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Ideas for Hulls and Overdrives!


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I think the mammoth's overdrive is a bit weak

Firstly, the mammoth belongs to the category of heavy hulls. Even though its overdrive can enhance its speed, in actual combat, this is still not enough because it is too bulky. Many people can easily avoid its impact at any corner

Secondly, Mammoth does not have any defense bonus during the overdrive period. Even with thick armor, it is very, very easy to destroy when the overdrive is turned on. Many times, it is destroyed during the overdrive period, let alone being able to last for 15 seconds

Thirdly, many hulls now have the enhancement of "blaster". Even if the mammoth's overdrive collides with an enemy, it will be destroyed by 3000 chaotic damage. The mammoth loses its overdrive while the enemy loses nothing, which is not worth it. Whenever I use the overdrive, it is difficult for me to determine whether the enemy is carrying the "blaster"

Fourthly, mammoths have a very lethal delay before releasing their overdrive. Although many wells have it, mammoths are the most lethal because in most cases, mammoths need to get close to their enemies to choose whether to release their overdrive. A delay of 1.3 seconds is enough for enemies to escape or take other countermeasures, because the range of mammoths' overdrive is too small!

Nowadays, few people still choose mammoths after trying all the hulls. They prefer Crusaders or Vikings,I hope the mammoth can be strengthened!

Removing the delay before releasing the overdrive may be reasonable, just like the "Wasp" without delay. During the overdrive period, it can immune to the damage of the "blaster". If this is done too strongly, it can reduce the duration, but I don't think the enhancement will be too strong

If my suggestion can be adopted, I would be extremely grateful

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Here are some changes for Paladin overdrive, because it is quite weak.

1. Vampire effect

2. Instant HP

3. Full Status Immunity

4. Ghost

5. Protection

6. Reboot

Explanation:

1. Vampire effect would make the user be able to steal 50% of the HP you deal and heal yourself with it (if this gets implemented there could be a nerf in the passive healing)

2. The hull gets instantly repaired when using the overdrive to max HP like Mammoth (allies not get instant hp)

3. Giving back Paladin it's freeze & burning immunity (it is quite weak without out since a freezing effect disables your damage boost and slows you down by a lot... + an augment better than an OD? I mean even phoenix has 50% resistance against freeze and burning)

4. You can go through the dead bodies easily without any effort, like mammoth pushes them away, Paladin could simply go through them

5. It could receive 50% protection from Chaos damage (making wasp, crusader OD not be able to kill Paladin if you have enough HP, reducing the other hulls overdrive damages as well + the damage from blaster augment since it is chaos damage too)

6. Instead of giving Jamming effect to enemies it could give a "Reboot" status effect to enemies which i mentioned before (Disabling the hull augment of enemies within it's radius of effect)

 

More than 1 of these could be implemented to Paladin overdrive... but this is how I would imagine:

IDEAL: Either Vampire effect OR Full Instant HP (or both but instant hp is only 1500, and vampire effect is 20 or 30%), Passive HP effect is reduced from +200HP/sec to +100HP/sec, Full status immunity, 50% Protection from Chaos damage . . . I would be happy with this, BUT I think Ghost is not that strong effect that it would break the game so i could even imagine that added as well , and the Jamming effect to enemies could be removed so it would be a full support OD since no effects to enemies! I think this would be enough to make Paladin decent again! I wouldn't even mind if Reboot not making it.. it would be good but oh well...

(The overdrive would NOT share the new effects with allies! Only full status effect immunity and passive healing like it was before!!!)

 

Comparing with other support type overdrives

Let's look at Titan OD: 90% prot from everything except chaos damage + 100HP/sec...

Mammoth OD: Instant Repair, 7.5m range 3996 dmg/sec, full status effect immunity, +40% speed increase, 100% damage & impact protection from mines, nullifies crusader & ares OD, can ram over and nullify wasp and titan OD, immune against hornet and Paladin OD, hunter od only deals damage and immune to the status effects... the only effective OD against Mammoth is Wiking!!!

Dictator OD: It is very weak as well, should get a re-work or a buff... but it has supercharge effect for 10 seconds which is kinda good + full supplies + freezes nearby enemies + cleanses your tank from negative status AND you get 20score if you share with allies

Hornet OD: Can see enemy HP and their location for 90sec, which is very useful!

Ares OD: Heals allies... sometimes there is a bug when i dont get healed or a delay when i only get healed if the ball has passed me by far and makes that insane long range heal.

So what I did here is I listed the overdrives with support features to allies or just your own self, and I think the ranking goes like this:

1. Mammoth 2. Titan 3-4. Dictator & Paladin they kinda the same, both should get any kind of buff! 5. Hornet 6. Ares

Now you may be thinking I ranked Paladin 3-4 and I want buff for it? YES! Because Hornet has other features like AP&Jamming + Supercharge and Ares has insane damage!

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On 8/25/2024 at 1:21 AM, AcnoIogia said:

Here are some changes for Paladin overdrive, because it is quite weak.

1. Vampire effect

2. Instant HP

3. Full Status Immunity

4. Ghost

5. Protection

6. Reboot

Explanation:

1. Vampire effect would make the user be able to steal 50% of the HP you deal and heal yourself with it (if this gets implemented there could be a nerf in the passive healing)

2. The hull gets instantly repaired when using the overdrive to max HP like Mammoth (allies not get instant hp)

3. Giving back Paladin it's freeze & burning immunity (it is quite weak without out since a freezing effect disables your damage boost and slows you down by a lot... + an augment better than an OD? I mean even phoenix has 50% resistance against freeze and burning)

4. You can go through the dead bodies easily without any effort, like mammoth pushes them away, Paladin could simply go through them

5. It could receive 50% protection from Chaos damage (making wasp, crusader OD not be able to kill Paladin if you have enough HP, reducing the other hulls overdrive damages as well + the damage from blaster augment since it is chaos damage too)

6. Instead of giving Jamming effect to enemies it could give a "Reboot" status effect to enemies which i mentioned before (Disabling the hull augment of enemies within it's radius of effect)

 

More than 1 of these could be implemented to Paladin overdrive... but this is how I would imagine:

IDEAL: Either Vampire effect OR Full Instant HP (or both but instant hp is only 1500, and vampire effect is 20 or 30%), Passive HP effect is reduced from +200HP/sec to +100HP/sec, Full status immunity, 50% Protection from Chaos damage . . . I would be happy with this, BUT I think Ghost is not that strong effect that it would break the game so i could even imagine that added as well , and the Jamming effect to enemies could be removed so it would be a full support OD since no effects to enemies! I think this would be enough to make Paladin decent again! I wouldn't even mind if Reboot not making it.. it would be good but oh well...

(The overdrive would NOT share the new effects with allies! Only full status effect immunity and passive healing like it was before!!!)

 

Comparing with other support type overdrives

Let's look at Titan OD: 90% prot from everything except chaos damage + 100HP/sec...

Mammoth OD: Instant Repair, 7.5m range 3996 dmg/sec, full status effect immunity, +40% speed increase, 100% damage & impact protection from mines, nullifies crusader & ares OD, can ram over and nullify wasp and titan OD, immune against hornet and Paladin OD, hunter od only deals damage and immune to the status effects... the only effective OD against Mammoth is Wiking!!!

Dictator OD: It is very weak as well, should get a re-work or a buff... but it has supercharge effect for 10 seconds which is kinda good + full supplies + freezes nearby enemies + cleanses your tank from negative status AND you get 20score if you share with allies

Hornet OD: Can see enemy HP and their location for 90sec, which is very useful!

Ares OD: Heals allies... sometimes there is a bug when i dont get healed or a delay when i only get healed if the ball has passed me by far and makes that insane long range heal.

So what I did here is I listed the overdrives with support features to allies or just your own self, and I think the ranking goes like this:

1. Mammoth 2. Titan 3-4. Dictator & Paladin they kinda the same, both should get any kind of buff! 5. Hornet 6. Ares

Now you may be thinking I ranked Paladin 3-4 and I want buff for it? YES! Because Hornet has other features like AP&Jamming + Supercharge and Ares has insane damage!

I agree with your point of view, but I believe that the Paladin's overdrive only requires protection against burning and freezing, as well as armor piercing effects on surrounding enemies.There is a reason why the Paladin's overdrive has been weakened to its current state

 

The dictator's overdrive feels even weaker, and apart from cooperating with the "twins" and Vulcan, there is no significant enhancementSometimes it can even reduce the damage to teammates and oneself!!! [Due to the existence of modules]

 

Mammoth's Overdrive appears to have strong functionality, but there won't be many opportunities to showcase it in actual combatIf you delve deeper into using it, you can clearly feel it

 

The drawbacks of Titan's overdrive are also very obvious, perhaps it needs to be strengthened?, There are too many things that can target this overdrive, just one armor piercing is enough

 

Actually, I don't think the overdrive of Titans, Mammoths, Paladins, and Dictators is ideal. You can see from the number of users that more people tend to prefer Vikings, Crusaders, and Hunters

 

I also hope that game developers can pay more attention to the balance in this aspect, rather than seeing only one or two types of hulls on a very large map

 

 

 

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On 8/24/2024 at 10:21 AM, AcnoIogia said:

Here are some changes for Paladin overdrive, because it is quite weak.

after  this point i knew it's going to be pure comedy.

i was right.

if you think paladin OD is somehow UP then its literally the biggest skill issue you can have in this game. its still by far the most OP OD. I have MAX garage with almost everything on top and instead of using some OP augment I always rely on paladin-monkey to get easy win without any effort. reminder. I HAVE NEAR EVERY AUGMENT AND MAXED EVERYTHING

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On 8/26/2024 at 6:58 PM, Hypersomnia said:

after  this point i knew it's going to be pure comedy.

i was right.

if you think paladin OD is somehow UP then its literally the biggest skill issue you can have in this game. its still by far the most OP OD. I have MAX garage with almost everything on top and instead of using some OP augment I always rely on paladin-monkey to get easy win without any effort. reminder. I HAVE NEAR EVERY AUGMENT AND MAXED EVERYTHING

Paladin Overdrive is good, but it is still a 6/10. You can defeat it with the overdrives of wasp, viking, crusader, ares, mammoth... defend it with titan, deal significant damage with hunter and hopper, hornet and dictators supercharge also might help in defeating paladin's overdrive... so nearly every overdrive counters paladin's overdrive . . . and the fact that it's not even immune to freezing and burning status effect is just too funny, because that's why polarizer effect was made for (and in this meta, freezing status is super op, you are slowed down by 80% + your damage boost gets wiped out) You don't even get score for healing allies, the healing effect is not that great and it only lasts for 20 seconds, on top of that you can only use this every 3-4 minutes. With other overdrives you can earn points by killing enemies, and some overdrives like crusader od comes in handy by defeating someone who has stolen the flag or other scenario... dealing splash damage, some od clear mines while others apply the best status effects like ap emp stun or deal chaos damage which might instantly kill someone... like who cares about tiny bit of healing and applying jamming to enemies?

On another note, maybe the ideas were crazy, but tanki can take some of them perhabs weaken them and it could be fine.

Tho I believe 100% status immunity is essential for Paladin overdrive as well as increasing the healing effect /sec a little bit, and getting score from healing allies.

Thank you for comment, I hope you understand my point of view now.

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On 8/26/2024 at 10:35 AM, AcnoIogia said:

Paladin Overdrive is good, but it is still a 6/10. You can defeat it with the overdrives of wasp, viking, crusader, ares, mammoth..

just because OTHER OVERDRIVES can counter it it doesn't mean its now UP. If thats the case then every OD is UP because every OD can be countered by another OD. Your idea basically turns paladin into an unkillable cheat code. hell probably more OP than just using cheats. No it does not need buff. the ODs that actually need buffs are Wasp Mammoth and Titan.

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On 8/24/2024 at 8:21 PM, AcnoIogia said:

Here are some changes for Paladin overdrive, because it is quite weak.

1. Vampire effect

2. Instant HP

3. Full Status Immunity

4. Ghost

5. Protection

6. Reboot

Explanation:

1. Vampire effect would make the user be able to steal 50% of the HP you deal and heal yourself with it (if this gets implemented there could be a nerf in the passive healing)

2. The hull gets instantly repaired when using the overdrive to max HP like Mammoth (allies not get instant hp)

3. Giving back Paladin it's freeze & burning immunity (it is quite weak without out since a freezing effect disables your damage boost and slows you down by a lot... + an augment better than an OD? I mean even phoenix has 50% resistance against freeze and burning)

4. You can go through the dead bodies easily without any effort, like mammoth pushes them away, Paladin could simply go through them

5. It could receive 50% protection from Chaos damage (making wasp, crusader OD not be able to kill Paladin if you have enough HP, reducing the other hulls overdrive damages as well + the damage from blaster augment since it is chaos damage too)

6. Instead of giving Jamming effect to enemies it could give a "Reboot" status effect to enemies which i mentioned before (Disabling the hull augment of enemies within it's radius of effect)

 

More than 1 of these could be implemented to Paladin overdrive... but this is how I would imagine:

IDEAL: Either Vampire effect OR Full Instant HP (or both but instant hp is only 1500, and vampire effect is 20 or 30%), Passive HP effect is reduced from +200HP/sec to +100HP/sec, Full status immunity, 50% Protection from Chaos damage . . . I would be happy with this, BUT I think Ghost is not that strong effect that it would break the game so i could even imagine that added as well , and the Jamming effect to enemies could be removed so it would be a full support OD since no effects to enemies! I think this would be enough to make Paladin decent again! I wouldn't even mind if Reboot not making it.. it would be good but oh well...

(The overdrive would NOT share the new effects with allies! Only full status effect immunity and passive healing like it was before!!!)

 

Comparing with other support type overdrives

Let's look at Titan OD: 90% prot from everything except chaos damage + 100HP/sec...

Mammoth OD: Instant Repair, 7.5m range 3996 dmg/sec, full status effect immunity, +40% speed increase, 100% damage & impact protection from mines, nullifies crusader & ares OD, can ram over and nullify wasp and titan OD, immune against hornet and Paladin OD, hunter od only deals damage and immune to the status effects... the only effective OD against Mammoth is Wiking!!!

Dictator OD: It is very weak as well, should get a re-work or a buff... but it has supercharge effect for 10 seconds which is kinda good + full supplies + freezes nearby enemies + cleanses your tank from negative status AND you get 20score if you share with allies

Hornet OD: Can see enemy HP and their location for 90sec, which is very useful!

Ares OD: Heals allies... sometimes there is a bug when i dont get healed or a delay when i only get healed if the ball has passed me by far and makes that insane long range heal.

So what I did here is I listed the overdrives with support features to allies or just your own self, and I think the ranking goes like this:

1. Mammoth 2. Titan 3-4. Dictator & Paladin they kinda the same, both should get any kind of buff! 5. Hornet 6. Ares

Now you may be thinking I ranked Paladin 3-4 and I want buff for it? YES! Because Hornet has other features like AP&Jamming + Supercharge and Ares has insane damage!

Phoenix doesn't actually have a 50% immunity from freezing and burning, only from some overdrives, i.e Dictator, Wasp, but not Crusader.

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On 8/27/2024 at 1:47 AM, Hypersomnia said:

仅仅因为 OTHER OVERDRIVES 可以对抗它,并不意味着它现在已经启动了。如果是这样的话,那么每个 OD 都是 UP,因为每个 OD 都可以被另一个 OD 反制。你的想法基本上把圣骑士变成了一个无法杀死的作弊代码。地狱可能比仅仅使用作弊更 OP。不,它不需要 buff。真正需要增益的 OD 是 Wasp、Mammoth 和 Titan。

Actually, I also think that the Paladin's overdrive is a bit weak, but it only needs to be slightly strengthened. Maybe it's just that the Crusader's overdrive is too strong?

 

[Ahhh... I think the game updates that players expect are also related to the hulls they are playing, just like I love playing Mammoth, and I hope Mammoth's overdrive can be stronger]

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The damage is too high and almost everyone gets killed quickly, which makes combat boring.
I don't want to go into combat just to attack once, like a cowboy, and either I get killed instantly or my opponent gets killed instantly.

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The issue you're referring to is called "time to kill", or TTK for short. It's unlikely that hulls will get a straight-up HP increase, but balance changes aimed to increase or decrease TTK are done all the time, for example the Crisis nerf in January (TTK increased); the changes to Electroturret, Blunderbuss, Adaptive Reload Hammer, PTA Twins, Round Destabilization (TTK decreased); changes to Spear, Shredder and HE Shaft (TTD increased), etc.

If you're worried about your own tank getting killed too easily, Defender, Mechanic and Lifeguard drones will help.

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On 4/28/2024 at 10:18 PM, H-U-N-T-E-R said:

 

On 5/14/2024 at 8:08 PM, demon09 said:

 

On 5/4/2024 at 1:24 AM, Monkey.D.Dragon said:

 

On 5/18/2024 at 11:12 AM, Iquit said:

 

On 6/6/2024 at 4:56 PM, ram.GT said:

 

Topic Merged

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Overdrive ideas

 

Revenge / Karma (Heavy hull)

You get a shield around you that grants you 80% protection from all turrets, mines, critical damage, and It returns 20% of the damage to the enemy tank who shot you.

(AP can be a way to defeat this overdrive, also other overdrives that deals chaos damage, have high chance against it.)

 

Ghost mode (Light hull)

You get 50% protection from all turrets, mines, critical damage (the modules you have equipped are not adding up with this). Immunity from impact force & status effects. You also receive 40% speed boost for a duration of time.

(Overdrives with Chaos damage have high chance against this)

 

Dictator Overdrive rework

Cleanses the tank and nearby allies from negative status effects, allies receive 5s supercharge effect

Instead of freezing enemies, it burns enemies

Instantly repairs the user itself, teammates receive repair kit

Supercharge effect for tank itself removed.

It gives you 100% armor boost & 50% damage booost for 20 seconds.

 

Paladin Overdrive buff

Instantly repairs the tank itself

Polarizer also includes Freeze & Burning immunity

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I think that it'd be fun if every hull had a different speed and HP, so that they were unique in more ways than their Overdrives. I realise that with so many hulls in the game, if every hull had an unique speed and HP the differences would be too small to matter. So why not increase the categories instead, like this:

Superlight hull

Light hull

Light medium hull

Heavy medium hull

Heavy hull

Superheavy hull

The superlight and superheavy hulls have more and less HP and speed than any current hulls, making playing them a new gameplay experience. The difference between light medium and heavy medium hulls may seem meaningless, but it could give these hulls more "personality," along with their overdrives and driving characteristics.

If the superlight and superheavy hulls would be unbalanced by using certain drones, maybe the added benefits of the drones are lessened when pairing them with these hulls - i.e. if a superheavy hull paired with Defender is OP, then Defender adds less armor to this specific hull.

Edited by demon09
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On 11/17/2024 at 6:28 PM, TheCongoSpider said:

Sounds like needless complication to the game. 

In the way I imagine it, the superheavy and superlight hulls would have substantial differences in their HP and speed to current hulls, so the new categories would make a difference to gameplay.

Like how the old Mammoth had double the HP of a medium hull IIRC, and very slow speed. Compare that to the current heavy hulls, which has 1/3rd more HP than mediums. The old Mammoth was a pretty different gameplay experience.

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On 11/17/2024 at 6:54 PM, demon09 said:

Like how the old Mammoth had double the HP of a medium hull IIRC, and very slow speed. Compare that to the current heavy hulls, which has 1/3rd more HP than mediums. The old Mammoth was a pretty different gameplay experience

Yes, but that got changed for a reason, as probably that kind of super slow hull with a lot of hp wasn't enjoyable to use. 

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On 11/18/2024 at 2:27 PM, mjmj5558 said:

Yes, but that got changed for a reason, as probably that kind of super slow hull with a lot of hp wasn't enjoyable to use. 

I don't remember when it got changed, but maybe it was when they introduced drones, because they thought that the heavy hulls might be OP with certain drones.

But if it's true that many people wouldn't enjoy a superslow hull, maybe there are enough of us who would. I think I would.

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When I think about it, this change wouldn't be very meaningful, because the superlight and superheavy hulls are already in the game because of drones.

The devs have probably worked out that a heavy hull with defender drone is the max amount of HP with the lowest amount of speed that will make the gameplay balanced and enjoyable, and the same with a light hull with trickster.

Edited by demon09

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One of the advantages of using Hornet overdrive is that you can see the locations of your enemies, even when they are behind any kind of a wall. However, I often get confused about the enemy's location, in the sense that it is only after shooting him that I realise that he is actually behind a wall, and not exposed to my attacks. It only occurs when an enemy is far away from me, but it does occur quite a few times. This is because the enemies are indicated by a blue-coloured outline in both the situations, i.e. when they are behind a wall and also when they are directly exposed to our attacks. A fix for this could be such that when an enemy is behind a wall, he would be indicated by a blue outline, and when he is exposed to our attacks, he would be indicated by an outline of a different colour. It wouldn't be a major change, but it would certainly be helpful in some situations.

Edited by Sharva

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On 11/24/2024 at 9:59 PM, Maf said:

But when the enemy is in line of sight of your turret, it gets highlighted in red or yellow. Is that not enough?

Yes, but it only appears when we are aiming at the enemy. Also, many times when we are playing with turrets like Railgun, we first press the space bar and then aim at the enemy, so as to hit him quickly. While doing this, if we don't know that the enemy is behind a wall, our shot gets wasted. And in order to avoid this, I think it would be better if the enemies hiding behind a wall and the ones who are exposed to our attacks are highlighted using outlines of different colours, irrespective of whether or not they are in the line of our turret's sight.

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