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Ideas for Hulls and Overdrives!


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Mammoth overdrive buff idea:

  • Advantages:
  1. After activation, AT-field appears as a huge wave, quickly destroying enemies in 20 meters radius and pushes outta it's path. This wave also ignore blaster;
  2. AT-field increases maximum Mammoth HP by 100% (if overdrive were activated at 60% HP, Mammoth total HP will be 140%);
  3. AT-field radius is 15 meters;
  4. Hull speed and acceleration are +60%;
  5. Impact force and recoil immunity;
  6. AT-field disables grenades.
  • Disadvantages to balance:
  1. Overdrive delay is brightest and easiest noticeable;
  2. Overdrive activation duration depends on HP. The lower the HP, the shorter the activation duration (3-1.1 seconds).

 

Titan overdrive buff idea:

  1. During dome generation, generator pushes enemies and their grenades outta the dome don't letting go through it;
  2. Dome diameter is increased by 20%;
  3. Resistance to AP inside the dome (every applying AP with duration of 2 seconds or longer is equal to 2 seconds).

 

Hornet overdrive buff idea:

  • Jammer disable blaster, lifeguard, miner, driver, grenadier and engineer augments with spawn immunity;
  • Advantages hornet has while radar is active:
  1. Widening and narrowing vision angle, depending on camera vertical position (if camera is upon tank, angle is wide. If behind, then narrow). Vision angle also widen and narrow during shaft aiming mode, depending on how fast shaft rotates;
  2. Able to see safe distance from melee ranged turrets (including with viking overdrive if enemy is using it), blaster augment, bomb, other overdrives except crusader, grenades and own turret shots if it has splash;
  3. Predict turret position after rotation;
  4. Signalize enemies location crossing ally base territory;
  5. Possibility to aim scorpion warheads without looking outta the cover;
  • Advantages hornet gives not only to itself but to allies as well:
  1. Able to see Aiming shaft sight, scorpion, striker, railgun and gauss aiming signals, magnum projectiles and mortar grenades aiming area;
  2. Warning signals about enemies using overdrives, ares BFG-cannon plasma ball location and safe distance from it.
  • Others:
  1. Hornet and allies are able to see enemies location depending on turret class enemies use. If melee and close ranged, then they're visible only at medium range and closer. If long ranged, then only further than medium range. Enemies having overdrive percentage at 95-100%, their location is constant;
  2. Magnum projectiles and mortar grenades aiming zones are visible at medium range and closer.
Edited by Guest1

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Hunter overdrive buff idea:

  • Activation is so bright that it darkens vision if looking at it;
  • EMP disables grenades and blaster, lifeguard, engineer, driver augments, detonates ally wasp N-2 and turn off enemy hornet radar (this action gives hunter and wasp reputation points if enemies didn't use repair kit and destroyed by it or other allies);
  • Tesla lighting balls can be used to extend EMP range. It has limits to extend by 12 meters in 2 or more directions and by 20 meters in one direction from standard EMP range. In both cases, lighting balls will explode.

 

Paladin overdrive buff idea:

  • Jammer disables miner, lifeguard, blaster, engineer and driver augments, turn off enemy hornet radar;
  • Healing is increased by 30% if there're no allies nearby or they have full HP.

 

Wasp overdrive buff idea:

  • Bomb disables enemy hornet radar and detonates ally wasp N-2 bomb (both actions give reputation points).

 

Hopper and buff idea:

  • Hopper is unflippable if not taking damage for 2 seconds.

 

Ares overdrive buff idea:

  • BFG-cannon plasma ball destroy mines.
Edited by Guest1

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