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Ideas for Hulls and Overdrives!


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55 minutes ago, Spy said:

This one won't be implemented because the developers want hulls of the same class (e.g light hulls) to have the same amount of HP.

And what about the other ideas mentioned same post...

One other advantage not mentioned above (but mentioned in other posts) is the unflippable nature of hovering hulls.  Rarely happens, unlike tracked hulls.

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37 minutes ago, wolverine848 said:

And what about the other ideas mentioned same post...

The developers seem to favorite hovering hulls over tracked ones as you can probably see yourself so in my opinion they won't nerf them, but you never know..

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1 hour ago, Spy said:

This one won't be implemented because the developers want hulls of the same class (e.g light hulls) to have the same amount of HP.

The way in which hulls move gives these hovering hulls a huge advantage, plus they seem to survive way longer than they should even under heavy fire that actually hits them.

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3 minutes ago, Spy said:

The developers seem to favorite hovering hulls over tracked ones as you can probably see yourself so in my opinion they won't nerf them, but you never know..

And that's why this game is doomed.

TO might as well go back to 6-min battles because that's what the short-attention span players on mobile like. Won't be many PC players left, so Devs might as well cater to the mobile crowd.

Edited by wolverine848
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2 minutes ago, YANUKFIN said:

The way in which hulls move gives these hovering hulls a huge advantage, plus they seem to survive way longer than they should even under heavy fire that actually hits them.

I've noticed that too.  They seem to have a LOT more than 2000 armor.  Almost like they are hacking - they just can't be killed even under withering fire from multiple tanks.  It defies logic.

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29 minutes ago, Spy said:

The developers seem to favorite hovering hulls over tracked ones as you can probably see yourself so in my opinion they won't nerf them, but you never know..

Thanks for clarification, didn't know I signed up for hoverboardi online ?‍♂️.

I'd really hate for that to be the case. I have enough crystals to buy paladin mk8 in the next sale, but I just hate the concept in general. This game should be about tanks, even if futuristic, with hoverhulls as a niche option at most, not an all over the board dominating meta, without a hope for a rebalance in any foreseeable future.

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On 1/21/2022 at 2:45 AM, frederik123456 said:

c) increase the momentum/lower the acceleration of hover hulls to make the sideways movement less swift and to add moments of vulnerability when changing directions

I like this one the best. It takes something that is more likely to happen realistically, and adds it into the hovering hulls.

1 hour ago, frederik123456 said:

Thanks for clarification, didn't know I signed up for hoverboardi online ?‍♂️.

I'd really hate for that to be the case. I have enough crystals to buy paladin mk8 in the next sale, but I just hate the concept in general. This game should be about tanks, even if futuristic, with hoverhulls as a niche option at most, not an all over the board dominating meta, without a hope for a rebalance in any foreseeable future.

Welcome to tanki online in 2022.

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So I know they just "nerfed" it. But in my opinion, it is still way to op. They made it so that its od doesnt protect it from crit shots, but for most turrets crit shots dont have that much of a difference. The od still protects them from every status effect, which in my opinion, shouldnt be able to do. And if multiple paladians are on the same team, it can make it, that atleast 1 of them will always have od activated. I amsuggesting to do atleast 1 of the fallowing.

1. shorten the od time.

2. Make it vulnerable to atleast 1status effect

or 3. limit the healing ability to only to 2 or 3 players, instead of every teamate in the area.

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Basically, nerf in its Overdrive if I am correct. I have edited the title of the topic to make it more relatable to the Idea.

I agree, Paladin is a bit Overpowered. Furthermore, I used it and myself felt the difference, thought my Paladin is only mk7-3, but it didn't matter much.

8 hours ago, artc said:

3. limit the healing ability to only to 2 or 3 players, instead of every teamate in the area.

This is a line bothering me, though it is not wrong in theory, but in a group of people more than 3 surrounding the Paladin during its overdrive, how will you determine who avails the benefits of the OD over others.

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At this point whenever a hunter uses his overdrive - shock and freeze - Titan's dome is useless. Odd that the dome cannot counterweight right after the hunter's overdrive is executed. I propose that if the hunter is first in it's overdrive, the Titan can still engage its dome, extinguishing the Hunter's overdrive. Look, the same is with Wasp's bomb overdrive. If the  Wasp uses it too early, the Titan can crush it with the dome. Why can't he do that with Hunter's overdrive?

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On 1/26/2022 at 9:58 AM, nikunj04 said:

This is a line bothering me, though it is not wrong in theory, but in a group of people more than 3 surrounding the Paladin during its overdrive, how will you determine who avails the benefits of the OD over others.

Agree with you in this, many players are suggesting weird creative things.  It would be more logical if he said like the healing amount will be divided between the group. So instead of 200hp/s, if there was 4 players == 50hp/s

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-New Hull Ideas-   Continued from my other Hull Posts 

 

-New Hover Hulls-       UpRighter Hull- 

Medium Hull  its main Feature is its Turret Hub which can Switch or Move Turret Hub unlike other hulls sideways either left or Right so its Turret is Facing a Different Angle

OverDrive is Able to Flip its Turret to The Top angle From when Hull is Flipped Upside Down  so its Turret is now Back to The Top Of The Hull  , 

 -Pro-  -Advantages- Plus.png -  Makes User be Able to Attack Enemies Even when tank was Flipped ,  Overdrive Time is Fast   , Turret now Can be Rotated To almost any angle 

-Con-    -Disadvantages Minus.png   Due to Tank not Solid Like other Hulls it cannot attack While upside down Unless Overdrive activates or if User is On angle due to being stuck off a ledge  

 

-New Ground Hulls- 

Name -Deployer-   -Info-  A Medium Hull that can be Deployed into The Ground at the Cost of Not being able to Drive

Uses a Drill / dozer Blade to Deploy after it activates Overdrive , makes armour Panels To the Front  area and on its Sides and gives a Defence Boost to User

 -Pro-  -Advantages- Plus.png  . Gives a Defence Boost of 10 to 15%  when Deployed , Can Block a path to your teams Base  or Block Acces to Escaping Flag Enemies to Their Own Base ,

When Deployed Tank Can change Weapon Angle Left/ Right and Up/ Down up to 180 degrees due to Turret base can Pivot on a ball joint

-Con-    -Disadvantages Minus.png You cannot move unless You Redeploy Tank back to Normal Mode ,

Overdrive takes Longer to Charge if user Is Deployed already  at least 10 to 20% longer even  after you have Became Out of Deployed Mode  , 

Armor Panels Dont Cover or give defence Boost at the back of the Tank  ,

User cannot Deploy Near Team Bases Flag at least 5 to 7 Mammoth tank length  same with Your teams Rugby Area  Or near ledges and on Roads

 

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Please delete the activation delay for Mammoth's OD!

Being able to very quickly activate it is very important when it's used as a repair-kit and emergency defence.

As a heavy hull Mammoth relies on its health as its advantage, and now that is less so. Enemy tanks can escape when they see the activation begin. It also means you need to activate it when you still have a lot of health left, making you  make use less possible health overall.

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The addition of the AP effect greatly crippled Hornet's destructive power. It's especially difficult to play when one can avoid the AP effect by hiding behind a small wall.

How about having Hornet's AP work the same way Hunter's Jammer does? Limited 60 meter radius, but no obstacles can block it?

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Developers specifically added the Line-of-sight with respect to Hornet OD, I doubt they might change it. 

I would love if they bring back the long-distance factor like the mechanism that was introduced just after the introduction of AP.

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if anyone get any ideas for a hull that would fit with this Over Drive, quote me ?

 

Gravity OverDrive

my idea is inspired by: Test box 1-20 | Tanki Online HD (www.youtube.com/watch?v=7aSCw_9mZDI) (test #10 if you want to know)

when activated, first of all, directly change to space mode. it would stand 5 seconds.

in the same radius as hunters OD it would eject enemies in the air, not too much...

it wouldn't desactive suplies or stun the enemies, only break armor, like most of ODs.

it would be an Over Drive that take longer to reset, would take more time than other hulls.

il realty.. maybe even ouself would get armor piercing when activated ?

in the video it show that it slow down the time for a sec, i don't think it's a good idea for this OD, you could see ?‍♂️

hum.. that's it.. i think... oh! personally i see this OD with a light tank, it would be soooo epic, i see epic videos from popular youtubers :))))

? if something missing (but the hull, of course) ask me ?

overdrives_1006x300_EN.jpg

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Right now afaik it's almost impossible to use Magnum with Viking's OD since it automatically fires at a 100% charge, meaning that you can't control where your shots land, and often the maps are too small for the shots to even land inside the map!

This looks lazy/clumsy for the game design and needs a solution.

My solution would be that when you activate Viking's OD with Magnum equipped, the OD waits (is not yet activated) while you to charge up a first shot and only activates once you let go of the space-bar, and all the subsequent shots are fired with the same charge automatically (without you pressing the space-bar).

Edited by qwds
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