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Ideas for Hulls and Overdrives!


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Let's be honest, hornets ability to completely ignore enemy's protections is broken / OP.

It's mostly put on railgun with round destabilization, LCR and shafts so that they can kill enemy's with one shot.

It's also put on firebird, sledgehammer thunder, and scout railgun for fast and easy kills.

So my idea is to give the enemy at least 10% of their normal protections.

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Hull name; Mosquito

Class; Superlight

Primary attributes; Speed, speed, speed.

Primary weaknesses; Low health, poor handling, low .

"Outfitted with six wheels and a turbodrive V1000 engine, Mosquito has unparalleled speed."

 

Stats

 

Speed: M0 - 15, M1 - 15.5, M2 - 16, M3 - 20, M3+ 21

Acceleration: M0 - 20, M1 - 21, M2 - 22, M3 - 23, M3+ 25

Weight: M0 - 500, M1 - 1000, M2 -1100, M3 - 1100, M3+ - 1100

HP: M0 - 500, M2 - 550, M3 - 600, M3+ - 650

Turning speed: - N/A

Reverse acceleration is the same as forwards acceleration, and the speed.

Due to it having wheels it of course cannot turn in place.

.

V1000, u have imagination

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I mean, it has 650 hp at m4. It's basically a parkour only hull.

Pretty much. Not even an attacker, just take the flag and run. I'm pretty sure at that speed aiming is pretty impossible.

 

I haven't decided on what the overdrive should be yet, but I was thinking it deploys rocket boosters and flies forwards in a straight line (even through the air!) for a few miles, making it great for shooting off a ramp and into the stratosphere with the enemy flag.

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Pretty much. Not even an attacker, just take the flag and run. I'm pretty sure at that speed aiming is pretty impossible.

 

I haven't decided on what the overdrive should be yet, but I was thinking it deploys rocket boosters and flies forwards in a straight line (even through the air!) for a few miles, making it great for shooting off a ramp and into the stratosphere with the enemy flag.

What'll be its Overdrive? (assuming you had any ideas for it)

 

Just imagine it with a "Scout" Railgun constantly shooting and circle strafing an enemy. I'd stop battling to actually watch how that unfolds. 

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What'll be its Overdrive? (assuming you had any ideas for it)

 

Just imagine it with a "Scout" Railgun constantly shooting and circle strafing an enemy. I'd stop battling to actually watch how that unfolds. 

What about a medium-duration invisibility until you fire your turret or move onto a capture point? You could even do it when you have a flag, but it'd be kinda pointless since the flag can't turn invisible as well. If you take damage you briefly flicker back into visibility.

Edited by The-Operator219

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10% will take off to little to actually make a difference to anybody.

 

 

 

That...may not do much. Unless you're talking about 10% from both protection modules and double armour, then it would be considerable for some turrets.

 

That's what I was thinking.

 

Maybe we can make it so that they'll still have 10% protection against that hornet as long as they have some form of protection on at the time?

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With that speed, you'd have to aim well.

Yes that's right. Though some turrets' shots instantaneously hit a target, so it will be easier for them.

 

V-Log 177 shows some bugs encountered with Juggernaut before its release, one of which made speed boosts add up when using a drone. I can imagine driving this hull will look like that, at the 1:50 mark in the video.

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And that is why this OD was put on a light hull. Hornet can be destroyed as easily as it can destroy. It's not like the OD is on all the time or gives it extra defensive capabilities.

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Leave the hornet alone. It is perfect as it is.

There is other way to nerf it, time to charge and duration.

Plus the more death the higher the battle fund, more protection equals nerfing the battle fund.

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And that is why this OD was put on a light hull. Hornet can be destroyed as easily as it can destroy. It's not like the OD is on all the time or gives it extra defensive capabilities.

And it also makes a noise and has a visual effect that can be heard from afar. Unless you're sniping from a distance, you will quickly get targeted by nearby enemies and destroyed. Yes, this is why the OD is good for camping with long range turrets, but you won't get that many shots out considering it lasts just 20 seconds.

 

Plus the more death the higher the battle fund, more protection equals nerfing the battle fund.

I know I always used to say the same thing, but I'm not sure if this is even true anymore, at least for MM. I think in MM battles the fund grows at a constant rate and is only sometimes slowed down if not all players are fully active. So if a MM battle consisted of Mammoth Vulcans shooting each other non-stop with Isidas healing them and ended in 0 kills/deaths on both sides, the battle fund would be the same as in any other MM battle. In theory...

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I understand the issue but I disagree with the solution. It would be unfair for Titans, unless other ODs also have varying effectiveness.

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I guess it's ok at m4. But at m3 and below, it's too strong. Makes titan at m2 and below almost impossible to kill without using hunter, mammoth, or hornet. It also makes isida obsolete.

 

So my proposed changes are:

 

M0 - 100 HPS
M1 - 126.47 HPS
M2 - 144.12 HPS
M3 - 176.47 HPS

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overdrives should be removed.. I played 3 matchmaking battles, when first challenge was relased i used to be top 3 most of the time. now MM is unplayable.

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