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Ideas for Hulls and Overdrives!


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On 4/6/2025 at 3:47 PM, Wry said:

It is not just about golds. Hopper was always a game breaking hull designed without an idea of game balance or game physics in mind, just like other hovering hulls they were all designed just for the sake of it.

I miss the days when I could fly over the whole map with Lightweight Hopper and Plasma Rico...

#re-old-hopper

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On 4/5/2025 at 9:58 PM, alkyng said:

and was a reason for countless players to lose faith in developers intentions.

I have never had any and will never have any "faith" in anything the devs do.

As for their intentions, that's easy to work out =? ?

On 4/5/2025 at 8:09 PM, YourLovelyCrush said:

That's rather unfair for hopper mains,

Like who cares.

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delete hopper along with compensations, you'll see those wasp-thunders back in the game! (i know its impossible)
Tanki Online Gameplay Video #87: Thunder/Wasp (гром / васп)--Shout out to  Thebesttremus - YouTube

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A heavy hover hull with below average stats with a unique passive: the heavy hull can equip 2 different turrets, right click changes which turret you are using at the cost of 10% OD charge, doing so also disables OD use for 3 seconds
Overdrive effect "Duel wield": for a period of time, you will use both turrets at once, turning you into a possibly destructive machine.
 

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Is actually a unique idea! Nice job! I dont want more hulls/turrets personally. Theres already so many to choose from!

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I saw this idea a couple times over the years. It's cool, but sounds like a nightmare to implement and balance. 

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Hello,

As you see in the title, the daily mission ''Daily missions: Encore'' where one of the mission requires you to activate 3 overdrive  https://prnt.sc/HT5wGk8APCq2 can't be completed when you are Juggernaut and you use the overdrive. It makes no sense since Juggernaut has its own unique overdrive and it should logically count toward the mission. So obviously I want it to count toward that mission

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Hello, we all know how bad Titan OD is because of grenades and how every other overdrive can cancel it. 

I have been thinking about how to improve some of the features of Titan OD and how it could interact with other Hull ODs or possibly grenades/chaos dmg.

 

The biggest problem seem to be almost opposite effect of protective value it should provide. Everyone can cancler titan OD with other OD without any loss. 

 

Here is how I would change interaction between some of the ODs and titan OD. 

Hunter OD - 

  • Old interaction - Hunter will cancel dome, deals dmg , and status effects. -> purpose of dome is none , its completely inferior to hunter OD. 
  • New interaction - Hunter will cancel dome but dmg and status effects are abosrbed.  -> purpose of dome, it provide protection even if someone decide to cancel it,  Titan OD is now equal to Hunter OD. 

 

Wasp OD -   

  •   Old interaction - Wasp OD will destroy Titan OD and deals dmg depending on distance from 1K to 4K and applies burning status effect with +1 tempreature.
  • New interaction - Wasp OD will destroy Titan OD, everyone in dome is protected against dmg and burning status effect. This works even if wasp bomb is in titan dome.

 

Crusader OD - 

  • Old interaction - Cruader OD will ignore dome and deals 4K chaos dmg to whoever is in the dome and is directly hit by it or is in close vicinity. 
  • New interaction - Crusader OD will destroy dome but everyone in dome is protected against dmg and freeze/ap status effects. 

 

Ares OD - 

  • Old interaction - Ares ball can go through titan dome deal chaos dmg (most of the time kill all the players in it)
  • New interaction - Ares ball will hit titan dome and cancel it.  Deals no dmg to whoever is in dome, just like mammoth OD absorbs it, same happen here but those ODs will cancel each other. 

 

Dictator OD - 

  • Old interaction -  none
  • New interaction - It will cancel titan OD but player with dictator must be in enemy dome,  supportive effects for team (like supercharged or heal) and freeze status effect for enemy team wont work.  

Paladin OD - 

  • Old interaction - none / it just applies jammer to whoever is close enough
  • New interection - When enemy player with paladin OD enters titan Dome, paladin healing wont work and it wont apply jammer status effect. 

Titan OD -  Works same as now, new one will cancel old one if close enough. 

Hornet OD  - works same -  applies AP/jammer

Hopper OD - works same - deal 2K chaos dmg and stun everyone in dome. 

Mammoth OD - works same, destroys titan OD.

 

With this new interactions I think it would be fair to slightly change purpose of Titan OD from  absolute defense oriented role to more like supportive role for providing shield against other ODs.  

Here is how I would chane some of the paramaters 

Old paramaters:

  • 90 % dmg reduction 
  • Heals 100 HP/s
  • Radius 20m
  • Duration 20s

New paramaters

  • 50 % dmg protection
  • Heals 200 HP/s
  • Radius 20m
  • Duration 20s
  • Chaos dmg reduction 50 % ( this is the only option to survive grenade meta)
  • Impact force disabled against players in dome. 

 

With this new parameters players have now more options to fight against titan OD than just  cancel it or throw grenade at it.  50 % protection is not enough to make everyone in it immortal, Chaos dmg reduction serve as option to survive grenades thrown at it. There are still grenades like Tsar that can deal 5K chaos dmg even with 50 % dmg reduction. Mortat can deal 2K dmg, there are plans for grenades that deals continuous dmg in small area (making titan dome even more useless than its now.) 

 

I agree that there are other ODs that deserve to be improved/changed like Mammoth OD and Dictator OD.  Possibly Hornet OD.  

 

 

 

 

 

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i think , that juggernaut's OD repulsion , isn't that too strong. it should be strong enough to make the other tanks look like flying just like in rocket league. it'll look awesome , + its sound can be heared throughout the whole map , but more distance , lesser overdrive sfx (of juggernaut) . this will create some sort of *fear*.

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most likely its cuz JGR OD charges much faster than the usual garages hulls (except for wasp and crusader afaik) and its a special hull, one doesn't exists in your garage. maybe that's why it doesn't count or its just a bug that existed that the devs forgot to correct. logically your idea should work

altho you can accomplish this mission easily using driver augments for any hull you own, collecting nuke boxes helps and using hulls like wasp or crusader will help in finishing your missions

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Posted (edited)

Overdrive Balance:

Wasp

Delay before explosion: 3 seconds

Explosive damage: 4000 hp at center of explosion, decreasing with distance

Damage radius: 60 (25% damage) / 30 (50% damage) / 20 (100% damage) meters (min, avg, max)

Maximum impact force: 20 cond. units

Burning duration: 10 seconds

Stun duration: 0.4 second

EMP duration: 1 second

Jamming duration: 9 seconds

Radius of applying status effects: 60m

Radius of destroying mines: 15m

Hornet

Duration: 90 seconds

Jammer radius: 60 m

Jammer duration: 10 seconds

Turns regular damage into chaos damage

Chaos damage duration: 15 seconds

Hopper

Radius: 20 m

Jump force: 1300

Instant Damage: 1500 → 2000 HP

Stun duration: 4 seconds

Burning duration: 10 seconds

Radius of destroying mines: 15m

Paladin

Duration: 20 seconds

Effect radius: 25 meters

Healing per tick (¼sec): 35 → 50 HP

EMP, AP, Stun, Jamming immunity

Chaos damage resistance: 25% → 50%

Dictator

Range: 25 meters

Removes negative status effects from caster & allied tanks

Restores 100% of your HP (without triggering the repair kit supply)

Activates Double Armor, Double Damage, Speed Boost for caster & allied tanks

Freezing duration: 10 seconds

Jamming duration: 10 seconds

Stun duration: 3 seconds

Supercharge duration: 10 seconds

Mammoth

Duration: 15 seconds

Range: 7.5 meters

Damage: 3996 hp per second

Increase to maximum speed: 50%

Mine protection 100%

Instantly repairs the tank

Instantly removes all negative status effects and grants immunity from them

Impact force protection: 100%

Edited by Isshiki

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Hull: " Axolotl " (Hover Hull)

Overdrive: " Spirit Transformation "

Overdrive Mechanics: When spirit transformation takes place the tank can pass through dead bodies and "tank made" objects. (e.g. the foam grenade in the future or other walls/objects made by another tank via overdrive/grenade etc... Can not pass through objects, walls, building, other matter that are part of the map and alive tanks!) The user gains immunity against impact force and grants a temporary module (Spirit) with protection against all turrets, mines & critical damage (Can NOT be stacked with modules that you are already using!) On top of the module in the first few seconds you are protected by the spirits, unable to receive damage! Last but not least, you receive Temperature Control (Immunity from Freezing and Burning status effects). The module "Spirit" and Temperature control is shared with allies in the effect radius!

Vulnerability: Chaos damage from other Overdrives, Armor Piercing effect

Duration of effects

Immortality: 1 → 3 seconds (You can not receive damage for the duration of effect. Not even chaos damage!!!)

Spirit transformation: 10 seconds (ability to pass through tank made objects & dead bodies)

Impact force immunity: 10 seconds (the user doesn't receive any impact force)

Spectrum module "Spirit" damage reduction: 35 → 70%  (protection against all turrets, mines & critical damage)

Spectrum module "Spirit" duration: 15 seconds

Temperature control duration: 15 seconds (Immunity from Freezing and Burning status effects)

Effect radius: 25m

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On 5/27/2025 at 4:15 PM, DMR said:

 

 

On 6/1/2025 at 8:52 PM, Tekken said:

 

 

 

 

 

 

On 6/3/2025 at 3:10 PM, muzamil said:

 

Topic merged

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I need impact force immunity in order to have even a small chance to attack with this overdrive.

You keep buffing impact force on little timmy's augments (that stupid hammer that permanently stunlocks your tank until destruction)  so I need impact force immunity to counter this garbage

also the interactions between mammoth overdrive and destroyed tanks is still trash and just needs removal.

mammoth overdrive should just instantly disintegrate these dead tank corpses that take forever to despawn. 

and one last thing immunity to chaos damage: blaster augment, grenades, all overdrives with chaos damage (especially crusader overdrive the only hull little timmy uses) 

wasp bomb explosion can turn mammoth overdrive off without doing damage just like it did for while in the past

If all these changes are too overbuffed in combination with what mammoth overdrive already does then just nerf or take away the instant health or the the 15 second active time.

also the delay before the overdrive activates makes it super tedious to use 

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I could actually have permanent mammoth overdrive on the entire match and it wouldnt make any difference in gameplay. Well I guess status effect immunity and invulnerability to mines. It really is so obvious that grenades shouldnt work again mammoth overdrive.

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Also getting blastered when you rarely get to attack successfully with mammoth overdrive is also lame and unacceptable. 100% protection from chaos damage while overdrive is active will stop the unfairness.

wasp bomb can shut mammoth overdrive off like it did in the past but no damage to mammoth. All other forms of chaos damage especially crusader drive, blaster augment, and grenades should do no damage or impact force.

get rid of the instant full health bonus if you have to, shorten the active time of 15 seconds back down to 7 seconds if you have to. anything to make mammoth overdrive useable again.

when overdrives first made an appearance in the game, mammoth overdrive's description was something along the lines of "mammoth becomes unstoppable." Lets make that happen again, because right now its pretty stoppable. Especially with hammer and its overbuffed impact force and augments for kids. 

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On 9/5/2025 at 1:55 AM, Iquit said:

I need impact force immunity in order to have even a small chance to attack with this overdrive.

 

Ain't the only one that is harshly effected by impact force.

 

On 9/5/2025 at 1:55 AM, Iquit said:

 

wasp bomb explosion can turn mammoth overdrive off without doing damage just like it did for while in the past

 

also the delay before the overdrive activates makes it super tedious to use 

You can destroy wasp bombs with your mammoth od tho, are you like pausing to look at it, or activating it far too late without anticipation and unable to hide or tank...

And every tank except wasp has a delay to use the overdrive, so welcome to the same boat that you're already in.

On 9/9/2025 at 9:52 AM, Iquit said:

Also getting blastered when you rarely get to attack successfully with mammoth overdrive is also lame and unacceptable. 100% protection from chaos damage while overdrive is active will stop the unfairness.

 

Blasters arent as common, unless you're consistently just going after bots in game, you already have 4k hp as is, unless you're running into a heavy blaster, most other blasters will be chipping rather than hurting.

On 9/9/2025 at 9:52 AM, Iquit said:

,and grenades should do no damage or impact force.

 

Crus should go back to not being able to do damage to a mammoth with it's OD active, but nades is an interesting one, I guess if you can physically get to it, destroy it like mines, sure, I don't think it should be immune to any AOE chaos damage otherwise

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