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Ideas for Hulls and Overdrives!


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19 hours ago, sensei_tanker said:

in hunter is the OD, where not only can you paralyze a crowd of tanks but you can also deactivate their supplies, is that Hunter can force players to drop flags or the rugby ball.

Hornet OD doe the same thing - makes you drop the ball or flag.  Only difference is - instead of being stunned for 2.2 seconds you are actually dead.

Now, how in the world is being stunned for 2.2 seconds worse than being dead?

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On 4/15/2020 at 2:52 PM, DieselPlatinum said:

I mainly flip upside down because of dumb map terrain in maps like massacre, forest, wolfenstein, highways, Chernobyl, etc.

Due its large size, it is more susceptible to flips, than a smaller hull on the same terrain.

Also, this is an issue that campers don't face as much as more mobile Juggernauts, who are likely to be jumping over terrain while being pushed.

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On 2/13/2015 at 3:36 AM, matthewJ007 said:

A hull called ' Flash ', it could be solid looking, with a plow at the front of it. With the plow its could have the ability to flip or turn other players over by charging at them.

 

On 2/13/2015 at 5:37 AM, PowerStrike1.1 said:

Flipping would be a problem and people will be reporting players using this to troll.

To both of these, maybe instead of flipping tanks, the plow could be a once per life use to remove a mine in front of them, like what plows are used for in real life. Of course, this would have to be balanced by "nerfing" other aspects, particularly health, as it should be a light hull and fast, hence its name.

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On 4/7/2020 at 9:23 AM, Skyarz_22 said:

In JGR mode, in this situation: I am not JGR - I become JGR - someone killed me → I am no longer JGR.
During the situations "I am not JGR" (1st and 3rd), the percentage of my overdrive during the 3rd should continue to increase after the 1st.

Our overdrive should therefore not restart at 0%.

For example, during the game, I am not JGR and my overdrive is at 48%, then I become JGR, and a few moments later, I die, and I come back normally without being JGR. Then my overdrive should keep going up from 48%, not 0%.

I like this

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Ever since hunters OD got nerfed to the ground, it has been pointless using it against enemies. So one of the three things needs to happen:

1) Increase the cool down time it puts on enemies to 15 seconds.

2) increase the stun time to 10 seconds.

3) increase its max range to 40 metres.

  • Haha 5

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Without going into too much detail as this whole topic should be pretty self-explanatory by now, I'd just like to additionally stress the multiple mechanics Hunter's OD already has:

  • Ability to temporarily and completely stun (disabling movement, turret rotation, shooting ability, self-destructing, applying supplies and activating OD) everyone in its effective (pretty long) range;
  • Ability to completely disable everyone's supplies (active or not) in its effective range and force-activating cooldowns on all of them;
  • Ability to disable enemies' turret reload for the duration of the stun effect and completely terminate the shooting preparation (that of charging Railguns, Striker's lock-on, and Magnum's shot power gainage);
  • Ability to make the enemy drop the flag / rugby ball upon its stun effect;
  • Ability to completely deactivate the enemy Wasp's overdrive bomb, terminate the Titan's active protective field generator, and temporarily interrupt the functioning of the Viking's OD;
  • (all whilst having a fast recharge and virtually almost no way to effectively counter it).

With all of the above-mentioned, it's objectively not even near being underwhelming as you're suggesting it to be.

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4 hours ago, ControlledChaos said:

Without going into too much detail as this whole topic should be pretty self-explanatory by now, I'd just like to additionally stress the multiple mechanics Hunter's OD already has:

  • Ability to temporarily and completely stun (disabling movement, turret rotation, shooting ability, self-destructing, applying supplies and activating OD) everyone in its effective (pretty long) range;
  • Ability to completely disable everyone's supplies (active or not) in its effective range and force-activating cooldowns on all of them;
  • Ability to disable enemies' turret reload for the duration of the stun effect and completely terminate the shooting preparation (that of charging Railguns, Striker's lock-on, and Magnum's shot power gainage);
  • Ability to make the enemy drop the flag / rugby ball upon its stun effect;
  • Ability to completely deactivate the enemy Wasp's overdrive bomb, terminate the Titan's active protective field generator, and temporarily interrupt the functioning of the Viking's OD;
  • (all whilst having a fast recharge and virtually almost no way to effectively counter it).

With all of the above-mentioned, it's objectively not even near being underwhelming as you're suggesting it to be.

It has to get in close. So while it has a few things it can do, it can't do it from the other side of the map.

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18 hours ago, KillerDiesel said:

It has to get in close. So while it has a few things it can do, it can't do it from the other side of the map.

Because you are a camper? ?
as it is not OP enough...

1/ and 2/ have improved - on the 24th.

Edited by Viking4s

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7 hours ago, ControlledChaos said:

Without going into too much detail as this whole topic should be pretty self-explanatory by now, I'd just like to additionally stress the multiple mechanics Hunter's OD already has:

  • Ability to temporarily and completely stun (disabling movement, turret rotation, shooting ability, self-destructing, applying supplies and activating OD) everyone in its effective (pretty long) range;
  • Ability to completely disable everyone's supplies (active or not) in its effective range and force-activating cooldowns on all of them;
  • Ability to disable enemies' turret reload for the duration of the stun effect and completely terminate the shooting preparation (that of charging Railguns, Striker's lock-on, and Magnum's shot power gainage);
  • Ability to make the enemy drop the flag / rugby ball upon its stun effect;
  • Ability to completely deactivate the enemy Wasp's overdrive bomb, terminate the Titan's active protective field generator, and temporarily interrupt the functioning of the Viking's OD;
  • (all whilst having a fast recharge and virtually almost no way to effectively counter it).

With all of the above-mentioned, it's objectively not even near being underwhelming as you're suggesting it to be.

1) has to get close - can be killed while trying to do this - especially considering it has an activation delay as well

2) See 1 above.  5 seconds.  In some cases this actually HELPS the target as it does this for ALL supplies, even those currently in cooldown for > 5 seconds

3) see 1 above

4) see 1 above.  Guess what other ODs can make you drop the flag - hornet, viking, mammoth, wasp - some of these from much > distance

5) see 1 above.  Other overdrives also nulify/bypass Titans dome.

6) see 1 above.

It is not balanced when compared to the other ODs.  Hunter has been relegated to a niche use - stealing flags from carriers.  And it has to ambush them to do so.

 

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1 minute ago, Thomas11239 said:

I use hunter 100% of the time and I see absolutely no reason why this hull received a buff.

wait till the hull alterations are completely rolled out . You will be singing a different tune then.

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51 minutes ago, Viking4s said:

Because you are a camper? ?
as it is not OP enough...

 

50 minutes ago, Viking4s said:

Because you are a camper? ?
as it is not OP enough...

 

 

1/ and 2/ have 

Spamming the same irrelevant and stupid response doesnt counter my argument.

 

1 minute ago, Thomas11239 said:

I use hunter 100% of the time 

On what account?

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7 hours ago, ControlledChaos said:
  • Ability to make the enemy drop the flag / rugby ball upon its stun effect;

this alone is why hunter OD does not need a buff. It's such a powerful tool that really isn't even used to its full potential

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5 minutes ago, fishFAST said:

this alone is why hunter OD does not need a buff. It's such a powerful tool that really isn't even used to its full potential

Well hornet can do that too.  If you're killed, the flag drops - right?

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1 minute ago, wolverine848 said:

Well hornet can do that too.  If you're killed, the flag drops - right?

killing someone is very different from clicking shift

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