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Ideas for Hulls and Overdrives!


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On 1/2/2020 at 6:32 PM, wolverine848 said:

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.

hornet's OD can see invisible wasp

 

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12 minutes ago, qartveli-giorgi-2003 said:

hornet's OD can see invisible wasp

 

Okay, so you meant invisible. Others thought that you wanted to make it invincible for 5-10 seconds. ?

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5 hours ago, qartveli-giorgi-2003 said:

hornet's OD can see invisible wasp

 

"from dropping bomb to getting invicible for 5-10 secs"

 

Did you mean  invincible    or   invisible?    Your original spelling through me off...

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19 hours ago, wolverine848 said:

"from dropping bomb to getting invicible for 5-10 secs"

 

Did you mean  invincible    or   invisible?    Your original spelling through me off...

i meant invisible not invincible...

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Titans OD was nerfed in the last update because of sige

Now lets see the features of the overdrive:

Wasp:  drops a bomb, you can get easy kills

Hornet: allows to see  enemy + deactivates all the protection of the enemy -> easier to get kills

Hunter: deactivates the enemys supplies, and freezes the enemy for some seconds    -> easier to get kills, attack base, score goal etc.

Dictator: the 'old' overdrive + freeze effect on the enemy and "you receive 25 points for every team mate who benefits from your overdrive" ( i think 25 is too much, it should be 15.)-> easier to get kills because of supplies and you get points.

Viking: incrases fire rate + almost no reload -> you can get many kills when activating it

Mammoth: heals the tank, makes the tank faster and deal lots of damage to the tanks in touch -> kills, useful to catch a goldbox.

Titan: 1) before nerfing: heals the tank, and give protection to it -> easier to get kills because (exept and overdriving hornet) nobody can shoot you out from the dome.

2) after nerfing : completle useless because close range turrets and overdriving hornets can shoot you out from the dome (usually about 50 % of th enemy team can shoot you out!). So by trying to ballance siege, tanki unbalanced overdrives, because titan is very very weak compared to other ODs.

 

Ideas to give back the healing to titan WITHOUT  make siege into "mode of titans (and gauss, but that is another topics) :

1) An interesting idea: make the points into a dome, which can be captured, this will make this mode more interesting. When the dome (point) is captured, an other random point activates, but the capturing team gets the dome. This can be captured later, And its stays 'captured' for one minutes, than the dome deactivates. This dome cannot be romoved by Hunter. 

This may be ununderstandable for you, so I write down the most important features of this type of siege

The point is not just a simple point, but a dome.

After capturing it, like now an other random dome activates to capture, but the previous dome is activated to heal and support its team for 1 min/ 30s. (If Tanki want this mode more complicated, than the previous dome can be captured by the other team for NOT points, only for support but the time doesn't resets.)

Why this type of siege will be usefull against titan campers. Because titans cannot put their dome next the dome (because "Now disables other active generators in a radius of 35 meters from its generator", but in this case, the point disabled titans dome. )

2) simply just Titans cannot put their od next to the point.

3) when the titan puts its dome on the point, the dome will there only half time as usual.

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30 minutes ago, Mr.Nibbles said:

Topic merged.

Hm its mainly about siege and titan, not only about hulls and overdrives but ok. And whats your opinion about it?

Edited by mjmj5558
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25 minutes ago, mjmj5558 said:

And whats your opinion about it?

I personally think it is a good idea, and it seems it would be fairly balanced, but I think they should make it for other modes too, not just Siege. For example, in Capture the Flag, Titans should not be able to place a dome within a certain radius of other flag. Same applies for all other modes (except TJR and TDM).

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On 1/6/2020 at 11:27 PM, Mr.Nibbles said:

I personally think it is a good idea, and it seems it would be fairly balanced, but I think they should make it for other modes too, not just Siege. For example, in Capture the Flag, Titans should not be able to place a dome within a certain radius of other flag. Same applies for all other modes (except TJR and TDM).

So will be any titan updates relased  ?

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I believe that the developers have experimented enough with the duration, charging and other factors of Hornet's overdrive to find a suitable balance. It gives players a modest advantage, but the problem arises when people begin to exploit it by one-shotting others using Drones and Double Damage. Reducing its protection ignore would just lead to more complaints from angry players. So I suggest a different idea:
When a Hornet user uses its Overdrive and equips double damage, they will only deal 1.5 times the standard damage against tanks with double armour.
This way, Hornet's OD cannot render your double armour completely useless, while it keeps its other benefits like ignoring Titan's dome and Modules.

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Interesting, there is a lot of suggestions about changing OD parameters, each one has its advantages and disadvantages. And I think that's what makes the game even more challenging.

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18 minutes ago, DieselPlatinum said:

I'd rather just make it ignore only 75% of all protections to replace its complete ignore of everything.

Especially considering that it completely breaks the whole idea of Godmode_ON and things like "mutant snowmen" events, since Hornet's OD can just casually ignore the "godly" 99% protection module ?

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23 minutes ago, Maf said:

Especially considering that it completely breaks the whole idea of Godmode_ON and things like "mutant snowmen" events, since Hornet's OD can just casually ignore the "godly" 99% protection module ?

Really? It can neutralize that 99% protection?

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46 minutes ago, Benefactor said:

Really? It can neutralize that 99% protection?

Yes. When I was using the module, I could have the whole enemy team shooting at me and it barely did any damage. Even multiple Vikings with overdrive would take out maybe 30% of my health. But a single Hornet with OD could easily destroy me. A Shaft+Hornet with Booster can literally one-shot a juggernaut with the god module. The only thing that helps is lifesaver drone.

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52 minutes ago, mjmj5558 said:

Yes,  hornet od looks very op,  but it has a huge disadvantage.  It is a long time od,  so when you have been destroyed,you lost the hole od. 

Less relevant in team battles where there's lots of dictators.  Viking is slowest and yet you see lots of those.

Plus there's the "nuclear" drop.

 

Actually... chart on page in link places Hornet OD charge time as tide for 3rd-fastest so... (p.41)

 

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1 hour ago, mjmj5558 said:

Yes,  hornet od looks very op,  but it has a huge disadvantage.  It is a long time od,  so when you have been destroyed,you lost the hole od. 

I don't quite understand what you're trying to say here, but:

 

Hornet has the 2nd fastest passive charging rate out of the 7 hulls. And you are able to gain Overdrive charge from actions after the first 3 seconds of the Overdrive. So no, you don't just lose the entire thing. 

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Well, some OD are meant to be more offensive and others to be more on the defensive side. Other bring real tactical advantage (and not necessary increase your kill count).

What counts is to look at the big picture, taking in consideration the full battle, the low HP of the hull, etc...
Wasp  and Viking OD are also very offensive.
Hunter is not so offensive, but tactically it help for many battle activity that bring XP and score points.
I guess many players does not like to die and would gladly welcome the nerfing of offensive OD as much as they did celebrate with the implementation of the temporary spawning protection.

Edited by Viking4s
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1 hour ago, mjmj5558 said:

Yes,  hornet od looks very op,  but it has a huge disadvantage.  It is a long time od,  so when you have been destroyed,you lost the hole od. 

Hornet + fully MUed DHC railgun + Double Damage (booster drone may or may not be included) can wipe out a whole team of medium and light hulls. Basically it's a longer duration version of Vikings OD in a way.

 

LCR railgun with the same things can wipe out heavy hulls easily.

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28 minutes ago, DieselPlatinum said:

Hornet + fully MUed DHC railgun + Double Damage (booster drone may or may not be included) can wipe out a whole team of medium and light hulls. Basically it's a longer duration version of Vikings OD in a way.

With Stock Railgun's damage range, you're not likely to one-shot medium hulls from full HP. You'd need to make sure you hit as many enemies as possible and hope they were already damaged to secure the much needed kills. 

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