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Ideas for Hulls and Overdrives!


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But many people including me usually move backwards, not just to dodge from melee turrets but in general as well, so reducing the speed and acc. would be a downfall to the current situation.

Also, the damage of melee turrets is comparatively high to its previous year parameters, so if you're in range of lets say Fire, freeze etc. they will in most of the cases inflict a good amount of damage and even kill you.

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Commanders can be a new feature of the game.

  • Turrets have Skins, Augments, and Shot Effects.
  • Hulls have Skins and Augments.

The third item for a Hull can be Commanders! They can be available to Tankers when they maybe reach Marshal Rank.

When you click on this Tab in the Hull section, we can see a list of Commanders:

Different rarities:

  • Common and Uncommon can be purchased with Crystals.
  • Rare and Epic can be purchased with Tankoins.
  • Legendary and Exotic can be obtained only from Containers/Ultra Containers.

Commanders can give from Starting Level 1 - Max Level 10:

  • Common: 1 - 5% damage increase (+0.4 per level)
  • Uncommon: 2 - 10% damage increase (+0.8 per level)
  • Rare: 3 - 15% damage increase (+1.2 per level)
  • Epic: 5 - 20% damage increase (+1.5 per level)
  • Legendary: 7 - 25% damage increase (+1.8 per level)
  • Exotic: 10 - 30% damage increase (+2 per level)

Commanders can be upgraded by playing battles and gaining their Experience.  They have to be equipped onto a Hull to be able to gain it. Each level can require the following Experience to level up:

Level 1-2: 5,000

Level 2-3: 10,000

Level 3-4: 15,000

Level 4-5: 20,000

Level 5-6: 30,000

Level 6-7: 40,000

Level 7-8: 50,000

Level 8-9: 75,000

Level 9-10: 100,000

 

Something like this can be added in the game for the Hull section. It can be a cool addition. Let me know what you guys think about it.

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I've been messing around quite a bit with Mammoth lately and despite it being really fun it simply cannot compete with anything else due to its slowness, 

Unless used with trickster or crisis mammoths overdrive is completely useless as the enemies that see you coming have all the time to counter attack and kill you.

In the past mammoth had more benefits from this but lost them as the game evolved. The developers increased its overdrive duration and gave it some sort of repulsion for tank wrecks, while the duration buff was welcome, the repulsion wasn't enough. Being immune to mines is really nice but once again you're too slow and you'll probably get destroyed before getting anything relevant done.

 

Buff suggestion divided into 4 main features:

(1) During overdrive, Mammoth's damage range should be increased a little so to not require you to facehug an enemy to be effective, this will also make it drastically better at dealing with hoppers landing on top of flags and Ares overdrive which 9/10 times will have either killed you or pretty much removed most of your health before getting deleted.

 

(2) when the overdrive is active, just let mammoth completely disintegrate any wreck in its path, the amount of wrecks that just bounce around slowing you down, flipping you over or making you drive into walls is insane.

 

(3) to compensate the slowness and the fact that everyone focuses the Mammoth while it's using the overdrive, Mammoth will gain FULL damage reflection. What does this mean? Simple, any damage dealt to the Mammoth will be reflected back to rhe sender, a shaft aiming at you? He's going to kill you in a single shot but at the same time he's going to die too over the deflected damage, which is going to be 100% but is still going to be affected by damage reduction sources equipped on the Mammoth.

 

4) additionally, during overdrive Mammoth will be INVULNERABLE to Chaos damage.

To balance it out and to avoid it being too broken with crisis or trickster i would reduce the overdrive duration by a little.

Opinions are welcome.

Edited by JustBlackWolf
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On 10/20/2023 at 7:55 AM, JustBlackWolf said:

I've been messing around quite a bit with Mammoth lately and despite it being really fun it simply cannot compete with anything else due to its slowness, 

Unless used with trickster or crisis mammoths overdrive is completely useless as the enemies that see you coming have all the time to counter attack and kill you.

In the past mammoth had more benefits from this but lost them as the game evolved. The developers increased its overdrive duration and gave it some sort of repulsion for tank wrecks, while the duration buff was welcome, the repulsion wasn't enough. Being immune to mines is really nice but once again you're too slow and you'll probably get destroyed before getting anything relevant done.

 

Buff suggestion divided into 4 main features:

(1) During overdrive, Mammoth's damage range should be increased a little so to not require you to facehug an enemy to be effective, this will also make it drastically better at dealing with hoppers landing on top of flags and Ares overdrive which 9/10 times will have either killed you or pretty much removed most of your health before getting deleted.

 

(2) when the overdrive is active, just let mammoth completely disintegrate any wreck in its path, the amount of wrecks that just bounce around slowing you down, flipping you over or making you drive into walls is insane.

 

(3) to compensate the slowness and the fact that everyone focuses the Mammoth while it's using the overdrive, Mammoth will gain FULL damage reflection. What does this mean? Simple, any damage dealt to the Mammoth will be reflected back to rhe sender, a shaft aiming at you? He's going to kill you in a single shot but at the same time he's going to die too over the deflected damage, which is going to be 100% but is still going to be affected by damage reduction sources equipped on the Mammoth.

 

4) additionally, during overdrive Mammoth will be INVULNERABLE to Chaos damage.

To balance it out and to avoid it being too broken with crisis or trickster i would reduce the overdrive duration by a little.

Opinions are welcome.

Can't agree more. Mammoth OD deserves a buff. The damage reflection is a good idea, it goes with the design of the overdrive. The primary feature of the overdrive was invulnerability. After they removed nerfed that one good feature, the hull is barely even used. I use it sometimes just for fun, but it's not an option for a grind. The increase in damage range is such a must I'd say, because most hulls can easily just outrun you, or just slide past you because the increase in speed doesn't affect the hull rotation speed, hence it's hard to maneuver the hull while using the overdrive. 

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On 10/19/2023 at 10:25 PM, JustBlackWolf said:

 

 

Buff suggestion divided into 4 main features:

(1) During overdrive, Mammoth's damage range should be increased a little so to not require you to facehug an enemy to be effective, this will also make it drastically better at dealing with hoppers landing on top of flags and Ares overdrive which 9/10 times will have either killed you or pretty much removed most of your health before getting deleted.

 

(2) when the overdrive is active, just let mammoth completely disintegrate any wreck in its path, the amount of wrecks that just bounce around slowing you down, flipping you over or making you drive into walls is insane.

 

(3) to compensate the slowness and the fact that everyone focuses the Mammoth while it's using the overdrive, Mammoth will gain FULL damage reflection. What does this mean? Simple, any damage dealt to the Mammoth will be reflected back to rhe sender, a shaft aiming at you? He's going to kill you in a single shot but at the same time he's going to die too over the deflected damage, which is going to be 100% but is still going to be affected by damage reduction sources equipped on the Mammoth.

 

4) additionally, during overdrive Mammoth will be INVULNERABLE to Chaos damage.

To balance it out and to avoid it being too broken with crisis or trickster i would reduce the overdrive duration by a little.

Opinions are welcome.

i think the second part is the one of the biggest problem for mammoth od now, although tanki said mammoth is able to repel the bodies around it, but actually, the bodies will cause you slow down and even roll over. 

And another big problem is the speed of mammoth, you cannot catch light or medium hulls, (if you have same drones), this makes mammoth hard to kill others, I think tanki should make mammoth move faster during the od, mammoth should able to catch light hulls in od. 

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I think it would be cool to have different "flavors" of different overdrives.

For example, wasp has a giant explosion overdrive, so what if there was an alternative mode where it massively freezes all players in a slightly extended radius? Another example would be Viking, which fires very fast. It could have the alternative mode where the firing speed is lower, but the damage is higher, or increasing the fire rate periodically to simulate a pulse weapon. Mammoth could have the alternative where instead of damaging players rapidly, it applies all negative status effects to them.

Also, it would be fun to have a grape flavor wasp bomb. ?

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Ya, I use mammoth with trickster sometimes and ya would be nice to see a buff of some kind for it in the near future. I find it hard to smash light hulls even

with trickster drone enabled. Did they nerf the smash damage rate lately? Cause I try smashing and it takes a while to to kill lately or is it my imagination.

Quite true really need trickster or crisis for the extra speed boost; but nice to use other drones like defender...etc

It would be nice to see an Mammoth OD buff, but I seriously think Paladin and Viking need a buff for OD recharge it, just takes too long and less fun.

 

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On 8/18/2023 at 2:46 AM, pocrettttt said:

 

On 10/6/2023 at 4:47 AM, Bowser448 said:

 

On 10/7/2023 at 1:46 AM, thunderhunter123 said:

 

Topic Merged

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The invisibility lasts quite some time, but the tank becomes visible if it shoots, takes damage, is carrying flags, places mines, charges up a Shaft sniper shot etc, after which it becomes invisible again after a moment. Maybe the invisibility shouldn't hide the tank perfectly, with dust from the tracks, engine noise, tank is vaguely visible when its moving etc, so that sneaking around while invisible isn't that easy and OP.

The way to use the invisibility is to ambush enemies from the behind, sneak into enemy camp to steal the flag or to kill enemies that are bringing your flag to their base, infest the enemy base with mines...

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Now imagine a person sneeking behind enemy team only to kill everyone with splash damage in the end if got caught, or you see a flag floating on its own until you shoot the enemy tank or it gets shot. Proper Bugs and Glitches moments.

Besides your point of being visible again under direct hits makes it somewhat of a 0-benefit feature. If the objective itself is being moved around, whats even the point of invisibility if you're gonna get caught anyways. it's gonna be pretty obvious.

And if its a pretty obvious and not a feature which brings much benefit to the game. then why bother implementing it.

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On 2/19/2024 at 1:09 PM, NikmanGT said:

And if its a pretty obvious and not a feature which brings much benefit to the game. then why bother implementing it.

It was a feature in Tanki X ?

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Nerf hornet overdrive radar. Now people are using it to just camp in their spawn for infinite wallhacks to their team. It makes no sense for a light hull to have such an effect where they have to sit in spawn to use it effectively, look at other light hulls for example; with Wasp OD you have to deliver the bomb to the enemy base, with Hopper you have to be next to an enemy or to jump an obstacle. Radar effect would make more sense for Titan OD effect.

The range which Hornet OD highlights enemies should be limited so people wouldnt just sit in their spawn, they would have to be somewhat closer to the enemy to see them through obstacles. This would eliminate the camping effectiveness, and also make it behave more like other light hulls, that need to play aggressively for the OD to be effective.
 

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Tanki Online recently introduced some overpowered hull augments - miner, lifeguard, blaster and driver. People who have these augments are extremely annoying if they are in the enemy team.

  • Miners ruin almost every game mode, all of them use Saboteur and make it impossible to get into their base.
  • Lifeguard is used by some OP buyer GigaChad who has 50% against your turret, 50% against critical damage and also has max defender and he is using a medium hovering hull which is very good for escaping slow moving bullets and is very good for using turrets that have lock-on mechanisms (Striker, Scorpion, Gauss). Think how annoying it would be if he gets 1000 extra HP when you thought he would die.
  • Blaster users are just straight up annoying (they have no skill), they are mindless zombies roaming around and driving into groups of enemies to kill them.
  • Driver users keep on spamming Overdrive, I mean, its just insane! --in Jumper's video, he gets overdrive in 25 seconds!!! that is just too OP!!. I have some suggestions to nerf these augments.

The key idea is to use critical shot for this purpose. You see, critical shots used to be OP on non-status effect augments. But almost every buyer has 50% against it so it makes it ineffective. This is partly an idea to buff critical shots also. My idea is this:

If any of these augment users receive their dying shot as critical shot (for lifeguard, it is the shot right before lifeguard effect gets activated), do the following:

  1. For miners:
    Quote

    50% of all their mines disappear.

     

  2. For blaster:
    Quote

    Their damage gets halved (so, if their dying shot is critical, they do 1500 instead of 3000 damage).

     

  3. For lifeguard:
    When they receive their dying shot, the effect still gets activated; But:
    Quote
    • Only 500 HP gets replenished (instead of 1000 HP). (OR)
    • They receive 1000 HP now, but won't get that effect on their next spawn's duration (make sure they can't cheat this by self-destructing and getting it back immediately --make sure that it gets activated only on a proper death)  (OR)-
    • Keep a countdown timer -- they won't get this effect for the next 20 seconds (this timer starts on their next spawn).

     

  4. For driver: 
    Quote
    • Their OD wont recharge for the entire duration from their next spawn till their next death (and make sure they can't self-destruct and get it activated --it gets activated only on a proper death).
    • Keep a countdown timer -- their OD won't recharge for the next 20 seconds (this timer starts on their next spawn).

     

Edited by H-U-N-T-E-R

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quite a simple idea , an overdrive which when activated you shoot it at the enemy base and within a certain metered area a green smoky will appear were anyone in that smoke will be effected by loosing they vision as the screen will be blury and their health points will decrease the more they stay in contact.

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Mammoth's size seems to be too big for the reach of the OD. It kills tanks faster if they touch its sides than the front, which seems flawed when it's meant to be used for ramming, and sometimes the OD can't kill them at all if they touch Mammoth's corners.

Besides making the OD easier to use by solving these problems, increasing the OD reach slightly would also:

- Make it much less likely for Mammoth to be thrown upsidedown by destroyed tanks, since they'll be thrown away before it can drive over them.

- Give Mammoth a buff, which is I think is good considering that Ares' OD is much more powerful and practical and much better overall.

Edited by demon09

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hornet overdrive should reveal mines. very obvious

if you dont do this in the near future then for shame

also hunter overdrive destroying mines was finally completed after like 3 years of someone suggesting it.

why dont you change it from valid (yellow) it as completed (green)

it was even more irritating to not see it marked as planned (blue)

why dont you communicate better with your playerbase

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It is hoped that the tracked chassis can have more health than the suspended chassis. Nowadays, the winning or losing of the competition can be said to depend on the number of suspended chassis. The suspended chassis is not only flexible, but also simpler to control than the crawler, and the exposed part is smaller in the battle. The crawler chassis often needs to be sideways, and the exposed part is larger. Also, dictators are rarely used by players now.Advice from an old player

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Hover hulls have already been nerfed multiple times over the years, but equipment balance is an ongoing process and more changes can be expected.

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mines with status effect on critical damage according to the hull protection module for example: if the hull equipped with Stun protection module mines give stun on critical damage

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Hello I was wondering for an idea regarding the ares BFG overdrive if you guys could make it’s activation speed faster reason is I personally find it is the slowest to activate compared to all other overdrives and when I use it half the time I get killed just before activation and loose all/ most of its charge so was just wondering if you could speed up it’s activation at least to same amount as all the others. Kind regards Reaper181?

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There are 3 things I want to suggest: 2 new hulls with Overdrives & Overdrive MAX

I have prepared with one light hull and one heavy hull. I will say which one is which, but I leave the parameters of the hulls on the developers  ?

 

1, "Chameleon" hull

Light hull

Overdrive: Activates "Stealth mode" that gives the user Immunity from all damage impact force and status effects for a short period of time. Boosts the speed of the user.

Specifications:

Duration of immunity: 15 seconds

Immunity: 50% protection from all turrets, mines & critical damage, 50% protection from chaos damage, 100% immunity from all negative status effects, 100% immunity against impact force

Duration of speed boost: 45 seconds

Extra speed boost effect: +40%

 

Interaction with other Overdrives:

The overdrives of Wasp, Crusader, Ares, Mammoth, Behemoth are effective against Chameleon's overdrive.

 

 

2. "Behemoth" hull

Heavy hull

Overdrive: Summons an e-wall (similar to Titan's dome) if enemies try to pass through receive chaos damage, while you & allies can freely move. The user will receive extra damage and armor boost for a period of time.

Specifications:

Duration of e-wall: 20 seconds

Chaos damage: 4000

Duration of extra supplies: 30 seconds

Extra armor boost effect: +100%

Extra damage boost effect: +100%

 

Interaction with Overdrives:

The Overdrives of Wasp, Hunter, Titan, Mammoth can knock down the e-wall and Hopper can jump above it. Crusader and Ares OD will automatically self destruct uppon contact with e-wall.

 

3. Overdrive MAX

There are Hull & Turret MAX, so there would be Overdrive MAX. Which is basically a slightly better version of the overdrive, which can occur in the buff of parameters or a special effect. I will name a few for example.

Ares OD: Able to explode the ball remotely by pressing Shift again

Titan OD: Slightly bigger dome

Dictator OD: Extra damage, speed and armor boost (+10% of each)

Mammoth OD: More extra speed

Wasp OD: Fixed 4000 damage on 0-20m, fixed 2000 damage on 20-40m

Crusader OD: Splash damage is 2000

. . . . . . etc

 

EXTRA: Paladin Overdrive rethinking:

Paladin's overdrive has been very weak lately which a buff of the current effects would not be able to solve, so i had an idea... I will only mention the changes I would make, other parameters would be the same.

1st.: 100% status effect immunity (freezing & burning too!!!)

2nd.: I would switch the Jamming effect to a new status effect "Reboot"

3rd.: Effect Radius of healing and reboot would be 30m

4th.: Healing per tick: 35 -> 70 HP (depending on upgrade)

Reboot: Disabling the hull augment of enemies within it's radius of effect

Explanation: If you have Lifeguard augment and you come in contact with Reboot, the lifeguard effect will not be triggered until the reboot effect is active on you. The reboot effect only works for the "Legendary" hull augments (Miner, Lifeguard, Blaster, Driver, and the ones which would come in the future... status effect immunities are not effected)

 

 

Edited by AcnoIogia

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Hello I would like to suggest few ideas about potential change of Titan OD - Dome (Protective Shield Generator) 

  We all know that  Titan OD is one of worst OD in this game, it can be countered by almost every overdrive in game (Wasp OD, Titan OD, Hunter OD can disable it. Hornet OD can apply  AP status effect, Crusader can apply AP status + kill user if hit directly,  Ares OD can kill players in it. The only uneffective ODs are Viking OD, Paladin OD, Dictator OD  and partially Hopper OD)  and additionally without Armor Pearcing its super uneffective to even survive in it. There are lot of pulsars that can easily kill such player in Dome, some of the status effect have guaranteed AP status effect (shaft,gauss,scorpion salvo) or have high chance to apply it (tesla, twins, hammer, thunder etc..)   Because of this reasons Titan OD is weak comparable to others ODs especially other Heavy hulls ODs   

 

 

 1. First idea is to change paramaters of effects.

Normally Titan OD provide

  •  90 % protection (or dmg reduction) 
  •   Heals 100 HP per second
  • Radius is 20m 
  • Effect duration is 20s   

   It sounds perfect on paper, but reality is as we know it.   Here is what I would change to make this OD more usefull, 

  • 35-60 % protection (dmg reduction) From Mk1 to Mk8  
  • Heals 100-200 HP per second Mk1-Mk8
  • Provide AP immunity to every teammate in Dome 
  • Applies Jammer status effect on every enemy near, on in Dome 25m to 40m radius from Mk1 to Mk8 (simillar to paladin OD) 
  • Radius of Dome is 20m
  • Effect duration is 15s
  • Possible change of passive OD charge (reduction from maximum OD charge 330s to 270s 
  • Possible change - All enemy mines in Dome radius are immediately disabled

This Dome, though not provide complete barrier, where everyone is almost immortal unless AP status or enemy OD kills you, will work very well to provide additional protection  against enemy players not just by DMG reduction but also by protecting them with  AP status effect immunity and at the same time disable enemy ODs by Jammer status effect. 

Jammer radius is longer than Dome radius on purpose to make it harder for enemy to disable OD (especially for Hunter OD and enemy Titan OD ) Wasp OD has 60m range so it can still disable  Dome, but if such players wanna kill you with  OD then they  have to go way closer than 60m.

I know that everyone can bypass Jammer status effect by using repair kit but this will make it harder to disable this OD which is the jammer only purpose.

 

 

2. Second Idea 

Second idea is about making Titans Dome not stationary but mounted on Titan, this might be harder for developers to program though.

Changes - 

  • Titans Beam would be mounted on Titan ( I am not sure if Beam should be really visible on Titan and source of dome would still be Beam or it would be Titan itself) 
  • Radius of Dome is 10m (instead of 20m)
  • Effect duration is 15s (instead of 20s) 
  • Titan during active OD would be slowed down by 30 %  (just like Mammoth but opposite)
  • 70 % protection  (instead of 90 % ) 
  • Healing - removed 
  • Possible change of passive OD charge (prolongation from maximum OD charge 330s to 360s)
  • Possible addition to  OD - everyone in team that is in dome would have additional protection only 40 % , user would have 70 % (but radius would be 15m instead of 10m)
  • OD can be canceled by Hunter, Wasp, enemy Titan dome (when both Domes came to each other proximity they  cancel each other) 

Though this idea does not provide additional protections from mentioned AP status effect or enemy ODs but by option to having moveable Dome it provide additional protection against enemy ODs which made stationary titan Dome so vulnerable in first place. 

 

Thank you for reading I hope this will be a "valid" suggestion , I am open to hear all your opinions on this suggestion. 

 

Edited by Tekken8
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