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Ideas for Hulls and Overdrives!


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On 3/8/2021 at 9:46 PM, Fantasma_TO said:

a new light hull with one of these names will be good, for overdrives i have 6 ideas:

 

As people have said above, we have a good amount of Hulls right now:

3 Light

4 Medium

3 Heavy

 

We'll get more Hulls maybe in the future if more tankers give it in their feedback, and if developers find it necessary to do.

For now, get excited for Tesla Turret, coming soon! And the HD Skins!

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We need more Turrets, not Hulls. 

Spoiler

 

From what I see, we actually have room for at least 6 turrets with new and unique mechanics for their default versions (as in, no Alterations equipped):

  • A chain-lightning turret. 
  • A laser turret (similar to Old Vulcan).
  • An acid-based turret.
  • A shrapnel-based turret (basically it fires a shot that splits into more individual projectiles on impact).
  • A turret that launches a controllable drone. When the drone is active, the rest of your tank is immobile.
  • A turret that inflicts the stunning effect in it's default form, without needing assistance from Augments.

 

 

Edited by Tanker-Arthur

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Since I have some free time (thanks lockdown) I created this concept for a new Hull (and OD) I tried to make it balanced and well fleshed out. Let me know what you think, but keep in mind this was just something made for fun. (not that the Devs would ever consider it anyway.)

 

Code name: C.R.A.B. (yes, Crab... like the animal)

 

Type: Heavy Hull. Crawling type. (!) Has 6 legs. (3 on each side)


It is controlled just like a Hovering Hull, but it is more stable and the enemies can not push it easily. (Mobile friendly controls)

 

Highlight of the Hull: alternate mode: Planted.

The Hull plants its legs into the ground and its body lowers down. In this state you can not move your hull (or be moved!), you can only rotate your turret. 

While Immobile and Planted you are also immune to all status effects. (Considering to limit the Immunity protection for game balance's sake, but it would need real testing)

Also, during Planted mode the Hull has a passive ability, a force field which slows down all enemy tanks by 20% within its radius. (20m?) 

It takes 1 second to enter and exit Planted mode.


Overdrive: the Hull projects a large barrier in front of it, with 20k HP. The barrier can protect the tank itself and any ally who hides behind it.

The barrier is solid and nor you or your team can shoot through it. the OD lasts 10 seconds or until the barrier is destroyed by the enemies.

(You can of course move when the barrier is active, you can use it for attacking or defending, or maybe protecting a teammate with the flag) 

The OD can not be activated during Planted Mode.

The Overdrive focuses on teamplay and on a strategic approach.

 

So, I guess that's all, I hope I didn't forget anything. 

 

 

Edited by 2shots2kills
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the recoil value on crusader's overdrive needs to be reduced. 

viking's overdrive has barely any recoil at all for what ever reason, so why does this relatively slow icicle projectile thing send my crusader flying backwards even when I go full speed forward with a speed boost?

its similar to being hit by juggernaut overdrive and flying backwards but without being lifted off the ground. 

when I am about to shoot this icicle thing I have to make sure there are no pits behind me or I will go in that pit.

and naturally I am backing up away from the enemy to make sure I dont hurt myself from the icicle splash damage.

also why dont you make the projectile faster or reduce the delay time between pushing the overdrive button and the icicle actually firing? one of the two

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7 hours ago, master_howitzer said:

viking's overdrive has barely any recoil at all for what ever reason, so why does this relatively slow icicle projectile thing send my crusader flying backwards even when I go full speed forward with a speed boost?

I feel like it's because Crusader is a hovering hull while Viking isn't.

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Like what @Spy said....

 

Crusader is a hovering hull. This means that it doesn't have any traction with the ground under it, meaning it cannot "grab" the ground and stop it from recoiling backwards, while Viking and the rest of the normal, tracked hulls can "grab" the ground as they are touching the ground.....and the forces of friction will slow their recoil down.

Edited by Tanker-Arthur
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I feel like the recoil is the smallest of the problems when it comes to Crusader's OD. It's gotta be the most difficult OD to use while also being least powerful.

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1 hour ago, At_Shin said:

It's a shoot-able wasp bomb which also applies two status effects to all enemies in AoE

Not even close. Wasp bomb is impossible to survive if you're in close proximity — it deals like 10k damage. This thing only deals 3k, and doesn't even penetrate protections (only applies the AP effect after it hits). The AoE radius is a joke — feels like it's less than a Thunder's blast radius. You can barely hit more than one tank. On top of all that, actually getting it to hit is a whole separate ordeal because you have to make sure:

  • You don't get killed during the ridiculously long charge-up time
  • Your aim doesn't get knocked off by an enemy, teammate, or by touching an obstacle
  • A teammate or corpse doesn't block your shot
  • The enemy you're firing at will not die or hide behind cover before you fire 
  • The enemy isn't moving fast enough to dodge the shot
  • The enemy isn't too high or too low for the vertical auto-aim

And I guess there's the added issue of potentially falling into a pit from the recoil.
Such a huge list of things that can go wrong, and all for what? A single magnum-like shot that applies a couple effects for a few seconds?

I played with Crusader quite a bit and I know how much of a struggle it is. Maybe I'm just bad, but I never had so many issues with trying to effectively use an overdrive, and I played extensively with every single hull in the past 3 years.

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To be honest I think that I only one or two Crusader OD have hit me.. I mostly easily dodging it without any effort, the 3000 damage isn't the best and most of us at least have a single protection (DA , Defender , Titan's Dome) so it wont kill a Hornet.  The Overdrive have many characters like dealing damage and AP (and Freezing also). But it's weak on all. A farce 3000 damage and a farce AP for a negligible 3s.

To be honest, having a single strong one character is way more better than having multiple weak characters.

1 hour ago, At_Shin said:

Example -  Killed 19 tanks in total. Almost half of them with the help of my overdrive.

Caring about the kills instead of capturing the flag in CTF while the other players are busy to capture the flag will confidently guarantee you a well number of kills

23 minutes ago, Maf said:
  • You don't get killed during the ridiculously long charge-up time
  • Your aim doesn't get knocked off by an enemy, teammate, or by touching an obstacle
  • A teammate or corpse doesn't block your shot
  • The enemy you're firing at will not die or hide behind cover before you fire 
  • The enemy isn't moving fast enough to dodge the shot
  • The enemy isn't too high or too low for the vertical auto-aim

Maf ! what a farce.. Excuse me though I agree with you that Crusader is the worst OD. But what about to even add this to your list

  • Your ping shouldn't be high to hit the enemy
  • You should have a serenity and self-control before using the OD.
  • You shouldn't have psychological stresses and your concentrate should be all in the game
  • You should be a serious and sincere that you want to hit that enemy
  • In the 1s shot delay you should pray that the shot will success ?
Edited by asem.harbi

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1 minute ago, asem.harbi said:
  • You should have a serenity and self-control before using the OD.
  • You shouldn't have psychological stresses and your concentrate should be all in the game
  • You should be a serious and sincere that you want to hit that enemy
  • In the 1s shot delay you should pray that the shot will success ?

Me, as I get ready to fire my crusader OD:

82339128.jpg

  • Haha 5

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26 minutes ago, Maf said:

Not even close. Wasp bomb is impossible to survive if you're in close proximity — it deals like 10k damage. This thing only deals 3k, and doesn't even penetrate protections (only applies the AP effect after it hits). The AoE radius is a joke — feels like it's less than a Thunder's blast radius. You can barely hit more than one tank. On top of all that, actually getting it to hit is a whole separate ordeal because you have to make sure:

  • You don't get killed during the ridiculously long charge-up time
  • Your aim doesn't get knocked off by an enemy, teammate, or by touching an obstacle
  • A teammate or corpse doesn't block your shot
  • The enemy you're firing at will not die or hide behind cover before you fire 
  • The enemy isn't moving fast enough to dodge the shot
  • The enemy isn't too high or too low for the vertical auto-aim

Such a huge list of things that can go wrong, and all for what? A single magnum-like shot that applies a couple effects for a few seconds?

I played with Crusader quite a bit and I know how much of a struggle it is. Maybe I'm just bad, but I never had so many issues with trying to effectively use an overdrive, and I played extensively with every single hull in the past 3 years.

Agreed. If anything the OD as a whole is in need of a serious buff. Crusader is great to drive around, but the OD is an absolute joke as it stands.

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2 hours ago, Maf said:

I feel like the recoil is the smallest of the problems when it comes to Crusader's OD. It's gotta be the most difficult OD to use while also being least powerful.

It is quite powerful if you have Crisis or Booster drones.

The least powerful are Hornet and Titan Overdrives.

Edited by Tokamak

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1 minute ago, At_Shin said:

yep, I can confirm that this is 100% accurate information. That's expert Ares and Crusader users before pressing the shift key.

Alright, maybe crusader needs a buff. However, I think it should be about improving the projectile trajectory, splash-damage and auto-aim. Often, the crusader OD completely misses the target or ends up exploding on a dead tank near the target (even when you had aimed at the target and not the dead tank). It's hit-box should also be improved. Other than this, I suppose it only needs a recoil nerf (decreased recoil) and then it'll be optimal.

Frankly, I'd say it'd be awesome if it could be completely reworked so that instead of it being an icile, it auto targets and locks on to enemies (in less than a second) when you first press shift. Pressing again fires that many iciles at your enemies (capped at 5 I think is fair). Each icile applies an AP and Freeze effect but the effects don't stack. It's much too dull right now.

Alternatively, a significant buff in the radius needed for AP and Freeze application, as well as a decent buff to the damage radius would do it much good.

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15 hours ago, 2shots2kills said:

.

lol, it is a nice idea. Kudos.

At first I thought it would be driven on the side like crabs normally walk (that would have been fun :D ). But the idea that it can be controlled like hover tank is way better (good for mobile users).

The alternate mode aka planted mode is quite innovative. You lose mobility but gain rotation of the turret plus some added strength. Not being part of the Overdrive is smart as it can be done any time, however I think it should be part of the Overdrive.

The overdrive is quite nice too. However it needs more perks, it should include the alternate mode specs too. So the protective wall, the slow motion zone for ennemy and the 5 big immunities. 

I can see a lot of new and interesting strategies with that hull.

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1 minute ago, At_Shin said:

(used 'hmm' reaction as your post is interesting).

The icicle is just big enough to fit inside the crusader barrel. How would it fire 5 icicles at once?

I like the idea about target lock-on - however, I believe an instant-hit like Gauss is way more boring than firing an actual projectile (like striker rockets). I have thought of an idea which would help with aiming the icicle. I will share it soon.

Like I said, instant-shot like Gauss' sniper-shot is extremely boring (imo). This OD fires an actual projectile, which does makes things simultaneously interesting and quite complex.  I just wish for them to improve the icicle a bit and keep everything as it is. However, I do believe that it would be easier to use this OD with my (soon-to-be presented) idea for improving aim.

Oh I meant 5 small shards as in, so the current icile splits into 5 smaller ones, which are propelled with lock on to an enemy. Certainly not instant hit, just the same velocity as now. Alright then, looking forward to seeing your idea!

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9 minutes ago, Tokamak said:

lol, it is a nice idea. Kudos.

At first I thought it would be driven on the side like crabs normally walk (that would have been fun :D ). But the idea that it can be controlled like hover tank is way better (good for mobile users).

The alternate mode aka planted mode is quite innovative. You lose mobility but gain rotation of the turret plus some added strength. Not being part of the Overdrive is smart as it can be done any time, however I think it should be part of the Overdrive.

The overdrive is quite nice too. However it needs more perks, it should include the alternate mode specs too. So the protective wall, the slow motion zone for ennemy and the 5 big immunities. 

I can see a lot of new and interesting strategies with that hull.

Thank you for your opinion mate ;) 

Yep the OD could have some added effects as well, why not. 

__

I wonder if we will ever see Hulls with abilities or separate modes, with HTML5 it should be possible.

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5 hours ago, Maf said:

It's gotta be the most difficult OD to use while also being least powerful.

Actually, Crusader's Overdrive is alright.....

It's not the "least powerful", as it technically has infinite range......but it is the "least annoying" to the enemies (maybe Dictator is slightly less annoying). I like it cause unlike stuff like Hopper and Viking, it doesn't one-shot me or such.

Like Dictator's Overdrive, Crusader gives everyone a chance to fight back, no matter what equipment they use, which is what I think all overdrives should be like.

Unlike stuff like GodMode Titan Shields which need AP to counter, or Viking's OD which needs a Hopper or Titan to easily counter.

Edited by Tanker-Arthur

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49 minutes ago, Tanker-Arthur said:

Unlike stuff like GodMode Titan Shields which need AP to counter,

Or Ares OD or Wasp bomb or Mammoth OD or Hunter OD or another Titan.

You only forgot one... er... two... er.... three... I mean four ... oh heck make it five.

But who's counting?

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Just now, wolverine848 said:

Or Ares OD or Wasp bomb or Mammoth OD or Hunter OD or another Titan.

You only forgot one... er... two... er.... three... I mean four ... oh heck make it five.

But who's counting?

Wasp, Mammoth, and Hunter don't really count.

You'd die from stuff like Gausses and Vulcans long before you can reach the Titan shield. Unless you drop in from a bridge above like in Yorkshire, or you somehow manage to sneak behind the enemy team, or if your team outnumber the people in the shield.


They're only guaranteed to work if the Titan is alone in his shield. Otherwise, if he has 2 or more teammates with him, they can kill anyone coming their way.

And unless the Ares managed to get in super close, anyone can simply dodge it's ball and after it passes, they can move back in the shield......

 

Also considering the three most popular hulls seem to be Viking, Hopper, and Titan, there really isn't much leeway for the remaining Hunters, Wasps, Mammoths, considering that they can get easy-killed by one-shotting Vikings or jump-strafing Hoppers.

Edited by Tanker-Arthur

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2 minutes ago, Tanker-Arthur said:

Wasp, Mammoth, and Hunter don't really count.

You'd die from stuff like Gausses and Vulcans long before you can reach the Titan shield. Unless you drop in from a bridge above like in Yorkshire, or you somehow manage to sneak behind the enemy team, or if your team outnumber the people in the shield.


They're only guaranteed to work if the Titan is alone in his shield. Otherwise, if he has 2 or more teammates with him, they can kill anyone coming their way.

And unless the Ares managed to get in super close, anyone can simply dodge it's ball and after it passes, they can move back in the shield......

I guess you've never played on smaller maps or seen wasps with protection modules and defender?  Plus many maps give tanks cover until they are close to where dome is placed.  Wolfenstein perfect example.

And as for Ares... if those inside leave the shield... then they are no longer protected by the shield, right?

I play Titan a lot and that dome gets countered multiple times every battle and it's not just by AP.

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I regularly use Crusader with a 20/20 Driver, so I'm consistently getting the highest number of Crusader Overdrives possible in battles. It is underwhelming, and Maf pointed out all the reasons why in a previous reply. 

 

It needs a buff somewhere, but in what direction should it become more powerful? Should its raw power be higher, say, letting it one-shot heavy hulls on equal footing and having a faster projectile speed? Or should its utility be higher, say, considerably increasing the radius of the explosion, as well as the AP effect duration?  

 

Personally, I vouch for increased utility, in the form of considerably increasing the AP effect duration and the speed of the projectile. 

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