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Ideas for Hulls and Overdrives!


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1 minute ago, Ap3xA1pha said:

whereas before players would focus more on the objective, now you see players going for kills and trying to charge up their Overdrives as often as possible.

This is quite contradictory considering that going for the objective actually gives a greater boost to OD charge.

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22 minutes ago, Maf said:

This is quite contradictory considering that going for the objective actually gives a greater boost to OD charge.

When ignoring the objective (like capping points or flag) you tend to die less. = less time respawning and more time killing.  Especially on larger maps where a lot of time is wasted travelling.

If you're on the losing side of a CTF blow-out - many will just ignore the flags and try to generate some stars via kills (or healing) as trying to cap in those conditions will get you ZERO stars.

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49 minutes ago, TheCongoSpider said:

Sounds good but that's a lot of stuff players and the devs need to keep their eye on.You wouldn't want to have a Sledgehammer and Duplet 2.0 with these Overdrive alterations. 

Or adaptive reload hammers and DHC railgun with Vikings #1 and mortar magnums and Dragon breath hammers with Vikings #2.

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Idea but not suggestion: What if wasp’s OD lasted from 3 seconds to, say, 15? The countdown would not be shown.  This can act as an area denial tool, although it does feel kinda pointless and useless in non communicating teams in mm.

Edited by 123tim456back

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The team juggernaut mode is such a perfect and great mode to play in. In fact, I mostly play team juggernaut mode. I am so thrilled with happiness when I become juggernaut myself. Now I can survive for long enough, when my team mates help me out and defend me. Its also great for juggernaut's overdrive to fully heal the juggernaut tank when activating it. However, there is a little problem remaining for juggernaut's overdrive. That is when activating juggernaut's overdrive near enemies, or even when an enemy touches your tank, the overdrive fails to push and flip enemies into the air. Please can you buff up the juggernaut's overdrive pushing ability to a much stronger pushing ability so that enemies that are in a range of 20 to 25 meters can be forcely pushed and flipped into the air with brute force. That also involves the enemy juggernaut as well. If an enemy juggernaut faces you nearby in battles activating your juggernaut's overdrive must be strong enough to push it into the air. The radius and pushing power of juggernaut must increase to a much greater performance.

I have also noticed that when activating juggernaut's overdrive, the freezing effect of Freeze turrets does not get removed, so your tank is almost stuck to the ground, after activating juggernaut's overdrive. Freezing and burning effects must instantly be removed by juggernaut's overdrive. Currently that does not happen with the freezing effect of Freeze turrets. It happens with Firebird effect, but not Freeze. This is something that developers must get a closer look to and fix the issue with the removal of the freezing effect of Freeze when juggernaut activates its own overdrive.

I am serious here. This is not a joke. Please take the necessary steps to buff up the performance and power of juggernaut's overdrive so that players can enjoy using juggernaut even more. It makes me laugh when enemies gets kicked into the air by juggernaut's overdrive. Please buff up juggernaut's overdrive for a better experience when playing team juggernaut mode.

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13 hours ago, RIDDLER_8 said:

The team juggernaut mode is such a perfect and great mode to play in. In fact, I mostly play team juggernaut mode. I am so thrilled with happiness when I become juggernaut myself. Now I can survive for long enough, when my team mates help me out and defend me. Its also great for juggernaut's overdrive to fully heal the juggernaut tank when activating it. However, there is a little problem remaining for juggernaut's overdrive. That is when activating juggernaut's overdrive near enemies, or even when an enemy touches your tank, the overdrive fails to push and flip enemies into the air. Please can you buff up the juggernaut's overdrive pushing ability to a much stronger pushing ability so that enemies that are in a range of 20 to 25 meters can be forcely pushed and flipped into the air with brute force. That also involves the enemy juggernaut as well. If an enemy juggernaut faces you nearby in battles activating your juggernaut's overdrive must be strong enough to push it into the air. The radius and pushing power of juggernaut must increase to a much greater performance.

I have also noticed that when activating juggernaut's overdrive, the freezing effect of Freeze turrets does not get removed, so your tank is almost stuck to the ground, after activating juggernaut's overdrive. Freezing and burning effects must instantly be removed by juggernaut's overdrive. Currently that does not happen with the freezing effect of Freeze turrets. It happens with Firebird effect, but not Freeze. This is something that developers must get a closer look to and fix the issue with the removal of the freezing effect of Freeze when juggernaut activates its own overdrive.

I am serious here. This is not a joke. Please take the necessary steps to buff up the performance and power of juggernaut's overdrive so that players can enjoy using juggernaut even more. It makes me laugh when enemies gets kicked into the air by juggernaut's overdrive. Please buff up juggernaut's overdrive for a better experience when playing team juggernaut mode.

Ya now that u mention it it does work with firebird but not with freeze. Also i like the idea of a more powerful overdrive ?

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That's true that juggernaut's overdrive removes the burning effect of Firebird. Juggernaut's overdrive does not remove any freezing effect caused by Freeze. That is something that developers must look into.

A more powerful juggernaut overdrive is the primary thing that this tank needs.

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On 3/12/2020 at 5:47 PM, RIDDLER_8 said:

The team juggernaut mode is such a perfect and great mode to play in. In fact, I mostly play team juggernaut mode. I am so thrilled with happiness when I become juggernaut myself. Now I can survive for long enough, when my team mates help me out and defend me. Its also great for juggernaut's overdrive to fully heal the juggernaut tank when activating it. However, there is a little problem remaining for juggernaut's overdrive. That is when activating juggernaut's overdrive near enemies, or even when an enemy touches your tank, the overdrive fails to push and flip enemies into the air. Please can you buff up the juggernaut's overdrive pushing ability to a much stronger pushing ability so that enemies that are in a range of 20 to 25 meters can be forcely pushed and flipped into the air with brute force. That also involves the enemy juggernaut as well. If an enemy juggernaut faces you nearby in battles activating your juggernaut's overdrive must be strong enough to push it into the air. The radius and pushing power of juggernaut must increase to a much greater performance.

I have also noticed that when activating juggernaut's overdrive, the freezing effect of Freeze turrets does not get removed, so your tank is almost stuck to the ground, after activating juggernaut's overdrive. Freezing and burning effects must instantly be removed by juggernaut's overdrive. Currently that does not happen with the freezing effect of Freeze turrets. It happens with Firebird effect, but not Freeze. This is something that developers must get a closer look to and fix the issue with the removal of the freezing effect of Freeze when juggernaut activates its own overdrive.

I am serious here. This is not a joke. Please take the necessary steps to buff up the performance and power of juggernaut's overdrive so that players can enjoy using juggernaut even more. It makes me laugh when enemies gets kicked into the air by juggernaut's overdrive. Please buff up juggernaut's overdrive for a better experience when playing team juggernaut mode.

Too strong of a knockback would be too strong though.  The issue of randomly self destructing is also a problem, as sometimes they get flipped, sometimes they don’t(which is fine), and sometimes they self destruct.  In what situations do they self destruct?

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No. The knockback effect is currently too weak. It must be very strong if juggernaut is going to escape when being surrounded by enemies.

For the self destruction of juggernaut, that feature must be removed for only juggernaut.

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1 minute ago, RIDDLER_8 said:

It must be very strong if juggernaut is going to escape when being surrounded by enemies

Then try to avoid being surrounded by enemies

If I ever allow myself to get surrounded, I don't expect to survive unless I'm lucky

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Its very easy for any juggernaut play to be surrounded by enemies, so as a fightback, it would be better for juggernaut to have a more powerful overdrive.

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This topic will cover all the hull overdrives based on how I feel about their effectiveness in battles. I am not sure if my suggestions have already been brought up by other players, but even if they are being brought up, why are they not implemented just yet since it's not only me suggesting it.

Note: All info under currently is based on my personal experience using them.

WASP OD

Currently:

- Able to kill enemies in the exploding radius in 3 seconds

- Very fast recharge

Other Hull that can overwrite this OD: Hunter, Titan

Personal experience:

Even though this Overdrive recharge very fast, however, the 3 seconds wait for it to explode is enough for enemy tanks to flee out of it's radius, except for bigger hulls. Moreover, Wasp is very easy to be destroyed especially in larger maps, making it difficult for wasp to get close to enemy tanks. Also, it give enough reaction time for Hunter and Titan users to activate their supplies.

SUGGESTION FOR WASP:

REDUCE the exploding countdown from 3 to 2 so that it's OD can be more effective to kill enemy that wasp got close to. Because of how vulnerable Wasp is, the recharge time can remain the same.

HORNET OD

Currently:

- Ignoring all Buff (Protection and Supplies) of an enemy tank

- Very fast recharge

Other Hull that can overwrite this OD: None

Personal experience:

A WAY OVERDUE nerf is needed for this annoying OD. Not only it recharge very fast, also, nothing can be done to stop this OD. The duration of the Overdrive being active is also notably long. I mean, what for players spent MILLIONS upgrading protection modules and drones, only for it for them to be destroyed easily by a mere free hornet OD + 50 crystals worth of double damage unlike other hull where you need skills to get close to enemy tanks for it to take effect (Mammoth and Wasp).

SUGGESTION FOR HORNET (The biggest Nerf):

Instead of ignoring BOTH supplies and protection, the nerf is that hornet will only ignore the supplies/drones being used by enemy tanks and NOT the protection. 

Recharge time should also be increased from very fast to fast recharge and the active duration should be reduced by 25%.

Reason behind this huge nerf is because this hull is very frequently used by players, sometimes a battle can be unplayable due to this.

HUNTER OD

Currently: 

- Stun enemy tanks, remove supplies and cooldown starts from 30 seconds for all supplies (If survive)

- Fast recharge

Other Hull that can overwrite this OD: Hunter

Personal experience:

While it's certainly nice to use this overdrive, however, it can be extremely annoying to be faced by 1. In fact, Hunter's OD is able to counter ALL the other hull's Overdrive. It is kind of powerful in a sense.

SUGGESTION FOR HUNTER:

Recharge time can stay the same. However, the overdrive will now only stun players for 1 second (Considering the fact that this overdrive is able to remove players supplies and implement cool down). Cool down duration of supplies will be reduced from the current 30 seconds to 15 seconds (Kind of not giving Hunter too much of an advantage since it recharge at a nice pace). Also, this new buff will not make other players drop their flags/ball. Can consider to give 5 exp for every tank that Hunter stuns (Since you need to recharge all over again if no players are affected).

DIRECTOR OD

Currently:

- Activate all supplies of nearby allies and freeze nearby enemies. 5 exp for every ally.

- Moderate recharge

Other Hull that can overwrite this OD: Hunter, Wasp, Titan, Mammoth, Hornet, Viking (All the hull OD that deem this OD useless)

Personal experience:

Alot of times when Director is alone facing enemies, the OD can't really help much to counter them. Also, I feel it's like forever for the Overdrive to recharge.

SUGGESTION FOR DIRECTOR:

Instead of the freezing effect to enemy tanks, remove the freezing effect. However, in return, for enemy tanks affected by Director's OD, their supplies will be used up faster and the recharge time for their overdrive will be reduced by 15%. Some explanation:

- Supplies will be used up faster (E.g if someone have 10 seconds usage of double damage left, it will be reduced by half to 5 seconds)

- Recharge time for their overdrive (E.g if someone's overdrive is at 80%, it will be reduced by 15% to 65% charged)

It may seem OP, however, you must consider the fact that you have to solely rely on your own turret to deal with enemies (No additional buff to the turret you using)

VIKING OD

Currently:

- Unlimited reload shots for 7 seconds.

- Slow recharge

Other Hull that can overwrite this OD: Hunter, Wasp, Titan, Mammoth, Viking, Hornet (All the hull OD that deem this OD useless)

Personal experience:

Especially in Juggernaut battles, this hull is most frequently used, which I feel it's not advantageous for players who are Juggernaut since alot of times Viking OD is able to kill a Juggernaut even if they use their own OD. Also, you can only use this OD at most once or twice per battle without getting the recharge box.

SUGGESTION FOR VIKING:

Instead of the 7 seconds unlimited shots, it will be reduced to 5 seconds instead. (It's all about playability HENCE...) The recharge time for viking's OD will be boosted by 25% faster. However, the damage dealt per shot in OD mode will only increase damage per shot by 25%. 

TITAN OD

Currently:

- Activate a dome for quite a duration

- Fast recharge

Other Hull that can overwrite this OD: Hunter, Titan, Mammoth, Hornet

For titan, I feel it's alright and balanced since the OD can be countered by multiple Hulls. Hence, nothing is needed for titan.

MAMMOTH OD

Currently:

- Deal insane damage for enemy tanks in it's path

- Moderate recharge

Other Hull that can overwrite this OD: Hunter, Wasp, Titan, Mammoth, Viking, Hornet, Director's freezing effect (All the hull OD that deem this OD useless)

Personal experience:

Though Mammoth have a good OD, however, the recharge time is some what not so fast nor slow. Also, impact force and being dealt damage while OD is active is not really advantageous as mammoth MOVES WAY TOO SLOW. As such, a buff is needed for mammoth due to it's slow moving nature.

SUGGESTION FOR MAMMOTH:

Impact force faced by mammoth will be nullified, meaning, impact force does not exist when mammoth OD is active (That includes Juggernaut OD). 

Active time for mammoth OD will be increased briefly by 3 - 5 seconds.

Mammoth armour when OD is active should be increased by 20%.

However, when a mammoth OD is active, player will not be able to hold a flag/ball. He will drop the flag/ball if he activates his OD.

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Personally, I do not support having a more powerful Juggernaut. Hear me out.

Most of the time, a Juggernaut players will always camp at their own base and not even approach the mid-field. With the current fast OD reload for Juggernaut and insane damages, getting close to a Juggernaut, camping inside of his home base, getting dealt by enemies everywhere is hard enough for normal players to play. If you do happen to get close and then the "powerful" OD is activated sending you to outer space, say bye bye to playability.

For me to support your idea, I have a better suggestion though. To prevent Juggernaut from camping in their home base, there need to be various playing fields. For example, using stadium as an example:

The area where you spawn in will be your home base (The whole length of the arena) and be marked as A. In playing field A, recharge time for Juggernaut OD will be reduced and weak in sending players flying to outerspace.

The opposite area of your home base, where enemy are spawning at, will be marked as B. In playing field B, if a Juggernaut is there, his recharge time will be slightly faster than him staying in his home base (A) and a slightly powerful OD. The reason behind my choice of not making OD powerful there is to prevent spawn killing and unplayable for the enemies.

The area in the middle will be a mid-field base and be marked as C. C will be the designated war space area. In area C, his OD will recharge notably faster and a more powerful OD to send players flying to outerspace. 

Bases B and C can be switched if necessary, depending on how playable the battle is.

 

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Your idea is good, but I'm not sure whether developers would implement it.

The best option would be to buff up juggernaut's overdrive pushing ability. The second' like you said, would be to create a point where juggernaut runs to, like random points in Siege mode, but those points would be on an open space map like Stadium.

I know its annoying for juggernaut campers to always stay put in the same spot, so your suggestion would make those lazy juggernaut move towards the center of the map. I guess that a new map could be made specially for juggernaut mode, but I am not sure about that.

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18 hours ago, 1M4U said:

 

There are some good suggestions in it, but many mistakes and some inbalance ideas. In overall, i don't think that canges should be happen.

Edited by Maf
Overquoting

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6 hours ago, RIDDLER_8 said:

The best option would be to buff up juggernaut's overdrive pushing ability.

I think the issue is in the way the force is applied to surrounding tanks. It doesn't matter how much you buff it, because if the force is applied in the wrong direction then it won't be helpful regardless of how much of it there is. What's needed is a change in the physics of the push.

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On 3/12/2020 at 10:47 AM, RIDDLER_8 said:

I have also noticed that when activating juggernaut's overdrive, the freezing effect of Freeze turrets does not get removed, so your tank is almost stuck to the ground, after activating juggernaut's overdrive. Freezing and burning effects must instantly be removed by juggernaut's overdrive. Currently that does not happen with the freezing effect of Freeze turrets. It happens with Firebird effect, but not Freeze. (EDIT: NOLo, it not happens with firebird)This is something that developers must get a closer look to and fix the issue with the removal of the freezing effect of Freeze when juggernaut activates its own overdrive.

Firebirds burning effect isn't removed after activating the overdrive, but i think, it must be removed, because it is irritating that you fully heal yourself with the OD but your health is going down because of the burning effect.

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This should be nerfed, not buffed. It's also to do with the weight of hulls and how close they are to you. Let's just say x is the force of the overdrive pushing enemies into the air. And weight = w, also distance = d

 

If d is decreased, then x is increased. If w is increased, then x is decreased. In order to fling an enemy (maximum force), they would need a weight of 1000 (aka Mk1 Wasp) and to be right in front of you. If anyone knows the proper equation for this, e.g = [insert equation here], please quote this and tell me it.

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I feel Overdrives are quite balanced generally in the current scenario and there are only a few tweaks needed to prevent exploitation of some ODs or to increase their usefulness (not power).

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