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Ideas for Hulls and Overdrives!


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1 minute ago, asem.harbi said:

If I played 1v1 against a noob I will always beat him.  But if me and a noob are fighting each other with Hunter OD, I will lose half of the time.

I hope my example is related?

"half of the time"... hmmm... sounds like 50/50 to me.   ☑️

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Basically it's whoever gets the drop on the other one that wins. But i agree with @wolverine848 that if the hunter that loses in this split second showdown, then that hunter should at the very least retain 75% of their overdrive. Hunter should not have a delay imo. 

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16 minutes ago, cosmic666 said:

Hunter should not have a delay imo. 

This.

Without the delay there is no activation failure.  You either activated and stunned the other Hunter.  Or did not activate and was stunned without loss of any charge.

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3 hours ago, wolverine848 said:

So when a Hunter with full supplies and a ready-OD enters your base to cap a flag or score a goal - you will ignore your own OD?  And save it for... what?

Same thing when a Hunter + team-mates enters your base to steal your flag.  You will ignore your OD and let it escape?  I assure you it's using it's own OD to make a getaway.

Of course there's times in a 1-on-1 with nothing on the line when (trying to ) use the OD is a waste.  But there's plenty of situations you will encounter another Hunter and just letting it zap you will be costly.

No, I will be trying to use my OD before they can use theirs. We don't want any enemy to get away with their victory.

So I would definitely not ignore these scenarios.

I would ignore it when it's Team Death-Match ; I can just ignore my OD and use it somewhere that's more effective, like a group of enemies.

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We all know how Overdrives work, they increase over time with the time depending on what hull you use, and then you can charge your Overdrive by gaining points in battle. You can also use a Driver drone to increase the amount you gain when destroying a player, and you can be boosted by Dictator.

My idea is to completely remove manual point charging from the game, meaning you will be unable to boost your overdrive when, for example, capturing a flag, or capturing points, or getting kills. Meaning, the only way to charge the overdrive will be from the automatic passive charging that occurs gradually over time. Another thing is, once you press shift, your Overdrive goes to 0%, there's no returning charge after you have failed to use your overdrive correctly.

Why you might ask? Because people rely too much on their overdrives these days, and once there is a clear dominating team in a match, the dominators get to use their Overdrives way more than the losing team, making it impossible for the losing team to have a chance in gaining the lead. The losing team has no way to compete. For example, the winning team will most likely be spawn-killing, or at the very least, killing the losing team far more than the losing team is killing members of the winning team. Because the winning team is getting more kills, they are charging their overdrives much faster, which ends up leading to even more kills cause of the faster overdrives and giving the winning team a definite victory in the battle. Meanwhile, if the losing team can't kill too many tanks or capture a lot of points, flags, etc, their overdrives would charge longer which gives the winning team an arguably unfair advantage.

I think with this update in mind, people will become more mindful about their overdrives, and they can learn how to use their overdrive maturely. This will decrease how many times we can see an overdrive being used in battle, because players would either be more careful, or, because those skilled/buyer players no longer have an advantage in the game, and can't manually recharge. Having less overdrives would not only force out some more skill from the players, but the frustration of constantly being one-shot by a random overdrive or having your kill being thwarted because someone used overdrive to either kill you instantly or prevent themselves from dying would be greatly reduced.

Now, the only way you are able to gain Overdrive charge manually, is if you have the Driver Drone. Unfortunately, the current Drones suck, and I hate them with my guts, but I can't do anything about that. What I do hope, is that if this update actually does exist, people would have to decide whether they want to use a Defender drone to be un-killable, or, a Driver Drone, to benefit their overdrive. And honestly, the Driver drone is pretty balanced, even if this update existed. The other way to gain manual charge is if your teammate Dictator decides to boost you, or your team, which doesn't sound like much of a problem because Dictator received another change with how much charge it can give to its teammates.

Anyways, that's pretty much it with this idea.

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Hi guys

Don't want to prolong this time. I think it would be cool if Viking-Twins with the overdrive work like the no-reload hack. Honestly when I tested this combo for show, I just get disappointed by the very normal shooting speed with the OD. So my suggestion is to make Twins shoot more with the overdrive but lesser damage buff & lesser impact force.

So in general it's just for fun purpose

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Interesting idea.

21 hours ago, Emeraldcat345 said:

My idea is to completely remove manual point charging from the game, meaning you will be unable to boost your overdrive when, for example, capturing a flag, or capturing points, or getting kills. Meaning, the only way to charge the overdrive will be from the automatic passive charging that occurs gradually over time. Another thing is, once you press shift, your Overdrive goes to 0%, there's no returning charge after you have failed to use your overdrive correctly.

What if this were the other way around? So the only way to charge your OD would be by actively participating in the battle, to put it simply, and the passive charging was scrapped.

Any thoughts on this?

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3 minutes ago, LambSauce said:

Interesting idea.

What if this were the other way around? So the only way to charge your OD would be by actively participating in the battle, to put it simply, and the passive charging was scrapped.

Any thoughts on this?

Buyers will have OD way, way more often than non-buyers.

Lower ranked players will be hosed.  And we know there are giant rank-spreads in MM.

Players with faster internet connection can often cap before defenders have spawned, giving that player a giant advantage wrt to OD charging.

Players will fight over capping something since it rewards a lot of score-points.

This is the opposite of what we need.  Passive-only is the only fair solution to have OD a reasonable number of times per battle.

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2 minutes ago, wolverine848 said:

Buyers will have OD way, way more often than non-buyers.

Lower ranked players will be hosed.  And we know there are giant rank-spreads in MM.

Players with faster internet connection can often cap before defenders have spawned, giving that player a giant advantage wrt to OD charging.

Players will fight over capping something since it rewards a lot of score-points.

This is the opposite of what we need.  Passive-only is the only fair solution to have OD a reasonable number of times per battle.

True, but if the OD charges more for capping/scoring/returning etc. and less for kills then that should discourage camping to some degree.

But, overall, I guess it's not a viable solution.

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49 minutes ago, mjmj5558 said:

I think the cureent system is fine as it is. Status effect augments are much powerful than ODs anyways.

laughs in Viking OD

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Driver drone must be changed to boost the charging time instead of the current boosting by score. Driver will be also OP, as Booster and such drones wont generate the OD faster as no charging with score.

Nuclear box must be removed, because players will make all of their focus on it. And I hope Dictator OD will give less charging.

A problem will appear, at a second, all of the players will have their OD ready at the same time. Which will make a huge problem honestly.

"once you press shift, your Overdrive goes to 0%, there's no returning charge" I think also if we want to implement the idea, there must be a re-balance. Because Hopper must be no-longer a capable of disqualifying Hunter OD. Or make Hopper have a delay time, so both can disqualify each other.

I completely welcomed for any nerf of the overdrives, but an idea appeared to me. What if we made every player have only one OD ready in the battle. So when you enter the battle you have your OD ready from the first second, and you have to use it at any time you want but for once. 

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1 hour ago, mjmj5558 said:

I think the cureent system is fine as it is. Status effect augments are much powerful than ODs anyways.

Hopper would not cap nearly as often as it does without the OD.

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3 minutes ago, asem.harbi said:

And I hope Dictator OD will give less charging.

It already does.  50% max divided by as many players as received the boost.  Before... boosting 5 players at 33% each added up to a lot more for the team than 50%.

I like the idea of 1 OD per battle - makes it a LOT more strategic instead of the default fall-back.  In this case though, a bunch of ODs would need to be tweaked.

Edited by wolverine848
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12 minutes ago, mjmj5558 said:

Same could be said for any hull.

Hornet and Wasp have same access to all the drones Hopper does.  But Hopper IMO accounts for 2x the caps those other hulls have combined.

So it's not the drones.  It's the hull + OD.

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I still think campers should be punished with a slower passive OD charging rate, or maybe no passive charging at all

(so passive charging being generated by driving around)

 

Edited by SporkZilla
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1 hour ago, SporkZilla said:

I still think campers should be punished with a slower passive OD charging rate, or maybe no passive charging at all

(so passive charging being generated by driving around)

 

I have agreed with your post, not because campers bother me (i just kill them, mainly shaft because they are useless and deserved to be killed just for that alone) but because it would really annoy campers to have to constantly move around to charge up at a faster rate....be soooo funny, shafts and gauss's unable to do what they like, camp like the useless clowns they are even when their team is losing. So a big thumbs up from me.  

 

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Though I dislike the Overdrives, but I think from their concept they maybe make the gameplay cooler. But honestly I think there must a thing be done about the Overdrives, to make them more divertised and be just a small counterable boosts. In example:

Hunter OD: Freezing all of the enemies around you.

Hopper OD: Just a jump.

Dictator OD: Full supplies.

Mammoth OD: Dealing a lesser damage for the touch and the boosted speed still exist. But no more health recovery & Status effect immunity.

Hornet OD: Dealing critical damage & Radar.

Titan OD: Full healing & Immune to damage for 5s.

They're just an example of how the rework to not make them just obviously one-click-killing. I haven't completed the list because it was only clarification. Though I dislike the overdrive concept completely. But with this way it will look that the developers really want to introduce a fun and divertising thing.

About Drones, I rarely talk about them because they're obviously a P2W aspect so no need of talk. But I see the only drones who maybe have a help of diversity are #1: Crisis, which is fun regardless of its OPness. #2: Saboteur, though I completely hate it. But Drones like Defender or Booster, Defender is obviously gives you 20s of increased armor with no any help of diversity.

Sorry of going far somehow from the topic with my idea. I believe that through the time developers maybe will do a thing regards the overdrives, and maybe with a different way than any of us suggested. Like Hornet OD, they nerfed it with a very invented way neglecting all of our suggestions of nerf.

Edited by asem.harbi
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29 minutes ago, asem.harbi said:

Mammoth OD: Dealing a lesser damage for the touch and the boosted speed still exist. But no more health recovery & Status effect immunity.

Titan OD: Full healing & Immune to damage for 5s.

What is Mammoth OD purpose in your revised version?  How much is "lesser damage"?

Titan - 5 seconds?  The dome is immobile - so what purpose will this serve?  And what counters will still exist?

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4 minutes ago, wolverine848 said:

What is Mammoth OD purpose in your revised version?  How much is "lesser damage"?

Titan - 5 seconds?  The dome is immobile - so what purpose will this serve?  And what counters will still exist?

Mammoth can kill anyone anyone it touch, great for defense. Let's take it 67% of its current damage, the damage will be 667.

Titan revised OD wont be a dome. Just restoring its health and make it immune to damage for a 5s. No counter

Edited by asem.harbi
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2 minutes ago, asem.harbi said:

Mammoth can kill anyone anyone it touch, great for defense. Let's take it 67% of its current damage, the damage will be 667.

Titan revised OD wont be a dome. Just restoring its health and make it immune to damage for a 5s. No counter

mammoth currently does 3996 hp per second. So what does the "667" represent?

 

LOL... so you're moving Mammoth OD (part of it) onto Titan.  Interesting... not sure 5 sec is long enough.  It's slow and enemies can just avoid it.  With 5 seconds it would have limited applications IMO.

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32 minutes ago, wolverine848 said:

mammoth currently does 3996 hp per second. So what does the "667" represent?

Damage per-tick if you really play Tanki

32 minutes ago, wolverine848 said:

LOL... so you're moving Mammoth OD (part of it) onto Titan.  Interesting... not sure 5 sec is long enough.  It's slow and enemies can just avoid it.  With 5 seconds it would have limited applications IMO.

Umm true, 5s defense for heavy hull doesn't make a thing. I don't want to make a brainstorming to think about another re-balancing, as Tanki wont take my list literally blind faith.

Edited by asem.harbi

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5 hours ago, LambSauce said:

Interesting idea.

What if this were the other way around? So the only way to charge your OD would be by actively participating in the battle, to put it simply, and the passive charging was scrapped.

Any thoughts on this?

Wouldn't change how people currently play Tanki, but, the other way around would mean that the team who's at a disadvantage would be at an even greater disadvantage, and those buyer/skilled players are going to get their OD's 3x faster than others. It would be severely unfair.

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