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Ideas for Hulls and Overdrives!


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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
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I definitely think Hopper needs a buff - it is honestly the weakest hull in the game right now. But tbh I think the overdrive is fine (and it even got buffed back to 3 second stun). I think the stability (esp. during the overdrive) is simply far too low - it just needs more stability. I know many people don't like Hopper but ye - it is the worst hull in the game now. You can still win with it, but you can win more easily with other hulls (except when it comes to Hunter golds).

Edited by DestrotankAI9

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7 minutes ago, wolverine848 said:

Worst hull in the game... is that why I STILL see so many of them?

It had it's hey-day.  Let it suffer for a while.   ?

It is the worst hull in the game, but you would still see many of them since it used to be so good - and many people therefore bought and upgraded it. Hopper was always bad in anything other than capture modes (except with Cyclone striker in TJR), but having tested it I now get better results Paladin, Hunter or Mammoth/Trickster in capture modes (or even Viking), and it is even worse in other modes - where it was always the worst hull. So yes, overall weakest hull in the game right now. I understand they wanted to nerf the stability, but the nerf is just too excessive - you flip more easily than with any other hull, and with the nature of Hopper's overdrive specifically, it just doesn't work well at all.

However, it is still good for increased gold rate modes - although Dictator is better when overdrives are down (which happens a lot after the overdrive charge nerf to all hulls), and it is also better for kills + you lose less score from self-destructs. So personally I prefer Dictator even for that.

Edited by DestrotankAI9
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I have also recorded another video on its behavior with duplet. When I use hopper on left side of the ramp it would drag me to the left. When I use it from the Right of the ramp, it will drag me to the right. As for the middle it would keep me straight. Apparently Hoppers mechanics work differently when going on bridges. Or how it starts.  But still, it should not be this uncontrollable. 

 

Edited by MysticBlood

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13 hours ago, wolverine848 said:

Worst hull in the game... is that why I STILL see so many of them?

It had it's hey-day.  Let it suffer for a while.   ?

Where do you see the many Hoppers? I literally see almost none, and the people who still use them, don't perform well.

 

Thanks @MysticBlood

 

Hi Devs. How is this useful? Do you know what you have done with MM, and how many players there are in matches? One stray shot, bam. Flipped.

* This is not regarding OD. Just to show what Hopper actually does. A buff to the OD can compensate for the randomness and uselessness of this Hull now. *

 

As for the suggested buffs, I don't expect all 3 at once, I just listed them as possible options.

Edited by yellowghetto
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On 3/21/2021 at 9:45 PM, yellowghetto said:

Never flipping is such a minuscule occurrence. Here is a pro tip. DON’T FLIP! It’s that easy!

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10 hours ago, asem.harbi said:

  Retweet?

Looks like someone didn't play enough Hopper.

Other Hulls, easy to not flip, this Hull, uncontrollable.

 

 

Edited by yellowghetto
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He just asked me and I answered, no need for extra moderating.  I haven't get provoked, as well as he haven't went obviously insulting.  I don't know how you want the discussions to be

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6 minutes ago, asem.harbi said:

He just asked me and I answered, no need for extra moderating.  I haven't get provoked, as well as he haven't went obviously insulting.  I don't know how you want the discussions to be

That is actually good that you didn't get offended, Kudos to that. But one thing leads to another, and these type of statements leads to flaming from both sides and pointless arguments, so it's better to clear aside from the beginning.

You have any more queries regarding this, feel free to PM me ^^

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1 hour ago, numericable said:

You want to buff hopper to get easy wins ???   enjoy what you did to people with easy wins along with crisis, i am glad those both items was nerfed in last patch notes.

And we still don't have a Paladin or Viking nerf? ??

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16 hours ago, Iron_Man said:

I share the opinion.

Agreed. If that's how hopper's mechanics are gonna be, I don't see any harm in improving its overdrive.

yeah,it would make the entire hopper useless!

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5 hours ago, yellowghetto said:

And we still don't have a Paladin or Viking nerf? ??

Judging by this nerf to Hopper, when the Paladin nerf comes it will be something like this: instead of granting immunity to all status effects, any hull augment the paladin is wearing to become inactive for the duration of the overdrive, and it will no longer apply AP and Jammer to enemies - but only AP to itself :P All the overdrive will do will be to heal in a small radius, lol.

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Can tanki please put a limmit onto the amount of players paladins OD can grab onto and also make it grow weeker the further and more players that are connected to it. The current version is impossible to kill without using OP items which I and many don't have in possetion. Our ODs are not always ready for these issue during battle. Everyday constatly I have to experiance such a disgusting experiance whenever i come face to face to an OP possessor. 

Hope this suggesstion give Devs a gist of what players are experiancing. I am greatfull such a opportunity of idea sharing is present. Hope you understand. ?

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Actually the duration of Overdrive is a main concern, it's too long. And for that long-stretched duration, you also passively heal yourself, apply Jammer and AP to the enemies in range and get a clear unfair advantage which poses a problem. Also in its Overdrives, you can't apply any status effect to the paladin user, so it basically remains sort of invincible in close range.

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7 minutes ago, nikunj04 said:

Actually the duration of Overdrive is a main concern, it's too long

I partly agree with that.

I've seen people in group with one just one paladin, and being invincible.

The ability to its to extend to others, is the issue in my opinion.

7 minutes ago, nikunj04 said:

And for that long-stretched duration, you also passively heal yourself,

Use Isida Vampire nanobots and you become invincible.

7 minutes ago, nikunj04 said:

lso in its Overdrives, you can't apply any status effect to the paladin user, so it basically remains sort of invincible in close range.

This is my main issue with the overdrive. Invincibility renders all your status effect inflicting augments useless. 

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It's not about the duration of the overdrive, the overpowerness of Paladin comes from the fact that it can apply TWO effects to a tank, and you can't protect yourself from both.

The fact that it heals the tank wouldn't be a problem if Jammer wasn't applied.

Edited by JustBlackWolf

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