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Ideas for Hulls and Overdrives!


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2 hours ago, RIDDLER_8 said:

Maybe that's your opinion, but I admit that juggernaut needs a better overdrive.

If the juggernaut is more powerful, it will be harder to destroy. The player with the juggernaut will get more xp/crystals. There is a mission for destroying the juggernaut also.

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I did not mention about making juggernaut more powerful. What I mentioned was to increase the power of juggernaut's overdrive pushing ability. Nothing else needs to change. Just a buff in the overdrive's pushing ability. Also the removal of freezing and burning effects must be added when activating juggernaut's overdrive.

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3 minutes ago, Cue said:

Personally think that Hunters overdrive's radius is way too big.

not really,its enough just depends on the playing field and bi-levels of terrain,meaning on flat ground yes hunter will have optimum effectiveness but depending on obstacles and such its range will play a major role.

Like i said if hunter scares you that much kill from a distance if possible. 

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On 1/21/2020 at 10:43 PM, 1M4U said:

Hornet overdrive needed to be nerved. It's either ignoring the protection OR ignoring the supplies activated. It cannot be both because of spawn killing... Otherwise, increase the reload time for Hornet.

A lot people using hornet - Guass protection with Booster drone and literally puts titan dome to shame,

i love using hornet gauss i dont even need booster

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In JGR mode, in this situation: I am not JGR - I become JGR - someone killed me → I am no longer JGR.
During the situations "I am not JGR" (1st and 3rd), the percentage of my overdrive during the 3rd should continue to increase after the 1st.

Our overdrive should therefore not restart at 0%.

For example, during the game, I am not JGR and my overdrive is at 48%, then I become JGR, and a few moments later, I die, and I come back normally without being JGR. Then my overdrive should keep going up from 48%, not 0%.

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Buggernaut - a hull that has the same shape as a juggernaut, except it's size is 2 times smaller, it's speed is 25% slower than an equal level mammoth, it's armor and weight is 25% lower than a equal level wasp, it's overdrive charges 25% faster than the juggernaut's and flips all teammates in a 25-meter radius. In DM mode repairs all enemies in a 25-meter radius.

 

Edited by Englund_gambit

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Здравствуйте.

У меня есть идея о [Overdrives].

Я думаю, что Overdrive Вводить в гараж ,Тогда я могу использовать любой овердрафт на танке

Кроме того , Это будет возможно Создать новый [Overdrives], их ОБНОВИТЬ/Upgrade

Так больше не будет несправедливость .

воображать [Vasp] Сможет Установить мамонт [Overdrive]. И наоборот

 

 P.S.- Плохая сторона - некоторые танке  Потеряет популярность!!! ?

 

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Hello.

I have an idea about [Overdrives].

I think that Overdrive is entering the garage, then I can use any overdraft on the tank

In addition, it will be possible to create a new [Overdrives], their UPDATE / Upgrade

So there will be no more injustice.

imagine [Vasp] Can Install the mammoth [Overdrive]. And vice versa


   The bad side - some tanking is losing popularity

 

 

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Hi folks;

While waiting and loading into battle, one of the ‘tips’ you receive is “Lying upside down? Self-destruct by using the delete key, and you will be as good as new, except for your bruised ego.”

This information is true in most modes, but in TJR it is incorrect. When a Juggernaut is lying upside down, self-destructing not only results in a death, it gives the opposing team a point. This happens in TJR more than any other mode since the Juggernaut has very tight space when going down ramps, and it does it at a high-speed resulting in more overturned Juggernauts. Another reason this occurs is since the opposing Juggernaut will attack your Juggernaut with its OD, and leave you upside down. This makes it a stronger anti-Juggernaut OD than any other OD, and leaves the Juggernaut defenseless.

I believe this should be corrected by making the Juggernaut OD straighten itself. I don’t know if the OD force should be stronger on one side of the hull than the other, which would make it a great weapon, or it can simply be a balancing effect using weights, which would be an independent feature from the rest of the OD. Either way I feel this should be implemented.

Thank you effort in reading this, please leave your thoughts down below.

#11

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I personally disagree. Given Juggernaut's massive weight and size, flipping it is quite a difficult feat, so if you manage to pull it off, I think your team deserves the free point. As a juggernaut you just have to be careful not to get too close to the enemy juggernaut unless you have your own OD ready to push him away.

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Use flip hacks?? :x

The Terminator shots don't have enough recoil to get back from a half-flipped position. Usually this situation occurs because of driving through small ramps and stuff; other factors like enemy Juggernaut's OD generally flip you completely. 

On the other hand it's nice to be able to shoot while flying without excessive recoil, so I don't know whether such shots should have increased recoil or remain as they are.

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5 hours ago, Maf said:

I personally disagree. Given Juggernaut's massive weight and size, flipping it is quite a difficult feat, so if you manage to pull it off, I think your team deserves the free point. As a juggernaut you just have to be careful not to get too close to the enemy juggernaut unless you have your own OD ready to push him away.

I have to disagree with you on this point, at least in theoretical terms. Juggernaut's weight, though massive (5000 kg? don't quite know the units) across all modifications, is certainly not enough to withstand an enemy juggernaut's overdrive force. Additionally, Juggernaut's structure , has an elevated middle in the hull, which raises the center of mass of the tank, making it easier to flip (as a higher center of mass creates more instability).

Juggernaut.png

Combine that with some sort of extreme force (other Juggernaut's OD) or high speeds (going down a ramp at near 20m/s), Juggernaut's going to be in trouble. Of course, this is entirely theoretical, so further statistical studies need to be done to determine if Juggernauts do flip a little too often.

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6 hours ago, Maf said:

I personally disagree. Given Juggernaut's massive weight and size, flipping it is quite a difficult feat, so if you manage to pull it off, I think your team deserves the free point. As a juggernaut you just have to be careful not to get too close to the enemy juggernaut unless you have your own OD ready to push him away.

I really disagree here. As a jug, it's best to stay as far away from the enemy jug as possible regardless of whether or not you have OD ready.

 

The only time I will even consider using my OD on the enemy jug is if I know for a fact that they already used their OD and is in my proximity.

 

I should be using my OD as a revival kit rather than as a ram.

 

I mainly flip upside down because of dumb map terrain in maps like massacre, forest, wolfenstein, highways, Chernobyl, etc.

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I've been playing on my alt a lot lately and my alt's main hull in hunter (the alt is around the mid ranks, so there are many road-to-legend try hards). But a feature that I find extremely broken in hunter is the OD, where not only can you paralyze a crowd of tanks but you can also deactivate their supplies, is that Hunter can force players to drop flags or the rugby ball. The deactivation of supplies in today's current gaming climate means that you're essentially dead because everyone uses double power. But given that it's an OD, it should be fairly strong, so I'm only concerned about that one aspect. You're basically dead if you are carrying a flag and you are paralyzed for a few seconds with all your drugs deactivated. The overkill part is that you shouldn't be forced to drop whatever you have. If I'm playing CTF, they should be forced to kill me (which really isn't that hard once you are paralyzed and de-drugged) for me to drop the flag. If I'm playing assault, overdosing on a flag carrier is basically overpowered defense, because you no longer have to get the kill to defend (and again, they are pretty much dead anyways once they are paralyzed). In essence, I'm already dead when I'm by the Hunter OD, so why am I also being forced to drop whatever I have? 

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