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Ideas for Hulls and Overdrives!


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7 minutes ago, Alklines said:

Can you say why, if you care to explain? 

Personally, I think Dictator's OD is easily the most balanced one in the game. However, the part I dislike the most about it is the ability to get everyone around the user to lay a mine. If you've seen many of my forum posts throughout the year regarding the mine, you will know that I absolutely hate mines and think that they should be removed from the game. I hate them because with the limited places a tank can drive, players shouldn't be worried about stepping into a mine and then instantly dying. Having an entire team drop a mine from a Dictator OD can become extremely troublesome since those mines can be used to defend a flag or just make it impossible to drive past an area. Plus, very often, these Dictator OD's lay mines in random places in the map, and I will end up dying out of nowhere.

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3 hours ago, Tidebreaker said:

@wolverine848 At least he isn't using something stupidly overpowered such as Gauss or Magnum.

My point was the opinion presented had more than a wee bit of bias.  Of course everyone thinks their favorite hull OD is perfectly balanced. 

Gauss, Magnum and Rail can all one-shot a fully protected medium hull - even ones inside a Titan dome.  And has 20 seconds to do it.  It's too much.

Why do you think there are so many of them in the battles.  7 hulls in the game but it's not uncommon to see Hornet as 1/3 (or more) of the hulls in any given battle.

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5 minutes ago, wolverine848 said:

My point was the opinion presented had more than a wee bit of bias.  Of course everyone thinks their favorite hull OD is perfectly balanced.

In that case, will I be blasted for liking Dictator?

5 minutes ago, wolverine848 said:

Gauss, Magnum and Rail can all one-shot a fully protected medium hull - even ones inside a Titan dome.  And has 20 seconds to do it.  It's too much.

Only Shaft should have a one-shot kill to medium hulls - it is a sniper for a reason. No other turret should have that ability.

6 minutes ago, wolverine848 said:

Why do you think there are so many of them in the battles.  7 hulls in the game but it's not uncommon to see Hornet as 1/3 (or more) of the hulls in any given battle.

I hate to defend this Overdrive but sometimes if you can't beat em you have to join them. (How else do you intend on killing someone with a maxed-out Defender, 50% against your turret, Vulcan with Incendiary Band and Heat Immunity and a maxed out Titan with a dome active? My point exactly, it's virtually impossible, even if you were to zap them with Hunter, you'd still get killed by their teammates and the Titan's drugs eventually coming back)

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6 minutes ago, Tidebreaker said:

In that case, will I be blasted for liking Dictator?

Only Shaft should have a one-shot kill to medium hulls - it is a sniper for a reason. No other turret should have that ability.

I hate to defend this Overdrive but sometimes if you can't beat em you have to join them. (How else do you intend on killing someone with a maxed-out Defender, 50% against your turret, Vulcan with Incendiary Band and Heat Immunity and a maxed out Titan with a dome active? My point exactly, it's virtually impossible, even if you were to zap them with Hunter, you'd still get killed by their teammates and the Titan's drugs eventually coming back)

Why should a hornet be able to punch through a Titan dome so easily?  It's immobile. Titan already has counters to the dome - Wasp bomb, Hunter, another Titan. Even a Viking Rail with LCR + DD can severely damage a target in the dome. Most times there's no point in deploying the dome since it won't do what it was designed for.

And you've given an extreme example. You can't design a game function with an extreme example in mind.  Every other player that does not fall under that example stands no chance - and that's the majority of players at any given moment.

The hornet OD was ruining the game even before the last batch of ridiculous alterations.

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Just now, wolverine848 said:

And you've given an extreme example. You can't design a game function with an extreme example in mind.  Every other player that does not fall under that example stands no chance - and that's the majority of players at any given moment.

Let's be honest, pretty much all of us here deal in absolutes at this point.

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1 minute ago, Tidebreaker said:

Let's be honest, pretty much all of us here deal in absolutes at this point.

Like I've said a number of times - they've gone too far - might as well re-name it to Hornet-Online.

The game is broken - and more players will leave in frustration.

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1 minute ago, ILiveOnTheChatBox123 said:

Personally as a primarily melee-user, whenever a long-range turret has a good shot on me, it deals loads of damage. I barely feel the effects of Hornet's OD.

You don't "feel" it because... you are dead?  Dead don't feel pain?  ❓

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2 minutes ago, wolverine848 said:

You don't "feel" it because... you are dead?  Dead don't feel pain?  ❓

If I am close enough to a long-ranged turret, I will win anyways, and if it gives them more of a reason to lock-on, I take less damage. If they have enough space I will be dead anyways without the OD. I would say it hardly effects any melees, especially those who don't use Wasp.

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Well, i've already tested, that most of the kills you get when you are using the hornet od, are not affected by the OD, so you would also get those kills without the OD. The number of the plus kills that you couldn't get without the OD are max 1-2 (if you can survive in the whole duration, sometimes this number is 0), and this is not too many.

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8 hours ago, ILiveOnTheChatBox123 said:

If I am close enough to a long-ranged turret, I will win anyways, and if it gives them more of a reason to lock-on, I take less damage. If they have enough space I will be dead anyways without the OD. I would say it hardly effects any melees, especially those who don't use Wasp.

What?   If you have DA + Protection module you probably wont die from hornet rail.  Or if you are sitting in a Titan Dome.

But a hornet OD bypasses all those defenses.  So I have no clue what you are talking about. Hornet OD makes a HUGE difference.

3 hours ago, mjmj5558 said:

Well, i've already tested, that most of the kills you get when you are using the hornet od, are not affected by the OD, so you would also get those kills without the OD. The number of the plus kills that you couldn't get without the OD are max 1-2 (if you can survive in the whole duration, sometimes this number is 0), and this is not too many.

See above.

The "most of the kills" you are quote are then coming from unprotected targets.  How you are fighting so many unprotected targets is beyond me.  What rank are you talking about?

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2 minutes ago, At_Shin said:

I forgot to account for hornet OD's  partial defense neglection in the case of an enemy protected by titan's dome. Normally, any enemy under a dome protection suffers 90% or 95% less damage ( i am not sure which is the correct figure). Does anybody have any idea as to how much damage a tanker with nerfed hornet OD would deal to an enemy inside the dome?

I am thinking a nerfed hornet OD should do 55% of normal damage to the enemy in dome. If the enemy has DA active, then make it 50% of normal damage, , if the enemy also has a module against your turret, then you deal 45% of normal damage.

I think you need to have independent numbers for each of the diff protections.

Example...

- 0% penetration of spawn protection (will not damage spawner)

- 100% penetration of DA (basically ignores DA completely)

-  75% penetration of modules

- 75% penetration of Titan Dome

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21 minutes ago, At_Shin said:

assuming normal damage is 1000hp, 

shooting an enemy with 50% module, you would deal 500hp, now

if your hornet OD decreases protection of modules by 75% then a 50% module would only provide 12.5% protection against damage. This is because it's protection would decrease by 75% for the hornet OD. (100-75)% of 50% protection = 12.5% of protection. So, with your OD active, you would do 875hp damage. This is too OP because  875hp is still 300hp more than 500hp. So. it undermines the value of good protection modules. Not many tankers own 50% modules.

lets say the enemy has a 25% module, without the OD you would do 750hp damage. But, with OD an enemy 25% module would give only 6.25% protection. So you would deal a damage of 937.5hp.

What i am saying is that your version of Hornet OD is also OP because it neglects too much protection from modules.

Was just an example with numbers thrown in as placeholders.

However, need to keep a couple things in mind...

- Combiiation of module & Titan dome will have even bigger effect ... Dome alone offers a net 22.5% + the module 12.5% = 35% protection.

- Any changes can't be too drastic - must be a compromise. Maybe it's 70% penetration on modules and 60% penetration on Dome. Would require some thought on what specifics are best overall.

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16 hours ago, Tidebreaker said:

Only Shaft should have a one-shot kill to medium hulls - it is a sniper for a reason. No other turret should have that ability.

Technically it's the only turret that can one shot unprotected medium hulls of the same modification without using double damage.

 

Only other turret that can kill medium with one shot is railgun but with hyperspace rounds.

Edited by KillerDiesel

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Well...in my opinion i think all the overdrives represent the hull it self, think about it, having Wasps Overdrive as mammoths, its plausible but doesn't make sense at the same time

either way, would be fun i guess. 

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The overdrives were made and tailored to the hull specifics. Therefore making a nuke on a mammoth is pointless (and vice versa). However switching overdrive within a hull category (light, medium and heavy) could be ok. Hornet OD switching with Wasp's is Ok in my view. 
Problem is that Ares hull has its design incorporating the OD which looks like a canon. Therefore, proposing to switch  OD means either redesigning Ares or the other two Heavy hulls.
Also it would be confusing, as for know if a Mammouth attack the base I know what to expect and react accordingly, but with your idea it would be impossible to know.

Edited by Viking4s
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The main point of overdrives was to make hulls drastically different from one another, so adding an option to switch them around would contradict their purpose. Won't happen.

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31 minutes ago, Maf said:

The main point of overdrives was to make hulls drastically different from one another so that devs can add more hulls to the game, so adding an option to switch them around would contradict their purpose. Won't happen.

fixed.

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Remember the paint-module separation update?

 

Now get ready for the Hull-Overdrive Separation update. In this update, hulls and overdrives are separated from each other and overdrives will need to be purchased separately from their hulls. This means, all hulls will be stripped of their overdrives. Instead, overdrives will be sold like drones, where each has a different effect and needs to be purchased separately.

Each overdrive will cost around 100 000 crystals in the shop (if i was a dev) but in the end the developers can set the price range to whatever they want. The developers have the complete choice on whether they want to use this update to make the game Pay 2 Win. If they want to make it Pay 2 Win, the developers could take overdrives out and make them cost 5000 tankkkoins each. 

 

This update will give both players and developers flexibility. Players will now be able to mix and match their hulls and overdrives for the most effective strategy. Developers will now be able to make as many overdrives as they want. 

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