Jump to content
EN
Play

Forum

Ideas for Hulls and Overdrives!


 Share

Recommended Posts

You guys see hulls other than Viking? Lucky. 

Waaaaay too many hornets (combined with Rail).  That OD needs a nerf.

 

Ok, maybe I'm just bad at using it then because I rarely get a good bomb kill  :unsure:

I guess I'm fighting all the sneaky ones as they get me AT LEAST 1-2 times per battle.  Even if I kill them they take me with them.

  • Like 1

Share this post


Link to post
Share on other sites

hehe, find the right distance, it is good training for the meteor shower.
If it was not that high you would not see any wasp on maps. Plus it is only at the centre of the explosion. Idk the minimum damage, but still find players dying on the event horizon.
It is quite powerful at M0, but you would not play too long at M0.

On the Brite side you can still use an wasp M0 in M1 or M2 battle, this OD power help players who made equipment mistakes versus OP.
 

Share this post


Link to post
Share on other sites

IMO it's the blast radius that needs nerfing.  Or the timer should be 4 seconds.  But prob easier to adjust blast raduis by m-level.

 

m0 hulls have no chance of escaping even if they see it.   M4 hulls at least have a chance due to much better speed.

Share this post


Link to post
Share on other sites

Seems like a valid suggestion. Either they could do that or reduce the blast radius, so the slower M0s have a chance to dodge it.

 

But then again, less fun for the wasps .... 

  • Like 1

Share this post


Link to post
Share on other sites

IMO it's the blast radius that needs nerfing.  Or the timer should be 4 seconds.  But prob easier to adjust blast raduis by m-level.

 

m0 hulls have no chance of escaping even if they see it.   M4 hulls at least have a chance due to much better speed.

TBH, if the amount of damage dealt by m0 bomb when at the epicenter gets nerfed to 4k, I think it should also be nerfed when you're still in the blast radius.

Share this post


Link to post
Share on other sites

TBH, if the amount of damage dealt by m0 bomb when at the epicenter gets nerfed to 4k, I think it should also be nerfed when you're still in the blast radius.

I'm not 100% sure the damage should be nerfed - or at least not nerfed that much.

Are you advocating that some tagets should survive if caught near center?  Or this only to give those at outer fringes a chance of surviving?

 

When a Viking or Hornet Rail (with DD) with OD activated hits a target it's pretty much a sure death.  Not much you can do to survive.  So why should it be much different if caught in wasp blast?

 

I'm advocating giving a better chance to avoid it altogether.  if you are caught, you are caught.

Share this post


Link to post
Share on other sites

When a Viking or Hornet Rail (with DD) with OD activated hits a target it's pretty much a sure death.  Not much you can do to survive.  So why should it be much different if caught in wasp blast?

 

I'm advocating giving a better chance to avoid it altogether.  if you are caught, you are caught.

Most ODs are not all or nothing. You can get an assist, deal partial damage to help your kill after your OD ends, get hits on the JGR, etc. If it wasn't so hard to escape a wasp bomb and only lose half of health, it would be like the other ODs and be less annoying.

Share this post


Link to post
Share on other sites

Most ODs are not all or nothing. You can get an assist, deal partial damage to help your kill after your OD ends, get hits on the JGR, etc. If it wasn't so hard to escape a wasp bomb and only lose half of health, it would be like the other ODs and be less annoying.

They pretty much are. Only one that is not is Dictator , maybe Hunter (but many disagree - there's an entire thread on how it's the end of the world)

 

Viking, Hornet and Mammoth are insta-kills.  Wasp pretty much is.  Titan almost the opposite - but it lasts long enough for a couple tanks to spawn-kill an entire team.

 

Anyway I did post #14 saying there should be more of a chance to escape.

Share this post


Link to post
Share on other sites

Hunter, Viking, and Hornet's OD all can lead to massive kill streaks. Heavy Hulls have more of defensive ones, but Wasp....like how often does its bomb go off and you see no tanks blown up. Happens a lot to other ppl in my battles. I also rarely see it. Maybe at M0 ranks it can be a wasp spam, but in higher ranks, wasp needs help, not help taken away

Share this post


Link to post
Share on other sites

Can you please change the the circle tank icon on hornets overdrive? Use arrows above tanks as indicators instead, its quite hard to aim at opponents tank when they are covered in circles , i still want to see the tank even in great ranges, and try if can shoot at them as long as there is a small opening to where they are hiding , the circular icon made it as cover for them instead, so please use arrows above the tank to indicate their position.

  • Like 2

Share this post


Link to post
Share on other sites

Anti-Tank Drone Overdrive

 

Unleashes small fast moving 4 Spider like drones around the tank, these drones will attack nearby enemy tanks like a tick targeting their turrets that will make them harder to aim while damaging their tanks in the process.

(These drones will make opponents turret slightly change direction while it attacks)

Drones attack interval every 2 secs. 

Drones Damage per attack = 150

Attack Duration for a target is 12 seconds once it latches to a tank.

If the tank is destroyed under  that time it will seek another. 12 secs. of attack duration is refreshed for that drone.

If the enemy tank survives it runs out of battery ending its attack.

The Drones can climb walls and renders any obstacle meaningless it will attack the enemy as long as it is within their vicinity. They can identify opponents tank within at least the length of 5 juggs as radius from their position.

If there are no enemies around its initial deployment or all the enemies are destroyed around the main tank it will follow the tank like an escort maintaining a perimeter.

Overdrive Duration is 26 sec. 

(Cannot totally be deactivated  by hunters OD but will stop its attack for that duration)

Maximum of 1 drone per target.

It can be destroyed by their teammates

the drone takes 2 shots to be destroyed or 1000 hp either of which.

It can also be targeted while it is still on the ground hunting its target.

Edited by LakadMatatag

Share this post


Link to post
Share on other sites

Anti-Tank Drone Overdrive

 

 

 

Unleashes small fast moving 4 Spider like drones around the tank, these drones will attack nearby enemy tanks like a tick targeting their turrets that will make them harder to aim while damaging their tanks in the process.

(These drones will make opponents turret slightly change direction while it attacks)

Drones attack interval every 2 secs. 

Drones Damage per attack = 150

Attack Duration for a target is 12 seconds once it latches to a tank.

If the tank is destroyed under  that time it will seek another. 12 secs. of attack duration is refreshed for that drone.

If the enemy tank survives it runs out of battery ending its attack.

The Drones can climb walls and renders any obstacle meaningless it will attack the enemy as long as it is within their vicinity. They can identify opponents tank within at least the length of 5 juggs as radius from their position.

If there are no enemies around its initial deployment or all the enemies are destroyed around the main tank it will follow the tank like an escort maintaining a perimeter.

Overdrive Duration is 26 sec. 

(Cannot totally be deactivated  by hunters OD but will stop its attack for that duration)

Maximum of 1 drone per target.

It can be destroyed by their teammates

the drone takes 2 shots to be destroyed or 1000 hp either of which.

It can also be targeted while it is still on the ground hunting its target.

So...

- each does 150 dmg for 12/2 seconds = 900 total

- 4 drones would do 3600 dmg

- equates to 300 dmg/sec over 12 seconds - longer than any any dps turret can fire

- damages enemies AND affects their ability to shoot?

 

- what exactly does "making harder to aim" mean?  How?

- how does one target this?  they are small and... on a tank...

- "attack duraton" is 12 seconds but "Overdrive Duration" is 26 seconds... does that mean they just leave the tank they are attacking if it's not dead in 12 seconds?  Why the 26 seconds?

 

HOLY OP.

Share this post


Link to post
Share on other sites

So...

- each does 150 dmg for 12/2 seconds = 900 total

- 4 drones would do 3600 dmg

- equates to 300 dmg/sec over 12 seconds - longer than any any dps turret can fire

- damages enemies AND affects their ability to shoot?

 

- what exactly does "making harder to aim" mean?  How?

- how does one target this?  they are small and... on a tank...

- "attack duraton" is 12 seconds but "Overdrive Duration" is 26 seconds... does that mean they just leave the tank they are attacking if it's not dead in 12 seconds?  Why the 26 seconds?

 

HOLY OP.

 

-As i stated only 1 drone will be able to latch on each tank so the damage max for a certain tank only gets 900 if you have Double armor then it drops to 450, when your under titans OD then you don't need to care for the damage at all.It can be lower if they destroyed it earlier or even 0 damage, why zero? because the drone will actually need to walk its ass  to the tank they will have time to shoot it.I did say walk but they are fast as jugg lol .Unlike wasp u literally get blown off, these actually give them a chance to survive.

 

-harder to aim means every time the drone that is already on top of the turrets tank attack every 2 secs. the turret will forcefully move to a random direction.The turret will change to where it is pointing from 20 to 45 degree angle.So tankers will need to time their attack before or after the drone attack to have better chance of a successful attack. Lets takes the feel for example when your tank gets hit by smokey or thunder when it hits the side of your hull. You suddenly change direction right? the only difference is,  it is on the turret that gets to have a feel of a knockback.

 

-once your tank gets a drone on top of it, only your allies can shoot it, so basically they need to point their turret at you.Although they are small they will be still in the size a quarter of viking.

 

-once the drone gets on top of a tank it has 12 secs of attack ,after that if the tank survives during that full time the drone will just self destruct.

 

If the tank gets destroyed earlier before that duration , (let say it takes out the remaining energy of that tank and make it as its own power source and will have enough energy to take on another tank )  the drone will find another target within its range.

 

-the reason for 26 sec. overdrive duration is for the drones to have chance to latch to another tank or move with the main tank while it move around.

 

-these drones are fragile, they are susceptible to all types of damages, like thunders and gauss splash ,freeze and fire, a well aimed rail, mines , even vulcans attack could easily take them out. 

 

-these drones are not affected by allied dictator buffs.

- it can be frozen or slowed by opponents dictator OD.

-it can also be temporarily stopped by hunters.

-Of course it is easily be blown by wasp OD with its low Hp even under Titans OD they get destroyed. 

-Mammoths OD yes they will get wrecked.

-Juggs OD lol they be sent flying miles away.

 

I find the duration reasonable.

 

This overdrive can be really annoying , they will have more targets to deal with.

But of course it can be countered by teamwork.

 

 

 

Edited by LakadMatatag

Share this post


Link to post
Share on other sites

Can i post here about the ruining of gold events by mammoths? I like mammoths overdrive. its perfectly fitting in a normal battle but if we have meteorite events its just ruins the fun of everyone. before the overdrives i catched like 100+ on a meteorite day. now i catched 15 with mammoth and 0 without, also its now all about rage and just be lucky


 


is it possible to like disable mammoths overdrive on the event map, just for those days and just on that map?


idk if this is possible, but it would make the game better for me and a lot of people agree to that.


 


Thanks  ;)


Share this post


Link to post
Share on other sites

Titan needs some changes. OD aside, I dislike how little it feels like a true "Heavy" tank. It's more like a medium that's beefier than a Dictator but faster than a Mammoth. So I propose a small list of simple additions, nerfs, and buffs to make my waifu  favorite hull a true contender for the title of "heavy hull".

 

1. When above 50% of it's max health, Titan is immune to knockback and afterburn (but still gets hot).

 

It always bugged me that something like a Smoky can still knock Titan around a considerable amount. Not as bad as Viking against a gust of wind, but still a bit weird. With this Titan can survive 1v1 scrapes with pesky Wasps and other such nuisances, and also retaliate against Railguns and Thunders without needing to face the shot a weird way to absorb the force of the blow. Freezing is unaffected because Freeze should by all rights be a heavy hull killer.

 

2. Titan should be a little slower to compensate.

 

Again, Titan feels like a medium hull. With Speed boost it effectively becomes a Viking in terms of speed and we all have about fifty billion speed boosts just lying around. I think that the behemoth should move and turn slower than it does now to make it less maneuverable. Let's say about 20% lowered speed globally.

 

3. Titan's overdrive should be changed to have both a personal AND team benefit to using it.

 

So we all agree the dome is a bit OP and waaaaay too spammable which is why I'd like to scrap it and replace it with something a bit more useful. It's still a barrier, but instead of being a big sphere of invincibility it's instead a smaller projected wall directly in front of the hull. This wall amplifies damage done by teammate shooting through it by 50% (does not stack with DD, drones, etc.) while halving damage from shots going through it by enemies.

Share this post


Link to post
Share on other sites

slower charging of overdrives


 


I kinda like the overdrives -at least the differences of overdrives attached to every hull.


The biggest problem I find is the quick reloading of the overdrive.


This makes the game all-to-reliant on it.


When the charging of overdrives would be slower (f.i. only 2 times max per battle or maybe even 1?) the effect would be more special. It would improve battles, as it forces you to apply overdrive tactically. 


 


I play hornet rail mainly. With the current (fast) recharging it is becoming too easy. 


I do not know how fast the other overdrives recharge, but if it has a similar speed, I would suggest tweaking the charging time instead of the effects.


  • Like 1

Share this post


Link to post
Share on other sites

I play hornet rail mainly. With the current (fast) recharging it is becoming too easy. 

I do not know how fast the other overdrives recharge, but if it has a similar speed, I would suggest tweaking the charging time instead of the effects.

Overdrive recharge time from 0-100%: 

 

Wasp:        100 seconds

 

Hornet:       115 seconds

 

Hunter:      115 seconds

 

Dictator:     145 seconds

 

Mammoth: 145 seconds

 

Titan:         170 seconds

 

Viking:       260 seconds 

 

 

You see, if you put it so that all Overdrive swill charge around the same time, then it'll make ones like Wasp's Overdrive less useful and ones like Viking being top tier. There are reasons some recharge fast and others don't. And if you put all of them at the same recharge time, you'd see more imbalance. 

 

I really don't know what would be done about this. At the moment, the system seems set up to complement MM battles. Maybe their intention was to fill every battle with them to produce new tactics but did the opposite? 

  • Like 2

Share this post


Link to post
Share on other sites

You have a point there. I do not think having the same charging time will work. But a slowing down of all -with differences inbetween them to keep it in balance could work right? Like adding 60s to all... So that there would be 1-2 times instead of 2-3 an overdrive ready.

Share this post


Link to post
Share on other sites

I think the opposite. Overdrive charge speeds should be either kept the same or increased, but their effect lowered. That way using an overdrive won't be the deciding factor in a particular situtation, but wasting it also won't be that big of a deal. The downside of this is that the feature as a whole becomes less exciting.

  • Like 3

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
 Share

×
×
  • Create New...