  Overdrive if they are the only Hunter in their team or one of two. I know the dangers each hull's Overdrive poses on my team's success, so if I can provoke them to use it on me solely, that's a + for my team. Whether they take the bait or not is on them. But for the times where I do bait it out, my team is mostly able to secure victory or defend better. 

 

 

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4 minutes ago, TheCongoSpider said:

@wolverine848 @DieselPlatinum

 

This here is why I believe it upsets players more than being killed by a Viking or Hornet from afar. More so in ASL where the flag resets too quickly for a teammate behind you to take it up after you were zapped. 

 

For ASL, it would generally feel better to be spawnkilled into playing the rest of the game as TDM by Hornets rather than having your flag dropped repeatedly when you reach close to the capture point by Hunters. 

 

In every game mode, I try to bait out an enemy Hunter's  Overdrive if they are the only Hunter in their team or one of two. I know the dangers each hull's Overdrive poses on my team's success, so if I can provoke them to use it on me solely, that's a + for my team. Whether they take the bait or not is on them. But for the times where I do bait it out, my team is mostly able to secure victory or defend better. 

 

Issue is the battle-mode - not the OD.  Viking & Hornet OD can kill you very easily = ASL flag returned.  It's the exact same thing - only with Hunter OD you still have a chance to react after 2.7 seconds.  Maybe you die, maybe you don't.  But with Viking and Hornet you die AND lose the flag.

 

What happens when you near the cap-point and a Mammoth guardian with DA active then hits shift?

Edited by wolverine848
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6 hours ago, E_polypterus said:

Ofc everyone else has their overdrives . There wasn’t any mention about no one else not having their overdrives right?

 

So you see clumped up tanks only in siege and ASL? Do you play only MM? What about those defenders clustered around the flag(not only in pro battles though) or team base? Name a hull other than hunter which can simply disable tht whole group, take the flag and run away(+remove supply cooldowns). Put yourself in that position, how would you feel?

 

Also the od charges very quickly. So you have to cope with this thing almost always. Viking doesn’t have that does it?

And there is no thing as being used for a large number of players or not , od s should be used at the right place at the right time.

Even though Viking is can be used at great distances it isn’t  as affective as doing it close.

You're team must be trash if they can't gang up on the lone hunter.

6 hours ago, E_polypterus said:

Ok if the Viking kills at a distance , it still has to go fast to return/take the flag. If done at close range sometimes you might suffer splash dmg or another enemy might kill you(flag carriers are almost always accompanied right?). But hunter disables everyone around and doesn’t need to go through any trouble to get to the flag. 

“Push the tank away”?? I don’t see that as a big problem. Hunter isn’t a wasp or a hornet.

Or just have a teammate closest to the flag, return it.

5 hours ago, E_polypterus said:

1) No. We hate losing the flag, losing active supplies, activation of supply cool downs ,and being completely disabled in just one go by a single hull.

 

2) p.s - what more is there to stay alive for when the flag you brought so far has been returned and when you’re free again you’re facing a fully drugged enemy with you empty handed?

1) same thing, just more specific.

 

2) finally there's a valid argument, but then again, where the Hell are your teammates in this moment?

5 hours ago, E_polypterus said:

Are these your complaints?

Why would these be my complaints? My complaints are usually more reasonable than the majority of the complaints being made these days.

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Interestingly, I've been seeing more Titans after the nerf than before. And it's interesting to see so many Titans fighting each other at once. Had a Highways ASL where 8 different Titans were at each others' throats at the blue base's bridge. It was just dome after dome after dome after dome. 

 

More heavy hulls = more FORTIFICATION. 

Maximum Bulwark. Isida included. 

 The-fort.png

 

The-buff-squad.png

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1 hour ago, TheCongoSpider said:

Interestingly, I've been seeing more Titans after the nerf than before. And it's interesting to see so many Titans fighting each other at once. Had a Highways ASL where 8 different Titans were at each others' throats at the blue base's bridge. It was just dome after dome after dome after dome. 

 

More heavy hulls = more FORTIFICATION. 

Maximum Bulwark. Isida included. 

 

  Hide contents

 

 The-fort.png

 

The-buff-squad.png

 

Which game modes are you seeing it most in?

 

Every siege battle is a titans stranglehold. Not surprising that it has become that way, though.

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