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Ideas for Hulls and Overdrives!


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I mean, it has 650 hp at m4. It's basically a parkour only hull.

Pretty much. Not even an attacker, just take the flag and run. I'm pretty sure at that speed aiming is pretty impossible.

 

I haven't decided on what the overdrive should be yet, but I was thinking it deploys rocket boosters and flies forwards in a straight line (even through the air!) for a few miles, making it great for shooting off a ramp and into the stratosphere with the enemy flag.

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Pretty much. Not even an attacker, just take the flag and run. I'm pretty sure at that speed aiming is pretty impossible.

 

I haven't decided on what the overdrive should be yet, but I was thinking it deploys rocket boosters and flies forwards in a straight line (even through the air!) for a few miles, making it great for shooting off a ramp and into the stratosphere with the enemy flag.

What'll be its Overdrive? (assuming you had any ideas for it)

 

Just imagine it with a "Scout" Railgun constantly shooting and circle strafing an enemy. I'd stop battling to actually watch how that unfolds. 

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What'll be its Overdrive? (assuming you had any ideas for it)

 

Just imagine it with a "Scout" Railgun constantly shooting and circle strafing an enemy. I'd stop battling to actually watch how that unfolds. 

What about a medium-duration invisibility until you fire your turret or move onto a capture point? You could even do it when you have a flag, but it'd be kinda pointless since the flag can't turn invisible as well. If you take damage you briefly flicker back into visibility.

Edited by The-Operator219

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10% will take off to little to actually make a difference to anybody.

 

 

 

That...may not do much. Unless you're talking about 10% from both protection modules and double armour, then it would be considerable for some turrets.

 

That's what I was thinking.

 

Maybe we can make it so that they'll still have 10% protection against that hornet as long as they have some form of protection on at the time?

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With that speed, you'd have to aim well.

Yes that's right. Though some turrets' shots instantaneously hit a target, so it will be easier for them.

 

V-Log 177 shows some bugs encountered with Juggernaut before its release, one of which made speed boosts add up when using a drone. I can imagine driving this hull will look like that, at the 1:50 mark in the video.

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And that is why this OD was put on a light hull. Hornet can be destroyed as easily as it can destroy. It's not like the OD is on all the time or gives it extra defensive capabilities.

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Leave the hornet alone. It is perfect as it is.

There is other way to nerf it, time to charge and duration.

Plus the more death the higher the battle fund, more protection equals nerfing the battle fund.

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And that is why this OD was put on a light hull. Hornet can be destroyed as easily as it can destroy. It's not like the OD is on all the time or gives it extra defensive capabilities.

And it also makes a noise and has a visual effect that can be heard from afar. Unless you're sniping from a distance, you will quickly get targeted by nearby enemies and destroyed. Yes, this is why the OD is good for camping with long range turrets, but you won't get that many shots out considering it lasts just 20 seconds.

 

Plus the more death the higher the battle fund, more protection equals nerfing the battle fund.

I know I always used to say the same thing, but I'm not sure if this is even true anymore, at least for MM. I think in MM battles the fund grows at a constant rate and is only sometimes slowed down if not all players are fully active. So if a MM battle consisted of Mammoth Vulcans shooting each other non-stop with Isidas healing them and ended in 0 kills/deaths on both sides, the battle fund would be the same as in any other MM battle. In theory...

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I understand the issue but I disagree with the solution. It would be unfair for Titans, unless other ODs also have varying effectiveness.

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I guess it's ok at m4. But at m3 and below, it's too strong. Makes titan at m2 and below almost impossible to kill without using hunter, mammoth, or hornet. It also makes isida obsolete.

 

So my proposed changes are:

 

M0 - 100 HPS
M1 - 126.47 HPS
M2 - 144.12 HPS
M3 - 176.47 HPS

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overdrives should be removed.. I played 3 matchmaking battles, when first challenge was relased i used to be top 3 most of the time. now MM is unplayable.

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What about a medium-duration invisibility until you fire your turret or move onto a capture point? You could even do it when you have a flag, but it'd be kinda pointless since the flag can't turn invisible as well. If you take damage you briefly flicker back into visibility.

Kind of like the tanki x module? if so, then the tracks should be slightly visible

Edited by CAPiano

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I have another superb idea that I have in mind about an overdrive that can be implemented to the Hover hull. This overdrive would consist of a spinning "Disco Inferno" firing overdrive which would deal heavy damage to enemy tanks, regardless of their size and armor plates.

 

The idea came to my mind from the PlayStation 1 game called "Vigilante 8". This is from the Boogie character.

 

Read about the Boogie character on this page: http://www.projectv8.co.uk/v8arcade/characters/boogie/

 

Please take a good look at the video at 5:00 when Boogie uses his deadly weapon (Disco Inferno), (disco ball) at his enemies. Video here: https://www.youtube.com/watch?v=Zb_eOzuwcQQ

 

How the Disco Inferno overdrive would work in Tanki Online:

 

The Disco Inferno overdrive would work by firing a continuous string of bullets which would in turn deal heavy damage to enemies. The damage would vary depending on the player's hull modification. This overdrive could be a great one for the Hover hull. The Disco Inferno overdrive would pick up enemy tanks and send them into a barrel spin in the air. The Disco Inferno overdrive would also push enemies away from the shooter at close to close-medium range. The effect of this overdrive would last between 5 to 10 seconds, depending on the player's hull modifications and micro upgrade levels.

 

Overdrive's Voice:

 

The current overdrives don't have any voices yet. However, it would be so much fun to add a laughing voice to the Disco Inferno overdrive to warn enemy players about the danger coming.

 

Shot effects:

 

The default shot effect that would be suitable for the Disco Inferno overdrive would be pink. Take a look at the video's link I posted above at 5:00 and later. However, it would be a very ideal idea for developers to add cool shot effects to this overdrive.

 

Not a secondary turret:

 

The Disco Inferno overdrive is not a replacement of any turret, nor a secondary weapon. It's purpose is only an overdrive that players can activate when fully changed.

 

Automatic aim:

 

The Disco Inferno overdrive will automatically aim at any enemies that are in its radius. This overdrive would attack multiple enemies if they are all in the radius of the overdrive. Enemy tanks will fly and spin in circles are the sheer and repetitive firepower of this overdrive lifts and damages tanks whilst under attack of the overdrive. To understand more on what I mean, and how this overdrive is supposed to work, please take a close look at the YouTube video link, timed at 5:00 and later.

 

Hover hull and the Disco Inferno:

 

I speculate that the Disco Inferno overdrive would best fit the new Hover hull which is still in active development. The hover hull would look great with its hovering abilities, plus this shooting Disco Inferno overdrive which would help it fend off enemies at close range.

 

​Vigilante 8 ideas for Tanki Online:

 

Vigilante 8 is a PlayStation 1 game that has many weaponry and special overdrive weapons that can be used by developers to be inspired to implement superb and proper game mechanics for turrets, overdrives, and even supply boxes. Many of the weaponry and overdrive abilities used in Vigilante 8 are perfectly suitable for Tanki Online's game mechanics. Developers just need to make more research about Vigilante 8 and compare their weaponry and overdrive abilities to Tanki Online for analysis to help them develop fantastic turrets and overdrives to be used in Tanki Online so that Tanki Online can expand even more.

 

It is true that great ideas from other computer games such a PlayStation 1 games can be implemented to Tanki Online if they fit the Tanki Online criteria.

 

Vigilante 8 - Boogie (Part 1): https://www.youtube.com/watch?v=Zb_eOzuwcQQ

 

Vigilante 8 - Boogie (Part 2): https://www.youtube.com/watch?v=Wd9UcYVzH2M

 

Disco Inferno image:

 

maxresdefault.jpg

 

Take a look at the images here: http://www.projectv8.co.uk/secondoffense/characters/boogie/

 

This idea of mine is another original idea that is great for implementing overdrives. Please post your comments below and create new overdrive topics if you have amazing ideas in your heads.

 

Thank you reading and watching the videos I linked above, and closely look at the images I posted in the link and the one above. Many thanks.

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