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Ideas for Hulls and Overdrives!


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I've seen lots of suggestions for a wheeled hull. How well do you think it would fare on maps made specifically for tanks, which can turn in place? Monte Carlo would be a nightmare due to the sharp turns and lack of walls.

Madness would similarly be very hard to navigate.

 

Also, if they do add it the main draw should be in my opinion increased traction/speed on roads and decreased traction/speed offroad. Even though this hasn't really been a consideration before, it would make the hull mechanically interesting.

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Reduce titans dome protection when faced against overdriven Vikings:

 

It is infuriating when you use your OD as a Viking on that domed up titan and it's friends and still not one kill even with Double damage.

So that's why that the domes protection should be reduced down to about 40 or 50% when faced with an Overdriven Viking.

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From now on, minor ideas for overdrives should be posted in this topic. We we also merge new topics with overdrive ideas here, after they become inactive (as per usual with "Merge" tags).

 

Obviously since all new hulls with have unique overdrives, if you are posting an idea for a new hull, make sure to come up with an overdrive for it :)

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From now on, minor ideas for overdrives should be posted in this topic. We we also merge new topics with overdrive ideas here, after they become inactive (as per usual with "Merge" tags).

 

Obviously since all new hulls with have unique overdrives, if you are posting an idea for a new hull, make sure to come up with an overdrive for it :)

Speaking about it, I sent a suggestion few days ago but I don't see it yet. Could you check if I made a mistake while posting or if it is only pending? Thanks.

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I don't really see the point. They're both heavy hulls so it doesn't really matter if their ODs get switched.

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The idea makes sense, but like I said in another recent topic, Titan has a lot of counters for its dome. Hunter's OD disables it, Viking's OD deals enough damage to brute-force through it, Hornet's and Mammoth's OD ignores it. That's 4 out of 7 hulls which Titan's dome is weak against, so I don't think it needs more disadvantages.

 

Also, I feel like it would be a lot of development and troubleshooting for a rather minor change.

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Laser pointer hidden with Hornet's Overdrive

 

Do you remember the old days when shaft was a really sniper weapon? After the introduction of that laser it is more difficult to shot someone, but at least shaft is fast and you could point near a building while searching for a target. With striker however is much worse! You need a minimum (M3+) of 2.8 seconds to lock a target, so it's nearly impossible to catch a light hull and most of the time a medium/heavy hull can kill you first. And forget the single shots, because the rockets doesn't have auto-aim and if the enemy is some meters away you'll miss him most of the time :rolleyes:
So my suggestion is pretty simple, if you use hornet with one of this turrets, when you activate the overdrive your laser pointer become invisible for the entire duration.
I also thought over things for helping striker to become more competitive, for example there could be a delay so when you start aiming the laser is invisible and when the bar reach half of the carge it become visible (if you think this could be a good idea I'll open a new topic only for it, let me know).

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Do you remember the old days when shaft was a really sniper weapon? After the introduction of that laser it is more difficult to shot someone, but at least shaft is fast and you could point near a building while searching for a target. With striker however is much worse! You need a minimum (M3+) of 2.8 seconds to lock a target, so it's nearly impossible to catch a light hull and most of the time a medium/heavy hull can kill you first. And forget the single shots, because the rockets doesn't have auto-aim and if the enemy is some meters away you'll miss him most of the time :rolleyes:

So my suggestion is pretty simple, if you use hornet with one of this turrets, when you activate the overdrive your laser pointer become invisible for the entire duration.

 

 

I also thought over things for helping striker to become more competitive, for example there could be a delay so when you start aiming the laser is invisible and when the bar reach half of the carge it become visible (if you think this could be a good idea I'll open a new topic only for it, let me know).

Hornet OD does not need any help.

And customizing 1 turret based on a hulls OD would be a mistake.

 

A better solution would be to tweak the lock-on time slightly at each m-level.

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The idea makes sense, but like I said in another recent topic, Titan has a lot of counters for its dome. Hunter's OD disables it, Viking's OD deals enough damage to brute-force through it, Hornet's and Mammoth's OD ignores it. That's 4 out of 7 hulls which Titan's dome is weak against, so I don't think it needs more disadvantages.

 

Also, I feel like it would be a lot of development and troubleshooting for a rather minor change.

Actually, only few turrets with Viking can just brute force through titans shield if any, the majority can't.

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Speaking about it, I sent a suggestion few days ago but I don't see it yet. Could you check if I made a mistake while posting or if it is only pending? Thanks.

It has been reviewed.

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Actually, only few turrets with Viking can just brute force through titans shield if any, the majority can't.

Fine, 3.5 out of 7. Still a lot.

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Small Tweak to Hunter Overdrive:

 

Hello, I just want to discuss something that is bothering me, that could use a tweak.

 

As it currently is, Hunter's overdrive, when used on a Mammoth that is using its overdrive, freezes the Mammoth, but the Mammoth overdrive effect still stays. This is very annoying, as you still have to remain far away from the Mammoth, as otherwise you would be killed by its overdrive.

 

What I am proposing is that instead of the Mammoth freezing, and still having its overdrive active, the Hunter's overdrive would instead cancel the Mammoth's overdrive (similarly to how a Wasp's bomb deactivates a Mammoth's overdrive, instead of doing no damage to the Mammoth user), and the Mammoth would remain mobile. This would be very beneficial in close quarters, as you won't have to focus as hard to not get killed by the lethal Mammoth overdrive.

 

Anyways, I hope this minor change occurs, as Hunter is my favorite hull to use in battles, but the way it currently is, is severely annoying when I am taking a close range fight. Thanks! :)

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Funny story from a while back. I froze a Mammoth, which makes it drop the ball in RGB, and somehow the ball ended up in range of the OD, so when I went to pick it up (with Shaft/Hunter :ph34r:) I got killed by the OD ^_^

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Do you remember the old days when shaft was a really sniper weapon? After the introduction of that laser it is more difficult to shot someone, but at least shaft is fast and you could point near a building while searching for a target. With striker however is much worse! You need a minimum (M3+) of 2.8 seconds to lock a target, so it's nearly impossible to catch a light hull and most of the time a medium/heavy hull can kill you first. And forget the single shots, because the rockets doesn't have auto-aim and if the enemy is some meters away you'll miss him most of the time :rolleyes:

So my suggestion is pretty simple, if you use hornet with one of this turrets, when you activate the overdrive your laser pointer become invisible for the entire duration.

I also thought over things for helping striker to become more competitive, for example there could be a delay so when you start aiming the laser is invisible and when the bar reach half of the carge it become visible (if you think this could be a good idea I'll open a new topic only for it, let me know).

As a Shaft/Hornet user, I like this ;)

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I also thought over things for helping striker to become more competitive, for example there could be a delay so when you start aiming the laser is invisible and when the bar reach half of the carge it become visible (if you think this could be a good idea I'll open a new topic only for it, let me know).

OP..... So no.

 

Hornet OD does not need any help.

And customizing 1 turret based on a hulls OD would be a mistake.

 

A better solution would be to tweak the lock-on time slightly at each m-level.

Da.

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Guys do you know hornet's overdrive is usefull only with certain turrets right? Railgun is the best, but for example isida and twins get little advantage from it (with another account I had hornet+twins but I had to switch to viking because the OD was nearly useless, few players use anti-twins module).

And with striker it's even worse, this turret has a great potential but as it is now it's wasted... like I said before you have few chances to shot a full salvo (maybe against a mammoth+isida :ph34r:), because everyone take cover when the laser points to them, and if you choose to shot a single missile most of the time it goes straight ahead. Very funny.

So what I'm saying is, don't make this turret OP by full hiding the laser, you can instead reduce the aiming time or add a delay between the start of the aim and the appearance of the laser.

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Guys do you know hornet's overdrive is usefull only with certain turrets right? Railgun is the best, but for example isida and twins get little advantage from it (with another account I had hornet+twins but I had to switch to viking because the OD was nearly useless, few players use anti-twins module).

And with striker it's even worse, this turret has a great potential but as it is now it's wasted... like I said before you have few chances to shot a full salvo (maybe against a mammoth+isida :ph34r:), because everyone take cover when the laser points to them, and if you choose to shot a single missile most of the time it goes straight ahead. Very funny.

So what I'm saying is, don't make this turret OP by full hiding the laser, you can instead reduce the aiming time or add a delay between the start of the aim and the appearance of the laser.

It's not the OD - it's either you or the turret.

 

And I can say same thing for Hunter-Vulcan.  Hunter OD is for short-range.  Vulcan sux up close.  Not really compatible - as by the time Vulcan starts firing the stun has worn off.  Hunter OD does not help shaft much either.

 

Hornet OD is fine as-is.

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The problem with the new overdrives is that some combos have become much more weaker than others. But if they don't want to change hornet's overdrive I hope they'll at least give a little boost to striker.

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The problem with the new overdrives is that some combos have become much more weaker than others. But if they don't want to change hornet's overdrive I hope they'll at least give a little boost to striker.

I feel the same way about Hunter-Vulcan.  before ODs - a very good combo.  After ODs... no real benefit - compared to many other combos it has fallen behind.

 

I agree it would be nice for Striker to get a small buff on lock-on. 

 

You may, or may not be aware that... the lock-on improvement as you upgrade happens only when you go from one m-level to the next m-level.  M1.1 has same lock-on time as m1.9.  But then at m2.0 it changes...

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So my idea is to have 2 titans dome generators that are not in the same team and are like within 15 to 20 metres of each other, to deactivate each other.

I've been in battles where there were two Titan domes of opposite teams side by side, sitting there shooting at each other. The loser is the one who set the first dome. 

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I've been in battles where there were two Titan domes of opposite teams side by side, sitting there shooting at each other. The loser is the one who set the first dome.

 

Ok sure, but that's not good enough, the point is that even though it needs to remain stationary, the dome practically turns titan into a juggernaut itself.

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You may, or may not be aware that... the lock-on improvement as you upgrade happens only when you go from one m-level to the next m-level.  M1.1 has same lock-on time as m1.9.  But then at m2.0 it changes...

That is something I've always been skeptical of. 

 

The EN Wiki has the acquisition time under the upgradable parameters. The RU Wiki doesn't distinguish between the upgradable and non-upgradable parameters. 

 

Another thing that causes confusion is where M3 and M4 statisitcs come in. Is the change between M3 and M4 an exception? If your Striker is M3.95 (19/20), would it still have a 1.965-second acquisition time or would it have maybe a 1.80825-second acquisition time? That's where the lines seem blurred to me.

 

If I go to the micro-upgrades section of the different turrets, it would show a table of the different statistics, highlights some with an asterik, then says at the bottom (Google-translated), "Additional parameters improved proportionally with the main one". Which means that those statistics are actually upgradable. 

 

Something I wondered for becoming the Juggernaut at M3 is if your upgrades influence your HP and damage. It is such a long and expensive leap from M3 to M4, it would be very cruel to only allow M4 Juggernauts to players with M4 Equipment and not have anyone below 20/20 the M3 Version, since there is a big difference in damage. 

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I feel the same way about Hunter-Vulcan.  before ODs - a very good combo.  After ODs... no real benefit - compared to many other combos it has fallen behind.

I'd much rather use it with Dictator now. The extra height is always nice, except when you're using the Reinforced Aiming Transmission alteration. You can't hit Vikings with that at melee range. I've had a stationary Viking Gauss ignore my efforts to kill him because I had to keep rocking my hull just to do 200 damage every 2 seconds.

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Guys do you know hornet's overdrive is usefull only with certain turrets right? Railgun is the best, but for example isida and twins get little advantage from it (with another account I had hornet+twins but I had to switch to viking because the OD was nearly useless, few players use anti-twins module).

For a while now, I never saw Twins + Hornet as a good combination. Anything else but that, in my mind, was better. 

 

It is useful for all turrets but some turrets can benefit from it more because they have more range or their mechanics allow them to get away with sutff earlier than others, like LCR and RD Railgun, RGC and Mortar Magnum, Sledgehammer Thunder (Thunder in general but Sledgehammer just makes it flush the enemy team down a sewer), Smoky, Uranium Striker, Rapid-Fire Mode Shaft and Gauss. 

My aim as Isida Hornet gets knocked around too much for it to be useful, so I would only use Isida Hornet in a Sandal battle.

 

And when it comes to Hornet's Overdrive, protection modules don't matter. It ignores it. You will deal the same damage to a player with double armour enabled as you would if they had 50% protection against you. The number of protection modules on the enemy team can show how much the Overdrive is worth, but not how useful it would be. 

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