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2 minutes ago, RIDDLER_8 said:

I am off now to do my new daily and weekly missions for the first time. I will post feedback in the proper thread.

?

This thread is only for discussing about the new Hopper hull.

I might have saw a hopper while doing the mission, so my post is completely related. Sowwy to disappoint.

Edited by Viking4s

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15 minutes ago, Maf said:

I'm sure software engineers in the audience would appreciate your proposal, but unfortunately you're not quite right.

Omg now I knew that it wasn't just a random symbols

Edited by asem.harbi

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I have a good idea to improve Hopper's overdrive. That is to repair its allies hulls when activating the Hopper overdrive next to team mates. In addition to that, the Hopper overdrive should activate a double armor for it team mates, even it the team mates have no double armor.

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Playing with the hull, while it's very good if you can actually drive, it's still easy pickings for snipers (I swear, it's like a point and click adventure game for them if anything is in the open), and while you could snipe with it yourself, Hornet is the better pick for sniping with, and you waste Hopper's potential by sitting in the back. It can still sort of be effective, but you have to put in so much more work than the enemy, even if it is fun when you succeed.

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Hopper is similar to Ares on how you drive it. You need to get used to it. When using Shaft, you will be required to sit on the ground and stand still. You only need to use your overdrive to escape enemy fire, catch gold boxes or deal burning harm to enemy clusters near you.

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On 9/30/2020 at 5:20 PM, RIDDLER_8 said:

@cosmic666 - @cosmic666

I am not being selfish. My statement is correct. Since Hopper if a fast moving hull which requires some skill to use, it would be better to have it released in the garage only for Legends. I am not saying that because I am a Legend. I am saying that because this hull would be more appropriate for Legends. However, lower ranks may be lucky to get it from ultra containers.

That is strange comment. Most of the legends are really not that  good. Secondly, many of us have both legend accounts and low rank accounts.

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Wow! I'm slightly amazed at the balance tanki achieved with this new hull.

They had previous experience with stunning hulls... hunter, but also had a moment of insight. What about zapping opponents, undrugging them like usual, but also, why not throw them on fire too? Perfectly balanced targets of this hull can redrug pretty quick. So it is perfect balance.

They took into account, it is not enough like hunter where you zap them, and on the burning... what if you could also reposition yourself almost instantly behind the stunned tanks by hopping? An incredible insightful thought.

Not only was this hopping considered as a measured addition to hunters unimaginative OD, it also takes into thoughtful account the various game modes.

For instance, lets say you have 5 defenders in a rugby mode, and as an attacker you realize the silly fact that as you roll toward them on the pavement over a bridge these opposing defenders of yours actually are able to shoot at you lowering your hit points possibly to zero where you die and are unable to score. But by golly, just for you! Tanki thought of that. What if you could jump off of that ledge/bridge/high ground, right onto the point (cough brest and others) so that you don't even have to deal with your opponents. They can't shoot up! Well most of them. The brilliance to account for magnum as a counter for hopper is breathtaking and eloquent. Tanks like, firebird, freeze, isida, twins, rico, hammer, thunder, vulcan, smoky, striker, rail, shaft, and gaus can't really deal with hopper scoring against them in rugby. But by george, tanki sure did figure it out! Magnum can do it! All of your prayers are answered. No need to be frustrated!

Basically, not only the balance achieved here, but continued thoughtfulness to all players. Considered the light hulls that have perfect balance. Hornet, and hopper, the lighter hulls. They are so easy to kill, that whatever OD you give them, is really basically automatically balanced. Just kill them first before whatever that thing they do gets done. No worries there. But I can't help but think wasp is severely underpowered compared to these 2 other light hulls. But that's my mistake! Every hull is of course perfectly balanced. I am equally able to stop wasps, and hoppers equally as they try to score. And that wasp bomb... I mean, on added thought, yeah. Wasp is probably a bit more powerful than either hornet or hopper. I mean, hornet does that thing where it can see everything on the map... and ignore all forms of reduced damage. Hopper, jumps, stuns, sets fire, undrugs, etc etc. But wasp. That big bomb. Such a big punch.

And I love in CTF when I'm guarding a flag, and hopper just drives on in, and then jumps away to where I can't possibly even shoot at him until I go up a ramp, around that building and then hopper is no where in sight. That was perfectly done tanki. Both hopper, and I the defender are now in this new forced balanced position where he gets away, and I am unable to stop him. I mean, he could try to make it where I could catch him. But we both understand the new format of things. That's just no longer needed.

Basically, in most modes, I have learned to wait and see if my team or the enemy team has any hoppers. And then when the ratio is figured out, we assign each of them all of the tasks of the game, while the rest of us twittle our thumbs the whole time.

I've found a few ways to stay relevant in gameplay during assault for instance. As the now waves of 3-5 hoppers on the opposing team jump around on the map scoring with ease... I have taken up learning to play the guitar. Now, mind you, I have no musical talent. And yet, with my no longer being needed on the tanki battle field, I've found all the time I've needed to become a real rockstar.

Of course, those hoppers who join team death matches... I gues I have to give them credit. The balance here is pretty perfect too I guess. When I go to kill them, they are light hulls, so they die pretty fast. But then every once and a while, before they are about to die, they hop. And then I go chase them down and get the kill. Cause that neutral factor that they are balanced with, the flag, rugby, it doesnt exist. Its just me vs them. So they feel that perfect balance of being hunted to extinction. I've notice how when I use my isida against a hopper vulcan. I'll attack him from the side, and well... he can't really do anything. It's funny how I watch him try to turn... but then well, oh I killed him. It's almost like he was trying to turn his hull, or his turret, or both... but just, well, couldn't. And then he'll spawn in front of me... and well, it's perfect, cause when you get behind a hopper, they don't seem to be able to respond like then can when they activate their OD to jump around you. When they have no OD, and you get behind them, it's just perfect balance. You are guaranteed the kill. Basically the same way any tanker I could think of would design it.

I mean overall balance:

CTF, hoppers scoring ability I think is spot on. Balance is just what everyone wanted. I mean, as an example on alexander some try to use that ramp on the high ground to score on the one flag. Either to drive in off that ramp, get flag and run out, or get to it with enemy flag and score. I mean players usually have that "I used the ramp team!" "Team did you see that!? I used the ramp" But no. Just hop on in wherever. And now its like... every map has that ramp. Right to the ctf, on either side!

Rugby. No question the most balanced format I can think of playing right now.

Assault Oh sorry, no. This is the most balanced format to play on right now.

Siege. Perfect balance for hoppers. I mean, clearly you can see how theyll be good here.

TDM, Yup, balanced again for hoppers... who really... can just drive around just like in siege. We see and kill them.

 

 

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Hopper is too powerful.  It hops over mines and the overdrive allows it to instantly go above the wasp's nuke.  The compromise with the wasp is it has nuke and is fast but is easily destroyed.  The compromise with the hopper seems to be NOTHING.  In addition it can hop up to catch gold boxes.  

 

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8 hours ago, At_Shin said:

I get that you are trying hard to be sarcastic  (too hard), and I got bored to read the long lengthy post but I will take offence at this quoted remark.

How and why would hopper be ever good for siege? Can it kill like hornet? No. Can it drop a bomb on the point like wasp? No.

In fact the best hulls for siege mode are Ares, Dictator and Titan (not counting hornet, of course which is in another league altogether from these three).

Relax. I clearly wrote some of the weaknesses of hopper and strengths. In siege and tdm yes... hopper is rather useless.

"TDM, Yup, balanced again for hoppers... who really... can just drive around just like in siege. We see and kill them."- the point is that in tdm and siege, all hopper does is die. Clear balance.

 

I clearly wrote that hopper excels in games where there is a neutral object it can mechanically abuse. But that it rather sucks in tdm, siege, and possibly cp. But I don't think I wrote anything on cp.

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9 hours ago, At_Shin said:

I get that you are trying hard to be sarcastic  (too hard), and I got bored to read the long lengthy post but I will take offence at this quoted remark.

How and why would hopper be ever good for siege? Can it kill like hornet? No. Can it drop a bomb on the point like wasp? No.

In fact the best hulls for siege mode are Ares, Dictator and Titan (not counting hornet, of course which is in another league altogether from these three).

Also, I tried no harder in my comment than they did to make a workable tank.

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I actually like Hopper a lot. It's fun to use (especially in space mode) and it's very different. That obviously makes things more interesting. 

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The new Hopper hull looks so amazing in the test servers main menu. The level of detail is so outstanding. I cannot resist it. Even without owning the XT skin for Hopper, it still looks great.

Hopper-Test-Server.png

Look at it. Epic Hopper. I wish I could make in jump on the start menu garage. Ares is Hoppers companion and twin-like hull. It also shares so cool polygon design looks to it. Both Hopper and Ares are the very best designed hulls so far. I hope that all the other hulls in Tanki Online are going to get a polygon design makeover to make them look full 3D like Hopper and Ares currently are.

Edited by RIDDLER_8
Improve writing.
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Hopper jumps well high. Hopper's overdrive has a really good appearance but I wish developers made its appearance more red, similar to Firebird's default flame color effect.

Spoiler

Hopper-Jump.png

I tried to flip Hopper upside down and its impossible to flip. The Hopper hull is so agile that it has extremely sharp left and right turns. That is very useful in situations where you need to make quick turns. Everything for this hull is perfectly balanced. The reload timing of Hopper's overdrive is just perfect. A little faster than Wasp's bomb reload time.

I have test Hopper again on the test servers and found out that Hopper can be flipped upside down only in space mode battles. When using Hopper in normal Earth gravity, it refuses to flip, making it impossible to flip on Earth's gravity levels. That's great for removing the annoyance of flipping over in matchmaking battles.

Spoiler

Hopper-Flipped-Over.png

Hopper can jump much higher than normal in space mode battles. In addition to that, Hopper can hover across the ground higher in space mode than with normal gravity. That's good jumping and climbing over enemies with ease. This is the perfect hull for parkour fans who likes to jump on roofs of buildings or jump high in space mode battles to escape enemies. Also Hopper has the so called (miracle advantage) to take gold boxes from parachutes in mid-air before anyone else does. Using Hopper's overdrive whilst being flipped upside down makes you jump as well. Very cool.

Spoiler

Hopper-Flipped-Over-Overdrive.png

Hopper's hovering thrusters which are underneath the hull are colored blue like Ares. It would be better if developers chose to change to color to red to better match Hopper's overdrive. That would make more sense colorwise. Even in space mode, flipping Hopper is not easy at all.

This new hull has such a great look of a spider-like creature which spreads if four legs. The design of this hull is perfect. Well detailed graphics and visuals makes this hull one of the best hulls in Tanki Online so far, along with its companion Ares, which was released a while ago before Hopper.

Edited by Spy
Added spoilers
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On 10/2/2020 at 3:54 PM, Mrat13 said:

Playing with the hull, while it's very good if you can actually drive, it's still easy pickings for snipers (I swear, it's like a point and click adventure game for them if anything is in the open), and while you could snipe with it yourself, Hornet is the better pick for sniping with, and you waste Hopper's potential by sitting in the back. It can still sort of be effective, but you have to put in so much more work than the enemy, even if it is fun when you succeed.

Matt, are you a sniper? I am. Are you not experiencing difficulty in aiming in sniping mode? The crosshairs just run away. It is hard to even shoot a hopper. It is a glitch in the system, I have been complaining about this, with no response from the game.

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5 hours ago, RIDDLER_8 said:

Hopper's center of gravity prevents it from overturning.

Hopper-is-perfect-for-golds.png

Hopper is the perfect hull for gold boxes.

Don't you think this is an unfair advantage? Hasn't the game turned in an absurd direction? Flying tanks, magic shields, god-mode abilities, zero damage etc.?

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1 hour ago, Moisthero said:

Don't you think this is an unfair advantage? Hasn't the game turned in an absurd direction? Flying tanks, magic shields, god-mode abilities, zero damage etc.?

and the next suply,drone, will make your tank invisible for a time ??

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I faced one Hopper user in an Overdrives in battle and I must say, that OD is just too OP. Stunning, heating effect for a long time as well, combined is just too much. It’s lucky there are only a very few of them..... for now. 

Edited by E_polypterus

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14 hours ago, Moisthero said:

Matt, are you a sniper? I am. Are you not experiencing difficulty in aiming in sniping mode? The crosshairs just run away. It is hard to even shoot a hopper. It is a glitch in the system, I have been complaining about this, with no response from the game.

No, i hate sniping, it's boring, and you are just waiting for people to pop up to kill them. I prefer playing aggressive, even if it is the hardest playstyle. I just assumed sniping with Hopper could work, as I see snipers on nearly every hull. When you say crosshairs, do you mean like shaft. Haven't had any problems with arcade style weapons on Hopper myself. I also haven't seen anyone struggling to hit me. In fact, I've seen some bugs where the a sniper shell passes by me, but somehow still hits me, even through cover. I wish I was fighting people like you, lol.

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@Moisthero - @Moisthero

This is not an unfair advantage. That is the reason why developers added the Hopper hull. All other hulls can manage to collect gold boxes just as easy as before. Don't assume to see matchmaking battles being flooded with Hoppers because that will never be the case. Some players may like Hopper whilst others would hate it. Its all about a question of like and dislike. Players may like to use certain turrets and hulls, whilst other would hate certain types of turrets and hulls. In other words, its all about personal taste.

@Unleash - @Unleash

I am positive about Hopper because I know that it is time for Tanki Online to have Hopper in the game. For example, if Hopper was added to this game a couple of years back, first, it would not work because the technology was still too primitive. Two, Hopper would have been overpowered at the time with the different mechanics there were in Tanki Online a few years back. I am talking about five years back at most, in 2015, when I join Tanki Online for the first time.

Now, the time has come to add two new hulls; Ares and Hopper. The time and technology is just perfect for those two hulls to be added to the game. Very soon, later this year, you shall see the release of the Tesla turret. That turret will be due to be released once it is complete and tested thoroughly on the test servers. Developers will announce more information about that in future V-Logs when it is time to release the Tesla turret.

@yasgfgfffgf

It would be fantastic to have a drone that makes you invisible. I personally think that invisibility feature would not be suited well for a drone. Invisibility would function much better when activating an overdrive. For that, developers are going to be required to design another new hull for that. You can suggest yourself in a new thread in (ideas and suggestions) for a new hull that has an overdrive that makes you invisible so that enemies does not know when you are and cannot aim at you. They can still shoot at you if their projectiles travels in your direction though.

@E_polypterus

I have to say that I have used Hopper's overdrive yesterday in the test servers. There are no such thing as an overpowered Hopper overdrive. The only time when Hopper had an overpowered overdrive and Railgun was in the (Hovering Railgun) topic found here: 

Ever since the release of Hopper, there were no such thing as an overpowered Hopper's overdrive, except the special (Hovering Railgun DM mode), which lasted for only one day. Hopper's overdrive is supposed to burn and stun enemies for quite some time. That does not make Hopper's overdrive overpowered. It it was overpowered, developers would have nerfed this overdrive already. The overdrive is just perfect and you have to get used to using it wisely when using Hopper.

Hoppers are very easy to kill in battles. Yesterday, I used Ares in all the matchmaking battles I was participating in and found that enemy Hoppers are so easy to kill in battles. You can defeat them easily using any turret available. There is no denial about that. This is the exact truth.

@Mrat13

You can use the Shaft turret with Hopper at the same time. All you need to do in sniping mode is to sit on the ground and fire at enemies. You may find that the crosshair of Shaft in sniping mode seems to run away or glitch. That is due to the impact force of the sniping bullet recoil that pushes your hull backwards. That is normal because both Ares and Hopper does not have caterpillar tracks to keep it firm and steady on the ground. You need to understand that hovering hulls are like slipping on an ice rink or oil slick when it comes to using turret with heavy firepower. For example, Shaft, Thunder, Smoky, Vulcan and Magnum have strong recoil firepower that makes your hovering hull move backwards a bit. I got used to that with Ares and its not a problem, you just need to press the up arrow key on your keyboard to contradict that slide back problem.

When using Shaft, it is not possible to hold and press the up arrow key when aiming in sniping mode with Shaft. If there is a bug or strange glitch when using Hopper and Shaft combo, please report it to the developers and they are going to sort out this bug and fix it. Hopper is a hovering hull, unlike Ares that can be used with any turret effectively. You just need some practice and skills to use Ares and Hopper effectively using any turret.

======================================================================================================

I have done my very best to help and assist you all. Please acknowledge what I have explained to you all. If you don't quite understand what I said above, please read the text again thoroughly. Ask me questions if you want to know something on need help. Good luck to you all. Enjoy using Hopper and Ares. See you on the battlefield in matchmaking battles. Furthermore, enjoy the new daily and weekly missions system for challenges.

Edited by RIDDLER_8
Blank space removed.
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