Jump to content
EN
Play

Forum

Ideas for Hulls and Overdrives!


 Share

Recommended Posts

1 hour ago, The-Kill-Switch said:

easier said than done when their is any kind of team play going on. just a simple message in chat "bob and steve go right, i will use od on left". easy way to get rid of a decent group on enemies while locking them in. of course certain maps this isnt as easy but everything has its optimum time and place, not to say it cant be used like that but just on a smaller section rather than near all of the enemies.

if a hunter with some others (maybe even just 1 or 2 team mates) pushes up together to close distance, its no problem to get a good od off and make the enemies protection cut by a significant chunk. let alone its use as a support, to assist flag carriers, to use if your base gets pushed etc. it has so many good uses that can be pulled of fairly consistently with just a few brain cells. 

It's only able to that successfully if it has teammates backing it up. However, the chances of it having both OD ready and teammates backing it up in that moment are very, and I mean very slim.

 

Remember, wasp can just place the bomb and a mine in its escape route and still disarms a whole crowd by literally killing them. Hornet can do the same but far away, most easily with Gauss. Viking can also do this but it takes more skill than wasp and hornet.

 

Killing the enemy right off the bat means you won't have to deal with them till they respawn, and since hunters OD can't kill you then it's most likely dead when they respawn.

Share this post


Link to post
Share on other sites

Hello!

 

What if there woud be a hull that woud be very slow but its ovedrive would be that a mini thank would spawn and go kill other players that are not on your team. Another idea is thet your hull looks like an aircraft carrier and when you would shift a mini plain would go and kill other non teammates. Because the game is called Tanki online I like the the first suggestion more.

Share this post


Link to post
Share on other sites

Hi folks;

Many players have suggested to bring back the ancient Isida vampire effect. Since this would be reverting a change, it was not accepted. However, players have still been coming up of ways to restore this feature in a limited way. I found these two ideas that were marked valid:

Spoiler

 

I have a similar idea. Many long-ranged turrets are OP with Viking OD, and melees don't have that ability. Especially with Isida that you can only due damage to one player at a time. Also, the biggest downside of Viking OD besides for its reload time, is that it does little to defend you, and doesn't help your health.Therefore I am suggesting that Isida should have vampire effect to a certain degree while using Viking OD.

I understand that maybe in such an update Isida's Viking OD rte is lowered slightly, and the healing might come after the OD ends, however, the idea itself should somehow be implemented.

Thank you, and please leave your thoughts below.

 

 

 

  • Like 2

Share this post


Link to post
Share on other sites

5 hours ago, ILiveOnTheChatBox123 said:

Many players have suggested to bring back the ancient Isida vampire effect.

Yeah, isida is too weak. look at my second idea:

 

1 hour ago, Thiedes said:

Doubt it'll happen since from what i know, developers don't want to re-introduce feature in any form.

i'm sad to hear this ? why don't they realize that isida is too weak?

  • Like 1

Share this post


Link to post
Share on other sites

3 hours ago, Thiedes said:

Doubt it'll happen since from what i know, developers don't want to re-introduce feature in any form.

It is or about 14 seconds per game! No one becomes OP from 14 seconds! All ODs are OP anyways!

  • Like 1

Share this post


Link to post
Share on other sites

2 hours ago, ILiveOnTheChatBox123 said:

It is or about 14 seconds per game! No one becomes OP from 14 seconds! All ODs are OP anyways!

Well, thatis true that isida is weak, for many reason, and it can only damage to one tank. Needs a buff, and not just the OD, but the turret itself. About the OD, what about a spec ability to damage more tanks?

Share this post


Link to post
Share on other sites

6 hours ago, Thiedes said:

Doubt it'll happen since from what i know, developers don't want to re-introduce feature in any form.

They added twins self damage and then made alteration to stop it, can you not see the pattern?

  • Like 1

Share this post


Link to post
Share on other sites

4 hours ago, mjmj5558 said:

i'm sad to hear this ? why don't they realize that isida is too weak?

Because ponytail boy hates teamwork. He loves moshpits though.

Share this post


Link to post
Share on other sites

7 minutes ago, CabbageRoll said:

They added twins self damage and then made alteration to stop it, can you not see the pattern?

 

They nerfed rail's damage-per-shot and later added LCR alteration. A similar thing went with freezer as well. There's a chance that they'll add a self-healing augment to isida, but I don't understand why it's this late. Maybe, they just don't want to. Tanki project is dying anyways. That recent augment update made it more quick 

  • Like 1

Share this post


Link to post
Share on other sites

32 minutes ago, featwasath said:

There's a chance that they'll add a self-healing augment to isida, but I don't understand why it's this late.

Oh I don't know, maybe the quote below will explain this.

38 minutes ago, KillerDiesel said:

Because ponytail boy hates teamwork. He loves moshpits though.

 

Share this post


Link to post
Share on other sites

58 minutes ago, KillerDiesel said:

Oh I don't know, maybe the quote below will explain this.

 

 

1 hour ago, KillerDiesel said:

Because ponytail boy hates teamwork. He loves moshpits though.

 

Well, there are higher positions than him. Alternativa can do things if they really wants 

Share this post


Link to post
Share on other sites

4 hours ago, featwasath said:

They nerfed rail's damage-per-shot and later added LCR alteration. A similar thing went with freezer as well. There's a chance that they'll add a self-healing augment to isida, but I don't understand why it's this late. Maybe, they just don't want to. Tanki project is dying anyways. That recent augment update made it more quick 

They consider vampirism unbalanced.

not that it's ever stopped them before - see FireImmunity+IncendiaryBand  or  Hornet-OD+anyhighdamageturret.

Share this post


Link to post
Share on other sites

If I were a dev, I would propose:

1. Give back a weaker version of the original self heal

2. Slight nerf to the damage output

3. Decrease energy expenditure for damaging

4. 20 exp for a complete heal

5. Add a nostalgia option to have the original isida beam into the game (the one that looked like a taser)

 

The original version was OP... a melee heal gun that outclasses both firebird and freeze in 1 v 1s. If we kind of return it to its former glory while I think that is suitable.

Share this post


Link to post
Share on other sites

12 hours ago, wolverine848 said:

They consider vampirism unbalanced.

not that it's ever stopped them before - see FireImmunity+IncendiaryBand  or  Hornet-OD+anyhighdamageturret.

 

Maybe developers have something personal against isida, who knows 

Share this post


Link to post
Share on other sites

21 minutes ago, At_Shin said:

nah, i like overdrives. They give a thrill while using them. 

the main reason everyone started drugging so much is because of overdrives .id vote to remove them permanently along with drones

Share this post


Link to post
Share on other sites

47 minutes ago, mjmj5558 said:

I think only spawn protectioj ignore should be taken away from hornet, nothing else. 

You wouldn't happen to use hornet... and maybe a high-damage turret would you?

Cuz if so, I'm surely that's probably just a coincidence... right?

Share this post


Link to post
Share on other sites

Mammoth should not get invincibility back. That would be too much and players would complain again saying that it is too OP. Instead, it should be given full burning and freeze immunity and probably an additional double armor on top of the already equipped double armor.

Titan's OD doesn't need a buff. It's already strong as it is and game breaking. Any smart titan user can drop a perfect OD around a siege point or right in front of the enemy's base and control the game.

Hornet's OD needs reduced time in addition to having its full nullification of modules and double armor be reduced into only reducing double armor into "quarter armor" and cutting protection modules in half.

Dictator's OD needs to eliminate the mine. 

Viking's OD needs to charge up quicker but be slightly nerfed in terms of hit speed.

Wasp's OD should charge up slower, deal less damage to farther enemies, but have it's area increased

Hunter's OD should not force players to drop flags or the rugby ball. 

  • Like 1

Share this post


Link to post
Share on other sites

19 minutes ago, sensei_tanker said:

Dictator's OD needs to eliminate the mine. 

Can you say why, if you care to explain? 

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...