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Ideas for Hulls and Overdrives!


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It's already hard enough to escape the bomb in time for m0s, if the radius is doubled then it would be impossible for even drugged up m4 hulls to escape.

 

If the radius is doubled then the damage should be reduced by 80% to insure survivability, otherwise wasps would plague the game.

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No. There is no need to reduce the damage effect of Wasp's bomb.

 

However, Wasp's bomb must have its radius doubled. Enemies within the radius of Wasp's bomb must die without escaping.

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It does not make sense to throw a nuclear bomb. However, i agree on the fact that throwing small bombs are suitable. Wasp's bomb must remain as a proper nuclear overdrive bomb that you drop somewhere and it detonates after 3 seconds.

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No. There is no need to reduce the damage effect of Wasp's bomb.

 

However, Wasp's bomb must have its radius doubled. Enemies within the radius of Wasp's bomb must die without escaping.

You do realize that if it's radius is doubled, then there'll be no reason to use anything but wasp, right?

 

 

Plus if you look at Congos screenshot, that's about how long each side of sandbox's middle ledge is. If placed in the middle then it'll cover just about the entire map, leaving out the four pockets.

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A Wasp Bomb with a radius of 50 metres? For reference again, this is 50 metres:

 

From-here-to-that-wall.png

 

With an extended range, it means that the 9999 damage will be spread out evenly within that range. So it will deal even more damage at 25 metres, which is what you may want. But then I see myself getting 1000/2000 damage at the edge of the radius, so if it stays like that for this, then we'd have a big problem with your suggestion. Couple that with the fact that Wasp has the fastest charging Overdrive in the game, as well as obtaining 20% more charge for actions than the others, it would be insufferable. 

That's a big radius right there boy!

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What is that game where a Disco Ball makes the enemies dance?

We don't say that F-word here  :ph34r:

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Infinite range and infinite cooldown would ruin both the overdrive and overall Tanki Online gameplay. Please don't suggest this. Bad!

You don't really understand the concept of jokes, do you?  :P


 

Wasp's bomb radius could be increased, but if that makes it too OP then other aspects can be nerfed, like max damage range, cooldown time, activation countdown, etc. But like I said in my first reply here, simply increasing the range is pretty boring, so something like a throwable bomb without any other buffs (and maybe even a slight increase of delay or something) would be a much more interesting mechanic. Doesn't matter if it doesn't make sense - Tanki Online isn't meant to be realistic, and throwable bombs are definitely not the most far-fetched thing we have.

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You don't really understand the concept of jokes, do you?  :P


 

Wasp's bomb radius could be increased, but if that makes it too OP then other aspects can be nerfed, like max damage range, cooldown time, activation countdown, etc. But like I said in my first reply here, simply increasing the range is pretty boring, so something like a throwable bomb without any other buffs (and maybe even a slight increase of delay or something) would be a much more interesting mechanic. Doesn't matter if it doesn't make sense - Tanki Online isn't meant to be realistic, and throwable bombs are definitely not the most far-fetched thing we have.

The ability to throw bombs is rather interesting. It could be like this:

 

Press and hold OD button- charges the throw.

Release button- launches the bomb into the air.

Press OD button again- triggers a parachute.

Press OD once more- cuts parachute lines and it falls rapidly.

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We don't say that F-word here :ph34r:

Fortnite does too? I was thinking Ratchet and Clank.

 

A dance ball that makes other tanks float and dance would be funny.

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I'm tired of tripping on the edge of the hitbox of a blade of grass when I'm about to shoot, personally. You'd think a medium tank wouldn't suddenly turn horizontal from an impact with something so tiny, but alas...

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I'm tired of tripping on the edge of the hitbox of a blade of grass when I'm about to shoot, personally. You'd think a medium tank wouldn't suddenly turn horizontal from an impact with something so tiny, but alas...

Perfect description. 

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Yes, another Vigilante 8 idea that is great and work work perfectly as a new overdrive for the Hover hull.

 

The hole in the front of the Hover hull can server as a spawn point for when activating the Disco Inferno overdrive weapon.

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I do understand the concept of jokes. Thanks for explaining that was a joke.

 

However, I prefer to stick with my original idea on this 2x radius buff.

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You do realize that if it's radius is doubled, then there'll be no reason to use anything but wasp, right?

Where there is a disease...

 

 

 Domes.png

 

 

There is a cure (hopefully).

 

 

 The-cure.png

 

 

What this would do is put more value on Hunter and Titan's Overdrives. Putting more value on them is also putting more pressure on them to make tough decisions at breakneck speeds. 

However, I prefer to stick with my original idea on this 2x radius buff.

Given Wasp's recharge rate, it'll be too powerful. You might want to scale back the range to maybe 35 metres at most. 

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Me too, but it mostly occurs with Viking because its steering is kind of glitched. Also Viking is a very low hull which makes it more vulnerable to get stuck on maps, especially on the Massacre map.

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Well, even if Wasp's overdrive gets doubled (2x), it does not mean that all players would use Wasp. That is because not all players like to use Wasp due to its low armor capacity. Hammers, Magnums and other tough turrets can equip double damage and quickly zap Wasp enemies dead with just one shot, so that it makes it difficult for Wasp players to fight them back.

 

Even if Wasp's overdrive gets buffed by 2x, it does not mean that it is invincible. Titan's can still protect themselves with the dome overdrive and Mammoths can still manage to ram them dead with their AT Field overdrive. Wasp's will always be the first targets to be first in line for being killed. Lots of players simply like to slaughter Wasp players, so there is literally no escape for Wasps, either at close range, medium range or even long range.

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If anything I've seen more Wasp mains come out of the woodwork after the overdrives than ever before. Same with Titan, Viking, etc. If they do add this it should no longer be instant death, or should have a veeeery long cooldown.

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I'm tired of tripping on the edge of the hitbox of a blade of grass when I'm about to shoot, personally. You'd think a medium tank wouldn't suddenly turn horizontal from an impact with something so tiny, but alas...

Or those random invisible bumps when going full speed down the long ramps.

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Well, even if Wasp's overdrive gets doubled (2x), it does not mean that all players would use Wasp. That is because not all players like to use Wasp due to its low armor capacity. Hammers, Magnums and other tough turrets can equip double damage and quickly zap Wasp enemies dead with just one shot, so that it makes it difficult for Wasp players to fight them back.

It wouldn't mean that all players would use Wasp, but it would be the lazy person's choice in hull for the most score with the least effort. It gets 20% more Overdrive charge for actions and its recharge rate is 1% per second. You will be getting many bombs in a single battle and if you do many actions, you will get many more bombs. 

 

You're assuming that the Wasp itself doesn't have double armours. Wasps can survive as I've seen them do in Legend battles. They have more options for survival in the form of drones and powerful alterations to fend off enemies. 

 

 

Even if Wasp's overdrive gets buffed by 2x, it does not mean that it is invincible. Titan's can still protect themselves with the dome overdrive and Mammoths can still manage to ram them dead with their AT Field overdrive. Wasp's will always be the first targets to be first in line for being killed. Lots of players simply like to slaughter Wasp players, so there is literally no escape for Wasps, either at close range, medium range or even long range.

Ah, but you see, Wasp can get its second bomb by the time the Titan gets its first dome. At the start of the battle, how is the Titan going to use its Overdrive against a bomb when it only has 50% charge? It can't do anything but die and it's futile to even try to get out of the radius because the radius is larger than the distance your Titan can span in 3 seconds assuming that it was already at full speed when the bomb was planted. 

 

With a 2x range increase, it makes no sense being a Mammoth when there are more than 2 Wasps on the enemy team. Your Overdrive is already short and you could be 49 metres away from the bomb yet your Overdrive suddenly deactivates. This is a big nerf to Mammoth's Overdrive. 

 

 

Wasps have low Hp which gives easy kills...which are rewarded very well in MM battles. But Wasps aren't the only players on the team. there are 7 other players and the 7 allies can't just focus on the Wasp. There is action all over. 

 

Hunters can die to the bomb before they even get in range to use their Overdrive.

 

 

I assure you that many Wasps will become even more brainless if this was implemented, and they will be rewarded fruitfully for their "hard work". heck, even an M0 Wasp with speed boost can't escape it. 50 metres is too far. 

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