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Ideas for Hulls and Overdrives!


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The anti-cheat system was fixed years ago.

It may be fixed but it isn't perfect. You ever been in a tense situation where you need this shot to take out the enemy defense or incoming push, then someone bumps into you, pouts you on top of them then you self-destruct 1 second later?

 

You ever just activate your Viking's Overdrive then an ally who was running away from someone slips under you and you self-destruct no less than 2 seconds into your Viking's Overdrive? I've seen that happen to someone .

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I know that Titan's overdrive is slower at charging than Wasp's overdrive. However, when Titan's makes kills, at add more charge to its dome overdrive. When Titan has a fully charged overdrive, they can activate the dome overdrive which would protect them from Wasp bombs, even at 2x radius.

 

Mammoth players you activate their overdrives when Wasp bombs counter counts 3, 2, 1, before Wasp bombs explode. Mammoth would be shielded from Wasps bomb for 5 seconds. If Hunter players get in the way and Disables overdrives, than that's a different story.

 

I know that Wasps have low armor which makes easy kills for other players. However, players will not only target Wasps. Other players will target any hulls, including juggernaut on juggernaut battles.

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The anti-cheat system is fixed. However, players which hack games can sometimes find loopholes but developers soon find out and block those loopholes so that the cheats stop. Don't worry. Developers keep track of everything in Tanki Online 24/7, so Tanki Online would never be out of business or become vulnerable to hacks or virus attacks.

 

Me too, I seen lagging players that suddenly slip under my tank or my tank gets on top of other players and self-destruct. That is not always due to hacks but extra lags where players play Tanki Online on very slow laptops.

 

One year ago, now, I used to play on a slow laptop and I used to lag. My laptop had no anti-ghosting, so having to turn my turret and have reflexes on self-defence against enemies was hard. Now, I have a brand new AMD Ryzen 7 - 8 Core Processor - 16GB RAM Desktop PC and I am very satisfied with how fast I can play Tanki Online without any lags at all.

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In my point of view, it is better to increase the radius range of Wasp's Bomb by 2x.

 

If Wasp's bomb becomes a throwable bomb, then it feels more like a turret, which would not make much sense at all.

 

It's better to have a grenade launcher turret instead that throws grenades at enemies dealing a good amount of damage. If you want Maf, I can create a new threat for a "Grenade Launcher Turret".

NO.  The bomb already kills enough tanks.  Radius x2 would be just ridiculous.

 

If a Hunter actually manages to be present and presses shift fast enough - well too bad.  That's what Hunter is for.

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It may be fixed but it isn't perfect. You ever been in a tense situation where you need this shot to take out the enemy defense or incoming push, then someone bumps into you, pouts you on top of them then you self-destruct 1 second later?

 

You ever just activate your Viking's Overdrive then an ally who was running away from someone slips under you and you self-destruct no less than 2 seconds into your Viking's Overdrive? I've seen that happen to someone .

Not even that, I just ascend a ramp and go a little too high once I reach the peak due to a magic thing called momentum and the game thinks I'm a plane taking off or something. This doesn't always happen with Viking, but most of the time it's Viking.

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No doubling nor making bombs trowable. Those 2 ideas are very bad.

 

I said long ago that Overdrives would be hard to balance. The problem is Overdrives... the concept.

 

After playing Groups vs Noobs in MM I play some Noise, Sandbox or Monte Carlo in PRO.

 

In Noise both of these ideas would be devastating for the blue team. The whole red team will be using Wasp to trow bombs or jump and deploy a bomb to clean the whole blue base. If it's made trowable then it would be more like a second turret than a hull effect.

 

Noise is not in MM, but maps like Rio, Silence, Forest and Future are.

Edited by lssimo

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In Noise both of these ideas would be devastating for the blue team. The whole red team will be using Wasp to trow bombs or jump and deploy a bomb to clean the whole blue base. If it's made trowable then it would be more like a second turret than a hull effect.

 

So Noise would be playable for red?

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So Noise would be playable for red?

Few battles are won by blue and when it happens it's because red is full of noobs.

Edited by lssimo

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For me, Wasp bombs shouldn't get a radius increase, timing and perfecting your opponent's position is a useful skill set which also reduces the RNG aspect too. Damage drop-off could be a viable solution, the farther your tank is from the bomb drop location, the less damage you take. I don't think the dropoff should be too dramatic, not enough for light hulls to escape but maybe, just enough for medium hulls to evade with a sliver of health.

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That's your opinion Destrod, but my opinion is to double Wasp's bomb by 2x radius. That would improve the use of the overdrive because Wasp players would not use their bombs empty handed. In other words, every time a Wasp players triggers its overdrive, the bomb would always be put to good use to always kill at least one enemy player.

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That's your opinion Destrod, but my opinion is to double Wasp's bomb by 2x radius. That would improve the use of the overdrive because Wasp players would not use their bombs empty handed. In other words, every time a Wasp players triggers its overdrive, the bomb would always be put to good use to always kill at least one enemy player.

Sometimes Hunters' use their Overdrive empty-handed. Sometimes Vikings use their Overdrives empty-handed. Many times, my mammoth's Overdrive ended in my getting no ticks of damage on the enemy. Wasp gets more opportunities to use its Overdrive than every other hull. Why should they get a kill every time they drop it? This sounds something like getting a participation trophy for contributing a negligible amount to your team.

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I know that Wasp's overdrives charges quicker than all other hulls, apart from juggernaut.

 

The reason why Wasp players must get at least 1 kill per Bomb, is so that Wasp's Bomb overdrives does not end up being wasted. That is the point. To reduce overdrive waste.

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I know that Wasp's overdrives charges quicker than all other hulls, apart from juggernaut.

 

The reason why Wasp players must get at least 1 kill per Bomb, is so that Wasp's Bomb overdrives does not end up being wasted. That is the point. To reduce overdrive waste.

So what about the other hulls that potentially get their Overdrives wasted? What about them? They have less chances to use their Overdrives during battles. More kills with the bomb = more bombs in the battle which with your idea = more kills and it's an endless cycle until the battle is over. 

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Well, I know how painful it is for other hull to use their overdrives more often. What developers can do to balance all overdrives, is to speed up the charge time of other overdrives to match the recharge time of Wasp's bomb overdrive.

 

For other hulls to avoid their overdrives being wasted, well, other players must be close to their enemies and use their overdrives wisely, at the right time. However, buffing up only the recharge time of all other overdrives by some considerable recharging time would balance out all other overdrives. Developers would choose the best alternative suitable for the recharge speed of each overdrive. Just note that matchmaking battles are only 7 minutes long, so that is very short. That is why overdrives must be recharged quicker.

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Just about every hull has problems with the level of steering accuracy. Sure it can be very annoying, but it's just one of those things that we'll jus have to deal with.

 

I think what Viking really needs is a weight buff because right now, it just gets knocked around too easily.

 

Plus a hornet of the same modification can easily push it with no problems.

Even my Hunter gets knocked around a lot.  Too many turrets have way too much impact. coughtwinscough is a prime example.

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Well, I know how painful it is for other hull to use their overdrives more often. What developers can do to balance all overdrives, is to speed up the charge time of other overdrives to match the recharge time of Wasp's bomb overdrive.

 

For other hulls to avoid their overdrives being wasted, well, other players must be close to their enemies and use their overdrives wisely, at the right time. However, buffing up only the recharge time of all other overdrives by some considerable recharging time would balance out all other overdrives. Developers would choose the best alternative suitable for the recharge speed of each overdrive. Just note that matchmaking battles are only 7 minutes long, so that is very short. That is why overdrives must be recharged quicker.

OMG - NO  :wacko:     

 

Players would have OD active for more than half the battle.  That's just silly.

How about Wasp players just use their overdrives wisely as well?

 

I have a suggestion for you.  Go play Super-Mario-kart.  I think that's the game you really should be playing. 

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"Bulwark"

 

Class; Heavy-Utility

Advantages: Provides allies with invulnerability and a free ride, lots of health

Disadvantages: Mammoth can now be considered faster than something, large size

 

"Originally designed by AZAZACORP for transporting materials to construction sites, this captured specimen has been repurposed by a crack team of engineers for transporting tanks into the fray. While slow as a glacier drifting in the Antarctic ocean, this behemoth boasts an impressive armor plating that can withstand a blast from a nuclear explosion! It suffers, however, from the need to have Allies to escort it and utilize it's transport bay."

 

Stats at M0:

HP - 5000

Speed - 4

Turning speed - 25

Weight - 3500

Power - 400

 

Overdrive: "Siege mode"

 

When activated, Siege mode causes the back of Bulwark to open up and a ramp to form for allies to drive up, acting as a temporary piece of level geometry. It becomes immobile, however. This lasts for a total of ten seconds and the tank can be destroyed during that time.

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Not really. My suggestions are good though.

Sometimes they are.  Not recently though.

 

I think you are having trouble getting kills because you might be lazy - your ideas suggest this - you keep looking for easier ways to kill.  How about trying harder...

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