Jump to content
EN
Play

Forum

Ideas for Hulls and Overdrives!


 Share

Recommended Posts

8 hours ago, nikunj04 said:

So all in all, you meant to say 60 sec of recharge for the blaster drone?

No, just an reduction or null of blaster damage agains an mammoth overdrive like in the title of topic 

Share this post


Link to post
Share on other sites

Some sugestion to help the overdrives become usable before someone die or do something like this

Wasp- When overdrive is at 100% - Gains +20% speed in direction to enemies in 100 meters

Paladin - When overdrive is at 100% - Gains  + 20% speed in direction to allies in 100 meters

Hunter - When overdrive is at 100% - Gains +15% speed in direction to titan domes in 100 meters

Dictator- When overdrive is at 100% - Gains  + 20% speed in direction to allies in 100 meters

Titan -  When overdrive is at 100% - Gains  + 20% speed in direction to allies in 100 meters

Mammoth- When overdrive is at 100% - Gains 20% damage reduction in direction to enemies in 70 meters

Share this post


Link to post
Share on other sites

The idea of passive buffs is interesting, considering you pay the price by not using your fully charged overdrive. However, the part about direction is strange. Besides probably being very difficult to actually put into code, the mechanic itself is confusing. For instance, what is "damage reduction in direction to enemies"? Overall I'm not sure if the gameplay improvement from this feature is worth the hassle of implementation.

  • Agree 2

Share this post


Link to post
Share on other sites

6 minutes ago, Maf said:

The idea of passive buffs is interesting, considering you pay the price by not using your fully charged overdrive. However, the part about direction is strange. Besides probably being very difficult to actually put into code, the mechanic itself is confusing. For instance, what is "damage reduction in direction to enemies"? Overall I'm not sure if the gameplay improvement from this feature is worth the hassle of implementation.

I mean, when you are approaching of an enemy, you gain the respective buff,and if breake the instance to the enemy, the effect ends, like paladin overdrive with const ap+jammer while have nearby enemies on you, thats useful for have a chance to use the overdrive before receive instakill, since mammoth is the slower hull of the game

Edited by pocrettttt
Detail

Share this post


Link to post
Share on other sites

Crusader is the only medium hull that have the same Weight of all light hulls with heavy construction, until hopper, with that flat hull, still have the same Weight (6000 ), making difficult to crusader push enemies with light hulls using heavy construction

Share this post


Link to post
Share on other sites

I see mammoths here and there, but as in many parts of the cases the real problem has not yet been resolved, and it's pretty easy to deal with mammoth overdrive.

Freeze does 4x on crit damage, striker and gauss 2x,railgun 2x, shaft does 3300 damage(without booster or crisis damage boost), general turrets with 2000 of damage while equip booster too, and blaster drone

I suggest an better way to preserve the mammoth alive during his overdrive

1- Global crit damages is reduced by 50% during his overdrive

or

2- The cap damage is fixed at 1500 / 1800  >>> 1800 >1300 (Scales with mammoth level)  per shot or any damage received during his overdrive

Edited by pocrettttt
Adjust

Share this post


Link to post
Share on other sites

I see that sometimes when I'm touching my enemy with mammoth od, it's probably due to the delay that the game considers between my position and his, 2 variables that don't update at the same time, I just don't damage him for this reason

So I suggest a "path forecast"

When you walk in a direction, the game will "drop the path prediction bot", so even if you stop for 1 second, the bot will consider your position in 1 second as if it were continuing to walk, even if you have already stopped or crashed your client

 

Edited by pocrettttt

Share this post


Link to post
Share on other sites

  • Head Administrator
On 11/5/2021 at 4:11 PM, pocrettttt said:

 

Topic merged.

Share this post


Link to post
Share on other sites

  • Head Administrator
On 11/3/2021 at 8:14 PM, pocrettttt said:

 

Topic merged.

Share this post


Link to post
Share on other sites

The frequency of getting an overdrive is relatively low, but I'm happy if a viking needs 5 minutes to eliminate my entire team 

So in general, will have one more thing, and that is called impact presence

Each time you hit an enemy with 500 impact force, you will charge your overdrive charge faster at the same frequency as charge/sec

That counts for pushing an enemy with the power of the hull too

  • Saw it 1

Share this post


Link to post
Share on other sites

On 11/9/2021 at 8:15 PM, pocrettttt said:

The frequency of getting an overdrive is relatively low, but I'm happy if a viking needs 5 minutes to eliminate my entire team 

So in general, will have one more thing, and that is called impact presence

Each time you hit an enemy with 500 impact force, you will charge your overdrive charge faster at the same frequency as charge/sec

That counts for pushing an enemy with the power of the hull too

Topic Merged

Share this post


Link to post
Share on other sites

We all know that Ares and Paladin don't get points for healing teammates with their respective Overdrives. But that's not exactly fair, is it? Isida, Mechanic, they get points for healing. So why shouldn't those two get points as well?

Now, I know that there's an issue because a teammate can get healed multiple times and/or can get healed over and over again. So my thought is, for every teammate that gets healed at least once, you get a certain number of battle points. Maybe 5 or 10. It doesn't have to be a lot. So for example. Say that healing gives you x battle points. EdBob uses his Ares OD and heals HealMePlz for 1000 HP, then LadyLucky for 2000 HP, then dicdoc for 500 HP, then HealMePlz again for 500 HP, then runnnnnnnnnnnn for 2500 HP. He gets 4x battle points. So as long as you heal a teammate, you get the points. And it doesn't matter how many times you do it. Or how much you do it.

Oh, also, you get no points for healing yourself. Just to avoid abusing that.

Share this post


Link to post
Share on other sites

16 hours ago, readyfireaim said:

So as long as you heal a teammate, you get the points. And it doesn't matter how many times you do it. Or how much you do it.

To be honest, it would be best if it was based on how much you healed.

Share this post


Link to post
Share on other sites

14 hours ago, Iron_Man said:

To be honest, it would be best if it was based on how much you healed.

I agree, but you look at Dictator's OD, Supplier, Mechanic... I figured this was the way that would be least likely to get some pushback.

Share this post


Link to post
Share on other sites

On 11/7/2021 at 5:39 AM, pocrettttt said:

Crusader is the only medium hull that have the same Weight of all light hulls with heavy construction, until hopper, with that flat hull, still have the same Weight (6000 ), making difficult to crusader push enemies with light hulls using heavy construction

Topic Merged

Share this post


Link to post
Share on other sites

Since the Hopper OD nerf, Hopper can no longer stabilize itself while jumping.

However, 

As seen from this video, not only is it not stable, but somehow without driving, the Hull MOVES on its own, making its mechanics different from the normal tracked Hulls. 

When you drive off a ledge with this thing, without Hopper's OD. The same thing happens. Case in - Lost Temple. When you jump off a tall ledge with Hornet, you go face-first often landing on your tracks. With Hopper, you often curve midair, and flip. Regardless if you were hit or not. This Hull has become pretty unplayable. 

I understand the mechanics of how Hopper now has to be careful from jumping, but this is unbelievable.

I suggest Hopper's OD should be buffed in some way, to make up with its mechanics now.

Possible buffs: 

  • Longer burn duration. <- This seems the most balanced.
  • Longer Stun. Hopper needs some way to attack. If it just flips, Stuns, for a bit, what's the point of even using the Overdrive?
  • Faster OD charge.

Unrelated, but still no nerf to Viking? Dominating in matches like Paladin, highest usage rate, and no nerf. 

Same with Striker. It has seen WAY too many buffs. 

But of course. It's Hazel's favorite two items, so he will never nerf it.

Side Comment - I'm not a parkour enthusiast so idrk. How does this change benefit Hopper parkour? You seen the Hull move on its own. As a gamer, you want consistency. Tricks that no matter what happens, they should always or, closely have the same outcome. Looking at Hopper now. Who the heck wants to play with that?

Edited by yellowghetto
  • Haha 1
  • Agree 2

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
 Share

×
×
  • Create New...