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Ideas for Hulls and Overdrives!


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It would be interesting if a new track hull would come out.

My idea is a medium hull with 4 tracks.
It would for example be more manouvreable. or has more speed, or just an unique overdrive.
 

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I would like to see it as something logical like for example: You have 2 candies, if a person already has a candy, you would logically look for another person to offer if she doesn't have 1 candy

Same as dictator

1- Persons that already have overdrive  ready will not receive a share of the overdrive load shared by the dictator, so the neaby ally(without over) will receive all the charge(if dont have one other neaby ally)

2- Supercharge timer will accumulate by multiples supercharge renews (5 Dic+5 Dic for example)

3- Dictator overdrive give immunity to emp for 2 seconds

4-Im not sure if exists, but as mencioned in 1, normally the dictator's overdrive does not share with another of the same species, so as a consequence he should not share the overdrive load with the other dictator, only giving to the next ally who is not a dictator or who is not overdrive ready

5-Dictator overdrive will restore all energy(eng) of himself and neaby allies

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On 10/21/2021 at 11:47 PM, pocrettttt said:

5-Dictator overdrive will restore all energy(eng) of himself and neaby allies

Added this point.

See do not create a new topic, whenever you feel like adding a new point or something to your previously suggested idea. Just edit it.

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Similar to Tesla lightning in chains, when more enemies are close, the farther the hunter's od will go, but on the one hand, the overall stun duration has been reduced to 1 second and the emp reduced to 3s and the minimum overdrive range decreased to 15 meters

Edited by pocrettttt
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All enemies inside will have their maximum speed reduced by 50%, and all enemy projectiles will have a maximum speed of 5m/sec

However, if you leave the dome and enter again, you will not be able to receive the dome protection effects for 5 seconds.

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Sometimes its annoying when i hit the enemy from a far distance that i can see with hornet od,but the shot just didint hit because the enemy was behind a wall

I suggest one indicator that if the enemy is behind a wall, instead of just be yellown, he will have a red wall symbol in the middle of his yellow indicator to show that he is hidden

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Despite being a heavy hornet user, I've never faced the issue you claim to face. ?‍♂️

No matter how far your opponent is, if you can see the yellow outline, you can see the wall, at least I do.

Apart from that, honestly, I don't find a reason for this.

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44 minutes ago, pocrettttt said:

All enemies inside will have their maximum speed reduced by 50%, and all enemy projectiles will have a maximum speed of 5m/sec

However, if you leave the dome and enter again, you will not be able to receive the dome protection effects for 5 seconds.

This idea would not be good...why??? This would make titan users too overpowered and this idea sounds broken. Reduced speed by 50% in the dome as from an opposing team is not necessary . Plus you have Stun and Freeze status effects that exist in the game. Really 5m/sec for projectile speed. it wouldn't make sense...How would this work with instant hit turrets like shaft and railgun???....Can you clarify this is it teammates leaving the dome or the enemy? 

Edited by MysticBlood
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11 minutes ago, MysticBlood said:

 Really 5m/sec for projectile speed. it wouldn't make sense...How would this work with instant hit turrets like shaft and railgun???

Only projectile have 5m/sec

11 minutes ago, MysticBlood said:

Can you clarify this is it teammates leaving the dome or the enemy? 

Teammates

  • Saw it 1

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2 hours ago, pocrettttt said:

And all enemy projectiles will have a maximum speed of 5m/s

I don't think this is something that is simple to be implemented. At most there should just be a debuff to the enemy's tank when it's in the dome (like you said with the 50% reduced hull speed. 

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22 minutes ago, nikunj04 said:

Well reducing the speed to whole 50% sounds like a major downfall to me, I mean it's your ally's OD, why would you take any negative impact from it. This feature can somewhat be valid if the tanker, by any chance, steps into the enemy's titan Dome.

Read the first sentence again it says enemy team... I thought like what you said until I reread it. 

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4 minutes ago, MysticBlood said:

Read the first sentence again it says enemy team... I thought like what you said until I reread it. 

I re-read again after what you said ? It is a bit confusing , as it didn't mention the clear parameters of ally being inside ally's dome or us being inside enemy's dome but yeah I get your point ?

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Thought the overall parameters of the hull's OD will be decreased, I hope this lightning chain doesn't become too OP as in close range, it can stun a lot of enemies

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8 minutes ago, nikunj04 said:

Thought the overall parameters of the hull's OD will be decreased, I hope this lightning chain doesn't become too OP as in close range, it can stun a lot of enemies

Pretty sure that this idea was suggested earlier.

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On 10/11/2021 at 11:54 PM, yoni292 said:

Since the hornet and hopper have the same speed now as wasp, there is a need to compensate a bit. I suggest that wasp's bomb is so powerful that it can detonate mines near it. This will give wasp a new role in battles to clear path for the other hulls.

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On 10/16/2021 at 7:10 AM, pocrettttt said:

I think that hornet overdrive should reveal it, Sometimes i ask if someone is ready to shot me, and that is very inaccurate after the enemy receives a stun effect, that stops recharge time, and i dont know if its time to advance or wait ultil something happen, we had one recourse lasts years that you could see what is the upgrade of the enemy, and with that you could quickly go to wiki and calculate the exacly recharge of it

But no more, so at least give the Hornet overdrive see the ammunition bar should be good(and this fits with my others ideas of hornet radar overdrive if it turns out to be too op)

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On 10/11/2021 at 2:07 PM, master_howitzer said:

what if viking overdrive is shared with teammates like dictator, paladin and kid shield titan

all affected teammates by viking overdrive will shoot no more than twice as fast instead of the one annoying weak aimed kid spamming everywhere massacring everything instantly with 6x damage and 3x stunlocking impact force

take away little timmy's instant win handicap button and make it less affective to use without teammates

this change would make siege mode more interesting and not just a bunch of kid shields and status effect campers on the sidelines

make juggernaut mode more of a team effort and not just a bunch of mouth breathing 10 year olds all using viking booster drone trying to solo kill a full health juggernaut with overdrive in less than 3 seconds

the least you could do is turn off critical damage while viking overdrive is active

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On 10/19/2021 at 9:21 PM, pocrettttt said:

Titan dome is a great overdrive, but i would like an new rework on it because its just the factor "reduce damage"

1- Titan dome now will reduce all enemy projectiles inside at a maximum speed of 15m/s 

2- Reduction of damage of dome lowered to 70%

3-Now titan dome on his drop thing will have an  hp (scale with tita level) if you destroy it the dome disapear, i suggest something like max 20k of hp

(Dome damage reduction doesn't protect this thing)

 

Topic Merged

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@MysticBlood i think titan dome now is the weakest  only hopper od and viking od doesnt work in it 

this ap alts had affect on these titans . hornet crusader mammoth hunter wasp aires paladin . 

sad titan users no use using titan nowadays better prefer other hulls 

in my opinion i like viking for its speed xd and od as well 

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On 10/21/2021 at 11:47 PM, pocrettttt said:

I would like to see it as something logical like for example: You have 2 candies, if a person already has a candy, you would logically look for another person to offer if she doesn't have 1 candy

Same as dictator

1- Persons that already have overdrive  ready will not receive a share of the overdrive load shared by the dictator, so the neaby ally(without over) will receive all the charge(if dont have one other neaby ally)

2- Supercharge timer will accumulate by multiples supercharge renews (5 Dic+5 Dic for example)

3- Dictator overdrive give immunity to emp for 2 seconds

4-Im not sure if exists, but as mencioned in 1, normally the dictator's overdrive does not share with another of the same species, so as a consequence he should not share the overdrive load with the other dictator, only giving to the next ally who is not a dictator or who is not overdrive ready

5-Dictator overdrive will restore all energy(eng) of himself and neaby allies

Topic Merged

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