Jump to content
EN
Play

Forum

Ideas for Hulls and Overdrives!


 Share

Recommended Posts

6 hours ago, At_Shin said:

Oh, wow hornet OD active all the time! Everyone will love this idea! ?

 

?  nooby hornets trying to sneak past a buff idea... Arrrgh!

But it will only be one per team, it is very stressful to play against a team with several Hornets or Hunter
with Overdrives

Share this post


Link to post
Share on other sites

53 minutes ago, Benefactor said:

Que tal o radar do Hornet estar ligado o tempo todo, mas nega sua própria capacidade de ignorar proteções. Isso seria justo.

In the current scenario the Hornet's Overdrive - Scout Radar overdrive should ignore all game protections except modules, this way just use Double Damage, and you will have the same damage on an opponent with 50% mudule

Edited by Black.L-Antonio

Share this post


Link to post
Share on other sites

Idea: "Taurus"

Medium hull/Frontline attacker

Basic concept: A repurposed bulldozer turned into a tank, Taurus features a unique overdrive that recharges quickly and can toggle the hull between two modes.

Overdrive: Shield up/Shield down. Taurus will start with it's frontal shield up and control like any other tank. When you lower the shield Taurus gains a boost of speed and non-stackable doubled armor, but cannot turn at all.

Stats:
Health - Mk1-3 1500, Mk4-5 2000, Mk6-7 2500 Mk7+  3000

Speed - Mk1-3 6.70, Mk4-5 7.00, Mk6-7 7.50

Speed (Shield Down) - Mk1-7+ 14.50

Weight - Mk1-3 1500.00 Mk4-5 1600.00 Mk6-7 1700.00

Power- Mk1-7+ 2500.00

Share this post


Link to post
Share on other sites

13 hours ago, At_Shin said:

Reduce dome protection. Make it 50, 60 or 70% whichever feels best.

Give the titan dome an ability to increase damage and speed of the titan in proportion to the decrease of its health. I am suggesting giving it an ability similar to the adrenaline augment, but only while the dome is active.

This ability will be unique for the titan who activated the dome. Other teammates inside the dome will only get the dome protection.

But I mentioned in the Ares topic that this is not the problem with Titan's OD. The problem is that too many other overdrives either ignore or disable the dome, making it rather useless. Depending on the battle situation, it changes from being on one end of the power spectrum to being on the other. If you place a dome in a key part of the map and camp there with your teammates, there is nothing the enemy can do to stop you if they don't have OD ready. This makes the dome OP. But if at least one enemy Hornet/Hunter/Ares/etc. has an overdrive, you and your teammates inside the dome will merely serve as a juicy multi-kill for the enemy player with OD.

I agree with the nerf you proposed, but the compensating buff I would suggest is to reduce how much other overdrives affect you and your dome: 

  • Hornet — no changes, but I would suggest a separate nerf for it (see below).
  • Wasp — no longer ignores the dome protection, but bomb cannot be disabled by it.
  • Hunter — still removes the dome, but doesn't affect enemy tanks which are also in range of the EMP.
  • Mammoth — no changes
  • Titan — only removes the other dome if the generator (thing in the middle) is in range of the new dome. Otherwise they just intersect
  • Ares — the ball still deals full damage when it flies nearby, but the explosion damage is absorbed by the dome.

 

For Hornet's OD I would suggest a separate nerf that would benefit Titan.
Instead of making it ignore ALL protections, make it ignore only the strongest layer. The "layers" in order from strongest to weakest are as follows:

  1. Spawn protection
  2. Titan dome
  3. Bonus armour (defender or crisis drone)
  4. Double armour
  5. Module

So if a tank has just one of the above protections enabled, the enemy Hornet will be able to ignore it completely and deal full damage while using the OD. But if multiple protections are enabled (e.g. sitting inside Titan dome, and having DA enabled plus a module against the Hornet's turret), then only the strongest of them will be ignored by Hornet's OD. That way, when you're sitting inside the dome and a Hornet shoots you, it will only ignore the dome protection, but not the DA and module you may have equipped. I think that will be fair.

  • Like 3

Share this post


Link to post
Share on other sites

13 hours ago, At_Shin said:

As Maf said while discussing overdrive balance in the new Ares topic, the titan dome can be countered by 6 out of the current 8 hulls in the game! Also, I feel like the mammoth OD should also be changed. 

For Titan,

Reduce dome protection. Make it 50, 60 or 70% whichever feels best.

Give the titan dome an ability to increase damage and speed of the titan in proportion to the decrease of its health. I am suggesting giving it an ability similar to the adrenaline augment, but only while the dome is active.

This ability will be unique for the titan who activated the dome. Other teammates inside the dome will only get the dome protection.

 

For Mammoth, I have two ideas

One -

 give it an extra instant repair when the OD is about to end. It already receives an instant repair when OD is activated, I suggest to give it another one about half a second before the OD is about to end.

Increase its speed boost and pushing power for the duration of the overdrive.

Two -

Reduce its OD speed boost 

Remove instant repair

add continuous repair for the duration of overdrive

give it immunity from all status effects for the duration of overdrive. I realise that it will become invulnerable to hunter OD for 7 seconds, but I think it is needed.

Personally, I like the second idea more for mammoth OD.

What do you think? Are my ideas too OP? Or do they bring much needed power back to these heavy hulls without making them 'game breaking'?

 

LOL INVULNERABILITY, until a MURDER HORNET MAGNUM comes along and slaughters the mammoth along with anyone else next to it. Just get rid of overdrives and it fixes that problem in a jiffy.

Share this post


Link to post
Share on other sites

About hornet: make him ignore everything, but spawn protection and DA. And give him healing for entire time. With that u can search for target longer, but not one-shot everyone. And everyone couldn't instant kill u.

Edited by The_Resistance

Share this post


Link to post
Share on other sites

1 hour ago, Maf said:

But I mentioned in the Ares topic that this is not the problem with Titan's OD. The problem is that too many other overdrives either ignore or disable the dome, making it rather useless. Depending on the battle situation, it changes from being on one end of the power spectrum to being on the other. If you place a dome in a key part of the map and camp there with your teammates, there is nothing the enemy can do to stop you if they don't have OD ready. This makes the dome OP. But if at least one enemy Hornet/Hunter/Ares/etc. has an overdrive, you and your teammates inside the dome will merely serve as a juicy multi-kill for the enemy player with OD.

I agree with the nerf you proposed, but the compensating buff I would suggest is to reduce how much other overdrives affect you and your dome: 

  • Hornet — no changes, but I would suggest a separate nerf for it (see below).
  • Wasp — no longer ignores the dome protection, but bomb cannot be disabled by it.
  • Hunter — still removes the dome, but doesn't affect enemy tanks which are also in range of the EMP.
  • Mammoth — no changes
  • Titan — only removes the other dome if the generator (thing in the middle) is in range of the new dome. Otherwise they just intersect
  • Ares — the ball still deals full damage when it flies nearby, but the explosion damage is absorbed by the dome.

 

For Hornet's OD I would suggest a separate nerf that would benefit Titan.
Instead of making it ignore ALL protections, make it ignore only the strongest layer. The "layers" in order from strongest to weakest are as follows:

  1. Spawn protection
  2. Titan dome
  3. Bonus armour (defender or crisis drone)
  4. Double armour
  5. Module

So if a tank has just one of the above protections enabled, the enemy Hornet will be able to ignore it completely and deal full damage while using the OD. But if multiple protections are enabled (e.g. sitting inside Titan dome, and having DA enabled plus a module against the Hornet's turret), then only the strongest of them will be ignored by Hornet's OD. That way, when you're sitting inside the dome and a Hornet shoots you, it will only ignore the dome protection, but not the DA and module you may have equipped. I think that will be fair.

Have to say maf a very novel idea, at least you are trying i will give you that. Just one itsy bitsy flaw, how often in real TO battle scenarios would you be under titans dome with defender are the ULTRA RARE CRISIS drone and the correct module equipped, praying that the advancing enemy only has one MURDER HORNET bearing down on you with murderous intentions of ripping your turret clean off your hull, and then hanging around until you all spawn before killing you all over again. OVERDRIVES need to go are at the very least MURDER HORNET needs a serious nerf. These are the only solutions to the ongoing OVERDRIVE issue which like the unbalanced MM and unfair rank spread in battles, is causing so much unrest amongst players at every rank. VERDICT...although a novel idea it will not solve the MURDER HORNET PROBLEM.  

Edited by cosmic666

Share this post


Link to post
Share on other sites

21 minutes ago, The_Resistance said:

IDK for Mammoth, but Titan suggestion is just brilliant! Make it more interesting to Titan's user and less annoying for his opponents.

Nope just get rid of overdrives, problems solved.

Share this post


Link to post
Share on other sites

18 minutes ago, The_Resistance said:

About hornet: make him ignore everything, but spawn protection and DA. And give him healing for entire time. With that u can search for target longer, but not one-shot everyone. And everyone couldn't instant kill u.

Again nope, why should MURDER HORNET get to be indestructible, VERDICT.... pants of an idea.  

Share this post


Link to post
Share on other sites

regardless of the fact that they have nerfed it before,, I see Titan dome protection 90% is unresonable, what 90% I usually ignore fighting players in the Titan's dome except if I'm in hornet, other than that I ignore it totally even if I have Viking's OD I save it for other thing better than I lose 90% of my slowly OD power

Share this post


Link to post
Share on other sites

1 hour ago, cosmic666 said:

Nope just get rid of overdrives, problems solved.

They are part of the gameplay an they very good at balance players with good tanks and bad tanks.

1 hour ago, cosmic666 said:

Again nope, why should MURDER HORNET get to be indestructible, VERDICT.... pants of an idea.  

I don't understand the metaphoras. I'm too drax for them. With my suggestion of delete ignre of DA he will not be a MRDR anymore, so can heals while he chill)

Share this post


Link to post
Share on other sites

1 hour ago, cosmic666 said:

how often in real TO battle scenarios would you be under titans dome with defender are the ULTRA RARE CRISIS drone and the correct module equipped

I use defender all the time, so it would be pretty much always in my case. But people generally quite often have more than one type of protection active at the same time. DA+module is the most common, also a short period of spawn protection every time you spawn, and titan domes aren't that rare either. It will help a lot against Hornets, but not all the time, which makes sense because it's an overdrive, so it's meant to be on par with the rest of them.

1 hour ago, At_Shin said:

I thought that the developers did not want to change hornet. So I thought that instead of nerfing hornet just for titan's sake, why not make the titan OD more powerful. If the dome is given an adrenaline-type quality, then the titan user will have some incentive to be at a lower health. 

I think mammoth OD is not much useful in actual battle. It is too slow and clumsy. Also, it dies eally fast.

Well, pretty much everyone agrees that Hornet OD is overpowered, so might as well fix that issue instead of trying to counter the core issue with other changes. I don't think developers ever directly said that they will not change hornet anymore.

  • Like 1

Share this post


Link to post
Share on other sites

I would like to make overdrives more beneficial for their users and less annoying for everyone. At least, i think.

Wasp's bomb

As we now, some time ago it can deactivate Mammoth's deadly ring of insanity. I would bring this feature back, cause i want up for Mammoth. And maybe somehow speed up charge of OD. And it will not ignore THE DOME, cause read about it below.

Hornet's annoying s...ometing

I play Hornet a lot, but it doesn't seem OP, cause for 20 sec it lasts I can't find anyone... So, we need boost in duration, but slightly slow down the charge of it. And for elephant in the room, i would take away the ability of ignore DA, that annoy everyone. It still would ignore superarmor, modules and Titan's dome but can't instakill evertone. In return i would give him strong healing effect (like Ares' one), but only if Hornet doesn't move. It'll make OD more tacticool.

Hunter's StunEMP

He need a little boost. Like damage everyone, who was shocked by 50 hp. So he make profit of teammates kill enemies. But take away the ability of kick flag/ball of the tank. And, like with Wasp, make it not stunEMP Mammoth rather defeat his OD.

Viking is fine

Maybe a little boost in charge? So u can use it 3 times in battle. Just saying.

Dictator's OP/trash

Make him more selfish. Reduce score for boosting and slightly lessen overboost for teammates (u dont like that, Titans from SGE and ASL). In return give him super speed/armor/damage for, let's say, 20-30 sec. Not like +2000% damage. Just little more (~25%). It make Dictator more independant, but still team-oriented.

Ares' isida before nerf

So, it heal in bigger zone than damage. I would make death lightnings kill in bigger zone. It's name is BFG after all, not the bundle of healing sunshine. And give Ares user points for healing teammates. This is it. Oh, and maybe make it more noisie, so it can be heared by enemies in return of kill in bigger area. And it will not ignore THE DOME, cause read about it below. 

Titan's annoying dome of depression

I like the idea of some pal from this forum to reduce protection to <50%. As with Hornet one, i would long up duration and slow down charge. Maybe give healing, so not everyone stays here for the armor in boredom (cause everyone try to not shoot in the dome and doesn't show up) but rather heal up and go away. Oh, i know. Like when you enter the dome it instaheal you but only once. This will be fine, i think. And while place it will kill Mammoth's death ring. And decrease radius of killing other Titan's OD to the dome radius, cause it more sensible.

Mammoth's meh

I would like to boost invicibility, that lasts only while OD is working. Also I would increase and duration of OD up to 15 sec. So, it's OP, you can say. But it's will be killed by Wasp, Hunter and Titan and other Mammoth user (like Ares balls (-_-) ODs will be killed at the same time). Hornet can strike through it. It's not enough, i know. After end of the OD (by any cause) it will freeze Mammoth. Like he runs a lot and tired. And delete death radius to the touchkill. Like he kill someone only if he touch it.

Share this post


Link to post
Share on other sites

2 hours ago, At_Shin said:

I thought that the developers did not want to change hornet. So I thought that instead of nerfing hornet just for titan's sake, why not make the titan OD more powerful. If the dome is given an adrenaline-type quality, then the titan user will have some incentive to be at a lower health. 

I think mammoth OD is not much useful in actual battle. It is too slow and clumsy. Also, it dies eally fast.

It's not nerfing hornet just for titans sake... it's nerfing it for everyones sake.

My Hunter with 50% Rail protection and DA should not be one-shot either.

Giving dome adrenaline won't make a spot of difference - the 6 hulls ODs that can affect it will still either kill the Titan quickly or just remove the dome.  How can the Titan make use of the adrenaline when it is either dead or the dome is gone.

  • Thanks 1

Share this post


Link to post
Share on other sites

btw, I didn't like the OD updates completely, even if it reduce the gap between buyer - non-buyers

2 hours ago, The_Resistance said:

They are part of the gameplay an they very good at balance players with good tanks and bad tanks.

excuse me, it doesn't make a good balance between strong tanks and bad tanks,

let's take it one by one,

Hunter - a lot of times when I stop someone he pep up from stunning quickly and activate his drugger and I can't kill him

Dictator - actually didn't do anything when you about to die and activate the OD against stronger tank with strong drones and for sure druggers like you

Hornet - can't guarantee you that you can kill him with your OD,

Viking - a lot of times you can't kill him, and he will kill you even with you have OD activated after a long time of waiting (Railgun is exception)

Titan - protect you from Death but didn't give you more power to kill him

Mammoth - effective against buyers, but a lot of time he will kill you before you reach him

lastly Wasp - oh here I can say it's effective to kill buyers (even though most of times they will kill you before you reach him)

so imo OD didn't reduce the gap between buyers and non-buyers with a lot of change

Edited by asem.harbi

Share this post


Link to post
Share on other sites

3 minutes ago, Mr.Threatz said:

OD's are perfect the way they are,each hull plays a excellent role if you can use them correctly in the right mode. 

i like hornet most pls devs dont nerf cus any1 who says 2 nerf is n00b who neverrr used hornet b4
 

Spoiler

ok so hornet's OD which completely ignores a 50% protection module (<-- one probs spent more than 200k cry on to get) and fully upgraded drones (lifeguard and defender) which btw costs exactly 1 million crystals without doing any speed up and makes a titan dome useless is balanced?

 

cool logic bro

 

  • Like 1

Share this post


Link to post
Share on other sites

1 minute ago, Mr.Threatz said:

OD's are perfect the way they are,each hull plays a excellent role if you can use them correctly in the right mode. 

OK here are the FACTS that MURDER HORNET especially when paired with MAGNUM, out guns every other single overdrive combo in battle by a huge margin. 1- It ignores spawn protection. 2- It's active overdrive ignores self damage. 3 -9/10 it will get the drop on a hunter because hunters overdrive has a UNFAIR delay before it activates. 4-It (magnum) can blindly shoot in the general direction of an enemy and kill it without pausing for a millisecond and just carry on towards enemy base. 5-Makes a mockery of titans dome even if the titan has 50 against magnum and has DA equipped at the time. Overdrives are not perfect the way they are, they are a shambles which should be removed from battles. MURDER HORNET is the most OP update there has ever been in TO, and will continue to dominate battles at all ranks until they are removed altogether. VERDICT-your post had no thought process attached to it whatsoever, in other words it was pants.  

  • Like 1

Share this post


Link to post
Share on other sites

5 hours ago, asem.harbi said:

btw, I didn't like the OD updates completely, even if it reduce the gap between buyer - non-buyers

Why you didn't? +it makes each hull unique.

5 hours ago, asem.harbi said:

excuse me, it doesn't make a good balance between strong tanks and bad tanks,

Mostly not in the battle rather in general, cause they in their top forms pre-equipped into the stock hulls.

5 hours ago, asem.harbi said:

Hunter - a lot of times when I stop someone he pep up from stunning quickly and activate his drugger and I can't kill him.

IDK. My problem: when i stun multiple tanks, every time someone kills the rest of them or me. U cold say: lets use splash guns, but i sad, that OD needs to be universal.

5 hours ago, asem.harbi said:

Dictator - actually didn't do anything when you about to die and activate the OD against stronger tank with strong drones and for sure druggers like you.

Yes. It is team-oriented. And gives you after supporting the same amount of score as for the kill. But he is too TO and work supereffective only in SGE and ASL.

Wich drones. Maybe Defender? And supplies become necesary fuel for tank long ago.

5 hours ago, asem.harbi said:

Hornet - can't guarantee you that you can kill him with your OD.

He is annoying. Thats because i want devs to revork him in less annoying thing. I Hunter's case u literally can't do anything, but in Hornet's u try but always loose. And its more annoying. (Yep, we need annoy counter)

5 hours ago, asem.harbi said:

Viking - a lot of times you can't kill him, and he will kill you even with you have OD activated after a long time of waiting (Railgun is exception)

But he lasts 7 sec. You can just hide wait a bit (thats another why Hornet is annoying, cause u cant hide from him for 20 sec)

5 hours ago, asem.harbi said:

Titan - protect you from Death but didn't give you more power to kill him

I dont understood. Dome can deact dome. Isn't that's it. But i agree, that 90% is way too much.

5 hours ago, asem.harbi said:

Mammoth - effective against buyers, but a lot of time he will kill you before you reach him

Yes! Even when i equipped right modules and Defender! Everyon just starts to drive back and shoot at me. He need a positive rework. Work only if theres crown in little space or u attack from the back.

5 hours ago, asem.harbi said:

lastly Wasp - oh here I can say it's effective to kill buyers (even though most of times they will kill you before you reach him)

Work only if theres crown in little space or u attack from the back. And IDK what update needed here to revork it.

5 hours ago, asem.harbi said:

so imo OD didn't reduce the gap between buyers and non-buyers with a lot of change

I mind that you buy it with hull and cant update. This gap was completely reduce in Tanki X, though.

Share this post


Link to post
Share on other sites

On 8/22/2020 at 7:38 PM, cosmic666 said:

OK here are the FACTS that MURDER HORNET especially when paired with MAGNUM, out guns every other single overdrive combo in battle by a huge margin. 1- It ignores spawn protection. 2- It's active overdrive ignores self damage. 3 -9/10 it will get the drop on a hunter because hunters overdrive has a UNFAIR delay before it activates. 4-It (magnum) can blindly shoot in the general direction of an enemy and kill it without pausing for a millisecond and just carry on towards enemy base. 5-Makes a mockery of titans dome even if the titan has 50 against magnum and has DA equipped at the time. Overdrives are not perfect the way they are, they are a shambles which should be removed from battles. MURDER HORNET is the most OP update there has ever been in TO, and will continue to dominate battles at all ranks until they are removed altogether. VERDICT-your post had no thought process attached to it whatsoever, in other words it was pants.  

Who said battle was meant to be fair? It is battle,fight or be killed...you keep dying then get stronger. Hornets if they are just turning you into crumbles just run and hide just know battle will be over in 7mins so you can gather your dignity up and come here to cry ? till then GG and carry on.

  • Haha 2

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...