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Ideas for Hulls and Overdrives!


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30 minutes ago, At_Shin said:

It would be better if it had a projectile trajectory beam instead of striker's tracking laser  (just like mobile, but with better precision). The shots would also travel much faster than regular magnum shots.

Why not, it would be different from Terminator.
However, I think that the secondary fire have to be an automated and have a delay to compensate for the high power it would unleash. Because it is powerful mode you need to give a chance for the target to run away, don't forget that there is a huge splash damages associated with Magnum's payload. Either by reducing the speed of the shell travel or a long warm up/lock-on with a laser like with Terminator's Turret.
The segonday mode is also able to produce self damage, therefore the jug so you have to avoid to use it a close range. I think it is something you need to keep for the Punisher too, higher power but you have to be carefull with it.

Edited by Viking4s

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Another idea for its turrets

 

main turret:

twins (with plasma accelerators and heavy plasmagun)

- pro: infinite projectiles, high impact force and high damage

- con: limited range, self damage

 

secondary turret:

gauss (with equal splash damage)

- pro: splash damage to every enemy will be equal with the targeted one

- con: aiming time, equal self damage in close range

Edited by readyplayer2

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Opex said that they are working on adding 2 new hulls, one is definitely hovering, the other potentially will legs. No plan for tanks with wheel, it is a completely different driving physics and mechanics that need to be created.
Cross your fingers ...

Edited by Viking4s

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remove the damn hoppers overdrive in noise map because literally everyone in red team uses hopper jumps down jumps over the bridge caps and that makes everyone leaves and I'm complaining because it's my favorite map and this stupid hull is ruining it , don't tell me not to play noise with ods because blue team can never have a chance so yeah preferably make people unable to use it itself or it's od

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23 minutes ago, Melance said:

remove the damn hoppers overdrive in noise map because literally everyone in red team uses hopper jumps down jumps over the bridge caps and that makes everyone leaves and I'm complaining because it's my favorite map and this stupid hull is ruining it , don't tell me not to play noise with ods because blue team can never have a chance so yeah preferably make people unable to use it itself or it's od

If you are in Noise it's a Pro-Battle.  Only do battles there that have ODs disabled.

Can't believe anyone is willing to play Blue on Noise.   Blue is it a huge disadvantage under any circumstances.

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Spoiler
On 7/3/2020 at 9:54 PM, DageLV said:

 

On 6/14/2020 at 2:48 AM, MissaoGeneralissimo4 said:

 

On 6/9/2020 at 6:54 PM, Viking4s said:

 

On 8/18/2020 at 5:30 PM, Antonio_IsidaXT said:

 

 

On 8/23/2020 at 2:44 AM, The_Resistance said:

 

On 8/22/2020 at 10:20 AM, At_Shin said:

 

On 8/27/2020 at 2:16 PM, GamerAL_V said:

 

On 8/29/2020 at 8:16 PM, Antonio_IsidaXT said:

 

On 8/27/2020 at 6:53 AM, Aegis said:

 

Topic merged

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remove hoppers damn overdrive in noise map for red team becauseeeeeeeeeeeeeeeeeeeeeeeeeeeeeeee they use the od jump and cap its so annoying and dont tell me not to play w ods cuz magnums mine alt is bad as well and blue team has 0 chances so remove hoppers od in noise maps or dont let people use it at all , i know none gives a  bout the game anymore and nothing will happen cuz devs aint give a  but i just rage quit and im letting it out rn gg DEVS ❤️

 

On 10/21/2020 at 8:36 PM, wolverine848 said:

If you are in Noise it's a Pro-Battle.  Only do battles there that have ODs disabled.

Can't believe anyone is willing to play Blue on Noise.   Blue is it a huge disadvantage under any circumstances.

i have been playing noise since 2015 its my fav map cuz both long and short distance weapons are useful there

"If you are in Noise it's a Pro-Battle." means its out of developing zone or what or none cares as i mentioned above

 

1 hour ago, Melance said:

i have been playing noise since 2015 its my fav map cuz both long and short distance weapons are useful there

"If you are in Noise it's a Pro-Battle." means its out of developing zone or what or none cares as i mentioned above

https://prnt.sc/v75ekh not even joking this  hull ruined the map

 

its heat + hunters od + jumping all in one and its od reloads faster than the light this game has become???

 

the og tanki didnt have any of that this game turning to fortnite the more updates they add the more childish it gets 

 

sorry for the attitude ive been dreaming of having the tank i have rn to play in noise and i after i get it you release that dumb hull it broke me down

Edited by Thiedes
Refrain from using inappropriate language. Multi posts merged.
  • Haha 1

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I think it would be great if Viking's OD would make it so that shooting teammates does not cause self-damage with turrets such as Thunder. It happens quite a lot that my own teammates come in front of me when I try to activate my OD and that then leads to me getting destroyed. Now I understand that this self-damage is a valid tactic to prevent a Viking user from using their OD, but no teammate should be engaging in it anyways.

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I have an idea for the Ares hull: 

When two opposing plasma balls hit each other(it would be quite rare though), it should produce a substantially larger electromagnetic shockwave that stun opponents and has a larger knockback and damage within 15 meters of the hit. It, however, will not remove any supplies and any tanker with the Stun Immunity augment will not be stunned and any tanker with the heavy weight augment should be less affected by the knockback. Please add this, it would look very cool and awesome.

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OK - so now we have flying tanks. How about these -
1. Invisible tanks
or
2. Tanks that just randomly self destruct (well more than they do already)
or
3. Unkillable tanks (we have this by defacto allowing such a wide range of rank in MM battles) but go the whole hog, a normal looking tank that is an unkillable monster.
or
4. A turret that automatically tracks and fires
or
5.Munitions that 'seek' the enemy
or
6. transparent tanks where enemy rounds just 'pass thru' and that can 'pass thru' solid objects at will.

Come on tanki ... these could be real ?

 

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I have an idea - make every hull use Dictator's overdrive, just like the old days.

Why should this happen? Because Dictator's overdrive cannot insta-kill players, and doesn't directly affect other overdrives (besides charging them).

Honestly, the game is less skill-based nowadays since Wasp, Mammoth, Ares and Viking users can just one shot people, Titans are almost invulnerable, Hunters can disable any threats, and Hopper can disable Hunter.....thus counters everybody.

Notice something? Dictator doesn't do any of that. It just gives you a boost of supplies.
Easy to use and not game-breaking.

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I posted this somewhere else but it really should be here for information

Walking mechanics from Tanki  X spider mine (the little red meca below)

17212149_783895445121380_2681647200245436400_o.jpg?_nc_cat=110&ccb=2&_nc_sid=9267fe&_nc_ohc=HnrpsfVaObAAX_g-JeT&_nc_ht=scontent.fbhx2-1.fna&oh=79f557c9f9bd6f6c1741ec1a3298dd32&oe=5FFCB8EB

 

And an example on how they move

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SWIFTER

⬇️ The bellow drawing is the design I though the new hull should look like. ⬇️

 0?ui=2&ik=5c784f5215&attid=0.2&permmsgid=msg-f:1686883900509679268&th=176903f853346ea4&view=att&disp=safe&realattid=176903eafe99c66773a2

This is a fast medium hull which the OverDrive can make the tank invincible for 30 seconds.

This hull is very fast, faster than viking but, has less protection.

This is the best hull for CTF, ASL & RGB battles. it can collect a flag or a ball and go invisible by activating it's OverDrive. after 30 seconds, the tank will be visible again.

ADVANTAGES

Faster than other medium hulls

Can travel a long distance than other medium hulls because of the increased speed.

Can sneak into enemy base without anyone noticing

Impossible to flip

Can go over tanks easily

DISADVANTAGES

When turning with high speed, the tank may skid and go out of control due to high speed and decreased weight.

Can be pushed by other tanks due to low weight and low friction with the ground.

 

Please consider this idea cuz it took a lot of time for me to think about this.

If you like this idea, please like and promote this.

# make tanki great again !

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Just now, Mr.kotte.super said:

This is the best hull for CTF, ASL & RGB battles. it can collect a flag or a ball and go invisible by activating it's OverDrive. after 30 seconds, the tank will be visible again.

First of all, 30 seconds of invisibility with no way to disable it is extremely overpowered. A person who equips this and has the Crisis Drone can capture 2 flags in 30 seconds on the smaller maps like Iran.

Just now, Mr.kotte.super said:

# make tanki great again !

This won't work if we have a new medium hull that can go invisible for 30 seconds.


Maybe reduce the duration to only 10 seconds, and/or you will lose the invisibility if you pick up a ball or flag or receive damage from an opponent.

Or make it so that when you're invisible, if you fire the turret, you will lose the ability.

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Why is it that people using Hopper can exploit its overdrive in battles but nothing has been done to rectify this bug, even though the hull has been out for months? I'm not talking about the overdrive itself, although that is still arguably unfair. Rather, I am talking about the fact that people who use Hopper can activate its overdrive near death, stunning and heating tanks who were in the vicinity of the Hopper when its overdrive was activated, yet is still able to use it only a short time after the Hopper respawns, because its overdrive recharge is at 80% or greater. Whenever I see a hopper, I see this mechanic being exploited, its that apparent. Once an overdrive is activated, and its status effect is applied, whatever that may be, its overdrive recharge should go back to 0. Not 80%, 90%, or even 100%. No tank should be exempted from this rule. I find it impossible that the devs do not know about this, because I see this overdrive exploit utilized in the lowest of ranks. If even the noobs know how to abuse Hopper's overdrive, why is it the devs seem unaware to the problem, as this bug has not been fixed? The same can be said with hornet's overdrive. People activate it right before their death, and unfairly apply the status effect to their enemy(s), and their overdrive can be available for use only a short time after respawning. Yet, dictator's overdrive does not have this ability. Nor titan. Why not mammoth? Why is it hopper can use its overdrive 6-8 times per game, while viking can only use its overdrive 2-3 times assuming no dictators are present? I can understand that some overdrives recharge faster than others, that is not which I have a quarrel with. Instead, using aforementioned overdrives right before death, only to be available immediately after spawning is detrimental to the game. Tanki has enough imbalances as it is, why a problem such as this, with the solution being so simple seem to elude the dev's attention? It seems certain hull's overdrives are being favored over others, given how nothing has been done about this issue. Its not like this is going to change the game drastically and its something that should of been done since overdrives were first introduced. People are awarded free damage, and stunning their enemies, with relatively no cost to them, as their overdrive is readily available soon thereafter. Please fix this bug so people can be forced to use their overdrive strategically. This kind of gameplay favors the opposite. Thank you.

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1 hour ago, NobleWinchester said:

Why is it that people using Hopper can exploit its overdrive in battles but nothing has been done to rectify this bug, even though the hull has been out for months? I'm not talking about the overdrive itself, although that is still arguably unfair. Rather, I am talking about the fact that people who use Hopper can activate its overdrive near death, stunning and heating tanks who were in the vicinity of the Hopper when its overdrive was activated, yet is still able to use it only a short time after the Hopper respawns, because its overdrive recharge is at 80% or greater. Whenever I see a hopper, I see this mechanic being exploited, its that apparent. Once an overdrive is activated, and its status effect is applied, whatever that may be, its overdrive recharge should go back to 0. Not 80%, 90%, or even 100%. No tank should be exempted from this rule. I find it impossible that the devs do not know about this, because I see this overdrive exploit utilized in the lowest of ranks. If even the noobs know how to abuse Hopper's overdrive, why is it the devs seem unaware to the problem, as this bug has not been fixed? The same can be said with hornet's overdrive. People activate it right before their death, and unfairly apply the status effect to their enemy(s), and their overdrive can be available for use only a short time after respawning. Yet, dictator's overdrive does not have this ability. Nor titan. Why not mammoth? Why is it hopper can use its overdrive 6-8 times per game, while viking can only use its overdrive 2-3 times assuming no dictators are present? I can understand that some overdrives recharge faster than others, that is not which I have a quarrel with. Instead, using aforementioned overdrives right before death, only to be available immediately after spawning is detrimental to the game. Tanki has enough imbalances as it is, why a problem such as this, with the solution being so simple seem to elude the dev's attention? It seems certain hull's overdrives are being favored over others, given how nothing has been done about this issue. Its not like this is going to change the game drastically and its something that should of been done since overdrives were first introduced. People are awarded free damage, and stunning their enemies, with relatively no cost to them, as their overdrive is readily available soon thereafter. Please fix this bug so people can be forced to use their overdrive strategically. This kind of gameplay favors the opposite. Thank you.

This is Hopper's retention period in action, and at this point, it is most certainly intended.

 

And if you didn't know or couldn't tell, every hull except Titan and Wasp has a retention period. The shortest being Ares and Dictator, while the longest being Hornet and Hopper. I do agree with you that Hopper and Hornet's retention periods need to be toned down or removed. 

 

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3 minutes ago, TheCongoSpider said:

This is Hopper's retention period in action, and at this point, it is most certainly intended.

 

And if you didn't know or couldn't tell, every hull except Titan and Wasp has a retention period. The shortest being Ares and Dictator, while the longest being Hornet and Hopper. I do agree with you that Hopper and Hornet's retention periods need to be toned down or removed. 

 

Why don't you make hopper's retention period the same as Ares? I hate when I lose he ability to use my overdrive because some camper shoots me:(((

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16 hours ago, TheCongoSpider said:

This is Hopper's retention period in action, and at this point, it is most certainly intended.

 

And if you didn't know or couldn't tell, every hull except Titan and Wasp has a retention period. The shortest being Ares and Dictator, while the longest being Hornet and Hopper. I do agree with you that Hopper and Hornet's retention periods need to be toned down or removed. 

 

The idea itself is counterintuitive. Once a player presses that shift button and their overdrive is activated, they shouldn't be allowed to use it immediately afterward. I'm not disagreeing with you, but I'm dumbfounded that retention periods was an intentional addition to overdrives lol. And with regards to dictator, I didn't even know dictator exhibited a retention period. Alas, it must be incredibly minute that it just evaded my detection of it. And if that's the case, might as well not even have a retention period since it doesn't serve nearly as well as hopper and hornet. 

 

I'm assuming retention periods were added to aid a player who used his/her overdrive at a not so ideal moment, giving them the opportunity to use it again. Still, I feel that it is a rather unnecessary  and unfair addition, especially since not all hulls exhibit this retention period, nor is it equally distributed among those that do posses these retention periods. Thanks for your reply, I didn't know about these retention periods

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