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Ideas for Hulls and Overdrives!


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On 7/8/2020 at 10:37 AM, 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.

yea i agree they make stuff over buffed, but thats why it makes it fun to play with, ppl who ask for nerfs all the time just ruin the game by making the game play slow and boring, so form now on i hope people realize what they are doing by asking for nerfs, just dont cus then the devs nerf way to hard and its just goes back to being boring or much worse..

 

it more fun when u can kill tanks faster, thunder no speed delay, freeze freezing ability, hunter old OD state, Mammoth OD state, Titan old od State, this way the OD will be on equal terms with hornet, and turrets will all be good and fun to play with, Shaft old RFM, turrets will also be more fun to play with etc 

 

like you said they dont know how to  do minor nerfs, so just dont ask for nerfs from now on, devs will overnerf and it will just suck people here saying 1-3 nerfs for hornet like  bruhhh..  your the ones killing the game and making it boring 

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1 hour ago, fire199 said:

yea i agree they make stuff over buffed, but thats why it makes it fun to play with, ppl who ask for nerfs all the time just ruin the game by making the game play slow and boring, so form now on i hope people realize what they are doing by asking for nerfs, just dont cus then the devs nerf way to hard and its just goes back to being boring or much worse..

 

it more fun when u can kill tanks faster, thunder no speed delay, freeze freezing ability, hunter old OD state, Mammoth OD state, Titan old od State, this way the OD will be on equal terms with hornet, and turrets will all be good and fun to play with, Shaft old RFM, turrets will also be more fun to play with etc 

 

like you said they dont know how to  do minor nerfs, so just dont ask for nerfs from now on, devs will overnerf and it will just suck people here saying 1-3 nerfs for hornet like  bruhhh..  your the ones killing the game and making it boring 

Ummm.....    ?      No.

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1 hour ago, fire199 said:

yea i agree they make stuff over buffed, but thats why it makes it fun to play with, ppl who ask for nerfs all the time just ruin the game by making the game play slow and boring, so form now on i hope people realize what they are doing by asking for nerfs, just dont cus then the devs nerf way to hard and its just goes back to being boring or much worse..

 

it more fun when u can kill tanks faster, thunder no speed delay, freeze freezing ability, hunter old OD state, Mammoth OD state, Titan old od State, this way the OD will be on equal terms with hornet, and turrets will all be good and fun to play with, Shaft old RFM, turrets will also be more fun to play with etc 

 

like you said they dont know how to  do minor nerfs, so just dont ask for nerfs from now on, devs will overnerf and it will just suck people here saying 1-3 nerfs for hornet like  bruhhh..  your the ones killing the game and making it boring 

Mostly nerfs are demanded when any turret ,hull,OD or drone becomes too OP. sometimes devs intentionally buff gears to earn money only to nerf them to the ground .some nerfs were totally unnecessary like -titan OD ,freezing ability nerf .RFM deserved the nerf and im not gonna lie but the nerf to all versions of shaft was very unnecessary .I agree with you to an extent ,tho i will add that gauss and it's emp alt needs a nerf and magnum  needs a slight damage nerf . 

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They nerfred vulcan but still expect you to upgrade the steps without getting any extra dps, just not gonna happen, yet another stealth con by the devs. 

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On 7/6/2020 at 6:06 AM, Mr.Nibbles said:

TL/DR: Hornet's Overdrive activity time should be reduced to 7 seconds, and it should no longer ignore the effects of spawn protection and Double Armor.

 

 

I would like to propose a change to this duration, from 10 seconds active running time, down to around 6 or 7 seconds. While this isn't a huge leap, it will make a noticeable difference, and will help combat the overwhelming power of this Overdrive.

Secondly, I think this Overdrive's protection ignoring ability should be fixed. I think Players using this Overdrive should be allowed to take out Players sitting within the realms of a Titan's dome, and I think it should still ignore protection modules Players might have equipped, but I think this Overdrive should no longer be able to ignore spawn protection, nor the effects of Double Armor.

Alright so where as these are some good ideas I believe they can be critiqued and I don't mean whatever I say to be a disregard to this, however I am going to fine tune some of your ideas.

Where as I think you are correct on decreasing the time for the overdrive I believe 6 seconds would be too short, however a time limit between 6.5/7.5 would not be bad, which isn't too far off form your original point. Now I can see why this annoys a lot of players because I see a lot of railgun/hornet players make groups with other players that have the same equipment. Now these players will join games and completely batter the other team.

Now with your idea for the protection ignoring I believe the damage done when shooting into Titan's dome should be decreased. I also think the double armor and protection module idea isn't bad, but I believe the railgun should be able to ignore the double armor of an enemy, but not the protection of an enemy. I myself haven't even been shot by a player using a hornets ability so spawning, so I cannot confirm nor deny it happens, but it's intriguing and I think it shouldn't happen even though I don't like spawn protection.

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29 minutes ago, Juke.Box.Hero said:

haven't even been shot by a player using a hornets ability so spawning, so I cannot confirm nor deny it happens,

It happens plenty.  Once they are in your base, you might as well leave - because half your team will.  It's ridiculous.

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Paired with magnum + booster + a handful of supplies, you can absolutely melt down everyone. Honestly, this OD is just way too powerful, and with just DDs I'm able to get top 3 every game. Magnum needs a nerf as well I think, or Reinforced Gun Carriage should be 245k.

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I have an excellent idea for a new hull. The new hull will be released after the Ares hull and the Tesla turret. That would be sometime in 2021, maybe 2022, but who knows the year. We all know that Ares is a hover hull which cannot fly but can hover over the ground. I have come up with an idea which was shown years ago as a spoof joke in V-Log 45. This joke was the last TEST BOX joke to be seen in V-Logs. Take a look at the images below:

Spoiler


TEST-BOX.png

WIN.png


 

This is no longer a joke. Now this is a proper realistic idea I have about a new hull that will be a lightweight hull that flies. The hull is supposed to fly like a helicopter.

How would this hull work?

This flying hull will have an overdrive that is charged only when successfully capturing control points, flags and rugby balls. The overdrive bar will fill up and can then be manually activated to make the hull fly like a helicopter.

Name:The suitable name for this hull that I name is called "Hummingbird". That's because this hull fly both fly and hover up in the air like a bird. See the images below:

Spoiler


V-Log-45-Flying-tank.png

image.png

 

Controls:

The Hummingbird hull would be controlled in a similar way as Ares would be. The turret would automatically rotate and point at enemies, rather than being welded on the hull like Ares.

Overdrive:

When using the Hummingbird hull, the hull would be controlled and driver with caterpillar tracks as with normal hulls. The overdrive would only charge up and fill up when the players successfully captures a control point, flag and rugby ball. When the overdrive is successfully activated by the player, it will heal the tank to its full health like Dictator's and Mammoth's overdrive and simultaneously activate all other supplies, dropping 4 mines on the ground shaped like a square. I mean positioned like a square. The active time of the overdrive would be 20 seconds. That's enough time to fly from one end of a large map to the other.

4-mines.png

The overdrive will drop 4 mines, 5 meters apart in this square shaped position as well. None of your existing mines, repair kits or other supplies would be consumed during the active time of the overdrive. This overdrive will be unique.

Sounds:

The sound of the Hummingbird hull when in flying mode would have a similar sound effect as the one you hear and see in V-Log 45. V-Log 45 was uploaded on 15th May 2015, around the time when I created my RIDDLER_8 Tanki Online account. The idea of a Hummingbird hull was lurking around for quite sometime but was never put in active development. That's why I have decided to bring back to life the Hummingbird hull that never came to Tanki Online.

Stability:

The stability of this flying hull would make it impossible to capsize. Four large propellers would be positions at each corner of the hull, keeping it perfectly stable and manoeuvrable in the air, whilst moving forward, backwards or sideways.

This is absolutely a hull that's needed in Tanki Online. It is not a clone of Ares at all. It is supposed to fully fly and operate in an entirely new way.

Watch V-Log 45 at 7:23 to see the Hummingbird hull in action here:

Please consider my idea as valid and don't merge it with other players ideas for hulls.

Thank you.

Edited by Sacrifice
Added Spoilers.
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3 hours ago, RIDDLER_8 said:

I do understand that all hull ideas has to be mentioned here. Do you accept my idea on this new Hummingbird hull?

Hmmm not bad really but:

1: its OD is a bit tooo much

2: whats its flying height? is it good enough for me to cheat in parkour?

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Ah, no surprise that this got approved, it came straight from the top. Nice one @Mr.Nibbles.

Allowing biased players to decide on game balance was a terrible idea. At least there should be some sort of individual panel, rather than the devious opinions of those who just want to discredit hulls that they don't use. 

Also Drones, double damage, are part of the game, and have nothing to do with the Overdrive. Every player has access to these. When used in combination, that is where the problem is, at least according to you guys. 

The overdrive just ignores all protection, when used in combination with the above, is what makes it deadly. Same for the OP Viking overdrive, just to hit back, which is most annoying in Juggernaut battles, but can be dealt with tactically.

Spawn killing was a prominent feature in the game, until developers have restricted it to Hornet overdrive essentially. Honestly, they have an agenda. Spawn kill protection should be removed completely. 

In team battles (PRO battles as developers made sure to ruin non PRO / now custom battles), overdrives benefits all team members, directly or indirectly for the win.

Honestly, with ridiculous 50% protection modules added to the game which I suggested against previously, this completely de-lifes certain turrets.


 

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2 hours ago, XLG1 said:

 

I would just like to point out that this idea is marked "Merge," and another, different idea related to Hornet's Overdrive, posted by a Player is marked Valid...

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34 minutes ago, Mr.Nibbles said:

I would just like to point out that this idea is marked "Merge," and another, different idea related to Hornet's Overdrive, posted by a Player is marked Valid...

Hmmm i reallly don't know hoe is this possible....... 

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3 hours ago, Mr.Nibbles said:

I would just like to point out that this idea is marked "Merge," and another, different idea related to Hornet's Overdrive, posted by a Player is marked Valid...

 

3 hours ago, mjmj5558 said:

Hmmm i reallly don't know hoe is this possible....... 

Grrrrr, I'll still save face by saying, the merge still got approved ?

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Just now, XLG1 said:

Grrrrr, I'll still save face by saying, the merge still got approved ?

All topics that have the "Merge" tag are published, same as ideas with any other tags. Almost no ideas aren't published, other than ones that have no idea and only foul language.

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Make the overdrives available from some mid ranks. It's too hard to get used to for beginners plus the game in the low ranks is weird, because the players can't use supplies but can use dictator's overdrive to get some.

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Overdrives should be available from the rank of Recruit. All ranks must have overdrives available. The only thing that is easy peasy to activate overdrives is to press the Shift button after the overdrive charges to 100%.

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On 7/21/2020 at 8:04 PM, India_royal said:

 

Post moved.

Please use this topic to post your ideas/suggestions for hulls and overdrives.

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IDEA FOR USE OF BOTH NEW AND OLD OVERDRIVES

Guys, I thought of this idea very carefully and I think it is not far-fetched or impossible to implement. 
When creating pro battles, we are given many options, like disabling or enabling augments, drones, 

supplies, overdrives, upgrades,etc. So what if we add an option over there from which we can choose whether there will be old overdrives used in the battle    (supplies activation), or the new overdrives (different for every hull). Many people left the game because of the update of new overdrives. So maybe old school players will return

and have fun?! Furthermore, many people say that new overdrives should be removed... So isn't this a better option??? Players can play using their favorite Overdrive

whether it be the new ones or the old ones. This will also lead to the return of players who left!!!

So please consider my idea...

Regards,

SHK17THUNDER

 

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New OD Idea: Triple Threat 

Once activated, this overdrive allows for up to three times the effect of a supply, however the supply must be picked up not activated by the number keys. The overdrive lasts for six seconds. Once a supply is picked up during the duration of the OD, double damage, for instance, will be increased to three times the damage. If a repair box is picked up, the repair will be done at three times the speed. 

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Overdrives: All team members with active overdrives cause an imbalance in the game, my suggestion is only one overdrive by allowed by the hull team, and that after the player's death the overdrives are passed on to another player with the same hulls, this time way overdrives can be maximized, for example: Hornet overdrive - Radar Scout will not have a recharge time, being active all the time. Titan's Overdrive - Protective Shield Generator will have a cooldown equal to its duration.

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