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Ideas for Hulls and Overdrives!


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On 6/3/2021 at 5:32 PM, Rutgers said:

There are so many counters to Titan's dome that its not even funny. How bout we start using some of those tools instead of calling for an outright nerf because it inconveniences you in a certain mode?

Good luck trying to barge inside a dome at siege, at least not before dying twice or thrice

 

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Do I even have to explain how a shield work? It is pretty common on many games. Anyway, currently, the dome gives you damage resistance, this is NOT a shield. A shield blocks damage. If assume there is only you (who use Titan) and 1 enemy

  • Depends on balancing, there are two option on the dome shields health
  1. The dome has unlimited health, but has limited duration
  2. The dome has limited health and will obviously destroyed when it reaches zero, but it will stay on the map forever unless it is destroyed
  • if you two are separated by the shield, no matter which one of you are in the dome, the damage of enemy fires will be absorbed by the shield. The HP of shield will be deducted while you are unharmed. If vice versa, you will be able shoot through the shield instead. The damage will not be blocked.
    • Tanki specific: Status effects will not be inflicted on you
  • If you two are NOT  separated by the shield, i.e. both of you are inside or outside the dome, everything works as normal.
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3 hours ago, Aegis said:

Do I even have to explain how a shield work? It is pretty common on many games.

And why should tanki look like other games? Personally i like that this shield is unique. (imagine that a shaft HC booster oneshots you freshly placed OD from the other side of the map :laugh:)

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  • Head Administrator

So basically you suggest that whenever a Hunter stuns nearby enemies he should get points for that?

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3 hours ago, pocrettttt said:

Hunter will do 1 damage to nerby enemies from overdrive, that doing the tanker to get assist points for the help freezing the enemies

If you deal 1 damage, you won't get assist score. Howevery maybe thaz could work so you get 5 points per enemy who was in your range, but someone else killed it.

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Just use dictator if you're desperate for score, stop hunter od is already a tog dog od in the game, we dont need extra stuff on it.

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Make mammoth's overdrive immune to incoming damage from drones - ie blaster. Since the devs buffed this drone up, and now many people are using it, I feel that it is a waste to use mammoth's overdrive because you need to go close in order for your overdrive to work and that damn stupid drone comes in the way and destroys you before you can make use of it efficiently. It always happens!

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Honestly, I think they should bring back its immortality that it once had, but then the salty gold box chasers will complain that "it'll hog all the golds".

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2 hours ago, Crossbone said:

Honestly, I think they should bring back its immortality that it once had, but then the salty gold box chasers will complain that "it'll hog all the golds".

But not against meteorite gold boxes during special events, because that's how the immortality ruined the game.

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It seems you yet upgraded the Mammoth switching from Ares. For me Mammoth OD now doesn't need any buff, it got lately a time buff that made it generate the OD once every 53s. Which is too high honestly.

If we want to make it immune from damage, we must make this in expense of reverting its immunity from status effects. You can think which is better.

For me I think the current immunity from status effects is way more better than immunity from incoming damage.

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Air Support

OD increace rate of drop for supply boxes and give additional effects for OD-user, teammates and enemies. Teammates and enemies gives EXP if they catch boxes.

Repair kit:

  • T: Reanimation (30 s)*
  • E: Burn (5 s)

Damage boost:

  • T: Extra damage (60%/15 s)
  • E: Jammer (5 s)

Armor boost:

  • T: Extra armor (60%/15 s)
  • E: Armor-piersing (5 s)

Speed boost:

  • T: Extra speed (60%/15 s)
  • E: Stun (5 s)

OD is active around 20 seconds. After that all DB return to their sandart effects.

*If tank killed within the timer it'll recieve Safeguard drone effect and timer fades.

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46 minutes ago, The_Resistance said:

Air Support

OD increace rate of drop for supply boxes and give additional effects for OD-user, teammates and enemies. Teammates and enemies gives EXP if they catch boxes.

Repair kit:

  • T: Reanimation (30 s)*
  • E: Burn (5 s)

Damage boost:

  • T: Extra damage (60%/15 s)
  • E: Jammer (5 s)

Armor boost:

  • T: Extra armor (60%/15 s)
  • E: Armor-piersing (5 s)

Speed boost:

  • T: Extra speed (60%/15 s)
  • E: Stun (5 s)

OD is active around 20 seconds. After that all DB return to their sandart effects.

*If tank killed within the timer it'll recieve Safeguard drone effect and timer fades.

?

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New Hull Idea   

- Speed Clamper - Hovering Hull with a clamp at the front for grabbing at enemies decreasing their speed by 50-75% , best use of hull is Team battles other than Jugg

-Medium Hull-  technology/engineering made it possible to deliver a Medium Hull with alot of speed and due to a errors double overdrive , hovering and wheels 

5 sec delay by pressing m hull goes mobile and hovering feature deploys into 6 wheels , w =  turn left s = turn right    a = turn left d = turn right  a+d = forward  w+s = backward , Clamp isn't big enough to grab jugganaught though 

wheels have 1 motor per side  , hovering cant deploy to wheels if clamp is closed 

Pro   (+)   can use Clamp to hold tanks to slow them down , Clamp disables Turret rotation of Enemy , wheels speed forward is 25% faster than wasp and hovering speed is 10% faster than wasp

(Neutral) has 2 overdrives but it randomly picks one

Con   (--)   Speed of hull makes it unable to slow down quickly , clamp is only short range and can sometimes not clamp if enemies arent close enough , wheels dont all move together skid steering , speed backward is 50% less  Turret loses 25% damage if clamp is in use , clamp less effective when Hovering is still in use

due to having hovering feature , wheels , and the clamp and 2  overdrive systems,  double damage is disabled for the user 

Overdrive is Randomly selected Below 

 a 15-25 second Deployment  of a leg like feet at the back for stopping both a clamped player and the user from moving hull also enemy turrets speed decreases

or 15% extra speed boost rockets at back for speeding fast forward  for 10-15 seconds

2 Hull Alterations available one has only rocket overdrive , other one has only the back foot clamps 

 

Edited by GENERALSpidy

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Alternative Overdrive augment Section for : Hulls

------Wasp-------  Freeze Bomb- replaces explosive bomb with a freeze bomb 

Pro   (+)  Freezes any enemy tank in blast , ignores Cold Immunity , 10-20% range increase of the bomb ,         10-15% increase of reload time for any frozen tank

Con  (-- cold immune unfreezes 25-50% faster , 5% increase reload time for cold immune

Flame Bomb-  Replaces Explosion with Flames instead that deals 200 direct damage to players in blast and   1-50 damage per second 

 Pro  (+)  Flames Burn enemies in blast  ,  Flames remain for 5-15 secs before it extinguishes and can set alight to enemies 

Con  (--Less effective to players with Fire immun/resistance (25-50% less effective)

Stun Bomb-

 

Emp Bomb- 

------Hopper------  freeze, teleport ,

------Hornet-------   

------Viking------ 14secs od , less damge

------Hunter------ no ideas yet , 

------Crusader------ triple ,icey 

------Titan------ damge dom, movedome, health dome wtih health, stundome, 

------Mammoth------  deflector/speed , , damage deflect, 

finish another time on ideas, 

 

 

 

Edited by GENERALSpidy

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I know I know. You've all been thinking that I have been supporting viking., and I've been criticizing any nerfs to it. But lately I've been thinking that this idea is more like a buff to it.

I mean all that's nerfed here is the lethality of the OD. While all the benefits it could gain are listed below:

• faster charge time of 2 minutes and 20seconds. Which also means completing OD missions faster with Viking.

• less time of having to stay exposed to maximize the OD due to 3 seconds of duration.

• less time spent trying to find the perfect opportunity to use it.

 

In short this idea turns Viking from a brutal murder machine into a flexible killer.

 

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