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Ideas for Hulls and Overdrives!


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32 minutes ago, Viking4s said:

that's what I call an More Mass.png to support a Less_Mass.png point.

Really don't even go there mr hornet user, i no why you put that comment there, do not take me for a fool with your lame attempt to dismiss what i posted. my post made sense, and was absolutely SPOT ON. If i was off the mark then please tell me, what parts of my post didn't make any sense. What part of the post was completely wrong in your unbiased opinion.And one last thing if my take on all of this is wrong, then let the devs explain to us why they bring in all these changes just to rework them again and again and put hefty price tags on all of them. In fact don't bother replying your pro dev through to the core. Like i said DONT TAKE ME FOR A FOOL  and you are certainly not fooling me with your pathetic reply. Oh by the way thanks for highlighting my important point very nice of you. 

Edited by cosmic666

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2 hours ago, fire199 said:

Remember asking for nerfs on OD just make them more boring to play with, hunter, Mammoth and titan should revert to their old state when their OD was fun to use

That depends on the player. If the player wants the OD to be nerfed to the ground, then that feedback should be ignored.

But I've seen many reasonable nerfs suggested by players, and yet the devs instead chose to nerf that item into oblivion.

For examples:

1) people were asking for a slight nerf on freeze (mostly in the low ranks) and the devs chose to take away 75% of its freezing effect for all ranks. 2019.

2) mammoth OD needed a couple ways to counter it (basically a moderate nerf) and the devs chose to remove its immortal ability. Halloween 2019.

3) hunter OD was considered "OP " and mostly needed a reduction of cool down to 15 seconds, and yet the devs chose to make its range be 17 m and later in a stealth nerf the cool down was changed to 5 seconds. 2019-2020.

4) incendiary band alt for Vulcan needed a nerf and instead the devs chose to increase the spin up time as well as decrease the damage while OH for ALL Vulcans. 2019.

 

If this doesn't show how the devs today are incapable of doing proper game balance changes, then I don't know what will.

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26 minutes ago, DieselPlatinum said:

3) hunter OD was considered "OP " and mostly needed a reduction of cool down to 15 seconds, and yet the devs chose to make its range be 17 m 

When was it ever 17 metres? Are you going off of Wolverine's 22 metres? I still don't know where he got 22 from. 

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1 hour ago, DieselPlatinum said:

That depends on the player. If the player wants the OD to be nerfed to the ground, then that feedback should be ignored.

But I've seen many reasonable nerfs suggested by players, and yet the devs instead chose to nerf that item into oblivion.

For examples:

1) people were asking for a slight nerf on freeze (mostly in the low ranks) and the devs chose to take away 75% of its freezing effect for all ranks. 2019.

2) mammoth OD needed a couple ways to counter it (basically a moderate nerf) and the devs chose to remove its immortal ability. Halloween 2019.

3) hunter OD was considered "OP " and mostly needed a reduction of cool down to 15 seconds, and yet the devs chose to make its range be 17 m and later in a stealth nerf the cool down was changed to 5 seconds. 2019-2020.

4) incendiary band alt for Vulcan needed a nerf and instead the devs chose to increase the spin up time as well as decrease the damage while OH for ALL Vulcans. 2019.

 

If this doesn't show how the devs today are incapable of doing proper game balance changes, then I don't know what will.

The main one that bothered me the most was the freeze nerf, the shock freeze was there for a specific reason, to slow enemy players down while losing damage ability. I was ok with less damage and thought it a fair trade off. Now freeze (shock) is a complete waste of space and does nothing of the sort. HORNET though goes on and on with no nerf in sight, and continues to dominate battles, with it's huge OP advantage over all other hulls. The devs don't care one jot about balance unless it coincides with fleecing the players out of more cash.   

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1 hour ago, TheCongoSpider said:

When was it ever 17 metres? Are you going off of Wolverine's 22 metres? I still don't know where he got 22 from. 

I may have exaggerated a bit on 17. But 22 is a more reasonable estimate. And it refers to one tanks end to another tanks end.

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7 minutes ago, DieselPlatinum said:

I may have exaggerated a bit on 17. But 22 is a more reasonable estimate. And it refers to one tanks end to another tanks end.

Gotta admit i didn't no that 

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1 hour ago, DieselPlatinum said:

I may have exaggerated a bit on 17. But 22 is a more reasonable estimate. And it refers to one tanks end to another tanks end.

It was 25 minimum, and it still is. Ground zero for the zap starts from the turret and not the edge of the hull. It was more than 22 metres.

 

1 hour ago, cosmic666 said:

The main one that bothered me the most was the freeze nerf, the shock freeze was there for a specific reason, to slow enemy players down while losing damage ability. I was ok with less damage and thought it a fair trade off. Now freeze (shock) is a complete waste of space and does nothing of the sort. 

Yeah, Shock Freeze seemed to be changed to be more...self-sufficient? Even if they kept their freezing effect pre-nerf, I'd still see Stock Freeze being more practical for killing since you get so much more DPS. Shock Freeze isn't entirely useless though. It's utility was decreased in certain areas and stayed in others, most notably fetching the enemy flag or scoring a touchdown with Wasp. There it makes full use of the high % hull slowdown. 

 

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6 hours ago, Mr.Nibbles said:

You got me thinking, actually...

Maybe Hornet's Overdrive could be the same way as Titan's in this regard, where if you get too close to someone else that has the Hornet Overdrive activated, they are cancelled out...This would also lead to a new, tactical side of battles, where it could be wise to use your Hornet Overdrive intentionally close to someone, that way the Player using their Overdrive loses their "super powers."

I feel like this wouldn't be overly large/game-breaking of a change, and it would definitely cut back on the number of Hornet Overdrives active in a match, which is a positive...

A problem that players point out is that they are killed in one shot or quickly in 2 shots from mid-ranged and long-ranged turrets. At the very least, melee-ranged and short-ranged have to get close to the target to overpower them leaving them vulnerable to enemy countermeasures. If this is implemented then it will only discourage the use of melee and short range turrets with Hornet and will exacerbate the long range turret + Hornet OD problem. 

 

It works the same way like when Vulcan's DPS was nerfed. It was great with all hulls but shined the brightest with Hornet. Decreasing the damage just makes it more of a must-pick with Hornet, especially with the rise of the protection modules against it. 

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1 hour ago, TheCongoSpider said:

It was 25 minimum, and it still is. Ground zero for the zap starts from the turret and not the edge of the hull. It was more than 22 metres.

Well I measure distance as in front of tank to front of tank - and this makes more sense for ODs which emanate from the HULL.

So my estimate of 22m seems bang on to me.

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39 minutes ago, wolverine848 said:

Well I measure distance as in front of tank to front of tank - and this makes more sense for ODs which emanate from the HULL.

So my estimate of 22m seems bang on to me.

I've disabled a dome farther than 22 metres away from me when you started making that claim. Of course, latency also plays a role in the effective range. It would be misinformation to tell players that the maximum range is 22 metres when it's actually not. 

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36 minutes ago, TheCongoSpider said:

I've disabled a dome farther than 22 metres away from me when you started making that claim. Of course, latency also plays a role in the effective range. It would be misinformation to tell players that the maximum range is 22 metres when it's actually not. 

This would've made sense IF it didn't start from the center of the hull but rather at the edge of it.

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1 hour ago, DieselPlatinum said:

This would've made sense IF it didn't start from the center of the hull but rather at the edge of it.

lmaoo .sometimes i feel  like hunter OD has no specific range .i mean one day i can stun tanks upto 20 metres away and the next i can't stun one which is 7 metre away

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12 hours ago, Mr.Nibbles said:

You got me thinking, actually...

Maybe Hornet's Overdrive could be the same way as Titan's in this regard, where if you get too close to someone else that has the Hornet Overdrive activated, they are cancelled out...This would also lead to a new, tactical side of battles, where it could be wise to use your Hornet Overdrive intentionally close to someone, that way the Player using their Overdrive loses their "super powers."

I feel like this wouldn't be overly large/game-breaking of a change, and it would definitely cut back on the number of Hornet Overdrives active in a match, which is a positive...

That looks a good idea, but it isn't. The reason is simple: siege. Your whole team tries to capture the point (so good teamwork). But, if there are more hornets, you will decide to go away from the point to activate your OD for saving it. This means all of the hornets will go away, and we can't say good teamwork anymore, so this update ruins the teamwork, especially in some modes. Also, as the member of MS, this update sounds terrible, because when we anipe (that only takes max 2-3 seconds, but still a duration), an enemy hornetcan come there and activite ot's OD, so we lost it. With other turrets, you can see everything 0-24, but with shaft, it's possible that we can't view the surroundings for some seconds, so this update would be a nerf to shaft again.

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10 hours ago, TheCongoSpider said:

It was 25 minimum, and it still is. Ground zero for the zap starts from the turret and not the edge of the hull. It was more than 22 metres.

 

Yeah, Shock Freeze seemed to be changed to be more...self-sufficient? Even if they kept their freezing effect pre-nerf, I'd still see Stock Freeze being more practical for killing since you get so much more DPS. Shock Freeze isn't entirely useless though. It's utility was decreased in certain areas and stayed in others, most notably fetching the enemy flag or scoring a touchdown with Wasp. There it makes full use of the high % hull slowdown. 

 

My main point was when i first acquired shock freeze it was excellent,and it literally stopped tanks in their tracks. It now does not do that as my tests on it have proved. So in my opinion that aspect of freeze no longer works and the description they give you when you read what it is supposed to do is very FALSE. Shock freeze DOES NOT WORK. I was happy to give away DPS for this unique and very effective alt which they nerfed so much it rendered that side of it's game play null and void. Freeze works but this specific alt no longer does what it used to, VERDICT - SHOCK FREEZE may not be entirely useless, but the nerf they gave it was a huge disappointment for players like me who had made it there number 1 turret for a long time, even before alts came out.It should be un-nerfed back to its former effectiveness, especially in the light of all these huge changes that have entered the game over the last couple of years. These changes are why i stopped going on my main, pouring time, effort, and at the right time cash to keep up with players at my rank (legend). The nerfing of SHOCK FREEZE was the overriding decision to call it a day on this account which, even though it has a completely maxed out garage, it does not have any hull alts and therefore cannot compete at the highest level in my opinion with all the changes that have taken place. IN PARTICULAR HORNETS OVERDRIVE especially when this hull is paired with MAGNUM / VULCAN. If the devs keep on bringing in updates that have a big impact on the game in a adverse way, and continue to nerf equipment to the point it becomes nowhere near as effective, then players will either stop playing altogether, are like me cut there game time down considerably to the point where acquiring new kit in the game to keep up with players at your particular rank is just not viable. TO is a great game, but because of the many unbalanced aspects that have been introduced for various reasons, MM, HULL ALTS, TURRET ALTS, OVERDRIVES, DRONES, the constant nerfing/buffing of specific equipment, the cash needed to keep up, it just devalues your once strong garage into an also ran within the game. I no this post has went a tad off topic but all of this has been at a tipping point for a long time now, and that is all down to the way the devs manipulate the parameters within the game, and in doing so unbalance the garage set up of many players who may not be able to compensate with the cash that, as a rule is almost always needed when these game changing updates are introduced.  P.S i am not describing this account cosmic666 but my actual MAIN that i used for over 2 years until these changes made me decide to call it a day. 

Edited by cosmic666

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10 hours ago, TheCongoSpider said:

I've disabled a dome farther than 22 metres away from me when you started making that claim. Of course, latency also plays a role in the effective range. It would be misinformation to tell players that the maximum range is 22 metres when it's actually not. 

Well the range was nerfed at one point, right?

If it's 25m turret to turret it's basically 22m front to front.  Why are you splitting hairs on this?

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8 hours ago, mjmj5558 said:

That looks a good idea, but it isn't. The reason is simple: siege. Your whole team tries to capture the point (so good teamwork).

Not really encourages "good teamwork". The more teammates on or near the point, the longer it'll take to capture the point. It's basically a giant moshpit because everyone's wants to score some points.

This is why CP will always be better than it in terms of gameplay and that siege mode should just be removed from the game.

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25 minutes ago, DieselPlatinum said:

Not really encourages "good teamwork". The more teammates on or near the point, the longer it'll take to capture the point.

As i know, and the officialannouncment sais, the time to capture a point is the same with 1 tanker or a with whole team. And, more people ate near the point, the harder to the enemy to destroy all of them.

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3 hours ago, mjmj5558 said:

As i know, and the officialannouncment sais, the time to capture a point is the same with 1 tanker or a with whole team

You read it wrong or it was originally like that but later changed to the more teammates near point the longer capture time.

I think it's the first option.

Personally, I don't play it unless if I have a quick finish battle in that game mode mission or if quick battle button puts me in one where the battles is fairly balanced. And when I do, I just go around killing enemies.

Fact is, that siege mode is inferior to CP. If I wanted to play a point capture game mode, I'll play CP.

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13 minutes ago, DieselPlatinum said:

You read it wrong or it was originally like that but later changed to the more teammates near point the longer capture time.

I think it's the first option.

Personally, I don't play it unless if I have a quick finish battle in that game mode mission or if quick battle button puts me in one where the battles is fairly balanced. And when I do, I just go around killing enemies.

Fact is, that siege mode is inferior to CP. If I wanted to play a point capture game mode, I'll play CP.

Can you tell me the number of the update? (i believe it, but don't remember so i just want to check it ? )

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2 hours ago, mjmj5558 said:

Can you tell me the number of the update? (i believe it, but don't remember so i just want to check it ? )

You can go dig it out of the archives yourself. I'm not gonna spend hours looking for it.

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8 hours ago, wolverine848 said:

Well the range was nerfed at one point, right?

If it's 25m turret to turret it's basically 22m front to front.  Why are you splitting hairs on this?

Well now I know for sure where you got that 22 metres from. You have a point. 

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On 7/6/2020 at 7:08 PM, wolverine848 said:

This is not a reason to allow it to spawn-kill.  All things can be changed - even the flyer.

Your "answer" was no answer - it was just a dodge.

HORNETS overdrive is OP because that is the way the devs want it, nothing else comes into the equation. They have had ages to nerf it but still it dominates battles because for reasons known only to the devs they think it's fine just the way it is, while everything else that has a few complaints against it gets hammered. I have now give up on the 2 accounts i was playing, it is just too expensive to keep up and of course overdrives, especially HORNETS just destroys the game play of any battle they go into. All that time and effort wasted because of the unbalanced nature across the board. I just hope they now never nerf HORNET, in the hope more players quit playing. Over 6 years to get to this shambles because they put ALL the emphasis on cash, and forego the balance and quality that attracted players to the game in the first place. Nice one devs, way to go.

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1 hour ago, cosmic666 said:

HORNETS overdrive is OP because that is the way the devs want it, nothing else comes into the equation. They have had ages to nerf it but still it dominates battles because for reasons known only to the devs they think it's fine just the way it is, while everything else that has a few complaints against it gets hammered. I have now give up on the 2 accounts i was playing, it is just too expensive to keep up and of course overdrives, especially HORNETS just destroys the game play of any battle they go into. All that time and effort wasted because of the unbalanced nature across the board. I just hope they now never nerf HORNET, in the hope more players quit playing. Over 6 years to get to this shambles because they put ALL the emphasis on cash, and forego the balance and quality that attracted players to the game in the first place. Nice one devs, way to go.

Just finished a CTF battle in Parma - AT LEAST 4 hornets on enemy team - smoked us 5-0.

Player base keeps dwindling.  This dumb "extra experience" thing all summer will ruin them faster.  The buyers will have no one to beat up on and will stop buying.  Why spend $$ to lose to another buyer?

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1 hour ago, cosmic666 said:

They have had ages to nerf it but still it dominates

They also had ages to nerf Gauss and other broken anomalies like RFM, incendiary band and heat immunity duo, incendiary mix, LCR with Viking OD activated, and a few others.

2 hours ago, cosmic666 said:

I just hope they now never nerf HORNET, in the hope more players quit playing. 

You do realize that about 60% of the player base uses hornet as their main hull, right?

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2 hours ago, DieselPlatinum said:

They also had ages to nerf Gauss and other broken anomalies like RFM, incendiary band and heat immunity duo, incendiary mix, LCR with Viking OD activated, and a few others.

You do realize that about 60% of the player base uses hornet as their main hull, right?

Nope didn't no that at all, honestly past caring about which way this will all go, like i said i no longer play, the game has been killed off in so many ways with the countless amounts of updates that have for the most part been aimed at the hard core P2W players. I'm annoyed and just a tad fed up of posting genuine concerns about the unbalanced nature of TO, along with other players that get what i'm trying to say, just to have certain players and mods constantly deflect away from the issues at hand, namely MM, OVERDRIVES, and the sky high prices in the shop. Those 3 more than anything are the reason TO is losing long standing players and will continue to do so. The devs as far as i am concerned have overreached in there attempt to lure more players into there P2W policy, it's only a matter of time before it backfires to the point that they cannot turn it around. Players like you and i and wolverine and congo amongst others (and we are few in numbers,) are seasoned players of many years and no what should be done to get TO back on track for everyone. Unfortunately those standing in the way of reason just happen to be the decision makers. I honestly don't care what happens now, i still enjoy reading posts from different topics, but as for replying, after this one i'm done with that to. I have said everything i possibly could have to get my points across on various topics, whether the devs have ever read any i very much doubt that. TO  is broken and only the devs can repair it.

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