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Ideas for Hulls and Overdrives!


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That's an interesting idea, but I feel like the normal hulls should remain the way they are.

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I don't want this......as we don't really seem to need it....

And we might as well call the game "Hovercrafti" because based on experience with Hopper, Crusader, and Ares, hovering is more OP than driving around on the ground, simply due to the fact that hovering hulls have less traction with the ground (meaning they can move around and avoid bumps and cracks in the terrain that slow other hulls down), and they can simply utilize mouse-controls to side-strafe like a pest.

And so if all the hulls can hover, there's really no reason to use the tracked version.....unless you don't care about the competitive advantage that comes with hovering.


Buuuut, I do want an option for Hopper, Crusader, and Ares, to turn them into Normal Hulls, Hopefully Permanently 

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Regarding overdrives, on my behalf at first I liked it , but later it just became boring.It came to the extent that I forget to use my overdrives. The overdrives now on the game it's just a selfish need for the player's except two .

The previous overdrive helped and increased teamwork in battles. I'm not trying to put tanki online's great overdrive ideas to waste. The reason behind overdrives is to improve teamwork and skill. 

The idea I wanted to share with tanki online :

what I suggest is to bring back the previous overdrive ( currently available on dictator ) . Because it will improve teamwork in matchmaking battles. That's not it !

putting the current overdrives all in one supply box , When someone catches this supply box will receive a random overdrive to use by clicking shift.

For the hovering hulls that are designed in a way according to the overdrive , this is what I suggest for that :

For each hovering hull will receive accordingly to his overdrive due it's unique design, designed accordingly to it's overdrive. In other words , the hovering hulls advantage towards other hulls are that it guaranteed that it will receive its own overdrive once he has catched the box. So the specialty of their hulls won't go to waste.

Also the player's will treat this mysterious supply box like a gold box. I wasn't trying to get rid of the current overdrives.

for people who like them it remains as an anonymous supply box , making it interesting to people who don't like them.

The reason behind why I came up with this idea is just that it will make the game more interesting for players and also you don't have to be a heavy + slow hull to use the light + fast hull overdrive and etc..

Also players won't abandoned a hull due to its overdrives . And also there won't be that many of these overdrives to get in your way especially at gold box time :

when a hunter , mammoth , hopper , wasp clicks shift and totally messes up with your mood. Clicking shift at the right time is not a skill.

it just ruins the idea behind gold boxes .

 

This is what I suggest!

Lit's agree to disagree ? lol

 

Edited by DarkPredator

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13 hours ago, DarkPredator said:

Regarding overdrives, on my behalf at first I liked it , but later it just became boring.It came to the extent that I forget to use my overdrives. The overdrives now on the game it's just a selfish need for the player's except two .

The previous overdrive helped and increased teamwork in battles. I'm not trying to put tanki online's great overdrive ideas to waste. The reason behind overdrives is to improve teamwork and skill. 

The idea I wanted to share with tanki online :

what I suggest is to bring back the previous overdrive ( currently available on dictator ) . Because it will improve teamwork in matchmaking battles. That's not it !

putting the current overdrives all in one supply box , When someone catches this supply box will receive a random overdrive to use by clicking shift.

For the hovering hulls that are designed in a way according to the overdrive , this is what I suggest for that :

For each hovering hull will receive accordingly to his overdrive due it's unique design, designed accordingly to it's overdrive. In other words , the hovering hulls advantage towards other hulls are that it guaranteed that it will receive its own overdrive once he has catched the box. So the specialty of their hulls won't go to waste.

Also the player's will treat this mysterious supply box like a gold box. I wasn't trying to get rid of the current overdrives.

for people who like them it remains as an anonymous supply box , making it interesting to people who don't like them.

The reason behind why I came up with this idea is just that it will make the game more interesting for players and also you don't have to be a heavy + slow hull to use the light + fast hull overdrive and etc..

Also players won't abandoned a hull due to its overdrives . And also there won't be that many of these overdrives to get in your way especially at gold box time :

when a hunter , mammoth , hopper , wasp clicks shift and totally messes up with your mood. Clicking shift at the right time is not a skill.

it just ruins the idea behind gold boxes .

 

This is what I suggest!

Lit's agree to disagree ? lol

 

Novel idea, but like gold boxes it will only distract the kids and the noob headed players to abandon all reason concerning the battle, and you will get the inevitable pile up of tanks fighting for it.

But yeah go for it, TO is already screwed beyond repair with the multitude of OP gimmicks currently in battle.

 

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The overdrives should be removed completely, the gameplay is now only dependent on them. Maybe it looks cool for the kids or the new players, but when you grow up in ranks you realize how they are horribly bad for the game.  And a big swallows for the skills.. Look how some Viking-Thunders who don't turn the turret just clicking SHIFT and wiping a large portion of players, though they in real couldn't do half of that with their moderate skills.

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21 hours ago, cosmic666 said:

Novel idea, but like gold boxes it will only distract the kids and the noob headed players to abandon all reason concerning the battle, and you will get the inevitable pile up of tanks fighting for it.

But yeah go for it, TO is already screwed beyond repair with the multitude of OP gimmicks currently in battle.

 

Listen

Let the noob headed players fetch after these OD boxes.

At least they won't depend on overdrive, if these OD boxes are rare then these have to improve their skills in battles.

You got to admit we were all noobs at beginning.

We all became good at it after sometime.

But these noob keep relying on overdrives they will never improve .

Example

Do we depend on goldboxes to buy equipments on garage ? no

 Just like that these noobs won't depend on overdrives to earn experience or complete missions.

 

Edited by DarkPredator
Spelling mistake

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20 hours ago, TWICE said:

Probability of that OD supply box:

 

50% - self destruct

49% - filling up your OD charge

1% -  random special OD

 

✌️

No ! not really it's just an OD supply box which is Rare and anonymous.

It will be interesting ?!

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We've all noticed that hopper overdrive has become quite dominant amongst all overdrives, with it's ability to set fire, stun and jump across large obstacles. Although the tanki developers have been nerfing it, I believe it should be given a few more nerfs to properly balance it.

1. Obtain the "Phantom" status effect while mid-air after using overdrive until it lands. This means that if a hopper uses its overdrive, it will not be able to hold flags or balls, or take boxes (such as gold boxes) until it lands on the ground. This is the exact same as the pre-spawn phantom effect, which means that the hopper will become invincible as long as it is in the air, which should balance out the nerf on its own. When the hopper lands on the ground, the phantom effect will be lost. This still means it can hop onto buildings and catch gold boxes from there, but gold box positions like those are rare, so it should mainly balance it out. However, I haven't thought of if it should be able to phantom through tanks or not, just like the phantom status effect when you spawn.

 

2. Remove the ability to cause enemies to drop a flag/ball when stunned from the overdrive. This means that when an enemy is stunned but he is holding a flag/ball, he will not lose it, and this is important because hopper already has a large variety of perks from its overdrive, such as jumping, stunning and setting maximum heat, alongside the very small charging time, which are all very powerful on their own, let alone combined. In return, hopper's stun can last longer, for example if it lasts 3 seconds right now it can be 5 seconds.

Edited by Authority
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Hello dear Tanki, hello developers! 

I would like to write my opinion regarding to change the mechanic of Hopper's overdrive. I hope this suggestion will go viral in the Tanki community and will the developers do something to solve this problem. 

My experiences about Hopper and its overdrive

When Hopper was released in September of 2020, I really liked that you made a special battle mode for this where we had equal chances to fight with each other and catch gold boxes or even containers.

That was also a really good idea that it was available only for real money or from ultra containers as an exotic item who wanted to get it... I wished it wouldn't be changed, but later, Hopper has become available in the Garage for crystals, too. I was already not happy that it has happened.

Then the next increased gold drop rate event was Jump, Hopper, Jump! I thought it can be their weekend of catching golds because of the title so I didn't feel the necessarity of explain my problem against them but it was already frustrating and annoying that most of the golds and containers was caught by hopper-users... It wouldn't be a problem to kill them if there are only 2-3 of them between 16 players on the map but there were at least 7-8 or more hoppers on each maps...

(I've tried my best against them not to reach to gold boxes (with a few players in my company):

- using Hornet's overdrive + booster drone with a turret to aim them but when they have jumped, I mainly lost the aim

- jumping on them to block their jump with light and medium hulls but it also didn't work

- using Wasp's bomb before they were able to catch golds but most of the hopper-user could avoid them 

- using Hunter's overdrive to stun them but before I would apply the status effect on them, they just have pressed overdrive and jumped, and most of the players below was stunned... 

- using Viking's overdrive to kill them but most of them hid before it

- using Dictator's overdrive to freeze them while they were jumping 

And the 3 other heavy hulls was completely useless against them.)*

*: Only Tanki developers and the other employees of Tanki must read that I have written in the brackets. 

Last, but not least, I was about to lose the joy/fun of catching gold boxes, because of hopper's overdrives. Skills barely have mattered so at that time there was no gold box videos I would have enjoyed watching about these special events... I haven't learned anything new skills of them, I haven't got any motivations. 

My problems

(By the way, it was interesting that when Mammoth's overdrive was overpowered, you were able to do something good against them in a short time... it was really necessary since the cosmonautics' day event but at least, it was solved at Halloween of 2019. Then Titans' overdrive became overpowered at Halloween, and you were able to do something against them in that case, too.)

More than half a year has gone since September of 2020 and the hopper's domination with their overdrive is still not being solved... and I don't think you want to lose more and more players because of taking away our enjoy of catching gold boxes against hoppers. 

(At the periods of meteorite gold boxes (Halloween and Christmas + New Year) I didn't have any problems with hoppers because they didn't have any higher chances to catch these kind of gold boxes and containers.) 

Since the comeback (Valentine's Day) of normal (not meteorite type of golds) increased gold drop rate events, the dominating of Hoppers was freaking annoying and frustrating, so I have tried to find an alternative solution to steal gold boxes before them... It was called the "80s" tactic.

(It meant that I've stayed on the map in the first 80 seconds of the beginning of the map and when they didn't have overdrive yet amd gold box was dropped, I have successfully caught most of them. But it also have become boring to change maps and lose crystals because of this, so I have ended up using this tactic...) 

This way I have really lost the enjoy of catching gold boxes and containers on these DM maps (and I think not only me), and the boring fighting was going on of my part... It was mainly depended on my luck to catch more gold boxes on those event maps. 

My consequented opinion

I think all the event maps where there were increased gold box drop rate, have fully ruined these kind of events, mainly the section of gold box hunting one, mainly at April Fools maps, although it was one of the most liked "gold box hunt event". 

(By the way, I didn't have problems with the numbers of players (16) on these event maps, because I was still not lagging even with my weak laptop, too, with the right graphics. You should keep this number on the other upcoming gold box events (for example Cosmonautics' Day). 

(Let's say, there were usually 7 golds on each map. Mainly 4-5 gold boxes was caught by hopper-users because there were lots of players who kept their Hopper's overdrives just for these gold boxes and containers. Last but not least, I don't have any problems with the stun and burning effect, because we can definitely do something against these, but against the jump, it is almost impossible...)

That's why I think developers must change the mechanic of hopper's overdrive.

Solutions (main + alternatives) 

I suggest you that it should move only horizontally while using it's overdrive, but for a short time (0,5 secs for example), it can be a bit faster while applying the burning and stun status effect on all the tankers who were close to that player, for the current time is existing in the game. They would still have chances to catch gold boxes, both on normal gold drop events and meteorite gold events. 

(I would also suggest you as alternative solutions that whenever hoppers are on some taller buildings to camp or waiting for golds, armor-piercing effect would be applied on them, even if they have AP Immunity, because of the advantage of being in a nearly aimable place...

...or/and whenever they are on taller buildings, they would also fluently lose heal protection (for example, lose 100 units of heal protection per second)... 

...or/and you should increase the range of hunter's overdrive's stun effect vertically to make the hoppers fall down wherever they are above hunters.)

Proofs that proves me, I am not the only one who suffers... 

Finally, there are some little proofs that show, most of the players doesn't like the hopper's domination with their overdrives... 

https://prnt.sc/115zxdc

https://prnt.sc/115zyto

I hope that you have read my problem and the suggestions and you will think about it in the near future... and I also hope for a really supportive answer, as soon as possible. 

Have a good one! 

 

Edited by Ironmantonystark
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Dear Tanki Developers. I would very much like to ask the hopper to change his overdrive
Reason 1: When there are 20x events (Aprils Fools) virtually everyone is playing the damn hopper themselves and it’s impossible to talk the goldbox out of them.
Reason 2: It’s okay if the hopper isn’t eliminated but they could change his overalls in the first place.

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1 hour ago, Contai said:

Dear Tanki Developers. I would very much like to ask the hopper to change his overdrive
Reason 1: When there are 20x events (Aprils Fools) virtually everyone is playing the damn hopper themselves and it’s impossible to talk the goldbox out of them.
Reason 2: It’s okay if the hopper isn’t eliminated but they could change his overalls in the first place.

LOL though of the many complaints/topics about Hopper in the events... But you're the most extreme??

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I figured that people don't have skill in this game anymore. Just got to press shift and then you instantly win. Unfortunately, I don't think we can return to only having the Zero Supply OD. So, my idea is to create drawbacks to the overdrives, making the player who used them more careful. I'll go down the list of each drawback for each overdrive.

Wasp's N2-Bomb: When an enemy Thunder shoots you, you take damage. If a teammate is next to you when the Thunder shoots you, you both take damage. If you, your teammate, and the Thunder are all next to each other, and the Thunder decides to shoot you, you all take damage. If a teammate Thunder shoots you, you receive knockback from that Thunder. Why isn't everything I'm saying applying with Wasp's bomb? It really makes no sense.

So, when a Wasp decides to place its bomb, if the Wasp who placed the bomb hasn't escaped the blast radius, that Wasp will blow up with the bomb. The bomb has the same effects to the enemies, but when there are teammates next to the bomb, they won't get hurt, but they will get flung from the impact force of the bomb.

Hornet's Scout Radar: When producing a lot of radio waves to see every enemy in the map, those radio waves end up being seen by the enemies and the enemies end up seeing you and your teammates as well. Also, the ability to magically see past the enemies armor, giving them AP effects will also give your teammates the effects as well, if they are in your fov.

Hopper's Detonation Jump: When jumping in the air, you end up using so much power to produce enough heat and electricity to stun the enemies, and burn them. This ends up making the Hopper use up all of it's power, making it have to recharge, giving it a stun effect. Also, as it has lost its power, the engine that helped it jump in the air lost the power to cool itself, so, the amount of heat you produced onto the teammates is also produced onto yourself.

Viking's Berserk Reactor: When firing so many rounds of ammunition when the barrel is not meant to do that will end up making the gun heat up exponentially. When using Viking's overdrive, you gradually start heating up. Once your overdrive is finished, you would have already been given the max temperature in the game. Also, after shooting so fast, your turret needs a little bit of time to cool off, making you unable to reload for a small duration of time.

Hunter's Electromagnetic Pulse: When producing an EMP, you end up using a lot of energy. When Hunter projects the EMP onto other enemies, the Hunter will be unable to move as it will need to recharge, during this time, its supplies will also be gone. Since you can't control an EMP, if a teammate is also in Hunter's radius, it too will receive the Stun effect and EMP effect.

Crusader's Overdrive: When producing an icicle, that requires a lot of energy just to freeze and form it, then having to project it. That's so much energy the Crusader has to use. When the Crusader uses its Overdrive, the Crusader itself gives itself the stun effect, as it has lost its power and needs to recharge. Since the heaters in the hull are also disabled during this time, after using the Overdrive, the Crusader hull ends up getting the max freeze temperature. The icicle that is projected is unable to harm teammates, but teammates in its radius will receive knockback and the AP effect.

Dictator's Supply Overload: Dictator's Overdrive will stay the same. But, you might want to be careful. When boosting a teammate, you give them 33% charge to their Overdrive recharge. But, if they have more than 67% of their overdrive already, and you decide to boost them, they will blow up like a maxed out Blaster Drone, hurting both enemies, teammates, and yourself if you're in the radius. For the ones who survive the explosion, they will be receiving knockback. Also, for the tanks that blew up after getting boosted by a Dictator end up having to restart their charging process when respawning.

Since you can't control the temperature you produce on your overdrive, you, your teammates, and enemies will all receive the max freezing effect.

Ares' BFG Cannon: Because smart fields can't identify the tank that projected them, the electric ball will zap at the Ares, completely destroying it. The electric ball itself ends up instantly destroying any tank that goes inside of it, both teammates, enemies, and you. But don't worry, it will still zap heal the teammates, zap kill the enemies, and it will still explode when hitting an obstacle.

Titan's Protective Shield Generator: The shield generator itself is completely normal. All damage dealt will be 90% less effective. But, when the duration of the shield has reached its limit, the shield will collapse and explode, instantly killing all tanks that were inside the shield, including the owner of the shield.

Mammoth's AT-Field: Mammoth's AT-Field is completely normal, but it is unable to turn left or right. You will be unable to make turns when you have your AT-Field activated. When 2 Mammoths make contact with each other and use their AT-Fields on each other, both tanks end up blowing up killing every tank in the match.

 

That is all of them. Let me know which one is your favorite Overdrive. : )

Edit: I thought about it some more, and there are a few extra things I'd like to add. After using Viking's OD, the turret itself becomes degraded from firing so many bullets that now you will permanently do 50% less damage until you get destroyed. For those who use the AT Field might want to be even more careful. Now the AT-Field will destroy teammates as well. During Hopper's period of flying in the air being disabled, its engines are disabled making it unable to stick the landing. This will cause it to deal damage to itself upon impact on the ground. The impact damage will be 500. This impact damage will also apply to any teammate or enemy that gets hit by the Hopper. Another Hopper change, Hopper's OD now effects teammates as well. Teammates will now get burned and stunned if they are next to Hopper. Titan's Dome will also protect any enemy that is inside of it. Though, they too are at the risk of the collapsing shield.

Last but not least, for every teammate you end up killing with your overdrive, you will lose 10 points per teammate. For example, if a Titan Dome is about to collapse and explode, and 5 of your teammates are inside that dome when it explodes, they'll all die because of your dome, so, you lose 50 total points. If you end up destroying a teammate with your AT-Field, you will lose 10 points per person. A pretty reasonable addition to the game with overdrives like these.

Edited by Emeraldcat345
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We really need this in the game because I am tired of people just spamming overdrives over and over again to win.

Especially with Viking, which can instantly one-shot everyone with no real limit.

 

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1 hour ago, Tanker-Arthur said:

We really need this in the game because I am tired of people just spamming overdrives over and over again to win.

Especially with Viking, which can instantly one-shot everyone with no real limit.

 

Just edited the topic and gave Viking an even bigger nerf. ; )

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9 hours ago, Emeraldcat345 said:

I figured that people don't have skill in this game anymore. Just got to press shift and then you instantly win. Unfortunately, I don't think we can return to only having the Zero Supply OD. So, my idea is to create drawbacks to the overdrives, making the player who used them more careful. I'll go down the list of each drawback for each overdrive.

Wasp's N2-Bomb: When an enemy Thunder shoots you, you take damage. If a teammate is next to you when the Thunder shoots you, you both take damage. If you, your teammate, and the Thunder are all next to each other, and the Thunder decides to shoot you, you all take damage. If a teammate Thunder shoots you, you receive knockback from that Thunder. Why isn't everything I'm saying applying with Wasp's bomb? It really makes no sense.

So, when a Wasp decides to place its bomb, if the Wasp who placed the bomb hasn't escaped the blast radius, that Wasp will blow up with the bomb. The bomb has the same effects to the enemies, but when there are teammates next to the bomb, they won't get hurt, but they will get flung from the impact force of the bomb.

Hornet's Scout Radar: When producing a lot of radio waves to see every enemy in the map, those radio waves end up being seen by the enemies and the enemies end up seeing you and your teammates as well. Also, the ability to magically see past the enemies armor, giving them AP effects will also give your teammates the effects as well, if they are in your fov.

Hopper's Detonation Jump: When jumping in the air, you end up using so much power to produce enough heat and electricity to stun the enemies, and burn them. This ends up making the Hopper use up all of it's power, making it have to recharge, giving it a stun effect. Also, as it has lost its power, the engine that helped it jump in the air lost the power to cool itself, so, the amount of heat you produced onto the teammates is also produced onto yourself.

Viking's Berserk Reactor: When firing so many rounds of ammunition when the barrel is not meant to do that will end up making the gun heat up exponentially. When using Viking's overdrive, you gradually start heating up. Once your overdrive is finished, you would have already been given the max temperature in the game. Also, after shooting so fast, your turret needs a little bit of time to cool off, making you unable to reload for a small duration of time.

Hunter's Electromagnetic Pulse: When producing an EMP, you end up using a lot of energy. When Hunter projects the EMP onto other enemies, the Hunter will be unable to move as it will need to recharge, during this time, its supplies will also be gone. Since you can't control an EMP, if a teammate is also in Hunter's radius, it too will receive the Stun effect and EMP effect.

Crusader's Overdrive: When producing an icicle, that requires a lot of energy just to freeze and form it, then having to project it. That's so much energy the Crusader has to use. When the Crusader uses its Overdrive, the Crusader itself gives itself the stun effect, as it has lost its power and needs to recharge. Since the heaters in the hull are also disabled during this time, after using the Overdrive, the Crusader hull ends up getting the max freeze temperature. The icicle that is projected is unable to harm teammates, but teammates in its radius will receive knockback and the AP effect.

Dictator's Supply Overload: Dictator's Overdrive will stay the same. But, you might want to be careful. When boosting a teammate, you give them 33% charge to their Overdrive recharge. But, if they have more than 67% of their overdrive already, and you decide to boost them, they will blow up like a maxed out Blaster Drone, hurting both enemies, teammates, and yourself if you're in the radius. For the ones who survive the explosion, they will be receiving knockback. Also, for the tanks that blew up after getting boosted by a Dictator end up having to restart their charging process when respawning.

Since you can't control the temperature you produce on your overdrive, you, your teammates, and enemies will all receive the max freezing effect.

Ares' BFG Cannon: Because smart fields can't identify the tank that projected them, the electric ball will zap at the Ares, completely destroying it. The electric ball itself ends up instantly destroying any tank that goes inside of it, both teammates, enemies, and you. But don't worry, it will still zap heal the teammates, zap kill the enemies, and it will still explode when hitting an obstacle.

Titan's Protective Shield Generator: The shield generator itself is completely normal. All damage dealt will be 90% less effective. But, when the duration of the shield has reached its limit, the shield will collapse and explode, instantly killing all tanks that were inside the shield, including the owner of the shield.

Mammoth's AT-Field: Mammoth's AT-Field is completely normal, but it is unable to turn left or right. You will be unable to make turns when you have your AT-Field activated. When 2 Mammoths make contact with each other and use their AT-Fields on each other, both tanks end up blowing up killing every tank in the match.

 

That is all of them. Let me know which one is your favorite Overdrive. : )

Edit: I thought about it some more, and there are a few extra things I'd like to add. After using Viking's OD, the turret itself becomes degraded from firing so many bullets that now you will permanently do 50% less damage until you get destroyed. For those who use the AT Field might want to be even more careful. Now the AT-Field will destroy teammates as well. During Hopper's period of flying in the air being disabled, its engines are disabled making it unable to stick the landing. This will cause it to deal damage to itself upon impact on the ground. The impact damage will be 500. This impact damage will also apply to any teammate or enemy that gets hit by the Hopper. Another Hopper change, Hopper's OD now effects teammates as well. Teammates will now get burned and stunned if they are next to Hopper. Titan's Dome will also protect any enemy that is inside of it. Though, they too are at the risk of the collapsing shield.

Last but not least, for every teammate you end up killing with your overdrive, you will lose 10 points per teammate. For example, if a Titan Dome is about to collapse and explode, and 5 of your teammates are inside that dome when it explodes, they'll all die because of your dome, so, you lose 50 total points. If you end up destroying a teammate with your AT-Field, you will lose 10 points per person. A pretty reasonable addition to the game with overdrives like these.

So generally you would like to introduce friendly fire to MM. Have you ever played a CTF with that setting enabled? I think no. Basically, when someone picks up a flag, all of their teammates start shooting him, so basically flags will be almost never captured. The overderives where you suggested self-stun, won't work well either because basically, let's say you are a hunter, you stun everyone, but your teammates can easily finish off the unmobile enemies, aka the only thing that will happen is that kill stealing will increase. This idea won't make the skill factor better, instead, it will increase the need for hull alts, increase the number of trolls, make the game more unenjoable. I doubt that we need this. 

Lastly, a lot of turret alterations can do what ODs can do, but more frequently, why not nerf those instead? We have tons of items that decrease the skill factor, this game is not about that. You can get better rewards if you are skilled, but you will never dominate over worser enemies. You can accept this or accept this, it's imposible to change it. 

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7 hours ago, mjmj5558 said:

So generally you would like to introduce friendly fire to MM. Have you ever played a CTF with that setting enabled?

I'm pretty sure it was a joke... 

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7 hours ago, mjmj5558 said:

So generally you would like to introduce friendly fire to MM. Have you ever played a CTF with that setting enabled? I think no. Basically, when someone picks up a flag, all of their teammates start shooting him, so basically flags will be almost never captured. The overderives where you suggested self-stun, won't work well either because basically, let's say you are a hunter, you stun everyone, but your teammates can easily finish off the unmobile enemies, aka the only thing that will happen is that kill stealing will increase. This idea won't make the skill factor better, instead, it will increase the need for hull alts, increase the number of trolls, make the game more unenjoable. I doubt that we need this. 

Lastly, a lot of turret alterations can do what ODs can do, but more frequently, why not nerf those instead? We have tons of items that decrease the skill factor, this game is not about that. You can get better rewards if you are skilled, but you will never dominate over worser enemies. You can accept this or accept this, it's imposible to change it. 

I mean, you're right, friendly fire would become an issue, but, you can't really sabotage another player just because they got the flag and you didn't. With Wasp, you can't kill your teammates but you can still fling them, but you'll end up killing yourself if you are in the blast radius. With Hornet, you just give everyone that's in your fov AP including yourself. With Hunter, you'll disable everyone in your radius including yourself, and you're right, if a teammate or enemy comes by, they can get easy kills, which is the point. Kill stealing is already a huge thing in Tanki Online, if this update gets added it won't change a thing. With Hopper, if you decide to jump, you'll disable everyone and burn them, but you yourself will be disabled and burned, and as you're flying into the air with no hovering abilities active, you end up taking fall damage, 500 to be exact. Viking doesn't sabotage any teammates but it does sabotage yourself. Not only do you burn yourself in the process, you're stuck with 50% less damage until you get destroyed. Dictator makes other tanks explode if they have more than 67% of their overdrive, but, this would end up either destroying the dictator itself, or hurting it severely. There's also the fact that Dictator will get frozen at max freeze for using its OD, along with everyone in the radius. Crusader doesn't do any harm to teammates, but the teammates do get AP'd if they are in the way. Titan's dome is my personal favorite, it provides shield for all players, but when 20 seconds is up, the shield collapses and blows up, killing everyone. You have any problems with Titan's and Siege? I fixed it. Mammoth could sabotage someone and get the flag, but it is unable to turn left or right, making it hard to actually get them. You'd need to corner them.

Overall, I don't see any problems here. : )

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