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Ideas for Hulls and Overdrives!


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We already have an idea for different mine types. I don't think it makes sense to attach them to specific hulls, since there's no logical link between a hull and an item it deploys. More importantly, separating mine variants into a separate feature would allow developers to monetise it.

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This is properly getting ignored when the Devs are busy making "new drone replacement" augments, but anyway...

 

Paladin

  • Increase the charging rate
  • Reduce duration
  • Remove the status effect immunity
    • i.e. only AOE healing is left

With multiple nerfs, Paladin's OD is no longer OP as before. I get the Devs tried to compensate the nerfs by increasing the duration, but I doubt many people will manage to survive the entire duration if he/she is not camping. It will be better to make the OD being able to use it more frequently instead.

 

Crusader

  • Significantly increase vertical aiming angle
    • Can also add a bit of homing as well to compensate for the fact that it's so easy to miss (not to the degree of striker through)
  • Significantly increase projectile speed
  • Reduce AOE radius
    • Can also remove it completely

It is meant to be a single-target sniping ULT, but it absolutely sucks at doing it, period.

 

  • Agree 1

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Also nerf their sliding speed. Especially Hopper's sliding. It's already absurdly OP if you have a turret that requires skill (def not scorpion....)

It's basically impossible to hit a hopper from a far because of flying trashcans having OP sliding mechanic.  

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I guess a solution could either be to make it impossible for Mammoth to get on top of tanks it runs into while it's using the OD, or to make the thrown away dead tanks move through without interacting with Mammoth like an object.

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This concern was raised soon after the Mammoth OD update was released, and developers response was that they don't plan to fix this issue in the near future, so "just be more careful when running over dead tanks with Mammoth OD".

¯\_(ツ)_/¯

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On 5/1/2023 at 2:03 PM, Maf said:

This concern was raised soon after the Mammoth OD update was released, and developers response was that they don't plan to fix this issue in the near future, so "just be more careful when running over dead tanks with Mammoth OD".

¯\_(ツ)_/¯

Sounds like they didn't say they won't fix it eventually, so at least there's that.

Edited by ekf

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IDEA: Reduce delay for dictator OD with hull level to near zero. 

WHY: This OD is the absolute worst in the game, it has 2 features. Healing and crit damage which are pretty useful in concept... in practice it's useless.  Been trying to play with this hull for trophy points....it's so bad.  4/5 OD go to waste and it's SUPER slow to regenerate...as if its pretending to be  a powerful OD or something 

 

The healing always goes to waste... if you need healing you need it fast. the delay guarantees you will die while trying to activate it if at lowered health on a medium hull in higher ranks. even with the defender drone.   

 

The only way to use the OD is to completely waste the health improvement. 

the supply boost is kind of moot at high levels where everyone is constantly drugged anyway so provides little benefit.  

And you are normally dead before any freeze effect takes place. 

 

couple that to the poor handling, constant wheelie, poor aim with melee turrets, medium speed, mediocre armor and no strafe function  and it really is the worst hull in the game by a mile. 

 

 

 

 

 

Edited by Hope
Inappropriate language

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On 5/4/2023 at 1:03 AM, Damage45854 said:

This OD is the absolute worst in the game, it has 2 features. Healing and crit damage which are pretty useful in concept... in practice it's useless.  Been trying to play with this hull for trophy points....it's so bad.  4/5 OD go to waste and it's SUPER slow to regenerate...as if its pretending to be  a powerful OD or something 

I'm sorry, but what you're saying is that your reason for this suggestion is your "skill issue".

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On 5/4/2023 at 1:03 AM, Damage45854 said:

Healing and crit damage which are pretty useful in concept... in practice it's useless.

Oh boy, time to equip my status Tesla and obliterate your entire defense within a second

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On 5/4/2023 at 4:03 AM, Damage45854 said:

The only way to use the OD is to completely waste the health improvement. 

You Read my mind, it should be instant (the way it used be about 2 years ago)

 

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On 5/4/2023 at 6:01 AM, Kazareen said:

I'm sorry, but what you're saying is that your reason for this suggestion is your "skill issue".

Lame strawman. EVERYTHING can be attributed to a "skill issue" explain how one uses this OD optimally and why it's better or even equal to others. 

In my eyes the game evolved and left this behind. and now t's lost almost all purpose.  I don't see many top skilled player rocking dictator. 

You could use it skillfully when camping....but if you were "skilled" there seems  a lot better camper ODs to use (dome radar berserker or  the  green testicle) and the hull is a pretty crap camper as it's so tall and easy to pick off over the average wall with sniper. 

 

and let's face it there are far too many campers in the game as it is.....Need that rapid healing for caps and goals against the piles of campers 

In most cases a "skilled player" would be playing the game not ballet dancing behind a wall with his rail gun worried about his K/D ratio while letting their team lose. 

 

This Used to be great in a dome to heal all your  pals. but that's not needed anymore as the dome heals. 

Back when this was the only OD on every hull it was instantaneous and a lot of fun to use.  The delay made this weak A/F 

 

Edited by Damage45854

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On 5/4/2023 at 12:03 AM, Damage45854 said:

mediocre armor

All armour is naff. All protection modules are naff.

Augments have made armour and prots redundant. Augments have ruined the game, just like the floating trash cans.

The description given for each hull, especially the so called " heavy hulls" is out of date and so misleading. 

Example of how useless hulls/protections are. Mammoth maxed at full health,  50% protection against fire, heat immunity equipped, crisis maxed, double armour on. They are all useless against fire when it just disables everything with a single augment.  The game is a joke, everything can take you out in a couple of seconds no matter how maxed you are.

 

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Thought it'd be cool to add these.

 

Wasp:

Healing Bomb:

Pros - Heals nearby teammates and puts a positive gradual healing status effect on them, including the user.

Cons - Does not damage enemies or inflict negative status effects.

Hornet:

Damage Multiplier:

Pros - User's damage is tripled for 10 seconds.

Cons - Cannot inflict AP onto enemies or supercharge onto self or teammates.

Hopper:

Cheerful Jump:

Pros - Heals and inflicts gradual healing and supercharge positive status effects onto user and teammates.

Cons - Does not damage or inflict negative status effects onto enemies.

Detonation Sprint:

Instead of jumping up high, it'll cover more ground in one move. Wherever the front of the hull is pointing, it'll go in that direction.

Viking:

Increased Duration:

Pros -The effect of the overdrive has increased to 16 seconds.

Cons - No longer increases the damage.

Deadly Gunslinger or Assassin (haven't decided on a name yet):

For firebird, freeze, isida, twins, ricochet, and vulcan, the damage has been increased by 8x lasting only 1 second.

For the rest of the turrets, all the damage you could potentially inflict in those 8 seconds has now been condensed into a single shot.

Hunter:

Supportive Electromagnetic Pulse:

Pros - Heals self and teammates and removes negative status effects.

Cons - Doesn't damage or inflict negative status effects onto enemies.

Crusader:

Highly Explosive Icicles:

Min splash damage is increased by 25%. Maybe a whole another minute can be added to its charge time?

Paladin:

Attacking Polarizer:

Pros - Deals damage and inflicts the AP and burning status effects onto nearby enemies as long as they're within its radius.

Cons - Cannot heal or give status immunity to self or teammates.

Dictator:

Increased Duration:

The supplies will now last 60 seconds but the bonus will only be 50% of usual.

Increased Bonus:

The supplies will now only last 15 seconds but the bonus will be twice as much as usual.

Wild Card:

The user and nearby teammates will randomly get one of the following supplies:

- A repair kit that can heal up to 12,000 health.

- An armor boost that boosts your armor by 3x of normal.

- A damage boost that boosts your damage by 3x of normal.

- A speed boost that boosts your speed by 3x of normal.

- A mine that can deal 3x as much damage as normal.

Ares:

Stationary Orb:

Will stay in place for 10 seconds and then will explode.

Titan:

Mobile Dome:

Pros - Dome can move wherever the user goes.

Cons - The protection is reduced to just 45%.

Attacking Dome:

Pros - Dome will deal damage to nearby enemies.

Cons - Dome will no longer protect the use or teammates from damage.

Mammoth:

Increased AOE:

Pros - The range is increased to 15 meters.

Cons - The damage per second has been reduced to 1998.

Healing Touch:

Pros - Can heal nearby teammates.

Cons - Cannot damage enemies.

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On 5/15/2023 at 9:35 PM, PirateSpider said:

Finally published, lol.

I was having a lot of difficulties to assess the topic, also I believe we had a similar topic in the past, but couldn't find it so.....

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On 5/15/2023 at 9:22 AM, NikmanGT said:

I was having a lot of difficulties to assess the topic, also I believe we had a similar topic in the past, but couldn't find it so.....

I think it was merged or something, I don't remember. Anyway, what do you think of the idea?

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On 5/20/2023 at 11:38 AM, DragonKnight said:

Too much info 

That's not a valid criticism. Also I noticed you replied in a bunch of topics back to back with hardly any thought into them. They looked rushed. What's up with that?

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On 5/8/2023 at 12:51 AM, PirateSpider said:

Thought it'd be cool to add these.

 

Wasp:

Healing Bomb:

Pros - Heals nearby teammates and puts a positive gradual healing status effect on them, including the user.

Cons - Does not damage enemies or inflict negative status effects.

Hornet:

Damage Multiplier:

Pros - User's damage is tripled for 10 seconds.

Cons - Cannot inflict AP onto enemies or supercharge onto self or teammates.

Hopper:

Cheerful Jump:

Pros - Heals and inflicts gradual healing and supercharge positive status effects onto user and teammates.

Cons - Does not damage or inflict negative status effects onto enemies.

Detonation Sprint:

Instead of jumping up high, it'll cover more ground in one move. Wherever the front of the hull is pointing, it'll go in that direction.

Viking:

Increased Duration:

Pros -The effect of the overdrive has increased to 16 seconds.

Cons - No longer increases the damage.

Deadly Gunslinger or Assassin (haven't decided on a name yet):

For firebird, freeze, isida, twins, ricochet, and vulcan, the damage has been increased by 8x lasting only 1 second.

For the rest of the turrets, all the damage you could potentially inflict in those 8 seconds has now been condensed into a single shot.

Hunter:

Supportive Electromagnetic Pulse:

Pros - Heals self and teammates and removes negative status effects.

Cons - Doesn't damage or inflict negative status effects onto enemies.

Crusader:

Highly Explosive Icicles:

Min splash damage is increased by 25%. Maybe a whole another minute can be added to its charge time?

Paladin:

Attacking Polarizer:

Pros - Deals damage and inflicts the AP and burning status effects onto nearby enemies as long as they're within its radius.

Cons - Cannot heal or give status immunity to self or teammates.

Dictator:

Increased Duration:

The supplies will now last 60 seconds but the bonus will only be 50% of usual.

Increased Bonus:

The supplies will now only last 15 seconds but the bonus will be twice as much as usual.

Wild Card:

The user and nearby teammates will randomly get one of the following supplies:

- A repair kit that can heal up to 12,000 health.

- An armor boost that boosts your armor by 3x of normal.

- A damage boost that boosts your damage by 3x of normal.

- A speed boost that boosts your speed by 3x of normal.

- A mine that can deal 3x as much damage as normal.

Ares:

Stationary Orb:

Will stay in place for 10 seconds and then will explode.

Titan:

Mobile Dome:

Pros - Dome can move wherever the user goes.

Cons - The protection is reduced to just 45%.

Attacking Dome:

Pros - Dome will deal damage to nearby enemies.

Cons - Dome will no longer protect the use or teammates from damage.

Mammoth:

Increased AOE:

Pros - The range is increased to 15 meters.

Cons - The damage per second has been reduced to 1998.

Healing Touch:

Pros - Can heal nearby teammates.

Cons - Cannot damage enemies.

Some ideas are good but some other are just not fitting the spirit of the hull, for example, the mamoth od is supposed to be like a bulldozer, healing teamate would be weird. Anyway, good work for these ideas?

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Nice idea, interesting in real. As a concept I hope if it gets applied.

For Wasp it would have an inverse advantage that the heal explode will cover a wider range of tanks, as teammates will move towards the bomb, opposite of the repellent bomb for enemies.

For Viking, it's straight OP. As it's not completely meant that you can exploit the 8s completely. In real you don't need all the power, you may just kill one or two then you don't find anyone in your POV. Thus extending it to 16s even with weaker damage is considered as OP. See in example, if Viking was doing infinity damage in 2s, it seems reasonable. But if we tried to divide it for a longer time.. it may also get infinity damage for the whole 15 minutes!

Edit: Also Mammoth having like 3/4 of Titan's dome? Irreasonably OP.

Edited by firety31

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I have almost 300 hours worth of playtime and 5.3 million XP with Crusader. My point being that this idea comes from a player who is well versed in playing with the hull and its OD.

 

Crusader OD is one of the hardest, if not hardest OD to master. To just make a short-range shot, you need impeccable accuracy, and to be absolutely still, because the slightest movement from ally or foe will knock off your aim. Not to mention, it has this odd mechanic where the Icicle will fly right through a destroyed tank, and not deal any damage to any opponents who were around the destroyed tank. Overall, it can be very satisfying, but also very annoying.

If you play with it, you know that the chance of receiving splash damage is relatively high, even with good maneuvering skills ,which is what this post is about. The splash damage of 1000 chaos damage is too wide, and should be reduced to a smaller range, one where I can shoot my icicle at somebody somewhat close to me, and not be punished for it.

 

However, I think the radius in which the 2 status effects it applies (Freezing and AP) should be left unchanged. This way, Crusader OD is still effective in its capacity of splash range, but not punishing the player who chooses to use it at a somewhat close distance. 

 

My reasoning for this is simple. 

1. In my experience, I find the extra 1000 damage to do more harm than good. I rarely get any extra kills with it (people will usually have more than 1000 health at any given time) and I find taking 1000 damage to myself is unnecessary. Crusader's OD is the only OD where the player is punished for using it at close-range to an enemy. No other OD has to worry about its range to an enemy and possibly take self-damage. Taking damage at close range would make sense IF the OD had impeccable accuracy at longer ranges, but it is quite the opposite. 

 

2. There is a precedent for applying status effects without doing any damage. Dictator OD works in this fashion. It applies the Freezing status effect to nearby enemies, without applying any actual damage to them. I am certainly not equating the two ODs to each other, but at least the idea of applying status effects but not inflicting damage already exists in the game.

 

3. AP and Freeze status effects are very good aspects of the OD, and it still makes the enemy easy pickings, so the Icicle doesn't lose its utility. 

 

There are other problems with the OD too, like the excessive amount of recoil it has from firing it. However, this issue has been grinding my gears as of late.

 

Edited by BullyMaguire
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Crusader's OD is an absolute trash right now.

It is supposed to be a long range, single target instant kill OD. But thanks to it's unacceptably slow projectile speed and extremely easy to miss with just a slight bump from your team mates, it is impossible to hit anyone on the run from afar. I mean really, those guys who "posses a huge threat in battle" are definitely not the one standing still while shooting.

So people tends to use it in closer range, and then the splash damage becomes the problem.

It simply suck at what it is designed for. You can't find any OD in a worse position than this.

 

There is a reason why Crusader is so rare in the game now, and mainly only show up in modes like Siege where the OD is definitely gonna hit something even if it missed. Paladin is simply the superior counter part of it.

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On 5/24/2023 at 7:09 PM, PirateSpider said:

Crusader isn't meant to be used at short range. The only time that its necessary is if the target in question poses a huge threat in battle.

Yes the proper time to use it is at a larger distance when the enemy is even harder to aim at and is likely moving around. It's so adept at this...

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On 5/24/2023 at 5:50 PM, BullyMaguire said:

Yes the proper time to use it is at a larger distance when the enemy is even harder to aim at and is likely moving around. It's so adept at this...

I mean if the enemy is a light or medium user, then maybe its best to not use it against them because of their speed. Its recommended to use it against heavy hulls. Its especially useful against titan domes, since it doesn't need to be within range, just a clear line of sight.

Another thing to note is that since the cannon is lower than the turret, its best not to use it against enemies who are on a higher elevation than you. But it should be fine to use it against enemies who are on a lower elevation than you.

Since crusaders OD has one of the fastest charging rates in the game, then improperly using it becomes less detrimental compared to ODs with longer charge rates like say Viking for example.

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