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Literally Unplayable: New RFM Shaft-Hornet Meta


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Overdrive Balance and Parameter Changes  

27 members have voted

  1. 1. Which of the current hull overdrives is the most OP?

    • Wasp
      2
    • Hornet
      18
    • Viking
      1
    • Hunter
      4
    • Dictator
      1
    • Titan
      0
    • Mammoth
      1
  2. 2. What aspect of an Overdrive is MOST important in today's meta?

    • Offensive power (piercing damage, damage boost)
      14
    • Defensive power (damage reduction, area denial)
      1
    • Versatility (effectiveness in multiple scenarios)
      8
    • Status effects (temperature / stun / EMP)
      0
    • Utility (radar / supplies / buffs / bonus OD charge)
      4
  3. 3. What should be done about Hornet OD?

    • Nothing; keep it as-is
      5
    • Ignore modules, do not ignore spawn protection, bonus armor effects from supplies and Drones
      4
    • Ignore bonus armor effects from supplies and Drones, do not ignore spawn protection and modules
      2
    • Remove Double Power on activation and prevent use of Double Power while active, ignore all except spawn protection
      4
    • Only 25-75% of target's combined protections and bonus armor effects will be ignored, except spawn protection
      5
    • Reduce OD charge rate and/or remove ability to gain OD charge while active
      7

This poll is closed to new votes

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  • Poll closed on 07/09/2020 at 06:00 PM

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9 minutes ago, sharifsahaf said:

they will counter the hornet od with od immunity - for 20 k tankoins only .take it or leave it

Prat

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1 minute ago, cosmic666 said:

Every word you put in a post is offensive to those with intelligence, let's leave it at that shall we. 

you mean offensive to less than 10 percent of the current playerbase ? eh , i guess so .

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Just now, sharifsahaf said:

you mean offensive to less than 10 percent of the current playerbase ? eh , i guess so .

Yip a 10% you are obviously not in. 

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13 minutes ago, cosmic666 said:

Yip a 10% you are obviously not in. 

well i was there but then i though about how you would feel not being included . so i joined the remaining 90 percent to stand beside you as i am a true friend .and besides if i was that smart i wouldnt be talking to such a caveman right now?

Edited by sharifsahaf
  • Haha 1

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Shaft:
Gets buffed and then nerfed in a matter of a week or two.

Railgun:
Continues to stay as OP as it has been for months and months.

 

great...

  • Like 4

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7 minutes ago, GrayWolf8733 said:

Shaft:
Gets buffed and then nerfed in a matter of a week or two.

Railgun:
Continues to stay as OP as it has been for months and months.

 

great...

Funny how if we even touch Railgun, the XP/BP masses will scream out in agony, while when touching any other turret, they will be the ones clamoring for death.

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23 minutes ago, Tidebreaker said:

Funny how if we even touch Railgun, the XP/BP masses will scream out in agony, while when touching any other turret, they will be the ones clamoring for death.

Most xpbp players think that xpbp is the only thing that needs skill and people who play other combos are “lower than them in terms of skill”. 

31 minutes ago, GrayWolf8733 said:

Railgun:
Continues to stay as OP as it has been for months and months.

It’s alterations are what need nerfing. Otherwise stock railgun would be underpowered in alts off battles especially.

Edited by E_polypterus
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On 7/11/2020 at 1:49 AM, GrayWolf8733 said:

Shaft:
Gets buffed and then nerfed in a matter of a week or two.

Railgun:
Continues to stay as OP as it has been for months and months.

 

great...

And striker continues to act as the red-headed step-child of the family...

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10 hours ago, wolverine848 said:

And striker continues to act as the red-headed step-child of the family...

I don't understand what that's meant to say. Anyways, I do not find Striker overused or underpowered in a way, perhaps others have a different view on that

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2 hours ago, BloodPressure said:

I don't understand what that's meant to say. Anyways, I do not find Striker overused or underpowered in a way, perhaps others have a different view on that

google the phrase.

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9 hours ago, BloodPressure said:

I don't understand what that's meant to say. Anyways, I do not find Striker overused or underpowered in a way, perhaps others have a different view on that

Probably not underpowered in the right hands but sure is hard as hell to hit your shots and definitely underused in modes outside of juggernaut. Still find it fun and use it often on my alt accounts but sadly it'll be a while before I get round to getting it viable on this account. 

Edited by D.A.R.K.N.E.S.S
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22 hours ago, wolverine848 said:

And striker continues to act as the red-headed step-child of the family...

Simply because everyone loves Thunder, Gauss, and Magnum more, even though Striker is much more deadly than either one of these. In fact, I'd go so far as to say that Striker is much more powerful than any Gauss when mastered, even when up against EMP Gauss. Do you remember how hyped up it was upon release and how everyone wanted it in their garage? It's still as powerful as it was, especially with the lethality that is its augments. 

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1 hour ago, Tidebreaker said:

Simply because everyone loves Thunder, Gauss, and Magnum more, even though Striker is much more deadly than either one of these. In fact, I'd go so far as to say that Striker is much more powerful than any Gauss when mastered, even when up against EMP Gauss. Do you remember how hyped up it was upon release and how everyone wanted it in their garage? It's still as powerful as it was, especially with the lethality that is its augments. 

And why do you think they love those more?  Because they are much, much easier to use.

On paper striker might seem fine.  In practice - not so much.

The left-right tubes is one of the biggest impediments to using it - but not the only one.

EMP Gauss makes striker look like a toy.  I can battle other strikers, even when not using that module.  Against EMP gauss it's a lost cause.  That "augment" is ridiculous.

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5 hours ago, wolverine848 said:

EMP Gauss makes striker look like a toy.  I can battle other strikers, even when not using that module.  Against EMP gauss it's a lost cause.  That "augment" is ridiculous.

On the other side, EMP Gauss gvies a chance to beat non-stop Druggers when oneself is not using supplies. Although I can understand that most people will also drug with this Augment and overpower others

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6 hours ago, wolverine848 said:

And why do you think they love those more?  Because they are much, much easier to use.

Because the overwhelming majority of Tanki's population likes either OP, easy-to-use, or popular stuff (maybe even all of the above).

6 hours ago, wolverine848 said:

On paper striker might seem fine.  In practice - not so much.

How so? It's the most powerful of the medium range turrets and the only other turret besides Shaft that will guaranteed kill a medium tank in one "swing". Sure, it takes a bit of practice, but I'd go so far as to say that without Overdrives, Striker beats out Gauss very easily. Even without any augments (which I like to go without every now and then), it is still more than capable of doing its job. The lock-on time is really not that huge and the reward for maintaining a lock is colossal damage which brings a heavy hull to its last breath. Its current position of not being stupid OP really helps due to the lack of modules against it, too.

7 hours ago, wolverine848 said:

The left-right tubes is one of the biggest impediments to using it - but not the only one.

How is that an impediment? You can now peek from cover even easier and you'll know that you won't be damaging yourself in the process if you can pull it off fine. It functions similar to Railgun's peek-a-boo, but works so much better than in Railgun's case.

7 hours ago, wolverine848 said:

EMP Gauss makes striker look like a toy.  I can battle other strikers, even when not using that module.  Against EMP gauss it's a lost cause.  That "augment" is ridiculous.

The EMP Gauss won't be doing anything to me if I've already got a Cyclone lock on it. Doesn't matter if I don't have supplies, because I can just volley them into oblivion anyway because of the sheer size of my missile arsenal (there's a reason why Striker was the most spammed turret in Solo Juggernaut...). However, I will admit that the situation is less favourable for Uranium, and even less so for Hunter or RRE. Still, it's not impossible to win such a matchup if you just keep depleting the user's health. After all, you do have pretty much infinite Repair Kits (and your chance for survival will go up monumentally with an Owl module...).

Striker is far from a toy against Gauss. Like I said, the Striker will almost always come out victorious on equal footing and without any Overdrives.

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4 hours ago, Tidebreaker said:

Because the overwhelming majority of Tanki's population likes either OP, easy-to-use, or popular stuff (maybe even all of the above).

How so? It's the most powerful of the medium range turrets and the only other turret besides Shaft that will guaranteed kill a medium tank in one "swing". Sure, it takes a bit of practice, but I'd go so far as to say that without Overdrives, Striker beats out Gauss very easily. Even without any augments (which I like to go without every now and then), it is still more than capable of doing its job. The lock-on time is really not that huge and the reward for maintaining a lock is colossal damage which brings a heavy hull to its last breath. Its current position of not being stupid OP really helps due to the lack of modules against it, too.

How is that an impediment? You can now peek from cover even easier and you'll know that you won't be damaging yourself in the process if you can pull it off fine. It functions similar to Railgun's peek-a-boo, but works so much better than in Railgun's case.

The EMP Gauss won't be doing anything to me if I've already got a Cyclone lock on it. Doesn't matter if I don't have supplies, because I can just volley them into oblivion anyway because of the sheer size of my missile arsenal (there's a reason why Striker was the most spammed turret in Solo Juggernaut...). However, I will admit that the situation is less favourable for Uranium, and even less so for Hunter or RRE. Still, it's not impossible to win such a matchup if you just keep depleting the user's health. After all, you do have pretty much infinite Repair Kits (and your chance for survival will go up monumentally with an Owl module...).

Striker is far from a toy against Gauss. Like I said, the Striker will almost always come out victorious on equal footing and without any Overdrives.

Stock striker is weak - I have it at mk7.20.  Does not do well at all.  My other 3 turrets perform way, way better.

The left-right tubes means that 20% of your shots are missed because you lost track of which tube was ready - especially when you are running around dodging enemies.  If you are sitting still maybe not an issue.  But you don't often have the luxury to sit still.

Lock on in MM battles does not occur very often.  Almost every enemy has SB and moves way too fast for lock-on.  And then there's the copious amount of cover.  Striker might get lock-on in certain situations like when there's a bunch of enemies trying to cap a point in Siege.  But that makes it a very situational  turret.

The EMP Gauss can see you trying to get a lock-on (LASER).  Guass does not have that so has a huge advatnage over you.  The Gauss that sits there trying to target you while under the laser is a noob.

Like I said - looks good on paper - but in an actual battle striker gets a lot of misses with it's shots.  it is not efficient.

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