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Ideas for Hulls and Overdrives!


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Wasp may be faster than Hornet, but it's also less stable and its Overdrive is weaker. What you suggest was already the case a few years ago, but it was then changed to the current system, where hulls are separated into three categories and each category has the same maximum health at full upgrades.

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On 5/16/2020 at 9:30 PM, THE_PRO595 said:

 

 

On 5/9/2020 at 11:15 PM, At_Shin said:

 

 

On 5/15/2020 at 4:52 AM, Syed-Abdullah-tanker said:

 

 

On 5/12/2020 at 5:48 PM, THE_PRO595 said:

 

 

On 5/6/2020 at 8:25 AM, ILiveOnTheChatBox123 said:

 

 

On 4/23/2020 at 12:44 AM, KillerDiesel said:

 

Topic Merged

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all enemy overdrives are visible now

get rid of the charge up delay from when you hit the overdrive button to when the overdrive does something

if a viking kid is stupid enough to activate their overdrive next to enemy hunter with a star above it then so what? 

wasp bomb? do your hunter overdrive within the first second AND be closer enough (maybe you're trying to save teammates?) or you're too late

about to get blown away by common as dirt railgun high caliber ammo railgun with overdrive thats right next to you? If their stupid enough to poke out from the wall that you're right next to with hunter overdrive then so what?

1000 dps vulcan hornet overdrive defender drone cancer farming spawn killers got you down? use hunter overdrive immediately upon spawning to stop them. (they all have heat immunity and dont use stun or emp immunity)

and hunter overdrive has two protection modules from it. where is my protection module from viking overdrive splash damage and mine spam or too much impact force to get to the cover that if right next to you? what about protection from super shot turrets and vulcan with hornet overdrive? give hunter some love. its suppose to keep the other overdrives in check.

one last reason to get rid of the delay on hunter overdrive: hunter vs. hunter, both have hunter overdrive, one player hits the shift button a split second before the other player. The second player that was too slow now looses and wastes their overdrive. if you die with hunter, hornet, mammoth and even viking overdrive (for no reason) like a second after trying to use it, you still have most of your overdrive energy.

reduce the range or make the energy requirement higher, I dont care do what you have to do, just get rid of the delay that no other overdrive in the game has (except wasp bomb because that would be unfair)

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From my experience playing with and against Hunters, I don't think the delay should be removed. It forces you to improve your strategy a bit, and gives the most skilled players time to react. What does bother me a lot is the range, which seems to ALWAYS get me even if I stop and drive the opposite way the instant I see the enemy Hunter's OD star.

4 hours ago, master_howitzer said:

one last reason to get rid of the delay on hunter overdrive: hunter vs. hunter, both have hunter overdrive, one player hits the shift button a split second before the other player. The second player that was too slow now looses and wastes their overdrive. if you die with hunter, hornet, mammoth and even viking overdrive (for no reason) like a second after trying to use it, you still have most of your overdrive energy.

This I agree with. It doesn't make sense to lose 100% of your charge when you didn't even use the overdrive.

4 hours ago, master_howitzer said:

where is my protection module from viking overdrive splash damage and mine spam or too much impact force to get to the cover that if right next to you?

For too much impact force there's the heavyweight alteration, which helps incredibly well against any impact force.

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Perhaps I am a masochist, but I don't have a problem with the delay on Hunter's OD, and I only use Hunter

I think Hunter would be OP without the delay, and I'd miss the thinking / strategy that's needed to use it effectively

(edit to add: revealing OD readiness to everyone was dumb)

Edited by SporkZilla
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9 minutes ago, Maf said:

From my experience playing with and against Hunters, I don't think the delay should be removed. It forces you to improve your strategy a bit, and gives the most skilled players time to react. What does bother me a lot is the range, which seems to ALWAYS get me even if I stop and drive the opposite way the instant I see the enemy Hunter's OD star.

This I agree with. It doesn't make sense to lose 100% of your charge when you didn't even use the overdrive.

For too much impact force there's the heavyweight alteration, which helps incredibly well against any impact force.

Why do they need "time to react"?  How can I "react" when ambushed by a hornet OD or Viking OD?

And it's really dumb they let everyone know you have OD charged.  Once again punishes hulls like wasp, Hunter and Mammoth. The "do-they-or-don't -they" aspect was actually a strategy - you had to weigh the risks.  Now that is gone.  While hornet and viking - well they can attack from distance so that is moot.

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1 minute ago, wolverine848 said:

Why do they need "time to react"?  How can I "react" when ambushed by a hornet OD or Viking OD?

You could at least shoot them once, in case they are on low health so that you might kill them. Or if you have Booster, one second is often enough time to turn your turret, activate DD and one-shot them.

If not that, then the least you could do is throw the ball in Rugby, or turn your hull to block them while you're stopped.

3 minutes ago, wolverine848 said:

And it's really dumb they let everyone know you have OD charged

When this was added, my initial thought was "haha I'm going to have a massive advantage over all these fools still using Flash". But after playing for a while, I gotta tell you - it's really not that easy to avoid the OD even when you see the star. First of all, it's only visible at medium-short range, when nicknames come into view. Second, in the heat of battle it's easy to miss the OD star among all other indicators and stuff going on around you. Third - they can always just come from behind. Maybe my reaction time just isn't that good, but I've been getting hit by Hunter OD plenty of times despite seeing beforehand that their OD is charged.

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4 hours ago, Maf said:

You could at least shoot them once, in case they are on low health so that you might kill them. Or if you have Booster, one second is often enough time to turn your turret, activate DD and one-shot them.

If not that, then the least you could do is throw the ball in Rugby, or turn your hull to block them while you're stopped.

When this was added, my initial thought was "haha I'm going to have a massive advantage over all these fools still using Flash". But after playing for a while, I gotta tell you - it's really not that easy to avoid the OD even when you see the star. First of all, it's only visible at medium-short range, when nicknames come into view. Second, in the heat of battle it's easy to miss the OD star among all other indicators and stuff going on around you. Third - they can always just come from behind. Maybe my reaction time just isn't that good, but I've been getting hit by Hunter OD plenty of times despite seeing beforehand that their OD is charged.

1.  Shoot who once?  The murder-hornets are not sitting right in front of you.  It's usually from a distance and you don't even notice them until you die = no possible reaction since they one-shot you.  You should notice the Hunter - it has to get close.  If it manages to get that close then it's done it's job and should not be punished by an activation delay.

2. "punishes hulls like wasp, Hunter and Mammoth."  You will see the star before they are in range of OD - unlike the other ODs like viking and hornet.  The Ods that can be used at long-range have a huge advantage.

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Honestly there is no point for hunters OD to have the delay since status effects just reveal who has OD and who doesn't. It just serves as a cruel disadvantage for hunter which already has plenty.

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U should make a hull that's it od makes it invisible for 30 sec. or 1 that would make it as strong as a jugg. for 15. 

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and hunter overdrive doesn't even do damage

and you can block out one of the two hunter overdrive abilities with a hull augment

16 hours ago, Maf said:

From my experience playing with and against Hunters, I don't think the delay should be removed. It forces you to improve your strategy a bit, and gives the most skilled players time to react. What does bother me a lot is the range, which seems to ALWAYS get me even if I stop and drive the opposite way the instant I see the enemy Hunter's OD star.

This I agree with. It doesn't make sense to lose 100% of your charge when you didn't even use the overdrive.

For too much impact force there's the heavyweight alteration, which helps incredibly well against any impact force.

I don't have the heavy weight augment for any hull yet. I can't wait to see how "incredibly well" it does against "the shoot as faster as regular thunder but still have double the amount of impact force as thunder" augment railgun viking overdrive when you're right next to cover. 

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On 6/17/2020 at 8:45 AM, master_howitzer said:

[...] just get rid of the delay that no other overdrive in the game has (except wasp bomb because that would be unfair)

So Wasp does has a delay, and hunter is therefore not the only one with a delay.

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3 hours ago, master_howitzer said:

and hunter overdrive doesn't even do damage

and you can block out one of the two hunter overdrive abilities with a hull augment

I don't have the heavy weight augment for any hull yet. I can't wait to see how "incredibly well" it does against "the shoot as faster as regular thunder but still have double the amount of impact force as thunder" augment railgun viking overdrive when you're right next to cover. 

Hunter OD is not about giving damage, it is not a killer OD (unlike scout Hornet) it is much more than that. If you want a hull mounted with killing abilities use Viking (or Hornet). There is 3 medium hull to choose from, with 3 different overdrives, while the light and heavy only have 2. 

You are using Hunter the wrong way. It is a hull for supporting the team, if you don't like supporting your team you need to change hull. Hunter OD has incredible advantage and impact on team games.

Edited by Viking4s

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4 hours ago, Viking4s said:

So Wasp does has a delay, and hunter is therefore not the only one with a delay.

Bomb still goes off even if wasp killed during delay.  Hunter does not.

Worst case scenario for wasp is mutual destruction - unless there's a Titan. But then wasp is dumb to drop the bomb when it can see Titan has a star.

Edited by wolverine848

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4 hours ago, Viking4s said:

Hunter OD is not about giving damage, it is not a killer OD (unlike scout Hornet) it is much more than that. If you want a hull mounted with killing abilities use Viking (or Hornet). There is 3 medium hull to choose from, with 3 different overdrives, while the light and heavy only have 2. 

You are using Hunter the wrong way. It is a hull for supporting the team, if you don't like supporting your team you need to change hull. Hunter OD has incredible advantage and impact on team games.

Dictator has a "team" OD - helps the team win battles.  And gets rewarded for each tank it boosts.

You say Hunter has a "team" OD - but it gets no battle-score for helping the team.  Maybe Hunte should get 5xp or so for every tank it stuns and/or removes supplies from?

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12 hours ago, master_howitzer said:

and hunter overdrive doesn't even do damage

It puts all ur active supplies in cooldown for 5 whole seconds. More than enough time to kill the enemy then. It makes you drop your flag/ball. Pauses your reload. It stuns you. So all in all, it can basically cripple attacks(especially) or defenses. And you want one of those or maybe even all at once, to be done in a second with no delay? Srsly idk why your complaining...

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1 minute ago, E_polypterus said:

It puts all ur active supplies in cooldown for 5 whole seconds. More than enough time to kill the enemy then. It makes you drop your flag/ball. Pauses your reload. It stuns you. So all in all, it can basically cripple attacks(especially) or defenses. And you want one of those or maybe even all at once, to be done in a second with no delay? Srsly idk why your complaining...

LOL, so true... (I'm outta rxns)

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2 hours ago, E_polypterus said:

1) It puts all ur active supplies in cooldown for 5 whole seconds. More than enough time to kill the enemy then.

2) It makes you drop your flag/ball.

3) Pauses your reload. 

4) It stuns you.

5) So all in all, it can basically cripple attacks(especially) or defenses. And you want one of those or maybe even all at once, to be done in a second with no delay? Srsly idk why your complaining...

1) doesn't take away protections though like hornet can. And 5 seconds is barely enough time to get one kill, let alone a whole squad kill. If a wasp, dictator, mammoth, or titan activates their OD after being unstunned, then you're screwed.

2) so can mammoth, wasp, Viking and hornet, but they all kill you in the process, hornet and Viking can do it at long ranges.

3) minor point, and not really that helpful in most cases.

4) for only three seconds.

5) your team must be total noobs to not see it coming. Just kill it before it reaches you, it's not a long range OD after all.

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9 hours ago, E_polypterus said:

More than enough time to kill the enemy then

in certain situations maybe.

My Titan has survived being stunned - and then throws up the Dome and wastes the Hunter.  Dome gives me enough time to get RK back - since Hunter not only removes the supplies - it resets cooldown to a low number.

Seriously - if you cant kill the hunter before it gets in range...

Edited by wolverine848
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10 hours ago, E_polypterus said:

It puts all ur active supplies in cooldown for 5 whole seconds. More than enough time to kill the enemy then. It makes you drop your flag/ball. Pauses your reload. It stuns you. So all in all, it can basically cripple attacks(especially) or defenses. And you want one of those or maybe even all at once, to be done in a second with no delay? Srsly idk why your complaining...

actually not .i activated my od at the same time as a mammoth near me .he was a hornet length away .he just squished me due to the delay and i lost my od charge by half

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The delay on hunter just needs to go away. It's pretty obvious hunters overdrive is weaker in terms of the number of abilities it has compared other overdrives. Hunter overdrive is similar to hornet and Viking overdrive. All three overdrives boost your turret damage in a way, but hunter overdrive is weaker because you have to be close to the enemy to use it, the enemy could have emp or stun immunity, and there is that stupid delay that I'm fighting to get rid of. 

Kid shields get turned off way more often now by other kid shields instead of hunter overdrive.

I am just trying to think of as many reasons why hunter needs this buff hoping that a game dev actually reads these ideas and suggestions

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New Light Hull: Fly
So I've been wondering: what if Tanki had 3 hulls of every class? This one is about a third light hull, which I called Fly (sticking with the insect theme with Wasp and Hornet)
The lightest of the light hulls, this hull would have the least mass and would be able to be thrown around the battlefield, much like its namesake.
Stats (relative to Wasp and Hornet)
-Same HP
-Fastest Top Speed
-Slowest Acceleration

Overdrive Idea: It teleports to where it was on the battlefield 10 seconds ago. After shift is pressed, there is two or three second overdrive animation (where it is vulnerable to Hunter's OD, while also getting attention from other enemy tanks) before the tank is teleported to its previous position. During this overdrive animation, the spot where the Fly will teleport has a portal-like sprite appear. The portal pushes away anything near it for the duration of the animation before the Fly is able to safely teleport to it (so that it doesn't glitch into enemy tanks). An interesting idea would be that an enemy Hunter, on the opposite side of the battliefield, would see the portal and would be able to disable it from the other side.

Cool ideas and tactics that might emerge from using this hull and its overdrive:
-Parkour videos of it as the lightest hull (even better with the Lightweight Construction Augment)
-Nabbing flags and overdriving away to a safer spot
-Falling down in front of a gold box drop zone, waiting, and then overdriving back to it (still in midair!) with just the right timing
-Other instances of escaping near death

Other Overdrive Idea: Like what ntavelis and artc and probably some others have said, the tank can go invisible/translucent (but its silhouette will still be revealed with Hornet's OD.) However, my idea is that they will also be able to pass through tanks, both friend or foe, and will not be hittable. I also like this alternate overdrive idea because it makes it elusive and speedy, true to its namesake and nature, and yet is still counterable by Hornet and Hunter's OD, which keeps it balanced.

Cool ideas and tactics that might emerge from using this hull and this overdrive:

-Noclipping through a mass of enemy tanks to get the flag/ball/gold box?
-Escaping almost assured death when an enemy Viking or Mammoth overdrives right next to you
 

The cooldown time, of course, will be dependent on how OP the overdrive proves to be. More OP OD = longer cooldown, and vice versa.


I've also quickly thrown together a 3D model of what it could look like on Inventor:
Fly
I've tried to make this as balanced and as consistent with the tanki style as possible, and feedback and criticism is always appreciated.

Edited by Gbobb
clarification/corrections

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Why does wasp even exists?
My idea - buff wasp.
Reasons? It cant survive one distant magnum shot.
It cant survive one hammer shot
It cant survive single railgun shot
it can BARELY survive a single thunders shot
Vulcan just melts it
it cant survive 3 ricochet shots

Wasp is in really bad state at the moment. I remember the hull having atleast a fighting chance.

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1 hour ago, DageLV said:

Why does wasp even exists?
My idea - buff wasp.
Reasons? It cant survive one distant magnum shot.
It cant survive one hammer shot
It cant survive single railgun shot
it can BARELY survive a single thunders shot
Vulcan just melts it
it cant survive 3 ricochet shots

Wasp is in really bad state at the moment. I remember the hull having atleast a fighting chance.

Mk7+ hornet has the same health. Upgrade prots if you want to survive.

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