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Ideas for Hulls and Overdrives!


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2 hours ago, TheCongoSpider said:

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

Does the splash do AP as well?  If so then... Noooooo

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Wow do you people even think before typing? @Maf @Spy @Tanker-Arthur

using magnum and crusader, (the turret with the most recoil) when you shoot, crusader or the other two hovering hulls just float backwards a distance not even longer than the length of the hull. you can cancel this backwards movement out by just pushing forward for a second if you're trying to stay in one spot.

if you are driving forward full speed, and shoot high recoil magnum forward, for example, you don't notice any loss in speed.

now this was my original complaint: if you use crusader overdrive while not moving, your whole tank rockets backwards more than a tank's length and holding forwards for the couple of seconds makes no difference. If you are going forward full speed and use crusader overdrive, your tank suddenly comes to a complete stop and you have to reaccelerate again.

Reduce the recoil on crusader overdrive. 

This is a crusader only discussion. If you didn't even use crusader that much then you have no credibility here. 

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25 minutes ago, master_howitzer said:

This is a crusader only discussion. If you didn't even use crusader that much then you have no credibility here. 

Look, this is how the forum works — you start a thread around some specific topic, and people discuss it, inevitably leading away into other related topics to some extent.

It seems that most people, who replied above, agree that while Crusader OD recoil is strong, it's not the only, and not the most significant of its disadvantages. So while it would be nice to lave lower recoil, there are more serious disadvantages which should be fixed/removed to make the OD balanced with the rest.

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To be honest I haven't tested Crusader before, but after I saw you exaggerated something I decided to test it in test server..

 

Ok as you can see guys in this video, with Magnum I haven't noticed that recoil as you assume. But with the OD I agree as you described the recoil have stopped my tank while I'm moving forward..

But to be honest I don't think it's that problem that I should care, I think it's a good thing for aiming or when you shooting someone near you to not be affected from splash-damage.

By the way either that or whatever, as I said above I see it's the worst OD (though I haven't played with it) but I just want to answer about the recoil.

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Titan is clearly better than Mammoth. If you disagree, you need to wake up. 

 

Titan has an insane OD which gets rid of Wasp bombs, other Titan ODs, lasts very long and shields a massive area by 80% of damage. Sure Hunters can get rid of it, sneaky Wasps can kill some people, but most likely, one or two will survive the attacks if they run away.

While Mammoth has a heal, status immunity, speed boost, and an instakill touch. You will probably die/OD run out before you reach and kill more than 1 player. 


Where is the balance. Mammoth is slower than Titan too.

Here is what I thought of. You don't have to agree


Titan OD's rework:

Shields 10-20% damage only, makes all members in the dome to have immunities to ALL status effects. It will require more skill than camping. You would move around more, decide if the Immunities are worth staying inside the dome, and will bring more balance between Mammoth and status Augments.

 

Mammoth OD's rework:

Gets current Titan protection (~ -80% Damage) after healing to max health, but is not immune to status effects. Everything else stays the same

What does this do? Make Mammoth slightly more offensive and defensive, and gives the player confidence to be more mobile with the slowest Hull in the game and attempt support your team with more value with the OD.

 

Again, you don't have to agree, but the differences between these Hulls in terms of use rates/usefulness has always been in the back of my mind.

Edited by yellowghetto
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@asem.harbi its like getting hit by juggernaut's overdrive isn't it? it feels just awful

if they added that garbage recoil to viking overdrive, all the common players always using viking would complain about it, just like I am doing.

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On 3/16/2021 at 12:11 PM, 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.

True at 100% This OD need`s a big buff or changes somehow, even if charge slower, but it just need to be better.

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20 hours ago, Maf said:

Look, this is how the forum works — you start a thread around some specific topic, and people discuss it, inevitably leading away into other related topics to some extent.

It seems that most people, who replied above, agree that while Crusader OD recoil is strong, it's not the only, and not the most significant of its disadvantages. So while it would be nice to lave lower recoil, there are more serious disadvantages which should be fixed/removed to make the OD balanced with the rest.

but I only wanted this forum post to be about crusader recoil, not all about crusader overdrive in general.

Should I have said that in the title? to stop you from introducing your own problems with the overdrive?

but now I am curious

You put a whole list of your own problems with this OD and most of them are so insignificant or don't make any sense anyway.

On 3/16/2021 at 6:45 AM, Maf said:

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)

You darn well know why this is balanced and there is nothing wrong with it. Wasp bomb isnt a projectile. You can't throw wasp bomb at anybody, you just drop it on the ground and everybody just drives away before it goes off. Wasp bomb is way more difficult to use. Showing the white overdrive star above enemy tanks, makes overdrives like wasp, mammoth, and hunter so tedious to use. 

Now think about this: viking overdrive is the same thing as wasp bomb, but you can spam and spread out all that damage (way more than 10k damage btw) to multiple enemies with basically unlimited range for 7 long seconds, instead of one large clumsy boom. Magnum viking overdrive is like wasp bomb like explodes over and over again for 7 seconds. Oh and it has range.

No recoil, so you have the free ability to chase other players with it, protection from the specific viking overdrived turret you're using is worthless because the damage is so high and unbalanced. You're just doubling like the what, less than a second time to 2 seconds, and there are 4 different ways to ignore the long energy build up time. 

"to make the OD balanced with the rest"      6x the damage for 7 seconds is unbalanced

"the rest" of the overdrives are not balanced *cough hopper *cough

I know what your problem is, and what most everybody else's problem is. You compare the other hulls to overbuffed viking and then just spit on it and switch back to viking. or hopper defender drone

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That's interesting, but I feel like having immunities to all effects is way too OP.

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18 minutes ago, Spy said:

That's interesting, but I feel like having immunities to all effects is way too OP.

What about having the dome providing protection at all, and just gives immunities to all players inside? Promote people running to the point, and makes the mode less noobish. It's literally Titan fights as it is now.

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10 hours ago, yellowghetto said:

Shields 10-20% damage only, makes all members in the dome to have immunities to ALL status effects.

First of all, this will make the dome useless, because 10-20% is nothing, you will die in a few seconds. Also, what about hornet, it applies a status effect now...

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54 minutes ago, mjmj5558 said:

First of all, this will make the dome useless, because 10-20% is nothing, you will die in a few seconds. Also, what about hornet, it applies a status effect now...

Exactly. Current dome has absolute 0 skill, makes an entire team overpowered if they already have Immunity Augments. 

Hi I'm Mammoth.

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4 hours ago, master_howitzer said:

"to make the OD balanced with the rest"      6x the damage for 7 seconds is unbalanced

"the rest" of the overdrives are not balanced *cough hopper *cough

Exactly. ALL of the other overdrives are very powerful, and some even overpowered. Meanwhile Crusader is basically a joke.

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18 hours ago, yellowghetto said:

Titan is clearly better than Mammoth. If you disagree, you need to wake up. 

 

Titan has an insane OD which gets rid of Wasp bombs, other Titan ODs, lasts very long and shields a massive area by 80% of damage. Sure Hunters can get rid of it, sneaky Wasps can kill some people, but most likely, one or two will survive the attacks if they run away.

While Mammoth has a heal, status immunity, speed boost, and an instakill touch. You will probably die/OD run out before you reach and kill more than 1 player. 


Where is the balance. Mammoth is slower than Titan too.

Here is what I thought of. You don't have to agree


Titan OD's rework:

Shields 10-20% damage only, makes all members in the dome to have immunities to ALL status effects. It will require more skill than camping. You would move around more, decide if the Immunities are worth staying inside the dome, and will bring more balance between Mammoth and status Augments.

 

Mammoth OD's rework:

Gets current Titan protection (~ -80% Damage) after healing to max health, but is not immune to status effects. Everything else stays the same

What does this do? Make Mammoth slightly more offensive and defensive, and gives the player confidence to be more mobile with the slowest Hull in the game and attempt support your team with more value with the OD.

 

Again, you don't have to agree, but the differences between these Hulls in terms of use rates/usefulness has always been in the back of my mind.

Um why not have 40% protection boost for titans dome but have immunities of all status effects. seems more doable well keeping the balance and function with a titans dome instead of making it too far under powered.

Edited by MysticBlood
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14 hours ago, yellowghetto said:

Titan is clearly better than Mammoth. If you disagree, you need to wake up. 

Actually, Mammoth is far superior to Titan. The reason why people use Titan so much is because they fear being killed by Mammoths. Just kidding

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I'm not so sure that Titan's OD is definitively better than Mammoth's, but do agree that it needs to be reworked in some way. However, I do not think that it should grant immunity to status effects. Hornet and Hunter's ODs were from the beginning intended to be counters to Titan's OD, and in my opinion that should remain the case.

Edited by ThirdOnion

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Ten to 20% protection? thank you for your generous, but don't you feel it's too much maybe you can make it 5% if you lessened your generous and wiseness of the balance something.

Edited by asem.harbi

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Crusader's OD has received a buff in the latest update - "Changed the time needed to make a Crusader’s icicle. Now it is just 0.7 seconds instead of 1.3 seconds before firing!"

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I have an idea concerning the color of overdrives .

The idea is this:

The color of player's overdrive animation should be determined by what color shot effects they have equipped. If they have no shot effects equipped, the overdrive animation would stay the same color. 

 

    

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so i was using wasp and had an idea while using its OD.... so its OD does massive damage to in-range enemy tanks..... but what if devs added healing to in-range teammates when wasp is OD used.... just a suggestion that many tankers would like i believe.... and i hope you use this idea devs :D

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Hi guys.. I have a new revolutionary idea, that I see it must be happen

I think about adding a Hovering Viking.. Yes, so you can click a button and your Viking will be hovering. ON or OFF, Hovering or Normal.

And to be honest this idea isn't just for Viking, it's for all of the other hulls. So you can go to your Hornet and click ON and your Hornet will turn into Hovering. And you can back to the normal.

I think this idea is way more logical than just the current 7 hulls and 3 hovering ! which is something irregular!

And maybe someone will ask me a clever question, what about Hopper/Ares/Cursader. I will tell you, you're a clever, good question.  Well, Hopper you can also turn it into a normal hull and you can return it to the Hovering, instead of removing them. And this thing will applied to Ares/Crusader also.

So all of the hulls are normal (including the Hovers) with an option of converting to Hovering..

UcOepMC.png

Edited by asem.harbi
Adding the picture

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