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"Hunter" and "Viking" Switch Overdrives! :) PLEASE READ all of Tanki Online!

 

Dear Tanki Online Company, PLEASE read this and UPDATE to Tanki Online.

 

 

I want to suggest switching the new upcoming overdrives for Hunter and Viking.

 

Hunter is a little slower in speed than viking.

Hunter has a top speed of 9 m/sec. and viking has a top speed of 9.5 m/sec.

 

 

It would be very awesome if you change the "rapid firing" overdrive and give it to Hunter.

It would be very great defense for it.

The "turning off supplies" overdrive should go to viking because it can activate and escape FASTER THAN HUNTER!

 

 

In conclusion, PLEASE SWITCH the upcoming new overdrives for Hunter and Viking.

 

 

Thank you for you service

From thunderhunter123

wait hunters overdrive just disables supplies i thought i immoblized the tank. i planed to use it for a getaway tatic from those dime-a-dozen wasp/firebird combos that are terrfiing. 

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light hulls are known for easily flipping and getting very affected by other turrets "kick". I would like to see a light hull that has some sort of gyroscope/stabilizing capability. it could either be passive or just part of the overdrive, whichever is more balanced (feedback plz on which sounds better). The overdrive could make the tank ignore knock-back from turrets and get a huge speed boost. not sure exactly what to make it look like but I am thinking closer to hornet than wasp. I would say make this drift resistant but drifting is part of what makes light hulls fun (it would make more sense though). with the new heavy hull coming out, adding this would also make for three hulls of each class (light, medium, and heavy).

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light hulls are known for easily flipping and getting very affected by other turrets "kick". I would like to see a light hull that has some sort of gyroscope/stabilizing capability. it could either be passive or just part of the overdrive, whichever is more balanced (feedback plz on which sounds better). The overdrive could make the tank ignore knock-back from turrets and get a huge speed boost. not sure exactly what to make it look like but I am thinking closer to hornet than wasp. I would say make this drift resistant but drifting is part of what makes light hulls fun (it would make more sense though). with the new heavy hull coming out, adding this would also make for three hulls of each class (light, medium, and heavy).

By definition light hulls will have less stability - so - in no case should any new one have passive ability that has better stability than Viking.

The more stable it is - the slower it needs to be.

 

As for OD... you want a speed boost and resistance to Impact?  Guess it would depend on the amount of extra speed and the amount of resistance to Impact.  And how long it lasts...

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Light Hull Idea: Ravenger

 

2akhbo1.jpg

 

Why I did this: Personally, one of, in my opinion, my best ideas. Inspiration from this was mainly taken from armored cars of WWII (the Daimler Mk 2 Car, I think, correct me if I'm wrong), and a previous 6 wheeled medium hull Idea I had a while back, based on a modern tank destroyer. As we already have 3 medium hulls, a 3rd heavy on the way, I think it's only fair the light class should get a third friend. With uniqueness being a constant challenge for a new hull and ideas in general, even if you don't like this idea, if there is a next hull, it'll have to be either wheeled or "hovering" which is an idea I despise, so here's my take on that concept, I think it is very well made so I hope it gets validated and sent to developers.

 

Light hull. Has the fastest speed, wheeled and low maneuverability, Overdrives renders this hull invisible.

 

Reviving old age designs into the modern era of armored warfare. This hull features a unique layout, classifying more as an armored car than a tank, never the less, it is able to achieve the fastest of speeds thanks to its wheeled drive system. If you like pure-speed, this may be the hull for you, however it does come with significant mechanical drawbacks. While it's drive system is great, steering is more of like a car than a tank, having the front wheels turn instead of one side of the hull's wheels adjusting speed in order to achieve a turn, this means not only will your turns be unorthodox and wider, you will not be able to rotate in one place like standard tracked hulls. Reverse is also a problem, as cars rather seldom utilize reverse gear, manufacturers of this hull added it on as rather a second-thought, reverse speed is half-that of forward speed, hindering maneuverability further, its weight is also the lightest, so take that into account with recoil and impact. Hull overdrive grants this tank a unique capability, combining stealth-bomber outer skin technology, and with a digital light-refraction system, you will be able to compleatly dissapear from enemy radar, and more importantly, their sight, for a short amount of time. You and your team will however view your tank as only translucently faded.

 

av0r5h.png

 

I didn't include the turning speed, because I don't even know how to calculate it for a tank, and it's going to be different for cars, as they don't steer the same way, so it's best to leave that up to the professionals, but it steers like a car ya' know.

 

Notes about overdrive:

 

  • ​Length is undecided, I think 10 seconds is fair, maybe 12 is a good number.
  • As you may imagine, any flags, or rugby balls you carry, will however, appear on your invisible tank, this holds true for, supply usage flashes (the active supplies themselves are the only exception) control-point or titan shield generator energy lines, visual effects of picking up boxes, and muzzle flashes. Sounds also will not be masked
  • ​Personal and Team view of your tank during invisibility is exact to the transparency of when you spawn.  
  • Hitting overdrive not not immediately turn your tank invisible, but I imagine a cool visual effect of fading out, maybe like a "digitizing" fading effect, a quick effect duration though, like 0.3 seconds.
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Usually wheeled vehicles have a better manoverability then tracked ones while driving, and a disability to turn on spot (except they use omni-wheels). But I see the need of some trade off, when you are going to make it faster then a wasp.. and it's nice to not use the usual "speed vs hitpoints" trade off here.

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          I absolutely love and support the idea of tanki adding at least one more light hull in the game; this aspect has been totally neglected since Wasp/Rail (bp combo) was nerfed 2-3 years ago in order to get players more into supplies wars instead of bp/xp format battles. So I do agree that TO should build a new light hull, an effective one, as I am so annoyed by fat lazy ones in all battles including parkour. I did not read entirely the initial post, however, I think the hull should be a tank and not a car. Regarding the tech details I guess dev will set them up anyway. 

Edited by Wes.Is.Just.A.Digger
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But wait a minute...

 

 

 

 

 

 

 

...it’s not a tank if it has wheels ;)

Well, your not wrong, 

 

 

 

 

the hover tank, technically isn't a tank either, checkmate devs.

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Hornet overdrive small buff

 

Just a small buff for hornet, hornets kinda OP already, but its on a light hull which kinda makes it trashyesh.

 

So my idea is: Hornet overdrive ignore distance. Example: When you use smoky, thunder, rico, twins and hammer do less damage with direct hit when the tank you shoot at is at a certain distance. when you use hornet, it doesn't matter how far you are, you do the same damage as if he were right up against them (unless your using something that doesn't already have unlimited range, like these: hammer, rico, and twins, it just does sae damage at its maximum range, if ya know what I mean.)

 

Let me know what you think, thanks!

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Absolutely not! Hornet's overdrive is definitely one of the most skill-dependent ones, since you have to be very careful to make the most out of it, i.e. shoot a lot of enemies without being killed. In the right hands it can be extremely powerful, and with perfect conditions one can keep using it non-stop, since by the time the effect ends the OD has already charged again. Adding unlimited range to the list of bonuses is much more than "just a small buff".

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Just a small buff for hornet, hornets kinda OP already, but its on a light hull which kinda makes it trashyesh.

 

So my idea is: Hornet overdrive ignore distance. Example: When you use smoky, thunder, rico, twins and hammer do less damage with direct hit when the tank you shoot at is at a certain distance. when you use hornet, it doesn't matter how far you are, you do the same damage as if he were right up against them (unless your using something that doesn't already have unlimited range, like these: hammer, rico, and twins, it just does sae damage at its maximum range, if ya know what I mean.)

 

Let me know what you think, thanks!

It lasts a long time, refreshes fairly quickly and you get to ignore all defenses.

 

That's quite a few benefits - it's powerful enough.  ODs should still require some skill to use at max potential.

Edited by wolverine848
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Hunter OD allows the user to be immune to burn and freeze effects for 10 seconds.

 

Simple explanation, right?


Oh and if the hunter is currently frozen or burnt, they can activate OD and the effects will immediately be gone.

Edit: Updated.

Edited by Hate
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Dictator OD addition: reflection.

 

So instead of the weird OD replenishment that dictator itself doesn't even get, I thought of a more interesting mechanic that could replace it.

I call it "reflection"

Here's how it'll work:

First off there's a 15-25% chance to reflect shots, projectiles, and even sprays for 20-25 seconds.

·For sprays, it'll be every second, but it'll be small compared to how much damage the enemy would be dealing to you. (Needs more thought)

·For shots, it'll depend if it has a long reload or a fast firing rate, but it'll reflect every 4-7 shots.

·For projectiles, it's similar situation as shots, but the enemy will at least be able to see it coming back to them.

I think that's all I can think of.

Oh and I forgot to mention that any kill from the reflection will add a kill to the dictator and add to their battle score and OD charge, just like if the dictator were to kill someone normally.


Edit: Updated.

Edited by Hate
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The OD sharing mechanic is actually quite interesting, especially when you have a coordinated team. I just wish it would give you EXP or battle points, like for every tank in range of your OD you get 5 battle points.

 

Your idea sounds decent, but instead of replacing the OD sharing mechanic with it, it should be added to DM modes where there's no sharing in the first place.

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The OD sharing mechanic is actually quite interesting, especially when you have a coordinated team. I just wish it would give you EXP or battle points, like for every tank in range of your OD you get 5 battle points.

Why does a dictator have to help their teammates-you can't have any other OD?

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Remove that stupid 1-second delay and you've got a deal.

I agree, the delay should be shorter. But it can be timed well by the Hunter, or countered by the enemy. A couple times I recall seeing a Hunter start to activate the OD and I turned around and killed them, but it's not often that I'm able to pull it off within a second.

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Why does a dictator have to help their teammates-you can't have any other OD?

It doesn't have to, I just think it's a cool mechanic and that it should stay.

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I agree, the delay should be shorter. But it can be timed well by the Hunter, or countered by the enemy. A couple times I recall seeing a Hunter start to activate the OD and I turned around and killed them, but it's not often that I'm able to pull it off within a second.

It's short range.  Most times they can see you coming.   It fails waaaay too often. 

 

Unlike most other ODs, it can't activate it and then find a target.

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I actually remember, when the ODs were newly released, some Viking guys activating their OD after I planted a bomb near them. They thought that they could shoot it down. :lol:

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