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Ideas for Hulls and Overdrives!


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I have noticed that players do not receive additional experience when paladin's overdrive is active and healing teammates. Under normal circumstances, healing teammates through Isida, nanotech shells, healing emitters, and/or the mechanic drone grants extra experience. Since paladin's overdrive provides healing support to teammates, I believe it should reward experience in the same way.

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change hopper overdrive with something else. reason obvious 90% of players who can afford to ahve it maxed uses it to catch golds, basically leaves minimal chance for other hulls. kills all the fun. or atleast disable the overdrives is it hard?

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Hello everyone,

I would like to talk about the interaction between the Dictator Overdrive with the Oracle drone.

Whenever you use Dictators Overdrive with the Oracle Drone, you currently get the crit chance, mine and repair. 

My suggestion at the beginning was to get all the boosts the Overdrive gives you, but that would mean that it bypasses the Drone ability making the Dictator OP.
But what if it gave you at least one of the boosts? Or maybe a timer reset?
For example, what if I was using damage boost, and since it's running out soon, I pop my Overdrive to reset the timer and can have it for longer?

I feel like it's kind of unfair that the Dictators Overdrive is being held back by the Oracle Drone in the low ranks.

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I have been slowly working on this topic for months, some of the files sits in my computer not used so I decided to upload all my ideas here.

I do know that there is already Thread in this forum dedicated for Overdrives but due to complexity of my suggestion I would like to ask moderators for little leniency and thus request to not merge this topic immediately so more players could see it. Eventually I am fine with merging. Thank you 🙂 

 

I do know that devs already stated that they do not intend to change overdrives in future, but by that time they announced that in one of V-Logs I had already finished all my ideas and It would be pity to waste them without presenting. So -  I want to present some potential ideas for new overdrives.

 

How I imagine this new overdrives to work would be similar to augments, each hull with 2 options to chose from, depending on strategy or individual gamestyle. 

OD2.pngOD3.png

 

OD4.png

                                                                                

Each overdrive could be given as a reward for fulfilling some achievements with particular hull. -> Long term content

Either something similar to phoenix augments, for example reaching 500K or 1M points to unlock them. Or simply by completing some challenging and serious missions (Team Contracts) 

                                                                   

                                                                                      Brand New Overdrives for every Hull 

 

Wasp Overdrive - Flashbang 

Tactical bomb that explodes quickly after use and causes small damage at epicenter, stuns/jammer all enemies in radius.

OD1.png

Specifications

Activation delay: 0s
Delay before explosion: 1s
Explosive damage: 1000 hp at center of explosion, decreasing with distance
Damage radius: 50m (25% damage) / 30m (50 % damage) / 20m (100 % damage) (min/avg/max)
Maximum impact force: 40
Stun duration: 1,5s
Jammer duration: 3s
Radius of applying status effect: 50m
Radius of destroying mines:10m

Spoiler

Interaction with other overdrives

Wasp Flashbang OD is unable to destroy Titan Dome, Ares and Tesla energy balls and other counting-down Wasp N2 bombs in its area of effect
Hunter OD can deactivate bomb (if lucky and well timed)

 

Overdrive charging parameters

Charge per battle point (%) Mk1-Mk7 0.02 -> 0.2
Charge per second (%) 0.6
Max. charge time  167s
Active charging cooldown 4s
Max. Retenion Time:0s
Activation delay:0s

 

Hornet Overdrive - Cloaking

 On activation fully heals tank,gains jammer imunity, hide from enemies radar and disable their autoaim, highlighting/outlining feature wont work against cloaking target, hull will gain partial invisibility. (if devs are capable of doing so)

OD5.png

Specifications

Cloaking ability - Disables highlighting/outlining of player tank, invisible for enemy radar and against already activated Hornet OD "scout radar"
Activation delay: 2s
Duration of Cloaking ability: 30s

Jammer Immunity
Duration of Jammer immunity:30s
Fully heals a tank.
Indicator of incoming damage won't show direction of where player with active Hornet OD "cloaking" is shooting from.

Spoiler

Interaction with other overdrives and turrets

Ability can be deactivated by enemy Hunter EMP OD, wasp N2 bomb OD. 
Hornet OD "Scout Radar" - On activation it will detect and disable Cloaking ability on already activated Hornet OD "Cloaking" 
Hornet OD "Cloaking" - will work normally if "Scout radar" is already activated. 

Scorpion, Striker and Gauss wont be able to use their salvo modes. 
Still possible to be hit/healed by tesla/isida attacks, tank will be added to tesla chaining reaction.

Overdrive charging parameters

Charge per battle point (%) Mk1-Mk7 0.01 -> 0.1
Charge per second (%) 0.33
Max. charge time  300s
Active charging cooldown 7s
Max. Retenion Time: 0.555s
Activation delay: 1s

 

Hopper Overdrive - Ballista

Creates a powerful force that send hopper up and forward with the 20 degree angle, Overdrive also provides additional short term speed boost and simultaneously pushing enemies out of way, damaging and applies jammer to enemies.

Specifications

Radius 20m
Forward force: 2000
Chaos damage 1000 HP
Impact force applied to enemies in radius - 50 % of the juggernaut OD  (haven't found exact numbers) 
Additional speed boost + 20 %
Duration of speed boost 3s
Jammer duration: 3s
Jammer radius 20m
Radius of destroying mines 15m

Spoiler

Overdrive charging paramaters

Charge per battle point (%) Mk1-Mk7 0.02 -> 0.2
Charge per second (%) 0.75
Max. charge time  133s
Active charging cooldown 10s
Max. Retenion Time: 0.555s
Activation delay: 1s

 

Crusader Overdrive - Fire Cannon

Launches a fire ball that explodes on impact with tanks or props, dealing large area splash damage, applying Burning and Stun status effects to opponents, leaving burning area of effect on ground. While Cryo canon is focused for neutralization of solo targets , fire ball focuses for crowd control
  OD6.png

 

Specifications

Damage 1000-2000 HP Mk1-Mk7
Ricochet: Disabled
Radius of max/medium/min splash damage:  9m/15m/30m
OD Medium splash damage: 50 % 
OD Minimum splash damage: 25 % 
Burning duration: 10s (everyone in 15m radius from center of the explosion will get +1 tempreature)
Stun duration: 2s
Burning status effect range 30m
Stun status effect range 15m
Creates 15m radius AoE from the center of explosion (30m diameter) applying burning status effect
Area of Effect: Heating up enemies  + 0.25 temp/s
Duration of AoE: 15s

OD7.png

Spoiler

Additinal information

Initial projectile speed: 60 m/s
Duration of projectile acceleration: 0.5 s
Final projectile speed: 120-150 m/s
Impact and splash Impact force 3-9
Recoil: 10-20
Auto-aim upwards: 11 deg
Auto-aim downwards: 14 deg

Interaction with other overdrives

AoE can be cleared with enemy Titan OD - Dome, Wasp - N2/Flashbang bombs, Dictator - Supplies Overload 

Overdrive charging paramaters

Charge per battle point (%) Mk1-Mk7 0.01 -> 0.1
Charge per second (%) 0.35
Max. charge time  285s
Active charging cooldown 10s
Max. Retenion Time: 1.11s
Activation delay: 2s

 

 

Viking Overdrive - Supernova

On activation enters Supernova mode 

Supernova Mode

Instantly reloads the turret, fully heals a tank, get bonus armor and bonus speed, stun and emp immunity, increase turret firepower and turns base turret damage into a chaos damage.

User will get 75 % damage reduction to all incoming damage types including chaos damage but won't be able to use repair kit nor receive any healing, user will lose 14 % of HP/s  but gains 33 % HP back each kill.

OD8.png

Specifications

Duration: untill tank is destroyed

Base turret damage: + 50 % 
Reload/Fire rate buff for every turret: 25 %
Range +50 % (meele range turrets)
Shot delay: -90% (for Railgun)
Recoil: -50 %
Impact force: + 25 %
Turns turret base damage into chaos damage type which can't be affected by double dmg
Fully heals a tank
Protection to all incoming damage types: +75 % 
Stun and Emp immunity
User loses 14 % of HP every second 
User heals 33 % hp each kill
User can't use repair kit and receive any outside healing from overdrives, grenades or turrets
User gets double armor and speed on activation
Additional bonuses from defender/trickster/booster won't work and will disappear during OD activation

Spoiler

Additinal information
Turret base dmg + 50 % = Final Chaos damage 

Examples:

If Thunder has 900 base damage, this damage will get increased by 50 % (+450) and then turned into chaos damage (which can't be affected by double dmg or any boost available) Final dmg per shot would be 1350. 

If user uses augment that increase base damage, example -  excelsior, increased damage of augment will be counted as base damage, in this case base damage is 1170 + 50 % = 1755.

 

Overdrive charging paramaters

Charge per battle point (%) Mk1-Mk7 0.01 -> 0.1
Charge per second (%) 0.26
Max. charge time  390s
Active charging cooldown 8s 
Max. Retenion Time: 1.11s
Activation delay: 2s 

 

Hunter Overdrive - Thunderstorm

Upon activation will enters into Thunderstorm mode which will increases surviveability and all the stats of hunter.  Occasionally 
attack enemies in radius, dealing chaos damage.

OD10.png

Specifications

Creates electic field which deals damage to random enemy in 30m radius once every 5s
Damage of Thunderstorm: 1500  chaos type of DMG
Protection: +25% including chaos dmg
Bonus speed: +15 % 
Bonus armor: +30 %
Bonus damage: +20 %
Impact force: -30 % from enemies
During Thunderstorm mode hunter hull will gain additinal Hull features
Engineer bonus: Heals 500 HP when collecting supplies from map
Lifeguard bonus: Protects the tank from destruction once (Health recovered: 1)
Blaster bonus: 563-1125 chaos dmg upon death Mk1-Mk7
Grenadier bonus: Grenades reload without respawning
Freeze/Burning resistance
Duration: 30s

Spoiler

Additional Information

If player is using one of the hull augments (lifeguard,engineer,blaster) weaker effect of overdrive will be replaced by such augment 
(example if player is using engineer and activate OD, it will heal 1000 hp instead of 500 hp)

Electric field will attack first enemy in sight and range after 5s cooldown. If there are not enemies in radius while Electric field is ready to attack cooldown won't be initiated and will immediately attack first enemy tank in radius when possible. 


Overdrive charging paramaters

Charge per battle point (%) Mk1-Mk7 0.01 -> 0.1
Charge per second (%) 0.33
Max. charge time  300s
Active charging cooldown 4s
Max. Retenion Time: 1.11s
Activation delay: 1.3s

 

Dictator Overdrive - Redistribution

OD11.png

Specifications

Boosts all allies OD charge by 20 % in 20m radius
Decrease all enemies OD charge by 20 % in 20m radius
Removes all enemy mines in 20m area
Spawns 25 mines at random places in 20m area around tank
Applies Stun,Jammer,Emp and AP status effect for 0,1s to all enemies in 20m radius
Applies Polarizer status effect for 0,1s to all allies in 20m radius 
Heal all the allies Mk1-Mk7 500-1000 HP in 20m radius
Damage all the enemies  Mk1-Mk7 500-1000 HP in 20m radius
The player who activated this Overdrive will receive 20 reputation points if sharing the overdrive with at least 1 ally.
The player who activated this Overdrive will receive 20 reputation points if overdrive is applied at least at 1 enemy. 

Spoiler

Additional information


OD charge boost cooldown is applied for every ally whose OD charge was boosted by allied dictator for 1m. During this cooldown OD charge can't be boosted by another dictator OD. 
OD charge reduction cooldown is applied for every enemy whose OD charge was decreased by enemy dictator for 1m. During this cooldown OD charge can't be decreased by another dictator OD.
If enemy player OD is at 100 % charge it can't be decreased by enemy dictator OD. 
Mines spawned by dictator OD are activated immediately and are ready to detonate by enemy tanks. 
Mines are like normal mines, work accordingly with "Miner" hull augment and does not have any life time.

Interaction with other ODs

none 

Overdrive charging parameters 

Charge per battle point (%) Mk1-Mk7 0.01 -> 0.1
Charge per second (%) 0.33
Max. charge time  300s
Active charging cooldown 9s
Max. Retenion Time: 1.11s
Activation delay: 2s

 

 

Paladin Overdrive - Inert Field / Tempreature absorbing Field

Creates  tempreature absorbing field that absorb heat and cold from enviroment and transforms it to deal damage to all nearby enemies.

OD9.png 

Specifications

User will gain Freeze/Burning immunity
Provide Freeze and Burning Imunity to allied tanks
Damage per tick (1/4 second): Mk1-Mk7 50HP -> 100HP
Enemy in radius of inert field will randomly get either Freeze or Burning status effect applied +/-0.1 temp. every tick
Duration - 20s
Radius of effect - 30m
Damage type: Chaos 

Spoiler

Additional information

If freeze/burning is applied by Inert Field then burning/freeze status effect can't be applied anymore untill enemy is out of radius

 So for example if enemy enters radius of Paladin OD and first tick gets burning status, then only burning status will be applied every tick, untill enemy is out of radius. If enemy enters radius again then freeze status effect can be applied. 

Overdrive charging parameters 

Charge per battle point (%) Mk1-Mk7 0.01 -> 0.1
Charge per second (%) 0.26
Max. charge time  390s
Active charging cooldown 20s
Max. Retenion Time: 1.11s
Activation delay: 2s

 

Titan Overdrive - Shield Fortification

Upon activation Titan will gain additional Shield Fortification, absorbing all the impact force and greatly improving surviveability at the cost of decreased speed.

OD12.png

OD13.png

Specifications

Duration: 20s
Protection against all type of damage including chaos damage: +75 %
AP Immunity
Slow passive healing: 200 Hp/s
Speed reduction: -30 % 
Impact force: -100 % from enemies

Spoiler

Overdrive charging parameters 

Charge per battle point (%) Mk1-Mk7 0.01 -> 0.1
Charge per second (%) 0.33
Max. charge time  300s
Active charging cooldown 0s
Max. Retenion Time: 0.555s
Activation delay: 1.3s

 

Mammoth Overdrive - Ice Age 

Tank heals instantly, increase speed and create freezing field around it, tank will also leaves freezing trail behind it that will slowly dissappear after 10s, gains chaos damage immunity.

OD14.png

Specifications

Duration: 15s
Fully heals tank
Acceleration and speed increase: +50 %
Chaos damage reduction: +100 %
Create freezing field around tank that will apply freezing status effect to all enemies in 30m radius
Enemies in radius will get -0.2 temp/s
Leaves freezing trail on ground that will disappear after 10s 
Enemies inside of freezing trail will get -0.2 temp/s
When destroyed during active OD, it applies freeze status effect -1 temp. to all enemies in 60m range 
Freeze Immunity

Spoiler

Overdrive charging parameters 

Charge per battle point (%) Mk1-Mk7 0.01 -> 0.1
Charge per second (%) 0.3
Max. charge time  330s
Active charging cooldown 10s
Max. Retenion Time: 0.555s
Activation delay: 1.3s

 

 

Ares Overdrive - Warp Cannon

On activation shoots a very slow-moving plasma ball of dark-matter with the maximum range of 150m at the hostile target. On explosion will stun and damage all the enemiesin radius, creates supportive AoE which applies jammer status effect to all enemies who enter this area and teleports Ares user exactly into epicenter of explosion.

OD15.png

Specifications

Teleports and fully heals user in the epicenter of explosion
Speed: 10 meters per second
Maximum range: 150m 
Explosion damage: 1000 chaos type
Explosion impact force: 150 
Radius of explosion: 20m
Stun radius: 20m
Stun duration: 5s
Temporary speed boost: +25 % 
Turning speed: +50 % 
Turning acceleration: +50 %
Duration of speed/acceleration boosts 5s
Short term spawn/teleport protection: 2s
Dark-matter plasma ball can be detonated on will upon pressing OD button again 
Creates Jammer AoE from the epicenter of explosion, all enemies in radius will have jammer status effect applied
Radius of jammer AoE: 20m
Duration of jammer AoE: 10s

Spoiler

Additional information

Automatic aiming angle upwards: 15°
Automatic aiming angle downwards: 20°
Automatic aiming angle horizontally: 0°

Shot delay: 1.1 seconds

If ares user with the flag or ball uses warp-cannon flag/ball will remain at the previous location on the ground
Its possible to use enemies for autoaim in order to shot ball upwards/downwards 
It is not possible to teleport into death zones/outside of map (work same as teleport grenade)
Warp cannon will reacts with the map enviroment, hitting objects will results in explosion = teleportation, it can move through tanks like BFG-Cannon but it does not deal any damage, only when exploded. 

Overdrive charging parameters 

Charge per battle point (%) Mk1-Mk7 0.01 -> 0.1
Charge per second (%) 0.26
Max. charge time  390s
Active charging cooldown 9s
Max. Retenion Time: 1.1s
Activation delay: 2s

 

 

I appreciate any feedback, I do know that this is peak no-life from my side, I worked on this for quite some time and I do have very slim hopes that devs will even consider to put any effort into creating new Overdrives. That's why I tried to link new ODs to resemble already existing ODs in-game mechanic so devs have already some foundation they can use. I tried to create each new OD to be somehow similar to old one (exceptions were made ofc)

All this was created just from the passion to the game and big thank you to everyone who read whole topic. 

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I don't know if they might consider an OD rework or not, but I love these updated visuals.

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On 4/16/2026 at 2:59 PM, NikmanGT said:

I don't know if they might consider an OD rework or not, but I love these updated visuals.

thank you🫡 , rather than rework I wish we could have options to choose from, changing ODs like augments, each hull with 2 options. 

 

This could be very good long term content for players,  imagine if they created some new achievement system or set of hard missions to complete and new OD could serve as reward 

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I respect the effort. 
It is hard to judge the parameters accurately without in-game testing and how each OD will perform and work in different situations, but overall I do think that ODs do need big/new changes other than tweaking and tuning the parameters, specially some ODs like dictator's. I highly doubt they will do big changes to the ODs but your ideas can be a starting point if they do, although I bet some of the visuals will be hard to implement. 

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On 4/16/2026 at 5:40 PM, Wry said:

I respect the effort. 
It is hard to judge the parameters accurately without in-game testing and how each OD will perform and work in different situations, but overall I do think that ODs do need big/new changes other than tweaking and tuning the parameters, specially some ODs like dictator's. I highly doubt they will do big changes to the ODs but your ideas can be a starting point if they do, although I bet some of the visuals will be hard to implement. 

Thank you for feedback 🫡, yes some new visuals seems like biggest challenge for devs, but if they wants some new end game content or long term content this could be a right step, to unlock additional ODs for each hull.  

I do agree with you that some ODs needs buff/rework, dictator OD is perfect example 👍

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I actually have to admit that I like this idea so much I'd like to see that in the game. Good job, Tekken! I do hope it gets some attention from dev team.

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On 4/17/2026 at 3:23 PM, FailArmy said:

I actually have to admit that I like this idea so much I'd like to see that in the game. Good job, Tekken! I do hope it gets some attention from dev team.

Thank you , appreciate ❤️

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New Hull Idea: Phantom

 

Overview

 

Phantom is a medium-sized hull designed for tactical and stealth-based gameplay. It allows players to reposition, flank enemies, and escape dangerous situations without being overpowered in direct combat.

 

Hull Class

Size: Medium

Armor: Medium

Speed: Medium-High

Weight: Medium

 

Overdrive:

 

When the Overdrive is activated, Phantom becomes highly transparent for 8 seconds, making it very difficult for enemies to detect.

 

During the Overdrive:

 

Phantom receives 65% less damage from enemy attacks.

Phantom does not appear on the minimap.

A slight visual distortion remains visible, allowing attentive players to notice it.

Firing a weapon briefly makes Phantom more visible.

 

Counterplay:

 

Hornet’s Overdrive can detect and reveal Phantom, removing its stealth advantage and allowing enemies to track its position more easily.

 

Advantages:

 

• Does not appear on the minimap during Overdrive.

 

• Receives 65% damage reduction during Overdrive.

 

• Excellent for flanking and surprise attacks.

 

• Useful for escaping dangerous situations.

 

• Encourages tactical and strategic gameplay.

 

• In the case of Overdrive, he can penetrate the tanks of the allied and the enemy

 

Disadvantages:

Lower armor than heavy hulls such as Mammoth and Titan.

Can be revealed by Hornet’s Overdrive.

Becomes easier to spot when firing.

Very long Overdrive cooldown.

 

Balance Features:

 

Overdrive Duration: 8 seconds.

Damage Reduction: 75%.

Cooldown: 300 seconds.

Stealth is not complete invisibility; observant players can still detect movement at close range.

Objective capture speed remains unchanged during Overdrive.

 

Battlefield Role:

 

Phantom is a medium-sized stealth hull focused on infiltration, positioning, and tactical decision-making. It rewards skilled players who use timing and map awareness effectively while remaining balanced through its long cooldown and clear counterplay.

 

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Earlier I would have rejected this Idea due to its fictitious nature and seemingly different gameplay from so called Tanki atmosphere, but since the introduction of hovers and Teleport grenade, why not?

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