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Ideas for Hulls and Overdrives!


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I think a Hunter using its OD with no supplies activated should be able to kill another medium hull if it manages to shoot it once before it uses its OD.

 

If I make an enemy waste its OD in self-defence after zapping them, I consider that a win. What I don't want is enemies using Repair Kits or other supplies instead.

 

15 seconds should prevent that, but 5 seconds won't.

Edited by SporkZilla
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In my opinion Hunter is fairly balanced now, but it's really annoying when you get deactivated, but the Hunter dies and you live. So I think devs should only reduce the supply cooldown from 30 to 15 or even 10 seconds.

Another interesting balance mechanic would be to increase the effect based on how far away you are from the Hunter when you get hit. For example:

  • <10 meters: all current effects, but tank stopped for 4 seconds and all overdrives get disabled. Possibly damage dealt to tank.
  • 10-15 meters: tank stopped for 3 seconds, supplies sent on cooldown, still able to shoot and turn turret
  • 15-20 meters: tank stopped for 2 seconds, only active supplies removed and put on cooldown, can't activate supplies until you unfreeze, still able to shoot ant turn turret
  • 20-25 meters: tank stopped for 1 second, only active supplies removed and put on cooldown (but you can still activate others), flag/ball not dropped, in-range Wasp bombs and Titan domes are not disabled but instead fuse extended and duration reduced respectively.

This would be logical too, since the intensity of an EMP decreases as you move away from the epicentre, according to the inverse square law.

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12 hours ago, Maf said:

In my opinion Hunter is fairly balanced now, but it's really annoying when you get deactivated, but the Hunter dies and you live. So I think devs should only reduce the supply cooldown from 30 to 15 or even 10 seconds.

Another interesting balance mechanic would be to increase the effect based on how far away you are from the Hunter when you get hit. For example:

  • <10 meters: all current effects, but tank stopped for 4 seconds and all overdrives get disabled
  • 10-15 meters: tank stopped for 3 seconds, supplies sent on cooldown, still able to shoot and turn turret
  • 15-20 meters: tank stopped for 2 seconds, only active supplies removed and put on cooldown, can't activate supplies until you unfreeze, still able to shoot ant turn turret
  • 20-25 meters: tank stopped for 1 second, only active supplies removed and put on cooldown (but you can still activate others), flag/ball not dropped, in-range wasp bomb fuse extended and titan dome duration reduced.

This would be logical too, since the intensity of an EMP decreases as you move away from the epicentre, according to the inverse square law.

You are basically cutting it's OD range in half.   Are you at least removing the 1.1 second delay with this suggestion?

And if you really want to treat it as an EMP - walls would not prevent it's effects.

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13 hours ago, Maf said:

In my opinion Hunter is fairly balanced now, but it's really annoying when you get deactivated, but the Hunter dies and you live. So I think devs should only reduce the supply cooldown from 30 to 15 or even 10 seconds.

Another interesting balance mechanic would be to increase the effect based on how far away you are from the Hunter when you get hit. For example:

  • <10 meters: all current effects, but tank stopped for 4 seconds and all overdrives get disabled
  • 10-15 meters: tank stopped for 3 seconds, supplies sent on cooldown, still able to shoot and turn turret
  • 15-20 meters: tank stopped for 2 seconds, only active supplies removed and put on cooldown, can't activate supplies until you unfreeze, still able to shoot ant turn turret
  • 20-25 meters: tank stopped for 1 second, only active supplies removed and put on cooldown (but you can still activate others), flag/ball not dropped, in-range wasp bomb fuse extended and titan dome duration reduced.

This would be logical too, since the intensity of an EMP decreases as you move away from the epicentre, according to the inverse square law.

I would rather have my ridiculous buffs added to hunter:

 

·<10 metres- flags, balls, and points becomes electrified for 3 minutes killing any enemy that touches them.

 

· 10-15 metres - zap kills enemies instantly.

 

· 15-20 metres - zap damages enemies.

 

· 20-25 metres - current effects.

 

?

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I want what's the Overdrive of Titan going to be, you guys say it's Over powered my ****, even with that overdrive I got fked up many times, its not over powered. I want to know what's the next new overdrive of Titan... This is literally ****...all other hulls have their overdrive..

Edited by haribabu

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2 hours ago, wolverine848 said:

You are basically cutting it's OD range in half.   Are you at least removing the 1.1 second delay with this suggestion?

And if you really want to treat it as an EMP - walls would not prevent it's effects.

Well, I think we can agree that it's OP at the moment, so it needs a nerf. The most annoying thing about it is the long supply cooldown after attack, and the fact that if you are 1 mm into its range you get the full effect, but being just a tiny bit further away you'd be completely safe. I don't think I'm cutting its range that much, since tanks still get affected, just to a lesser extent if they are far away (but a greater extent if they are really close).

I think allowing it to work through walls would compensate for the range cut quite well, though it might get really annoying where you suddenly get hit with the EMP when you couldn't even see the Hunter nearby.

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6 hours ago, Maf said:

Well, I think we can agree that it's OP at the moment, so it needs a nerf. The most annoying thing about it is the long supply cooldown after attack, and the fact that if you are 1 mm into its range you get the full effect, but being just a tiny bit further away you'd be completely safe. I don't think I'm cutting its range that much, since tanks still get affected, just to a lesser extent if they are far away (but a greater extent if they are really close).

I think allowing it to work through walls would compensate for the range cut quite well, though it might get really annoying where you suddenly get hit with the EMP when you couldn't even see the Hunter nearby.

?    No, we can't.  At 15+ m it's 2 seconds stun and enemy can retaliate. For an OD, that's not much of an effect.  Viking would destroy the Hunter in less than 2 seconds quite easily (assuming it did not do so before Hunter was within minimum range)

 

You mean kind of like magnum?

Edited by wolverine848

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It's only powerful relative to other overdrives, because Titan and Mammoth have been nerfed and Wasp+Dictator were never a threat to it. Plus it has already been weakened before, by having its range reduced and time delay increased(I think).

No need to change another overdrive from what it initially was meant to do, let's just revert the updates of the other ODs.

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23 hours ago, Maf said:

 

I was thinking more the reverse, where the farther you are from the target being zapped, the more effects they will sustain. It would give you an incentive to risk missing the Overdrive for more rewards and would help with the bombardier hunters rushing into groups and disabling them. Or maybe that's unnecessary concern for the Hunters using that rather than what you suggested. 

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If devs decide to nerf the current parameters, please add a new feature to Hunter's OD, e.g. reducing the OD's charging of the affected enemies (opposite to Dictator's).

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1 hour ago, TWICE said:

If devs decide to nerf the current parameters, please add a new feature to Hunter's OD, e.g. reducing the OD's charging of the affected enemies (opposite to Dictator's).

That would be interesting, but RIP Vikings already slow charging time.

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1 hour ago, DieselPlatinum said:

That would be interesting, but RIP Vikings already slow charging time.

The reduction % of OD charging for individual hull could be varied, or make it random between a % range (e.g. 25 - 40%).   This feature should aim to stall the enemies to use their next ODs.

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On 12/30/2019 at 12:10 PM, TheCongoSpider said:

I was thinking more the reverse, where the farther you are from the target being zapped, the more effects they will sustain. It would give you an incentive to risk missing the Overdrive for more rewards and would help with the bombardier hunters rushing into groups and disabling them. Or maybe that's unnecessary concern for the Hunters using that rather than what you suggested. 

This might actually kill Hunter's OD. It doesn't make any scientific sense. But I like this. 

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I want what's the Overdrive of Titan going to be, you guys say it's Over powered my ****, even with that overdrive I got fked up many times, its not over powered. I want to know what's the next new overdrive of Tanki... This is literally ****...all other hulls have their overdrive..

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When it comes to Dictator, when its health going down, ita over drive not only refills it's health but also put all drugs to it, when it comes to titan, it's dome just heals it, how do you think it's overpowering than rest all hulls? 

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1 hour ago, haribabu said:

When it comes to Dictator, when its health going down, ita over drive not only refills it's health but also put all drugs to it, when it comes to titan, it's dome just heals it, how do you think it's overpowering than rest all hulls? 

You mean original Titan dome?  The one that healed AND gave it 85% protection from everything?

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1 hour ago, TheCongoSpider said:

That's a smart move to use that Overdrive under heavy fire. 

Unless that heavy fire stops the healing mid-way and you end up dying and wasting the Overdrive...

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it will be better to change wasp's OD (from dropping bomb to getting invisible for 5-10 secs)

Edited by qartveli-giorgi-2003
my mistake

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On 12/28/2019 at 3:32 PM, DieselPlatinum said:

OH HELL NO. That'll make it way Overpowered.

Bruh, it was nerfed this way because it made titan so overpowered. It was long overdue, so stop whining, because you can't be so OP anymore.

Then what would be the point of the new anti spawn protection? It wouldn't solve anything. Just would be a useless feature then.

This guy nailed it. With how fast the wasp OD refills it is already super efficient. My one slice of happiness is to kill the wasp that dropped that bomb on me and tried to run away, it becomes my only goal in life for that split moment before I die. Even me as an M1-10 titan with 6,470 armor with double armor activated get one shot by a well placed wasp bomb.

I'm a titan main. Was I salty when I went to play and found out about the nerf... OHHHH YEAHHHH! I went through all stages of grief. The hornet OD shoots through it, the hunter OD disables it, the mammoth OD isn't phased by it and now other titan OD's disable it, seemed a bit unfair but I have to agree... It was super OP which is why it was my main and only fully upgraded hull. And guess what, it still it. Why? Because I can still take a full clip from a viking using its OD right in my face and laugh, nullify those ANNOYING wasp bombs, strategically disable enemy domes and snipe people in the wide open and laugh at their feeble attempts to stop me. So life is still good.

The spawning tank should DEFINITELY be able to shoot you 1 time before you can spawn kill him. You shouldn't be in their spawn picking them off. If you invade another teams spawn.. the place where they all come from and defend.. you should completely expect to die a very rapid death. A sniper can't charge up and shoot a killing shot in the time it takes for the invulnerability to wear off. The only thing that is going to one shot you with invulnerability still active from across the map is a very lucky shot from a rail gun with DD, and if they get lucky enough to get their max damage AND aim that well that quick to deliver a killing blow my hat is off to them because that's impressive. 

 

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4 hours ago, qartveli-giorgi-2003 said:

it will be better to change wasp's OD (from dropping bomb to getting invicible for 5-10 secs)

10 seconds?  With a speed-boost how would you stop it from grabbing flag and getting away?  Only Hunter or Mammoth (maybe) might be able to stop it.  That's not enough counters.

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20 hours ago, GHOST2POST said:

The range for Hunter OD needs to be nerfed... it is just to far.  Cool down on supplies would be nice, I like the 15 seconds suggested above.

Reducing range AND droppng supply cool-down time would be too much.

A reduced range would probably mean it can't even disable a titan dome since the titan (or teammate) could sit on outer edge (still protected) and block access to beacon.

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5 hours ago, Copperhead91 said:

 Even me as an M1-10 titan with 6,470 armor with double armor activated get one shot by a well placed wasp bomb.

Wasp's bomb ignores double armour so having DA activated or not within its radius wouldn't matter. 

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