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Ideas for Hulls and Overdrives!


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3 hours ago, SporkZilla said:

I still think campers should be punished with a slower passive OD charging rate, or maybe no passive charging at all

(so passive charging being generated by driving around)

 

I mean, it's an acceptable combat strategy, there's no rules saying that you're not allowed to camp at your base. That's like saying "Oh, this player attacks the other teams base WAY too much, we need to punish this guy like right now."

Now, you know who does need to be punished? Those who like to find the cheatiest combos in the game, and dominate in battles, like, for example Incendiary Bands + Fire Immunity.

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19 hours ago, Emeraldcat345 said:

Now, you know who does need to be punished? Those who like to find the cheatiest combos in the game, and dominate in battles, like, for example Incendiary Bands + Fire Immunity.

Well what do ya know. :)

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At the moment Ares' overdrive does 5000 hp/per sec however in sets of 500 hp every 1/10 of a second over a max distance of six metres

What I would rather propose is something more interesting:

- Make it apply the AP effect while its zapping an enemy, because all the armor has been shutting down due to current overload(yellow current), and supercharge effect due to extra energy while its zapping a teammate(green current)

- It can still damage enemy tanks however only 500 hp per sec this time(in sets of 50), to compensate for the effects applied

- Decrease the distance to anywhere between 4 metres

- Keep the speed the same(10 metres/sec)

 

So what do you think??

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I really don't want to see another overdrive that applies the AP effect.

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I prefer Ares OD being the high damage effect it currently is. I played enough with Crusader, and it's annoying to face a team of heavy hulls with AP immunity, who don't die from the icicle AND don't even get APd. Ares is a great counter to Titan domes in that sense.

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1 hour ago, Spy said:

I really don't want to see another overdrive that applies the AP effect.

I actually want the opposite though. The AP effect is good especially for turrets like Thunder, that players have a lot of protection against and a low critical damage chance

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5 minutes ago, The_one_and_only said:

I actually want the opposite though. The AP effect is good especially for turrets like Thunder, that players have a lot of protection against and a low critical damage chance

Then i recommend you using crusaider. As Maf and Spy already said, ares OD is unique now and it think it should stay that way. 

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Wait 

I have legendry idea,why you all don't remove the new ODs?

and return the old OD (all of supplies)

its very useful idea yea?

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1 hour ago, Omar.Raafat said:

Wait 

I have legendry idea,why you all don't remove the new ODs?

and return the old OD (all of supplies)

its gold idea yea?

 

 

Booooring)

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On 5/24/2021 at 1:46 PM, Omar.Raafat said:

Wait 

I have legendry idea,why you all don't remove the new ODs?

and return the old OD (all of supplies)

its very useful idea yea?

We have some rules for this section:

2.  We do NOT accept suggestion topics about the following ideas:

Changes to the actual Tanki Online to its previous versions, or ideas regarding the removal of updates.

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well, it is really irritating. Hornet's overdrive no longer works for the dome, the radius of the dome is really huge, and if there are 2 or more titan in the  team it is as good as giving up since they will start camping in opponent's base.In siege it is pretty much self explanatory.  even if we use wasps or hunter it's no use since their charging ability is really fast. even the dome itself remains active for a very long time.

 

here are some solutions.

1.  its radius can be decreased such that it can accommodate just 3 to 4 tanks at once.

2. Or the damage dealt inside the dome can be increased from 10% to 30%.

3. Or the time the dome remains active can be significantly reduced.

4. Others overdrive can be disabled until they use the jammer alteration

 

 

 

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53 minutes ago, SS-class-Hunter said:

well, it is really irritating. Hornet's overdrive no longer works for the dome, the radius of the dome is really huge, and if there are 2 or more titan in the  team it is as good as giving up since they will start camping in opponent's base.In siege it is pretty much self explanatory.  even if we use wasps or hunter it's no use since their charging ability is really fast. even the dome itself remains active for a very long time.

Hornet's OD still works but you do need to activate the OD before the Titan does.

Plus Titan OD have several counters: Wasp's bomb, Hornet OD, possibly Viking, Hunter definitely, Titan itself and Mammoth, Ares and Crusader.

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1 hour ago, SS-class-Hunter said:

2. Or the damage dealt inside the dome can be increased from 10% to 30%.

3. Or the time the dome remains active can be significantly reduced.

If this happened, I completely agree to making Titan not have any counter. 20s is a lot, 90% defence is insane.

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12 minutes ago, FrozenRailgun said:

Hornet's OD still works but you do need to activate the OD before the Titan does.

Plus Titan OD have several counters: Wasp's bomb, Hornet OD, possibly Viking, Hunter definitely, Titan itself and Mammoth, Ares and Crusader.

Nope, Hornet's OD can activate at anytime regardless whether the dome is placed down. It just apply AP to the targets which ignores Titan's dome.

Speaking of AP, all AP augments are the direct counter of Titan's dome. And it is properly the only OD which can be directly countered by a turret.

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5 minutes ago, Aegis said:

Nope, Hornet's OD can activate at anytime regardless whether the dome is placed down. It just apply AP to the targets which ignores Titan's dome.

Speaking of AP, all AP augments are the direct counter of Titan's dome. And it is properly the only OD which can be directly countered by a turret.

I was referring to Hornets OR with respect to the dome

 

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13 minutes ago, SS-class-Hunter said:

I was referring to Hornets OR with respect to the dome

 

Then what exactly do you mean? You literally just say:

Quote

Hornet's overdrive no longer works for the dome

Which is clearly not for the case. 

Well, if Hornet don't have line of sight with people in the dome, then yeah, it does not work. But this is nothing related to the dome, it is how Hornet's OD works now.

 

And for the part of my post you didn't quote, Titan's dome is the ONLY OD which can be countered by a normal turret fire (with AP augment equipped). Isn't that balance enough?

 

Just because Viking's OD doesn't work on Titan's, doesn't mean Titan's OD is OP.

Edited by Aegis
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19 minutes ago, Aegis said:

And it is properly the only OD which can be directly countered by a turret.

You can add Dictator, Hunter, Ares and Crusader to that list. Dictator was the first, when EMP Gauss came out. 

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there are so many ways already to penetrate or stop titans od. I dont think it needs a nerf

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1 hour ago, SS-class-Hunter said:

I was referring to Hornets OR with respect to the dome

 

"The protective field is ignored by the Overdrives of Wasp, Hornet, Ares, and Mammoth."

It can also be disabled by another Titan or Hunter.

Additionally any augments with AP status effects will ignore the dome.

 

How can you possibly not be able to affect the Titan?

Edited by wolverine848
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3 hours ago, SS-class-Hunter said:

well, it is really irritating. Hornet's overdrive no longer works for the dome, the radius of the dome is really huge, and if there are 2 or more titan in the  team it is as good as giving up since they will start camping in opponent's base.In siege it is pretty much self explanatory.  even if we use wasps or hunter it's no use since their charging ability is really fast. even the dome itself remains active for a very long time.

 

here are some solutions.

1.  its radius can be decreased such that it can accommodate just 3 to 4 tanks at once.

2. Or the damage dealt inside the dome can be increased from 10% to 30%.

3. Or the time the dome remains active can be significantly reduced.

4. Others overdrive can be disabled until they use the jammer alteration

 

 

 

I actually gave an idea not to long ago to remove xp charging for all overdrives.

That way no time needs to be spent trying to figure out what overdrive needs changing, and then causing a domino effect of unnecessary changes to overdrives, and quite possibly other equipment in the game.

The idea of my idea is that, without xp charging for overdrives, there will be no team that has an even higher advantage than the other when they score points.

 

But, I think this is a good idea too. To be honest, I dislike all these overdrives, and I'd prefer them getting deleted and reverted back to a fixed version of Zero Supplies, but seeing as that is not likely, I do approve of Titan's dome getting nerfed.

Edited by Emeraldcat345

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