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Hunter OD nerfed?


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Is it true now Hunter OD re-sets supply cooldowns of targets to 5 seconds?

And if cooldown of target before activation was 20 seconds - it becomes 5 seconds after activation?

 

If true - why was this not announced?

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You can call it a nerf, but it is a good thing. Most of the damage would be done anyway, only the lucky one can reset their supplies and try to escape from spawn killing. It is a sheer Tanki logic who feed on the use of supplies.

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4 minutes ago, Viking4s said:

You can call it a nerf, but it is a good thing. Most of the damage would be done anyway, only the lucky one can reset their supplies and try to escape from spawn killing. It is a sheer Tanki logic who feed on the use of supplies.

I'm not understanding...

you zap players to run away with the flag, and they can power up in 5 seconds.  Those DD sniping at you as you try to run (hunters are not that fleet) can make or break your efforts.  Of course it's a nerf.

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i like it cause it enables me to escape from hunters and fight back sooner its actually helped cause if i have a 30 sec cooldown for repair then the hunter zaps me and 5 secs later i can use repair again ? yay 

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10 hours ago, wolverine848 said:

Is it true now Hunter OD re-sets supply cooldowns of targets to 5 seconds?

And if cooldown of target before activation was 20 seconds - it becomes 5 seconds after activation?

 

If true - why was this not announced?

30*

 

Btw it's good now lmao

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19 hours ago, wolverine848 said:

I'm not understanding...

you zap players to run away with the flag, and they can power up in 5 seconds.  Those DD sniping at you as you try to run (hunters are not that fleet) can make or break your efforts.  Of course it's a nerf.

By "most of the damage will be done" I meant "all the OD devilry would have done its work":
- I would have lost the ball or the flag,
- and lost all your supplies, 
- and been render powerless: immobilised, naked an unable to reply back, or defend a point, a your flag, ...
This is quite already a lot of damage done to your tank, team and strategy. Be able to resupply after 5 seconds is a small gift at best and useless if you are already dead. Plus you still have the cooldown that will be enforced as soon as you activate one supply.

It is a nerf, but is it tiny.

Edited by Viking4s

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41 minutes ago, Viking4s said:

By "most of the damage will be done" I meant "all the OD devilry would have done its work":
- I would have lost the ball or the flag,
- and lost all your supplies, 
- and been render powerless: immobilised, naked an unable to reply back, or defend a point, a your flag, ...
This is quite already a lot of damage done to your tank, team and strategy. Be able to resupply after 5 seconds is a small gift at best and useless if you are already dead. Plus you still have the cooldown that will be enforced as soon as you activate one supply.

It is a nerf, but is it tiny.

Disagree.

2.2 seconds is not a lot of time.  Losing the ball for 2.2 seconds... basically nothing.  So really only big eeffect is the flag. Does not have any effect in CP - you are still at the point.  So - very situational.

And everyone keeps ignoring the fact it has to get close - the Hunter trying to zap a target is not successful all the time.  Whereas many ODs can be used from a distance or under cover ... Dictator, Viking, Hornet, Titan.  Even if a wasp is killed - if it managed to drop a bomb, that bomb still goes off.

They've turned Hunter OD into a very situational OD - just like Mammoth - and we all know how popular that is now.  Unless I have a mission to "use OD X#-times" I will be joining the rest of the crowd and using my Viking.  Or for my other account Dictator.  At least they will generate a score - Hunter gets nothing for immobilizing targets.

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25 minutes ago, wolverine848 said:

Disagree.

2.2 seconds is not a lot of time.  Losing the ball for 2.2 seconds... basically nothing.  So really only big effect is the flag. Does not have any effect in CP - you are still at the point.  So - very situational.

And everyone keeps ignoring the fact it has to get close - the Hunter trying to zap a target is not successful all the time.  Whereas many ODs can be used from a distance or under cover ... Dictator, Viking, Hornet, Titan.  Even if a wasp is killed - if it managed to drop a bomb, that bomb still goes off.

They've turned Hunter OD into a very situational OD - just like Mammoth - and we all know how popular that is now.  Unless I have a mission to "use OD X#-times" I will be joining the rest of the crowd and using my Viking.  Or for my other account Dictator.  At least they will generate a score - Hunter gets nothing for immobilizing targets.

We are diverging form the OP. All the OD a situational if you want to maximise their effects. As it was before the OD and the hull classification, hull choices were important, and even more now you have another layer of complexity with the OD. As for the distance, if you want to get the flag, Hunter is the best, as you still have to get close to the flag to get it. You can block any entry point, getaways and bottle neck around your base. I am sure you have found many situation were the hunter OD are the best option. 

Back to OP: Yes it s true. And No, it was not announced, like 99% of the developers tweaks to standard mechanics. Is it a nerf? Yes it is.

Edited by Viking4s

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14 hours ago, Benefactor said:

Is it me or when you get stunned by a Hunter OD, your cooldowns are set to max time, BUT, if you kill the Hunter that stunned you, all your supplies are then reset as immediately AVAILABLE?

I did not noticed any differences, to be fair I am the one dying all the time. It reset to 5 seconds (it is not immediate).

Or I kill it before it fully activate it, and no change with my cooldown.

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