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Ideas for Hulls and Overdrives!


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Hull's system is very weak. Fore example look at the Ares, after they released it, they also created the same hulls with the same functions but in different weights and design.

So if you ask me new hulls now is absolutely useless.

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2 hours ago, Knafo said:

Hull's system is very weak. Fore example look at the Ares, after they released it, they also created the same hulls with the same functions but in different weights and design.

So if you ask me new hulls now is absolutely useless.

I don't like anything about Crusader. It looks funny, has a weird overdrive, it has a gun just like Ares. 

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Part of the following may be not needed in this, but since it's also OD related, i'm sending it here, if it needs to be merged elsewhere, please do so, thanks.

-----

Now that stun effect is available on a turret.

We need to rework stun, to only keep a target stunned. 

Make stun independent of the 'item drop' feature.

And no, don't make an 'item drop' immunity either.

Make it so that at least hunter has the 'item drop' effect to keep it the same. Hopper I don't really care for, but for fan service, do not add the 'item drop' feature, and maybe people will be a bit more happy?? 

I assume more turrets will maybe get a stun effect soon, it will obliterate games like ASL, where defender can just camp and keep stunning targets and making them drop items. So, change up the stun to be just a stun, make a seperate 'item drop' effect but it doesnt need to be a status effect. A ranged stun, is very very very annoying.

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I haven't posted a new idea about hulls for quite some time now. I have an idea on a new breed of hulls which was already mentioned by a Tanki Online developers named Maf. The new idea to bring a new series of three variants of hulls are hulls that walks. Those hulls would be called "Walkers".

We all know how Walkers looks like the Star Wars. Here is my though on the closest design on how walkers are supposed to look like in Tanki Online.

image.png

Tanki Online is a game that is moving forward. This game is moving forward in time, but it also needs to move forward in technology, so my idea about implementing Walkers into this game is the correct decision to make Tanki Online leap forward even further.

Walkers would simply be walking hulls. Developers will need to create three hull variants, just like they did with hovering hulls, which are now complete and released.

The Walkers will have three different characteristics according to their size and weight. Instead of caterpillar tracks of hovers, those new breed of hulls would have legs to walk on the ground. To keep the walkers stable, the hulls themselves will need to have four legs.

Light weight walker:

The light weight walker will be able to run fast like a Wasp hull. This hull will have an overdrive that kicks enemies and dealing damage to enemy tanks. The kick will seriously hurt and damage enemy tanks and also push them far enough for the enemy to keep its distance away from you for quite some time. Kicking an enemy tank would become useful in situations when trying to capture a control point, a flag, a ball in rugby, or even a gold box. You will also be able to run away from your enemies fast using the light weight walker to steal their flag and bring it to your base. That's so cool to have such a running hull in Tanki Online.

Medium weight walker:

This medium weight walker would have an average walking speed of medium hulls like Viking and Crusader. That would be the perfect middle point between armor and speed, just like Crusader is. The overdrive of the medium walker would have two machine gun attached at the knees of both front legs that shoots fast-travelling piercing bullets that are capable of penetrating the armor of any hull with ease. The sub-machine guns overdrive will only fire bullets for 10 seconds in a non-stop mode and destroy any enemy in its path. Those machine guns would be very useful in situations when dealing with big clusters on enemy tanks trying to protect their bases. Those heavy machine guns would be a long range weapon which no enemy can resist surviving its deadly arsenal of bullets. Please note that both machine guns will work and function in a parallel mode, meaning that both machine guns will simultaneously fire that bullets at the same time when the overdrive as activated. That means that both machine guns will be active for a whole 10 seconds of time.

Heavy weight walker:

The heavy weight walker will be able to walk slowly, moving at the same speed attribute as a Mammoth hull. This walker will be a big hull with lots of armor so that it can survive for longer periods of time on the battlefield. This heavy weight walker will have an overdrive that shoot a red twin laser for a whole 10 seconds in a non-stop mode. That lasers would function in a similar way to the twin lasers that you see being fired from the Walker in Star Wars. The only difference is that both lasers will fire for 10 seconds without stopping. That means that any enemies from a far distance would be cut and vaporized in seconds. This overdrive will be a long range overdrive which would be beneficial as a secondary weapon for use when needing to attach enemies that are very far from you. This is especially useful when playing on large maps with a slow moving hull. Those twin lasers will be red in color and each of the lasers would fire one laser at each eye of the heavy weight walker. The lasers will not shoot from the walker's mouth. both lasers will function simultaneously for 10 seconds of active time of the overdrive.

Walkers names based on weight:

Suitable names to use for all three variants of walkers would be the following names given to each hull.

Light weight walker name -------------------- Kiwi.

Medium weight walker name ---------------- Pheasant.

Medium weight walker name ---------------- Ostrich.

All the three walker hulls will be given the names of birds because they walk on legs. I know that birds does not have four legs, but the names Kiwi, Pheasant and Ostrich are suitable names to name those three walking hulls according to their weight and size.

I hope that you like my new and improved suggestion that I have created based on a similar phrase that Maf posted sometime ago when hovering hulls were released sometime ago. Maf said something like this once "I wish we could have tanks with legs which can walk in Tanki Online. That's something like Walkers", he said. He was right. Tanki Online is moving forward so a new mechanic for a whole new breed variant of hulls is the right thing to develop for the ongoing improvement of Tanki Online's gameplay mechanic. Thank you so much Maf for your short phrase which sparked me to create this superb idea post on (walking hulls) called "Walkers".

Please do not merge this thread with any other because this is an original idea which no one wrote a post about before. This idea is original.

Thank you for reading and understanding.

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Well, I do expect new hulls to arrive later this year. Walkers, if implemented, will bring a new dynamic way of playing Tanki Online. This is what Tanki Online needs if its going to move forward in technology.

Now that Flash is gone, development can be twice as fast.

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this would be a perfect nerf, it would jump only in the initial directon the hull was driving, controlling the direction midair is way too overpowered.

Edited by JustBlackWolf
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Oh good observation Krish, Now I noticed that. Even without the OD you can steer while jumping over a cliff in example, I'm not sure why they restrict steering the tank in regular hulls, but now it's free in Hopper.

In real Hopper is a hovering hull, so it's flying all the time, I don't think there are any good method to restrict it from steering in the mid-air. If the happened, many glitches and lags will appear. However I will still consider it as an unreasonable advantage for Hopper iniquity for other hulls.

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here is a idea for a new hull.

no name cus im not creative and cant think of one.

it is a normal hull, not hovering.

light hull. 

speed slower than wasp and hornet but faster than hopper

turn speed mediocre

now the juicy part, overdrive

overdrive: charge

during it's overdrive, that lasts 3 seconds, the hull would divert all power to it's engines. it's turret would be deactivated for the duration. the robot will rapidly accelerate, to 50 m/s (idk what is in game measurement). the speed heats up the hull, dealing incredible damage to anyone it touches during overdrive duration. during this, the heat generated by the rapid acceleration would lower damage taken by 75%, or 50% if enemy is using double damage. the hull can not change direction during overdrive.

 

damage resisitance would use same icon as crisis and defender, lasts 3 seconds

upon contact with enemy, it will inflict 1500.00 damage at M1 and do burn damage

speedy boi XD

also, as a plus, the area that "charge" starts, within a 15 m radius, would be set on fire for 5 seconds, inflicting burn on anyone that touches it.

enemies that are close to it during charge would be pushed away, similar to jug overdrive.

 

leave ur comments down pls

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it'll probably get moved

anyway game has enough hulls, with one of the latest additions being the most overpowered hull in the game and having flyhack overdrive, i'd say that more hulls isn't what we need.

The overdrive you're suggesting is incredibily broken.

Looks like we're getting a new turret though

Edited by JustBlackWolf
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On 2/13/2021 at 2:56 AM, die3458 said:

here is a idea for a new hull.

no name cus im not creative and cant think of one.

it is a normal hull, not hovering.

light hull. 

speed slower than wasp and hornet but faster than hopper

turn speed mediocre

now the juicy part, overdrive

overdrive: charge

during it's overdrive, that lasts 3 seconds, the hull would divert all power to it's engines. it's turret would be deactivated for the duration. the robot will rapidly accelerate, to 50 m/s (idk what is in game measurement). the speed heats up the hull, dealing incredible damage to anyone it touches during overdrive duration. during this, the heat generated by the rapid acceleration would lower damage taken by 75%, or 50% if enemy is using double damage. the hull can not change direction during overdrive.

 

damage resisitance would use same icon as crisis and defender, lasts 3 seconds

upon contact with enemy, it will inflict 1500.00 damage at M1 and do burn damage

speedy boi XD

also, as a plus, the area that "charge" starts, within a 15 m radius, would be set on fire for 5 seconds, inflicting burn on anyone that touches it.

enemies that are close to it during charge would be pushed away, similar to jug overdrive.

 

leave ur comments down pls

Hmm... Sounds good. hope that they will accept it.

But anyway I don't have many crystals to get it Mk8 ???

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So ive been playing the game for a while know, and ive gotten pretty tired of how the explosion looks of the wasps bomb.I personally think that it would make the game funner and more exciting if u made The explosion with deeper colors such as more red and deeper orange in it. And also make the explosion bigger. (I dont mean a damage increase, i mean just the bomb itself looking more Baliistic XD)   Not this extreme but u get the idea.Image result for big colorful explosion

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On 2/12/2021 at 7:56 PM, die3458 said:

during it's overdrive, that lasts 3 seconds, the hull would divert all power to it's engines. it's turret would be deactivated for the duration. the robot will rapidly accelerate, to 50 m/s (idk what is in game measurement). the speed heats up the hull, dealing incredible damage to anyone it touches during overdrive duration. during this, the heat generated by the rapid acceleration would lower damage taken by 75%, or 50% if enemy is using double damage. the hull can not change direction during overdrive.

 

I don't think we need another Hull like others have said above.

It's because we are still starting to get used to the Hulls, Turrets, and other features that we have now.

 

Also, the Overdrive, for your idea, is not perfect for use because:

  • It can go fast for 3 seconds without being able to turn
    • it can fall off the edge
  • become unstable by getting hit by others
  • it would only lower damage by 75% for only 3 seconds
    • then it would have to start reloading its Overdrive again

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On 2/15/2021 at 5:44 AM, MysticBlood said:

We have enough hulls already lol

Yes, I agree with that.

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This idea sounds more like a new overdrive fro light hull. This new overdrive is too similar to the Mammouth AT-field. It smells and tastes of the Mammoth that had a diet and lost some weight. You just changed a few output parameter to make it looks different. Increased speed and resistance (50% instead of double armor, full health and 5 immunities ), plus a powerful destructive field (15 meter instead of 7.5m). 
This two differentiators, not able to turn your turret and locked on your course are just weird. The first one is 
Having after-burn damage, is not a bad idea as it trads some of the damage into damage that can be countered by Fire Immunity augment. 
Raming power can be also acquired with the heavyweight hull augment. I don't see it as an interesting addition as it as very limited use in the game.

Did you create this overdrive to help you catching GB?

You need to rework it more so it doesn't sound like AT-Field for lightweight hull. We do need more hull in the game :) but they won't be with tracks, think about an overdrive for hull with legs or wheels.

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