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Ideas for Hulls and Overdrives!


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This is the first natural enemy  of mammoth od, its literally the concept of "kill me and you come with me"

Some enemy suicides with blaster are full hp, they respawened and when i turn on the mammoth od  he just kills me with that drone, tanki online already countered one of those drones that name is saboteur, because its the secondary enemy of mammoth od, with a lot of mine spawns, a toxic drone that should have at least 1 minute of recharge instead of 30s, and blaster, with every respawn with that suicide drone ready, its a better version of trooper, since you have an guarented damage instead of just an activate supplies for 7s(which was 20s , and after 10s but its more nerfed than before)

 

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8 hours ago, nikunj04 said:

So all in all, you meant to say 60 sec of recharge for the blaster drone?

No, just an reduction or null of blaster damage agains an mammoth overdrive like in the title of topic 

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Some sugestion to help the overdrives become usable before someone die or do something like this

Wasp- When overdrive is at 100% - Gains +20% speed in direction to enemies in 100 meters

Paladin - When overdrive is at 100% - Gains  + 20% speed in direction to allies in 100 meters

Hunter - When overdrive is at 100% - Gains +15% speed in direction to titan domes in 100 meters

Dictator- When overdrive is at 100% - Gains  + 20% speed in direction to allies in 100 meters

Titan -  When overdrive is at 100% - Gains  + 20% speed in direction to allies in 100 meters

Mammoth- When overdrive is at 100% - Gains 20% damage reduction in direction to enemies in 70 meters

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The idea of passive buffs is interesting, considering you pay the price by not using your fully charged overdrive. However, the part about direction is strange. Besides probably being very difficult to actually put into code, the mechanic itself is confusing. For instance, what is "damage reduction in direction to enemies"? Overall I'm not sure if the gameplay improvement from this feature is worth the hassle of implementation.

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6 minutes ago, Maf said:

The idea of passive buffs is interesting, considering you pay the price by not using your fully charged overdrive. However, the part about direction is strange. Besides probably being very difficult to actually put into code, the mechanic itself is confusing. For instance, what is "damage reduction in direction to enemies"? Overall I'm not sure if the gameplay improvement from this feature is worth the hassle of implementation.

I mean, when you are approaching of an enemy, you gain the respective buff,and if breake the instance to the enemy, the effect ends, like paladin overdrive with const ap+jammer while have nearby enemies on you, thats useful for have a chance to use the overdrive before receive instakill, since mammoth is the slower hull of the game

Edited by pocrettttt
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Crusader is the only medium hull that have the same Weight of all light hulls with heavy construction, until hopper, with that flat hull, still have the same Weight (6000 ), making difficult to crusader push enemies with light hulls using heavy construction

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I see mammoths here and there, but as in many parts of the cases the real problem has not yet been resolved, and it's pretty easy to deal with mammoth overdrive.

Freeze does 4x on crit damage, striker and gauss 2x,railgun 2x, shaft does 3300 damage(without booster or crisis damage boost), general turrets with 2000 of damage while equip booster too, and blaster drone

I suggest an better way to preserve the mammoth alive during his overdrive

1- Global crit damages is reduced by 50% during his overdrive

or

2- The cap damage is fixed at 1500 / 1800  >>> 1800 >1300 (Scales with mammoth level)  per shot or any damage received during his overdrive

Edited by pocrettttt
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I see that sometimes when I'm touching my enemy with mammoth od, it's probably due to the delay that the game considers between my position and his, 2 variables that don't update at the same time, I just don't damage him for this reason

So I suggest a "path forecast"

When you walk in a direction, the game will "drop the path prediction bot", so even if you stop for 1 second, the bot will consider your position in 1 second as if it were continuing to walk, even if you have already stopped or crashed your client

 

Edited by pocrettttt

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The frequency of getting an overdrive is relatively low, but I'm happy if a viking needs 5 minutes to eliminate my entire team 

So in general, will have one more thing, and that is called impact presence

Each time you hit an enemy with 500 impact force, you will charge your overdrive charge faster at the same frequency as charge/sec

That counts for pushing an enemy with the power of the hull too

  • Saw it 1

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On 11/9/2021 at 8:15 PM, pocrettttt said:

The frequency of getting an overdrive is relatively low, but I'm happy if a viking needs 5 minutes to eliminate my entire team 

So in general, will have one more thing, and that is called impact presence

Each time you hit an enemy with 500 impact force, you will charge your overdrive charge faster at the same frequency as charge/sec

That counts for pushing an enemy with the power of the hull too

Topic Merged

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We all know that Ares and Paladin don't get points for healing teammates with their respective Overdrives. But that's not exactly fair, is it? Isida, Mechanic, they get points for healing. So why shouldn't those two get points as well?

Now, I know that there's an issue because a teammate can get healed multiple times and/or can get healed over and over again. So my thought is, for every teammate that gets healed at least once, you get a certain number of battle points. Maybe 5 or 10. It doesn't have to be a lot. So for example. Say that healing gives you x battle points. EdBob uses his Ares OD and heals HealMePlz for 1000 HP, then LadyLucky for 2000 HP, then dicdoc for 500 HP, then HealMePlz again for 500 HP, then runnnnnnnnnnnn for 2500 HP. He gets 4x battle points. So as long as you heal a teammate, you get the points. And it doesn't matter how many times you do it. Or how much you do it.

Oh, also, you get no points for healing yourself. Just to avoid abusing that.

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16 hours ago, readyfireaim said:

So as long as you heal a teammate, you get the points. And it doesn't matter how many times you do it. Or how much you do it.

To be honest, it would be best if it was based on how much you healed.

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14 hours ago, Iron_Man said:

To be honest, it would be best if it was based on how much you healed.

I agree, but you look at Dictator's OD, Supplier, Mechanic... I figured this was the way that would be least likely to get some pushback.

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On 11/7/2021 at 5:39 AM, pocrettttt said:

Crusader is the only medium hull that have the same Weight of all light hulls with heavy construction, until hopper, with that flat hull, still have the same Weight (6000 ), making difficult to crusader push enemies with light hulls using heavy construction

Topic Merged

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