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Ideas for Hulls and Overdrives!


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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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Titan's Dome does feel pretty hard to handle. But it only lasts for 20 seconds.

Also, we can use Hunter to close off Titan's Dome, as well as Stun, remove supplies, and put the Jammer status effect on it.

 

Another bright side is that Titan only absorbs 90% damage now. In the past, I believe it used to absorb 95% and also heal other teammates in the Dome.

So it is fairly balanced with other Hulls.

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Titan is meant to reflect a heavily armoured hull. For this armour it gives up a lot of speed and manoeuvrability.

Titans dome if anything should be strengthened not weakened, especially with all the different things that can very easily disable it's dome and wipe out this supposed heavily armoured hull with relative ease.

All the hulls need reconfigured to reflect what they can do in battle, starting with weight, speed, power, etc. 

Both titan and mammoth should be strengthened because they are painfully slow, especially mammoth.

All these augments/status effects, overdrives, along with the numerous OP updates, ranging from increased shop prices, to not been able to upgrade if the next rank is available has crippled the game for most players, especially the low/mid ranks, were the XP/CRY ratio is now increasingly putting legend players into battle with a woefully low GS.

Titans inadequate dome is just one of many issues in the game that needs reworking.  

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1 hour ago, thunderhunter123 said:

I believe it used to absorb 95% and also heal other teammates in the Dome.

Used to heal but... absorb was more like 75% or 80%.  They boosted absorb when they removed healing.

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It functions a little bit different than the topic (H-J) Overdrive. lets go straight to details.

  1. Once activated, all the pushed enemies will suffer (1)Stun, (2)EMP, (3)burn, (4)AP.
  2. Any enemy between range of 1 meters to 10 meters will be killed right away.
  3. Enemies in the range of 11 to 19 meters will be pushed away and also suffer status effects of line 1 mentioning it.
  4. Those who are in range of 20 to 24 wont pushed away, they just suffer line 1 Status effects.
  5. All the remaining enemies that were not pushed will ONLY suffer Jamming status effect.
  6. The range of Jamming status effect is 25 to 40 meters. Anyone longer than this range will stay safe.
  7. The time phase of status effects of line 1 would be 5 seconds or shorter.
  8. The time phase of Jammer is 10 seconds or a bit longer. ( this is to inhibit the viking's Berserk Reactor OverDrive)

jugg_od_ilusion_exg3.png

"The above diagram illustrates how Jugger OD operates in each range."
Sprayed colors are AP, EMP, Stun, Burn
Pink is Jamm
dark Red is instant Kill
Blue is Juggernaut

Green is the area that OD has no effect

Edited by SulfuricAcid
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Don't you think it would make the Overdrive way too Overpowered? Soo many status effect. It would be nearly impossible to survive, well even if you have immunitites. ?‍♂️

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well thats what a juggernaut role has to be.
And also it is a way of inhibitor to those viking Berserk Reactors overdrive users.
You already have seen that all the juggs are easy kill by those vikings as of today.

Edited by SulfuricAcid
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5 minutes ago, SulfuricAcid said:

well thats what a juggernaut role has to be.
And also it is a way of inhibitor to those viking Berserk Reactors overdrive users.
You already have seen that all the juggs are easy kill by those vikings as of today.

Just think about it. All the status effects and killing all tanks in vicinity just makes it overpowered, which I believe will totally devastate the game mode. Juggernaut has to be powerful but not overpowered. Especially considering the rate at which the OD charges it would be really, really overpowered.

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20 hours ago, Ironmantonystark said:

Just think about it. All the status effects and killing all tanks in vicinity just makes it overpowered, which I believe will totally devastate the game mode. Juggernaut has to be powerful but not overpowered. Especially considering the rate at which the OD charges it would be really, really overpowered.

IMO, Juggernaut needs such buff, otherwise it is an easy kill tank for enemies. but we can reduce the time phase of the status effects applied to them. lets say 5 seconds or lower.

Those line 1 Status effects only applies to near enemies not entire map. and also Jammer applies to enemies among 5 blocks to 8 blocks away the Jugg as well. again not entire of map. thus this update will not affect game-play of Jugg mode in any negative way.

 

20 hours ago, SulfuricAcid said:

Those line 1 Status effects only applies to near enemies not entire map. and also Jammer applies to enemies among 5 blocks to 8 blocks away the Jugg as well. again not entire of map. thus this update will not affect game-play of Jugg mode in any negative way.

in this update, Shaft users with heavy capacitors augment as well as booster or crisis drones will stay safe and still can take down any jugg same as strikers with Cyclone augments equipped with booster or crisis drones.

20 hours ago, SulfuricAcid said:

Those line 1 Status effects only applies to near enemies not entire map. and also Jammer applies to enemies among 5 blocks to 8 blocks away the Jugg as well. again not entire of map. thus this update will not affect game-play of Jugg mode in any negative way.

and still I have to say all the parameters of this idea is adjustable according to DEVs desires, such as decreasing the distance of Jammer from 5-8 blocks (each block=5 meters, refer to wiki) to 3-6 blocks. again as I mentioned, Developers can make changes to parameters of this idea as they wish whichever needs to.

21 hours ago, SulfuricAcid said:
  1. Those who are in range of 20 to 24 wont pushed away, they just suffer line 1 Status effects.

These guys in this range are enabled to use their OD. since Jammer applies beyond range 25 meters to 40. Henceby, any survived Viking can use his OD.

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1 hour ago, Ironmantonystark said:

Juggernaut has to be powerful but not overpowered.

 

2 hours ago, SulfuricAcid said:

It functions a little bit different than the topic (H-J) Overdrive. lets go straight to details.

Just like Tony said above, Juggernaut right now is very strong with its very high HP, speed, weight, and its strong Terminator Turret.

Also, it is Immune to all Status Effects. Adding in these additional advantages on it will make it too powerful to defeat.

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1 hour ago, SulfuricAcid said:

but we can reduce the time phase of the status effects applied to them. lets say 5 seconds or lower.

Ops, you suggest to reduce them to 5s. What was your first suggestion before this nerf?

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19 hours ago, thunderhunter123 said:

 

Just like Tony said above, Juggernaut right now is very strong with its very high HP, speed, weight, and its strong Terminator Turret.

Also, it is Immune to all Status Effects. Adding in these additional advantages on it will make it too powerful to defeat.

The wasp bomb did not have burn and stun effect for quite a while. how come it gets these Status effect?. Hereby, the Jugg will not be OP by those status effects, jugg will have a bit more chance to stay alive after a Berserk Reactor of any turrert.

As mentioned, devs can make any changes wherever it needs. For instance, you think these additional Status effects make Jugg invulnerable, then lets remove AP and EMP. Now, enemies will ONLY suffer stun and burn effect which is a good counter-attack against those viking who have already approached too close to Jugg to take him down.

19 hours ago, asem.harbi said:

Ops, you suggest to reduce them to 5s. What was your first suggestion before this nerf?

No, All I was assuming, was shorter than 10 seconds. Except Jammer which is 10 or longer.

Edited by SulfuricAcid
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Change mammoth's OD because it is so nerfed now, don't remove its OD but add this feature to it: 

Activating mammoth's OD releases an orange smoke from all sides of the hull which slow down enemy tanks+decrease enemy turret's damage+decrease drone's effectiveness. ( This Idea of decreasing stats of enemies can also be introduced in the game as a new status effect, called Poison )

The area of effect of this smoke is 30 metres, The nearer an enemy is to your tank, the greater the effect of poison they get.

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37 minutes ago, superior1KING said:

Change mammoth's OD because it is so nerfed now, don't remove its OD but add this feature to it: 

Activating mammoth's OD releases an orange smoke from all sides of the hull which slow down enemy tanks+decrease enemy turret's damage+decrease drone's effectiveness. ( This Idea of decreasing stats of enemies can also be introduced in the game as a new status effect, called Poison )

The area of effect of this smoke is 30 metres, The nearer an enemy is to your tank, the greater the effect of poison they get.

Mammoth fart?

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Extra power to its AT-Field.

Another source of healing.

If the Mammoth user touches an ally, they will heal 999 HP per tick.

It is sort of like Ares, but more direct. Ally tankers can also drive into Mammoth with OD active for a direct heal. 

 

Benefits are constant heal. 

Negatives are still prone to Status Effects and short OD durations.

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On 6/3/2021 at 6:56 PM, SulfuricAcid said:

jugg_od_ilusion_exg3.png

"The above diagram illustrates how Jugger OD operates in each range."
Sprayed colors are AP, EMP, Stun, Burn
Pink is Jamm
dark Red is instant Kill
Blue is Juggernaut

Green is the area that OD has no effect

Updated my Topic?

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The other day, my mind became shrouded of this weird "Digger" Hull. I have no idea why. I have never had an idea for a new hull before, and suddenly, this weird hull named "Digger" appeared in my mind. Non-hovering hull, OD allows it to, using it's "drill" "dig into the ground???" Whaaaaaat? Why did this come in my mind? HELP ME!!! THE HECK IS A DIGGER? WHAAAAAT?

All i can hear in my head is the V-LOG narrator saying "Digger Hull!" "We have started testing the brand new Digger hull" "Brand new hull!". I will go to a therapist if these voices continue. I swear it! LEAVE ME ALONE "DIGGER"!!! AAAAH!

Edited by B.A.B.I
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