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Ideas for Hulls and Overdrives!


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Balance Changes for Overdrives:

 

Hornet: Overdrive allows player to see whether or not enemies have Overdrive ready. This ability will not spread to teammates.

 

Hunter: Overdrive takes 0.5 seconds to charge up. The stunning effect lasts only 2.5 seconds, but enemies will be forced to reload when the stun effect ends.

 

Wasp: The bomb should be color coded; blue if the player is on the blue team, and red if they are on the red team. Green for DM and JGR.

 

Dictator: Upon activating Overdrive, the player will be immune to the effects of Hunter and Hornet's overdrives for 5 seconds.

1. Would be unfair as most ODs are supposed to be a surprise tactic.

 

2. The 1 second delay is the part of the OD that requires skill, at least that's what the developers say. And the reload thing would be biased towards non-melee turrets.

 

3. That would be too complex. The current one is much simpler. If the timer is Red, RUN!

 

4. Was suggested by me a while ago, but now Dictator's OD freezes enemies in its range so it has already been buffed.

Edited by Given

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Hunters EMP should be able to make enemies mines disappear.

 

So me and Congo tested this, and right now, Hunters EMP does not vanquish the enemy's mines even if you stun them.

Proof (props to Congo for taking the extra time in taking the screen shots and for helping me with this test)

Anyway, it would make sense for hunters EMP to make enemy mines disappear. Especially since the only reliable counters are mammoths OD, titans dome (I guess), and just straight up kill the miner.

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That is exactly what I call an overkill. Trust me, you don't wanna see that nor the developers would accept it because Hunter is already powerful enough so this will make Hunter even more powerful. 

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Maybe it could remove recently placed mines, or mines in progress of being placed (mainly the ones from Saboteur drone), but while I would like it to remove all mines, having it do that seems a bit too OP.

 

On the other hand, it would be cool if Wasp's bomb could do that, since I believe that OD still needs a buff.

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That is exactly what I call an overkill. Trust me, you don't wanna see that nor the developers would accept it because Hunter is already powerful enough so this will make Hunter even more powerful.

 

  we could make hunters EMP recharge longer if removing enemy mines will make it too powerful.

 

Maybe it could remove recently placed mines, or mines in progress of being placed (mainly the ones from Saboteur drone), but while I would like it to remove all mines, having it do that seems a bit too OP.

 

On the other hand, it would be cool if Wasp's bomb could do that, since I believe that OD still needs a buff.

I think wasp would be OP especially at the low ranks.

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  we could make hunters EMP recharge longer if removing enemy mines will make it too powerful.

 

 

I think wasp would be OP especially at the low ranks.

But I assume at low ranks barely anyone uses supplies, especially mines. Or is everyone a drugger now?

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But I assume at low ranks barely anyone uses supplies, especially mines. Or is everyone a drugger now?

My low ranked account is [rank 8] and it seems to be an on and off situation.

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The wiki was updated after this test.

When a Hunter uses its OD while capturing a flag in Assault, there is nothing that can stop it except for long-ranged turrets outside the zone (improbable), a Mammoth sitting on the Capture point with OD activated (which lasts only 5 seconds), and mines. So I guess there is a need for mines to be invulnerable to Hunter's OD.

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The wiki was updated after this test.

When a Hunter uses its OD while capturing a flag in Assault, there is nothing that can stop it except for long-ranged turrets outside the zone (improbable), a Mammoth sitting on the Capture point with OD activated (which lasts only 5 seconds), and mines. So I guess there is a need for mines to be invulnerable to Hunter's OD.

Why improbable?  It's 22m.  I get killed in a Hunter by Hammer during the 1-second delay in trying to activate it.  It is definitely probable - especially as the Hunter OD offers no extra defense.

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Why improbable? It's 22m. I get killed in a Hunter by Hammer during the 1-second delay in trying to activate it. It is definitely probable - especially as the Hunter OD offers no extra defense.

Most Assault battles have the point in a limited area, so if a Hunter shocks everyone, it's difficult for someone outside its range to kill it. All the cover around the point prevent this.

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Most Assault battles have the point in a limited area, so if a Hunter shocks everyone, it's difficult for someone outside its range to kill it. All the cover around the point prevent this.

Smaller maps maybe.  Not on Kunger, Alexandrovich, Highways, Serpuhov, etc.  Plenty of maps where the CP is in mostly open area.

 

Not saying it's a "given".  Just saying it is entirely possible for Hunter to be killed by ranged turrets before it get into position to EMP the enemies.

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Most Assault battles have the point in a limited area, so if a Hunter shocks everyone, it's difficult for someone outside its range to kill it. All the cover around the point prevent this.

In the ASL battles I see, half of the enemy team is out trying to spawnkill the red team. So you'd get only half of the team in the EMP. 

 

Railguns can kill you before you even reach their base, so can Shafts and Magnums. I get killed fairly easily. And then when I get there, there would be the first player to block you from entering. And the enemies would not be in range so you'd only get to use it on 2 people out of the 4 or 5 there. And then when you hit all of them, how are you going to kill all of them in 3 seconds? You'd probably take out 2 before one of them pops an Overdrive to kill you and any ally coming in with you. This happens to many times to me. 

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Smaller maps maybe. Not on Kunger, Alexandrovich, Highways, Serpuhov, etc. Plenty of maps where the CP is in mostly open area.

 

Not saying it's a "given". Just saying it is entirely possible for Hunter to be killed by ranged turrets before it get into position to EMP the enemies.

I was actually talking about the period after the EMP. In maps like Magadan, Polygon, Highland, Osa, Future, Year 2042, etc., there's a lot of cover surrounding the Capture Point...

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In the ASL battles I see, half of the enemy team is out trying to spawnkill the red team. So you'd get only half of the team in the EMP. 

 

Railguns can kill you before you even reach their base, so can Shafts and Magnums. I get killed fairly easily. And then when I get there, there would be the first player to block you from entering. And the enemies would not be in range so you'd only get to use it on 2 people out of the 4 or 5 there. And then when you hit all of them, how are you going to kill all of them in 3 seconds? You'd probably take out 2 before one of them pops an Overdrive to kill you and any ally coming in with you. This happens to many times to me. 

Yeah - 3 seconds is not a lot of time for 1 tank to make multiple kills.  Most cases it gets 1 kill.  Then the survivors can activate any ODs that are primed and kill the Hunter.  Or the Hunter can grab the flag during those 3 seconds and hopefully SB out there and not get killed when stun wears off.

 

I was actually talking about the period after the EMP. In maps like Magadan, Polygon, Highland, Osa, Future, Year 2042, etc., there's a lot of cover surrounding the Capture Point...

That's a lot of assumptions... that you make it there and then manage to get all/most of the enemies. Sure can happen in maps like Industrial zone.  But that map is the exception, not the norm.  And remember, just like you can't kill the Hunter through a barrier - the Hunter can't EMP anyone through a barrier either.

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Make the OP Hunter OD more powerful

 

Or

 

Be able to nerf the OP miner drones

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Titan and Mammoth's overdrives should be swapped:

 

OK hear me out.

 

Mammoth is a very slow, but very armored and heavy hull. It's made for defending and holding a position for extended periods of time. A shield that halves all incoming damage makes sense for a defender, right?

 

Titan on the other hand has more speed, less weight, and a little less health than Mammoth. It's more likely to be a successful attacker without supplies and can maneuver much easier than Mammoth due to being smaller and turning slightly better. It makes sense for it to be able to ram through things, right?

 

Two other points; 1. How often are you going to be within melee range of anything with Mammoth, barring people coming to you? 2. How often does Titan stay in place? It has the speed advantage, it needs to move around. Camping in one spot isn't all that good for something that's typically the spearhead of an attack. And aside from that the extra speed would make the ramming overdrive much more useful.

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2 dome generators (not on same team) near each other will deactivate each other:

 

Everyone's been complaining about mammoth OD in terms of gold boxes but what about titans dome? It's dome can practically allow the titan to tank the epicenter of the meteor. And it lasts for 20 long seconds.

So my idea is to have 2 titans dome generators that are not in the same team and are like within 15 to 20 metres of each other, to deactivate each other.

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Hello tankers! 

 

I was thinking, for wasps overdrive, you get points for everybody you damage and kill. So... why not get all the points from healing with Titans overdrive. 

 

Thanks, 

muitocomida

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Hello tankers! 

 

I was thinking, for wasps overdrive, you get points for everybody you damage and kill. So... why not get all the points from healing with Titans overdrive. 

 

Thanks, 

muitocomida

Hmmm, I don't know. That sounds like a pretty nice way to farm score. 

 

This would somewhat take away from what makes Isida unique. Titan can already heal its allies, I don't think it should also gain score for that like Isida does.  

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