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Ideas for Hulls and Overdrives!


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so you wont get rid of the irritating delay on this melee based overdrive, whatever...

on mammoth overdrive get rid of the health bonus (its mostly worthless because of the delay. I have been destroyed many times during this delay)

during the overdrive replace it with a protection module boost depending on how upgraded the module is

I recommend having complete invincibility if one has a 50% module from one of the 16 turrets 

5% module turns into 10%

25% turns into 50%

50% turns into 100% but only during the mammoth overdrive

Also mine protection makes 17 and should be required to be invulnerable to mines (currently active mammoth overdrive ignores mine's damage and impact force)

it would also be nice if impact force was blocked out completely from turrets shooting at a fully upgraded protection moduled mammoth overdrive

protection modules in general should block out the percentage of impact force regardless of what hull a player uses (it would let light hulls actually move forward in battle) 

basically I want the ability to ignore Viking overdrive and its EIGHT SECOND unbalanced spamming spree of excessive damage and impact force when I use mammoth.

fill free to change and nerf the 15 second active mammoth overdrive time or how fast the nuclear energy takes to recharge until the the next overdrive or whatever as well

 

if you think this idea is bad then you obviously weren't playing the game for the first year or so after overdrives were introduced.

Mammoth had complete invincibility from everything and no unusable delay to begin with.

 

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On 12/12/2022 at 6:51 PM, firety31 said:

This can be seen as an advantage or a disadvantage from another angle. But it seems it have balanced the game more as is, so I like to keep them. As there are many Ares players who just through their balls across the map exploiting it!

I'd rather Ares OD was nerfed. I think its probably necessary actually.

Edited by ekf

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On 12/13/2022 at 4:55 PM, TheCongoSpider said:

If you would rather it be nerfed, then why did you give a suggestion that would effectively buff its output?

Because I want the nerf to be the damage and maybe the speed of the ball, not fighting against annoying mechanics of how it functions

Edited by ekf

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On 12/8/2022 at 7:21 AM, ekf said:

It's annoying when you're on a high spot on the map with Ares and fire your OD with the intention of the ball moving over the entire map, but instead it moves down towards some single tank and crashes into the ground.

I think this auto-aiming mechanism should be removed.

You don't need to be as close to the edge as possible. You can also fire further back if it allows it.

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oh yeah and the mammoth overdrive interaction with destroyed tanks is broken and untested. 

I have been flipping upside down pretty much all the time if the destroyed tank gets underneath mammoth tank.

You should just scrap this entire janky idea and mammoth overdrive should vaporize destroyed tanks in its way instantly.

If I use crisis drone speed with mammoth overdrive the destroyed tank still gets in my way and slows me down. 

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I had an idea for a new hull with a new locomotion type.

The Scarab: It has a limited amount of thrust that it can use to hop around. When it’s on the ground, the thrust recharges.
This would allow the user to get the jump on enemies by leaping over barriers to flank them, but can be difficult to master since it can (temporarily) run out of thrust. 
It’s overdrive could be whatever, but I like the idea of something that fits the theme, like a repulsor blast that can flip tanks and applies EMP.

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On 12/25/2022 at 12:15 AM, Deimo said:

I had an idea for a new hull with a new locomotion type.

The Scarab: It has a limited amount of thrust that it can use to hop around. When it’s on the ground, the thrust recharges.
This would allow the user to get the jump on enemies by leaping over barriers to flank them, but can be difficult to master since it can (temporarily) run out of thrust. 
It’s overdrive could be whatever, but I like the idea of something that fits the theme, like a repulsor blast that can flip tanks and applies EMP.

Hopper...

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LEECH overdrive.

 

Like wasp's bomb, it is left behind by the tank and after a count-down it activates. In this case, it creates a field that is the opposite of Titan's sphere, a zone in which enemy tanks have their HP slowly drained. Its use is to create an area where enemy tanks cannot stay for long and thus makes a hole in the defences.

Variant: For making it even nastier, it can apply freeze effect on the tanks that stay within it's grasp.

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On 12/29/2022 at 8:10 PM, TheWolf said:

LEECH overdrive.

 

Like wasp's bomb, it is left behind by the tank and after a count-down it activates. In this case, it creates a field that is the opposite of Titan's sphere, a zone in which enemy tanks have their HP slowly drained. Its use is to create an area where enemy tanks cannot stay for long and thus makes a hole in the defences.

Variant: For making it even nastier, it can apply freeze effect on the tanks that stay within it's grasp.

not a bad idea, wonder which hull could have this 

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The killing-times of this game feels IMO too short. I think the gameplay would be better if the health of the hulls were increased slightly. A 50% increase is probably too much, so maybe 25% or less would be good.

Maybe certain weapons, like Shaft, should get their max damage boosted to still be able to one-shot a medium hull.

Edited by ekf
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1)  Alternative for overdrivers

Hornet- drops like titan and wasp drop od 
It gains 10% more exp for own performance
It takes 5% exp for helpig team from how much team gaining od duration.
(If there is a od active next one will wait or healing team for exp)

Titan- not local protection od (users choise)
It gives to 50% protection, (and fill hp) all map and gains protection exp and healing exp
(If there is a od active next one will wait or healig team for exp, others dome can't cancel)

Hunter - it hack others od owns them
Hunter od hack hornet and titan od
Hack gives move back Ares od ( Ares od color red and blue will better)

 


2) Experience
i recomend if others shoot me i gain some exp, like 10% or 20%. there is no reason to hide. in the field any players gaining exp. ( who is under attack and uses supples that gains more)
it can be
-10% gain exp when you shoot others
+10 gain exp when others shoot you

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On 1/8/2023 at 9:52 AM, ekf said:

The killing-times of this game feels IMO too short. I think the gameplay would be better if the health of the hulls were increased slightly. A 50% increase is probably too much, so maybe 25% or less would be good.

Maybe certain weapons, like Shaft, should get their max damage boosted to still be able to one-shot a medium hull.

The problem with this, as your example already demonstrates it, is that many damage numbers and alteration stats are designed for the current health system. Thus, buffing the hull health would also mean an almost complete rebalance. So in my opinion, it'd be better to adjust the things that shortened the TTK (time to kill) significantly: legendary augments. These were introduced as elite and overpowered ones, and now they became common, causing a pretty huge issue. So in my opinion, these augments should receive real disadvantages, and shouldn't use the template of epic augments, and then both TTK would be fixed and turrets with no or few legendary alterations would preform better as well. Legendaries should be just something that adds a special effect or makes significant changes to a turrets behavior, not something that's better than any other augments.

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On 1/9/2023 at 2:59 PM, mjmj5558 said:

The problem with this, as your example already demonstrates it, is that many damage numbers and alteration stats are designed for the current health system. Thus, buffing the hull health would also mean an almost complete rebalance. So in my opinion, it'd be better to adjust the things that shortened the TTK (time to kill) significantly: legendary augments. These were introduced as elite and overpowered ones, and now they became common, causing a pretty huge issue. So in my opinion, these augments should receive real disadvantages, and shouldn't use the template of epic augments, and then both TTK would be fixed and turrets with no or few legendary alterations would preform better as well. Legendaries should be just something that adds a special effect or makes significant changes to a turrets behavior, not something that's better than any other augments.

What do you think about critical hits? They seem to happen with most turrets pretty often, and significantly lower kill-times, as well as making heavy tanks, which are supposed to rely on their HP as an advantage, much less able to, despite having boosted armor.

And what do you think about increasing the HP of heavy tanks and reducing their speeds? Mammoth used to have twice the amount of HP of a medium tank but was slower.

Edited by ekf

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On 1/9/2023 at 6:23 PM, ekf said:

What do you think about critical hits? They seem to happen with most turrets pretty often, and significantly lower kill-times, as well as making heavy tanks, which are supposed to rely on their HP as an advantage, much less able to, despite having boosted armor.

And what do you think about increasing the HP of heavy tanks and reducing their speeds? Mammoth used to have twice the amount of HP of a medium tank but was slower.

I don't think reducing the speed of heavy tanks would solve the issue, they are already pretty slow. However, critical damage could receive its damage nerf as well.

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Does anyone have any ideas for a fourth hull class? One that's neither faster and have less HP than the light hulls, or slower and have more HP than the heavy hulls, but still somehow it's own class.

I thought it could be fun to see what people come up with ?

My idea could be some kind of support/engineer class of hulls with unique overdrives specialized for supporting other teammates in various and creative ways.

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On 1/20/2023 at 8:17 AM, ekf said:

My idea could be some kind of support/engineer class of hulls with unique overdrives specialized for supporting other teammates in various and creative ways.

Remember the last time they added a "supportive overdrive" lmao.

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On 9/24/2022 at 4:00 PM, qwds said:

 

On 10/11/2022 at 12:55 PM, The_one_and_only said:

 

On 10/23/2022 at 9:41 PM, Dictator_Haddou said:

 

Topic Merged

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On 11/5/2022 at 9:03 PM, Me0w_XP said:

 

On 11/14/2022 at 2:12 PM, Dictator_Haddou said:

 

On 12/8/2022 at 8:51 PM, ekf said:

 

On 12/13/2022 at 8:51 AM, master_howitzer said:

 

Topic Merged

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Hi guys. I hope you are all well.

I have a suggestion that I think would be cool. While retaining the existing destroy and health traits, it would be the plasma ball (from the overdrive) to lift (by a force of attraction) the affected

tankis, and blast (explode) them into the air. I think it would be a cool visual effect.

Here's the suggestion.

Thank you for your work.

Best considerations.
 

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This could be a way to make hulls stand out more in combat, besides by their overdrives and HP and mobility.

For example, Hunter gets an EMP mine, Crusader a freeze mine, Mammoth an AT-field mine which can kill numerous tanks driving over it, Paladin a boosted armor-deactivation mine, Hornet an enemy sensor mine, and so on.

Perhaps these mines can be used by other hulls aswell but be somehow limited in how much, so that the uniqueness remains with each hull and their particular mine.

If these mines are too powerful they could have a longer cool down than normal mines.

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