Jump to content
EN
Play

Forum

Ideas for Hulls and Overdrives!


 Share

Recommended Posts

On 11/24/2024 at 6:29 PM, Maf said:

But when the enemy is in line of sight of your turret, it gets highlighted in red or yellow. Is that not enough?

it doesn't even work if youre far enough. this is a great idea actually

 

On 11/25/2024 at 3:01 PM, mjmj5558 said:

This issue with this idea is that it'd (significantly?) increase the number of calculations per frame, lowering the fps. 

look we all know tanki devs are far far... far...... from what youd consider a good dev but im sure they can optimize this new (?) feature enough to where it doesnt tank your performance even if youre using low-end device

Share this post


Link to post
Share on other sites

Here are some ideas for grenade interactions with overdrives

Wasp: Destroys all grenades in 40m range

Hopper: Destroys all grenades in 20m range

Hunter: Destroys all grenades in 30m range

Titan: Destroys all grenades in 20m range

Mammoth: Destroys all grenades it touches

 

I would also advise the mine clearing ability of some overdrives to get range buff.

Wasp 15m -> 40m

Hopper 15m -> 20m

Hunter 15m -> 30m

 

Share this post


Link to post
Share on other sites

On 11/26/2024 at 1:58 AM, Maf said:

On second thought yeah, this seems like a good idea.

I'm glad that you too like the idea ?

Edited by Sharva

Share this post


Link to post
Share on other sites

On 11/25/2024 at 2:08 PM, Hypersomnia said:

im sure they can optimize this new (?) feature enough to where it doesnt tank your performance even if youre using low-end device

I'm pretty (like 99%) sure that even with the most optimal solution it'd effect an average device's performance. Like, for auto shooting it only had to take such tanks into effect which were near to the 'line' of your turret, yet it was hard to make it so that it doesn't noticeably decrease performance. Now for many tanks even the least amount of calculations might take some time (we are talking about miliseconds, but you have to do that each frame).

Share this post


Link to post
Share on other sites

On 11/24/2024 at 6:10 PM, Sharva said:

Railgun, we first press the space bar and then aim at the enemy, so as to hit him quickly

Solution: don't camp with railgun :wink:

Like seriously, i have played with hornet a lot before, and i didn't really have such cases where i couldn't decide wether the tank is behind cover or not. (Maybe once every month or less?)

Share this post


Link to post
Share on other sites

The Heavy Tank has very little advantage, as its health pool is not particularly high, and it is easier to hit due to its large size, making it easy to destroy.

The other heavy tanks weren't a big problem since their Overdrive was pretty good, but the Mammoth was difficult to use.

Since it needs to charge at multiple enemies to maximize its benefits, it is very easy to destroy since its health is not much higher than other Hulls, and if three enemies are aimed at you, you will be killed almost instantly and cannot get close to the enemy at all.

Even if I used Overdrive on just one enemy, destroyed it, and then looked for a second one, I could only kill two enemies, This is a bad record, and there were many times when I couldn't even kill the second enemy.

Moreover, Mammoth is so large and slow that it is impossible to sneak attack the enemy.

I recommend giving the AT-field a 70% damage reduction buff, and slowly reducing it to 0% over time.
It should at least be able to force the enemy to retreat.
Edited by NBIHFADH

Share this post


Link to post
Share on other sites

Hello. I have come up with another great suggestion for tanki which i think is very cool and useful for players. So as we all know while using ares's and paladin's overdrive there are no points added for a player who used this overdrive while those overdrives are healing teammates and i think players lose so many experience points because of that. If MECHANIOC drone is giving you points while using it near your teammates and healing them i think ares's and paladin's overdrive should really do the same because those overdrives are so needy,active,useful and if players receive points from those overdrives as those overdrives heal teammates it will greatly help every player in almost every single aspect of the game.(easier phoenix points,missions will get easier to be completed and so on) thus this update would so called ADVERTISE those hulls and give them complete new use for players,

Thank you for your attention,i hope developers really take such good updates and improvements into consideartion and add them to the game.

  • Agree 2

Share this post


Link to post
Share on other sites

This intentionally wasn't added from the beginning for balance purposes, so I don't think it will be added now. I do like the idea of healing score for Ares, however. It would encourage Ares users to use their OD specifically to help teammates.

  • Agree 1

Share this post


Link to post
Share on other sites

Stalker is an agile light hull that excels at stealth operations; attacking where other tankers expect it the least
Instead of relying on jump mobility, stalker cloaks itself to match its surroundings, rendering it invisible to everyone but its allies for 7 seconds(also hides you from radar detection), the next attack you land will deal massively boosted damage, with that being said, while cloaked, points cannot be captured, and touching a rugby ball/flag or taking damage will cause your invisibility and damage effect to wear off.

  • Saw it 1

Share this post


Link to post
Share on other sites

On 2/24/2025 at 1:23 PM, Acecaddy said:

Stalker is an agile light hull that excels at stealth operations; attacking where other tankers expect it the least
Instead of relying on jump mobility, stalker cloaks itself to match its surroundings, rendering it invisible to everyone but its allies for 7 seconds(also hides you from radar detection), the next attack you land will deal massively boosted damage, with that being said, while cloaked, points cannot be captured, and touching a rugby ball/flag or taking damage will cause your invisibility and damage effect to wear off.

That is actually good idea ? I have thought about a light and a heavy hull as well, because there is 5 medium and 3-3 light-heavy hull.

My Light hull idea was kinda similar to yours. Since tanki makes their Hull names based on animals mostly I thought about the name "Chameleon" for the light hull.

Mixing my idea with your idea can be a very good outcome... here is what I thought about:

 

Chameleon: Light hull (same hp and speed as wasp/hornet)

Overdrive Mechanic: You become invisible for a few seconds. Enemies can't see you, and can't damage you (only with some overdrives). Jamming Immunity granted. You receive an extra speed boost for the duration of the Overdrive as well as Impact Force immunity. After the overdrive is over and you haven't made a shot you receive extra boosted armor. If you have made a shot the invisibility immediately wears off, but you receive extra damage boost.

Overdrive Stats

Invisibility active time: 10 seconds

Jamming Immunity (60 seconds)

Impact Force immunity (for the duration of invisibility)

100% Damage Immunity (except Chaos damage, for the duration of invisibility)

Extra Speed boost: +60% (for the duration of invisibility)

Extra Armor boost: +200% (after invisibility wears off, if you haven't made a shot, lasts 45 seconds)

Extra Damage boost: +150% (if you have made a shot during invisibility, lasts 20 seconds)

This Overdrive can be used strategically (stealing flags, balls..) during invisibility time with extra speed boost, or shooting on purpose to get a damage boost, for killing a Juggernaut, or just waiting for the effect to wear off and get a good armor boost.

Share this post


Link to post
Share on other sites

On 11/17/2024 at 2:32 PM, demon09 said:

I think that it'd be fun if every hull had a different speed and HP, so that they were unique in more ways than their Overdrives. I realise that with so many hulls in the game, if every hull had an unique speed and HP the differences would be too small to matter. So why not increase the categories instead, like this:

Superlight hull

Light hull

Light medium hull

Heavy medium hull

Heavy hull

Superheavy hull

The superlight and superheavy hulls have more and less HP and speed than any current hulls, making playing them a new gameplay experience. The difference between light medium and heavy medium hulls may seem meaningless, but it could give these hulls more "personality," along with their overdrives and driving characteristics.

If the superlight and superheavy hulls would be unbalanced by using certain drones, maybe the added benefits of the drones are lessened when pairing them with these hulls - i.e. if a superheavy hull paired with Defender is OP, then Defender adds less armor to this specific hull.

 

On 11/25/2024 at 6:11 PM, AcnoIogia said:

Here are some ideas for grenade interactions with overdrives

Wasp: Destroys all grenades in 40m range

Hopper: Destroys all grenades in 20m range

Hunter: Destroys all grenades in 30m range

Titan: Destroys all grenades in 20m range

Mammoth: Destroys all grenades it touches

 

I would also advise the mine clearing ability of some overdrives to get range buff.

Wasp 15m -> 40m

Hopper 15m -> 20m

Hunter 15m -> 30m

 

 

On 11/24/2024 at 11:11 AM, Sharva said:

One of the advantages of using Hornet overdrive is that you can see the locations of your enemies, even when they are behind any kind of a wall. However, I often get confused about the enemy's location, in the sense that it is only after shooting him that I realise that he is actually behind a wall, and not exposed to my attacks. It only occurs when an enemy is far away from me, but it does occur quite a few times. This is because the enemies are indicated by a blue-coloured outline in both the situations, i.e. when they are behind a wall and also when they are directly exposed to our attacks. A fix for this could be such that when an enemy is behind a wall, he would be indicated by a blue outline, and when he is exposed to our attacks, he would be indicated by an outline of a different colour. It wouldn't be a major change, but it would certainly be helpful in some situations.

 

On 12/3/2024 at 10:51 PM, NBIHFADH said:

The Heavy Tank has very little advantage, as its health pool is not particularly high, and it is easier to hit due to its large size, making it easy to destroy.

The other heavy tanks weren't a big problem since their Overdrive was pretty good, but the Mammoth was difficult to use.

Since it needs to charge at multiple enemies to maximize its benefits, it is very easy to destroy since its health is not much higher than other Hulls, and if three enemies are aimed at you, you will be killed almost instantly and cannot get close to the enemy at all.

Even if I used Overdrive on just one enemy, destroyed it, and then looked for a second one, I could only kill two enemies, This is a bad record, and there were many times when I couldn't even kill the second enemy.

Moreover, Mammoth is so large and slow that it is impossible to sneak attack the enemy.

I recommend giving the AT-field a 70% damage reduction buff, and slowly reducing it to 0% over time.
It should at least be able to force the enemy to retreat.

 

 

On 12/29/2024 at 12:25 PM, RedDeath said:

Hello. I have come up with another great suggestion for tanki which i think is very cool and useful for players. So as we all know while using ares's and paladin's overdrive there are no points added for a player who used this overdrive while those overdrives are healing teammates and i think players lose so many experience points because of that. If MECHANIOC drone is giving you points while using it near your teammates and healing them i think ares's and paladin's overdrive should really do the same because those overdrives are so needy,active,useful and if players receive points from those overdrives as those overdrives heal teammates it will greatly help every player in almost every single aspect of the game.(easier phoenix points,missions will get easier to be completed and so on) thus this update would so called ADVERTISE those hulls and give them complete new use for players,

Thank you for your attention,i hope developers really take such good updates and improvements into consideartion and add them to the game.

Topic Merged

Share this post


Link to post
Share on other sites

On 2/24/2025 at 1:23 PM, Acecaddy said:

Stalker is an agile light hull that excels at stealth operations; attacking where other tankers expect it the least
Instead of relying on jump mobility, stalker cloaks itself to match its surroundings, rendering it invisible to everyone but its allies for 7 seconds(also hides you from radar detection), the next attack you land will deal massively boosted damage, with that being said, while cloaked, points cannot be captured, and touching a rugby ball/flag or taking damage will cause your invisibility and damage effect to wear off.

Topic Merged

Share this post


Link to post
Share on other sites

To the Tanki Online Development Team,

Greetings,

I am a regular Tanki Online player and would like to share a suggestion to improve the game's balance and increase its fun and challenge.

Suggestion:
I suggest removing protections or reducing their effect to a maximum of 20%. The current protections (50%) makes some turrets, especially the Railgun, ineffective in combat. With players using Double Armor with protections , it becomes much harder to damage them, which reduces the fun of the game and renders some turrets almost useless. Even other augment no longer make much of a difference against this powerful defense.

Why is this change important?
✔️ It rebalances turrets, making the game fairer.
✔️ It increases competitive opportunities and encourages the use of diverse strategies.
✔️ It improves the experience for players who rely on turrets such as the Railgun.

I hope you will consider this suggestion to improve the gameplay for everyone. Thank you for your continued efforts in developing the game!

Sincerely,
opopo22 

Note: I did not find a category for protection ideas. or I don't know which category it belong to.

Share this post


Link to post
Share on other sites

As the current April fools event stands, Hopper became the only way to take Super golds reliably, since its Overdrive makes it leap with ease from a flat surface, Which has really ruined the event mode both for the hopper users and for the other players

So I suggest a rework for hopper's OD, To make those event modes still fun with ODs on, Hopper is not allowed to take supply/gold drops when flying with od, the moment it touches the ground/ a tank underneath it, Hopper can take the supply.


That raises the skill ceiling for catching golds and thereby makes the experience more enjoyable for everyone including the hopper users themselves.

  • Like 2

Share this post


Link to post
Share on other sites

Devs usually make these events so that the increased gold box game modes are played with overdrives turned off, but for some reason all three Randomiser modes have overdrives turned on. EIther way, I don't think we need such a convoluted solution (stop Hoppers taking golds after using their OD) when devs could simply disable overdrives in settings.

The problem is that once you do that, everyone just switches to Dictator to catch golds without ODs, because it's the meta. You can't really prevent meta gaming while still allowing players to freely pick their equipment.

Share this post


Link to post
Share on other sites

@Maf wholeheartedly agree that turning ods off would suffice. on another note, I'd assume the Devs wanted to keep the OD reward from Supergolds, which makes ODs a requirement in the event mode.
 

My point is, even if everyone switched to dictator, It still wouldn't be as oppressive as hopper, You can more easily either kill them on the gold/ jump over them if there's a ledge nearby. Seeing the golds getting caught at spawn by pressing a button is not entertaining for all parties involved.

  • Like 1
  • Agree 2

Share this post


Link to post
Share on other sites

On 4/5/2025 at 11:02 AM, Maf said:

Devs usually make these events so that the increased gold box game modes are played with overdrives turned off, but for some reason all three Randomiser modes have overdrives turned on. EIther way, I don't think we need such a convoluted solution (stop Hoppers taking golds after using their OD) when devs could simply disable overdrives in settings.

The problem is that once you do that, everyone just switches to Dictator to catch golds without ODs, because it's the meta. You can't really prevent meta gaming while still allowing players to freely pick their equipment.

removing hopper OD but still leaving other ODs on would make for way more enjoyable experience and while dictators would be the most common hull it wouldn't be borderline the only way to take a gold box. 

turning off all ods is just a cop out excuse to leave most cancer OD ever in this game.

Share this post


Link to post
Share on other sites

On 4/5/2025 at 3:54 PM, Hypersomnia said:

removing hopper OD but still leaving other ODs on would make for way more enjoyable experience

That's rather unfair for hopper mains, what if they keep getting OD supergolds? at that point it'd be worse that a normal goldbox.
I do get why The majority dislikes the hopping aspect of the OD for gold events, Reworking it would be a more fair approach in my opinion.

Share this post


Link to post
Share on other sites

I don't think no sane human see hopper as a non cheating hull. Jumping over everything especially at its first year was just a game-breaking and was a reason for countless players to lose faith in developers intentions.

  • Agree 1

Share this post


Link to post
Share on other sites

On 4/5/2025 at 10:09 PM, YourLovelyCrush said:

That's rather unfair for hopper mains, what if they keep getting OD supergolds? at that point it'd be worse that a normal goldbox.
I do get why The majority dislikes the hopping aspect of the OD for gold events, Reworking it would be a more fair approach in my opinion.

make it do 2000 damage and a jump so high that u can barely jump on a dictator from the ground. done. still a 'hopping' hull except it doesnt break the game in like 50 different ways. 

what if they keep getting OD golds? well its april fools for a reason. its just a 'prank' gold like M M M M M M M monster kill. 

would be drinking hopper mains tears and laughing. no matter whats the reason weather its gold events or normal MM, hopper od needs complete rework.

On 4/5/2025 at 11:58 PM, alkyng said:

I don't think no sane human see hopper as a non cheating hull. Jumping over everything especially at its first year was just a game-breaking and was a reason for countless players to lose faith in developers intentions.

...no sane human see flying hull as a non cheating hull.*

  • Like 2

Share this post


Link to post
Share on other sites

It is not just about golds. Hopper was always a game breaking hull designed without an idea of game balance or game physics in mind, just like other hovering hulls they were all designed just for the sake of it.

  • Like 1

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
 Share

×
×
  • Create New...