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Ideas for Hulls and Overdrives!


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@Maf I was wondering your thoughts on flags, ball in rugby, etc not being able to be captured within the first 30 seconds of battle or until teams are full. It is very easy to capture flags when players are still loading into the game and unfair for the opponent. 

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38 minutes ago, binyominb1 said:

@DieselPlatinum haha very funny. I guess maybe Hunter OD is fair since Wasp can kill flag carrier unless they run away from the bomb. Mammoth has to travel across the map if flag is on other side, and viking can get an easy kill usually. Hunter OD is just an overdrive that annoys me the most since the flag is actually dropped. 

Does a Hornet-Rail with DD & OD bother you as much as Hunter? 

It causes a medium tank to drop the flag ... from a much farther distance than Hunter can...

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2 hours ago, binyominb1 said:

@DieselPlatinum haha very funny. I guess maybe Hunter OD is fair since Wasp can kill flag carrier unless they run away from the bomb. Mammoth has to travel across the map if flag is on other side, and viking can get an easy kill usually. Hunter OD is just an overdrive that annoys me the most since the flag is actually dropped. 

not if it's on the blue team in ASL. Just camp on point or at the base entrances, and it's an easy win.

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@wolverine848Yeah thats true. Hornet + rail with OD destroys me in one hit and I use viking m4. However I also think it is unfair how some OD's recharge quicker than others. For example, when I use OD and get kills it stays at 0. When a hornet gets kills their OD is recharging right away and even more so depending on the kills they get. (id like you to review this as well @Maf

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9 hours ago, binyominb1 said:

@Maf Np, im new to posting on forum so not used to replying. I'll @ you for now on. Iv'e also applied for the Battle Moderator do you know when I should hear back ? 

I don't know the rules for battle mods, but I think they reply within a month if your application was successful. If not, then there's no reply.

9 hours ago, binyominb1 said:

@Maf I was wondering your thoughts on flags, ball in rugby, etc not being able to be captured within the first 30 seconds of battle or until teams are full. It is very easy to capture flags when players are still loading into the game and unfair for the opponent. 

I absolutely support that. I think there should be a preparation period where you can get kills and battle points, but the actual game scores (balls, flags, kills, etc.) are not counted. 30 seconds sounds good for it.

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7 hours ago, binyominb1 said:

@wolverine848Yeah thats true. Hornet + rail with OD destroys me in one hit and I use viking m4. However I also think it is unfair how some OD's recharge quicker than others. For example, when I use OD and get kills it stays at 0. When a hornet gets kills their OD is recharging right away and even more so depending on the kills they get. (id like you to review this as well @Maf

It's about how powerful each ability is. With Viking you can potentially destroy the whole enemy team with a single overdrive and without much effort, while with Hornet you have to use it very efficiently and it's difficult to get as many kills in the 20 seconds it's active.

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1 hour ago, Maf said:

It's about how powerful each ability is. With Viking you can potentially destroy the whole enemy team with a single overdrive and without much effort, while with Hornet you have to use it very efficiently and it's difficult to get as many kills in the 20 seconds it's active.

Viking can't unless they're all respawning. Vikings OD is only really good in taking down juggernaut and other enemies that just refuse to die. While hornet with Gauss, railgun, magnum, or shaft with Double damage and OD can practically one shot everything.

 

You have a lot more flexibility with hornets OD than you would with Vikings OD.

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1 hour ago, Maf said:

It's about how powerful each ability is. With Viking you can potentially destroy the whole enemy team with a single overdrive and without much effort, while with Hornet you have to use it very efficiently and it's difficult to get as many kills in the 20 seconds it's active.

Viking can destroy an entire team - IF conditions are right.  Big IF.  For most part I've found it's a gauranteed kill on on very tough enemies, and can often get 2 kills in the 7 seconds, and maybe 3 under very optimal situations.

 

With Viking though, you have to be in position before you hit shift - else it's wasted opportunity.  Hornet, with much longer duration, has more flexibility.  And if conditions for Viking to wipe out a team are there, same can be said for Hornet.  If a Gauss Hornet with OD ready surprises a group of enemies, it can snipe a bunch of them with one shot due to massive splash damage and zero protection.  By the time they respawn the Hornet-Gauss is ready to snipe again.  Targets better hope they can kill that hornet in < 2 seconds.

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1 hour ago, wolverine848 said:

 

Well, you have a point. But Hazel is the one that did balance and he probably has better ways to determine which ODs are more powerful than others. Maybe his logic is that Hornet's OD takes a bit of skill and strategy to use, while Viking's is just: see enemies → press shift → hold space → get kills. So newer and/or more casual players will definitely find Hornet's OD to be less useful.

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12 minutes ago, Maf said:

Well, you have a point. But Hazel is the one that did balance and he probably has better ways to determine which ODs are more powerful than others. Maybe his logic is that Hornet's OD takes a bit of skill and strategy to use, while Viking's is just: see enemies → press shift → hold space → get kills. So newer and/or more casual players will definitely find Hornet's OD to be less useful.

This happened to me. I came back to Tanki back in Spring, after the new ODs were added. My combination at the time was Firebird M1/Hornet M1.

I thought the Overdrive wasn't that good. I thought the seeing people's health part was okay, but I thought that was all there was to the OD. I had no idea the protection/DA ignoring was a feature until much later.

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4 minutes ago, GrayWolf8733 said:

This happened to me. I came back to Tanki back in Spring, after the new ODs were added. My combination at the time was Firebird M1/Hornet M1.

I thought the Overdrive wasn't that good. I thought the seeing people's health part was okay, but I thought that was all there was to the OD. I had no idea the protection/DA ignoring was a feature until much later.

This is mainly because in the beginner (ranks from recruit to staff sergeant) and low ranks ( master sergeant to WO5) there aren't a whole lot of players with protection modules or supplies, so hornets OD main purpose is to be a direct counter to titans dome. Once in the mid ranks, the player will start to notice that it'll have a bigger impact on gameplay since more and more people have protection modules and are using more and more supplies.

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3 hours ago, DieselPlatinum said:

Once in the mid ranks, the player will start to notice that it'll have a bigger impact on gameplay since more and more people have protection modules and are using more and more supplies.

As well as stronger turrets and alterations to use with it. 

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21 hours ago, GrayWolf8733 said:

This happened to me. I came back to Tanki back in Spring, after the new ODs were added. My combination at the time was Firebird M1/Hornet M1.

I thought the Overdrive wasn't that good. I thought the seeing people's health part was okay, but I thought that was all there was to the OD. I had no idea the protection/DA ignoring was a feature until much later.

Hornet OD is better suited to ranged weapons as the hornet is somewhat fragile.  Firebird needs to get up close so can be killed before it gets to attack.  Rail-Hornet combos make much better use of the OD as 1) it can stay out of danger more and 2) can immediately kill enemies with it's ranged attack.

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add invicible power on wasp's OD. when wasp drops bomb, wasp must get invisible for 5-10 secs. i think this is nice idea and i hope u will add this in game.

Edited by qartveli-giorgi-2003

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I'd like to nerf it's time it puts supplies on cool down from 30 seconds to 15 seconds.

 

I would also like to make it be able to deactivate ALL other ODs. (Currently it can't deactivate hornet, Viking or mammoths OD).

 

This makes it less useful in disabling enemy's supplies but more useful in deactivating ODs.

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You guys literally ruining Tanki, why the heck you removed Overdrive power of Titan? No use of increasing protection my ***"*...  All my friends in Tanki says it's becoming just garbage...I request you to place back overdrive power..for god sake.... We need those powers backkkkjjj

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The new anti spawn protection is good but the spawning tank should not be able to kill you when you can't.

 

As soon as they shoot, they should lose protection.

 

You would be protected when spawning from all attacks, unless you chose to fire.  It gives you time to find a cover.

Edited by molosse
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20 minutes ago, molosse said:

The new anti spawn protection is good but the spawning tank should not be able to kill you when you can't.

So like it was before? This wouldn't solve spawnkilling, since it's the same before the update except with the engagement being 2 seconds longer. 

 

22 minutes ago, molosse said:

As soon as they shoot, they should lose protection.

So Magnum, Railgun and Duplet would still be able to kill the person about to spawnkill them, which doesn't solve anything other than those 3's problem with it.  

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On 12/18/2019 at 2:55 AM, qartveli-giorgi-2003 said:

add invicible power on wasp's OD. when wasp drops bomb, wasp must get invicible for 5-10 secs. i think this is nice idea and i hope u will add this in game.

OH HELL NO. That'll make it way Overpowered.

9 hours ago, haribabu said:

You guys literally ruining Tanki, why the heck you removed Overdrive power of Titan? No use of increasing protection my ***"*...  All my friends in Tanki says it's becoming just garbage...I request you to place back overdrive power..for god sake.... We need those powers backkkkjjj

Bruh, it was nerfed this way because it made titan so overpowered. It was long overdue, so stop whining, because you can't be so OP anymore.

35 minutes ago, molosse said:

The new anti spawn protection is good but the spawning tank should not be able to kill you when you can't.

 

As soon as they shoot, they should lose protection.

Then what would be the point of the new anti spawn protection? It wouldn't solve anything. Just would be a useless feature then.

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18 minutes ago, DieselPlatinum said:

 

Then what would be the point of the new anti spawn protection? It wouldn't solve anything. Just would be a useless feature then.

Would protect defender longer - maybe they can activate supplies etc while "protected".

I don't like that spawner has invincibility and can still hit targets on other side of map.  That is not what it was intended for.

You can literally spwn, shoot someone 100m away and duck under cover before you can be damaged.  That seems reasonable?

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13 minutes ago, wolverine848 said:

1) Would protect defender longer - maybe they can activate supplies etc while "protected".

2) I don't like that spawner has invincibility and can still hit targets on other side of map.  That is not what it was intended for.

 You can literally spwn, shoot someone 100m away and duck under cover before you can be damaged.  That seems reasonable?

1) would only be acceptable if it lasts one whole minute.

2) spawn killing is a much bigger problem than this to be fair.

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3 hours ago, wolverine848 said:

Would protect defender longer - maybe they can activate supplies etc while "protected".

I don't like that spawner has invincibility and can still hit targets on other side of map.  That is not what it was intended for.

You can literally spwn, shoot someone 100m away and duck under cover before you can be damaged.  That seems reasonable?

I understand that it's not a perfect solution but it's at least little better than before. Since all of the MM battles now are  team battles so it's not likely that you'll spawn in the enemy base, if the enemy is in your base then mostly probably they're on multiple supplies equipped and OD ready, so it wasn't fair to spawn in this kind of scenario and being killed over and over again.

Yes, you can still hit the enemy during those 2 secs while being protected, given the size of the map and turret you're using. But I think everyone will accustomed to it after a certain time. Meanwhile, a Magnum was always there to hit you in your base without any kind of exposure and so are the Rails playing peekaboo. So the sacrifice of 2 secs for a good change is not that bad.

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16 hours ago, molosse said:

The new anti spawn protection is good but the spawning tank should not be able to kill you when you can't.

 

As soon as they shoot, they should lose protection.

 

You would be protected when spawning from all attacks, unless you chose to fire.  It gives you time to find a cover.

If you're right close to the enemy base in a non-ASL/Rugby battle, then you probably deserve to get killed because you were there to spawn kill in the first place...

And in most maps it's not easy to spawn and immediately shoot down a distant enemy.

Edited by Given
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Personally, they should make it a 5 second supply cooldown because you're certain to be already dead after 15 seconds. 

 

Deactivating ODs would make a lot of players rage quit a lot but I see it as a good compromise. 

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