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Ideas for Hulls and Overdrives!


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6 minutes ago, PirateSpider said:

Then why in the world did you say this in another post?

 

When exactly did I say I prefer his suggestion over what we have now?)

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7 minutes ago, Spy said:

When exactly did I say I prefer his suggestion over what we have now?)

I don't know what time, but the date is clearly visible. And your statement back then practically implies that you preferred his idea.

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  • Head Administrator
Just now, PirateSpider said:

I don't know what time, but the date is clearly visible. And your statement back then practically implies that you preferred his idea.

I simply said that what he suggests might help with a problem in Team Juggernaut. I never said I prefer his idea over what we have now. 

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7 minutes ago, Spy said:

simply said that what he suggests might help with a problem in Team Juggernaut

You could've just copied and pasted that same exact statement here. But no worries.

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no, its already pretty good the way it is. Also think about the newbies. Majority use thunder or smky. Now they all use tesla :/ but thunder at its early stages doesnt load really fast. Even with vikings od. If this was implimented they might get 3 or 4 shots with the od bec. of its slow reload rate. Anyways dont fix something if the something dont need fixin.

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1 hour ago, PirateSpider said:

I know I know. You've all been thinking that I have been supporting viking., and I've been criticizing any nerfs to it. But lately I've been thinking that this idea is more like a buff to it.

I mean all that's nerfed here is the lethality of the OD. While all the benefits it could gain are listed below:

• faster charge time of 2 minutes and 20seconds. Which also means completing OD missions faster with Viking.

• less time of having to stay exposed to maximize the OD due to 3 seconds of duration.

• less time spent trying to find the perfect opportunity to use it.

 

In short this idea turns Viking from a brutal murder machine into a flexible killer.

 

It's... 7 seconds.  How much shorter do you envision.

Should be tweaked in a different way.

Lasts longer 10 seconds or 15 seconds, or ... and charges faster than current BUT ... the fire-rate is reduced by a lot and no damage multiplier for weapons without DPS (tick-related damage).  Vulcan would get a damage multiplier since it really has no reload.  Similar for twins.

That's basically what I envisioned long before they brought out ODs.  Not this Grumman Avenger GAU-8 mod for every stinking turret.

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  • Head Administrator
1 hour ago, PirateSpider said:

You could've just copied and pasted that same exact statement here. But no worries.

What's the point? I just share what I think at the moment I approve the idea. When I posted the statement you are talking about, many players were complaining about Viking's OD in Juggernaut, which is why I said what I said. 

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7 minutes ago, Spy said:

What's the point? I just share what I think at the moment I approve the idea. When I posted the statement you are talking about, many players were complaining about Viking's OD in Juggernaut, which is why I said what I said. 

I guess. Doesn't matter now though. ?‍♂️

26 minutes ago, wolverine848 said:

Lasts longer 10 seconds or 15 seconds, or ... and charges faster than current BUT ... the fire-rate is reduced by a lot and no damage multiplier for weapons without DPS (tick-related damage).  Vulcan would get a damage multiplier since it really has no reload.  Similar for twins.

You might as well ask for the removal of the OD for shot turrets, because this is basically what it is.

I would rather just remove the firing rate increase and keep the damage multiplier when the duration is only 7 seconds.

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Vikings overdrive has never been a problem. The reason it is not a major threat in battle is because it takes a very long time to charge. I find them easy to negate, I just keep out of their way then kill them, simple really.

This is my rework on It's overdrive and It's in line with the current thinking on how the devs implement new updates, so it should be a no brainer.

1-Give it the same charge rate as mammoth.

2-Give it 20, no, 30 seconds of overdrive time.

3-Also give it the ability to fly, stun, burn and be able to jump onto walls and buildings.

4-Once It's overdrive is activated it also deals crits (every shot fired) and applies EMP status effects with every round it fires to.

5-On activation It's balls of plasma can also ricochet multiple times without any self damage.

All these slight buffs should give viking a better role to play in defence and attack, a truly versatile hull that all buyers will rush to get because all of the above only comes in UC and costs a million bucks each.

I think I may be onto something here, think the devs will put me on their payroll after this splendid rework of a boring also ran hull. 

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At first I was against the idea of nerfing titans od, but now i have witnessed how it can be greatelly annoying. I am suggesting that if you are using titan and have your od 100% when some1 else uses their titan od also, once teir titan od expires ou cannot use your titan od as soon as the other shield expires. There would be a waiting period of some time.( not sure how much time is a good Number) That way people cannot gang up with titans and have a continuous shield the whole time. If you think about it, this would not effect it in most sinarios. The only time it would happen is if most of the other team were titans. I think its a good idea anyway.

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Argument 1:

If I equip a hull of my choice, why should I be restricted from using its unique ability when I wish to?

Argument 2:

On 8/21/2021 at 3:42 AM, artc said:

his would not effect it in most sinarios

Well if this happens only in very less scenarios, why actually waste effort and resources trying to fix something which is not very frequent to happen?

Argument 3:

On 8/21/2021 at 3:42 AM, artc said:

That way people cannot gang up with titans and have a continuous shield the whole time

To be honest I've never seen this. Even so there are many ways to counter it, Hunter's OD, Wasp's Nuke, Crusader's Icicle and there are many AP augments for that as well. I believe that this mostly happens in Siege.

Some other sort of nerf would be good, I believe.

 

 

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I would make it so the more teammates inside the shield, the less protection it gives to each one. For example, if the Titan user is the only one inside the shield, he gets 90% protection. If there is another tanker with him inside the shield, it gives them 70% and the numbers can change depending on the number of players inside the shield.

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6 hours ago, Spy said:

I would make it so the more teammates inside the shield, the less protection it gives to each one. For example, if the Titan user is the only one inside the shield, he gets 90% protection. If there is another tanker with him inside the shield, it gives them 70% and the numbers can change depending on the number of players inside the shield.

If Mammoth can have immunity to mines for the duration of its overdrive, then why not Titan have at least some resistance to a nuke as long as you habe the full 100% health?

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11 hours ago, Iron_Man said:

Under Review

Argument 1:

If I equip a hull of my choice, why should I be restricted from using its unique ability when I wish to?

 

lets put it this way, how would you feel if half the other team used vikings od 1 after another, at you and your team. You couldnt even get to them before you were killed.

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8 hours ago, Spy said:

I would make it so the more teammates inside the shield, the less protection it gives to each one. For example, if the Titan user is the only one inside the shield, he gets 90% protection. If there is another tanker with him inside the shield, it gives them 70% and the numbers can change depending on the number of players inside the shield.

Isn't that just encouraging camping with Titan and long range turrets?

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10 hours ago, Spy said:

I would make it so the more teammates inside the shield, the less protection it gives to each one. For example, if the Titan user is the only one inside the shield, he gets 90% protection. If there is another tanker with him inside the shield, it gives them 70% and the numbers can change depending on the number of players inside the shield.

You should definitely suggest this.

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11 hours ago, Spy said:

I would make it so the more teammates inside the shield, the less protection it gives to each one. For example, if the Titan user is the only one inside the shield, he gets 90% protection. If there is another tanker with him inside the shield, it gives them 70% and the numbers can change depending on the number of players inside the shield.

Way to Nerf the titan then.     Then you'll just encourage more and more of the Shaft-Titan's hiding in a corner and activating only when threatened.  That would be just awesom for the game... amirite?

Seriously - how-often does the above mentioned issue happen?

And why do people insist on "forgetting" that almost every other hull can counter the Titan dome in some way?

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