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Ideas for Hulls and Overdrives!


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8 minutes ago, thunderhunter123 said:

Yeah, exactly.

All Hulls and their overdrives have pros and also cons.

  • Some think Titan is very good because it can handle everything, but others can simply use their Hunter OD (like me) to counter it easily.
  • Some might think Viking is unstoppable, but others might just keep shooting, the best they can, to stop it from destroying anyone else. (also me.)

 

So you are correct, that many things can counter all Hulls. But whatever OD they have is pretty balanced and can be dealt with.

Okie Dokie general patton, FLYING HACK, CRISIS DRONE, X3. Seriously would like to see you deal with that, and stop them capping 5 flags in under 3 mins, and that's done even if they all take a 2 min break in between for a cosy chat amongst themselves.

FLYING HACK has no cons, just the ability to end CTF battles very, very quickly.

Do me a favour and get on the same page every so often. 

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3 minutes ago, SONIC-BOOM said:

Okie Dokie general patton, FLYING HACK, CRISIS DRONE, X3. Seriously would like to see you deal with that, and stop them capping 5 flags in under 3 mins, and that's done even if they all take a 2 min break in between for a cosy chat amongst themselves.

 

It's true, this happens to me in quite some battles. But the Hopper/Crisis is not in every battle, right?

Plus, we always can annoy them back by making them lose their balance, or defeating them before they have time to act.

 

To be honest with you, and everyone, I faced a Hopper/Crisis just today. Even if the tanker was a little annoying, he was still easy to defeat because I shot him when he did not have Double Armor on. He kept changing his supplies from Armor to Damage, and also to Speed. So I got other Hopper/Crisis players with this game strategy, and had more fun.

 

It's better to try and improve, than to not try and complain, don't you agree?

(Also, just to let you know, Hopper is a Light Hull. It has 2000 HP, and can get destroyed with like 3 regular hits with an average weapon.)

 

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1 hour ago, thunderhunter123 said:

So you are correct, that many things can counter all Hulls. But whatever OD they have is pretty balanced and can be dealt with.

I don't fully agree.

Hopper is much, much harder to counter compared to the rest of them.

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3 minutes ago, wolverine848 said:

I don't fully agree.

Hopper is much, much harder to counter compared to the rest of them.

LOL it can jump burn and stun lol.. it practically has no counter against its od unless a hunter is around the corner, but other than that, it has no counter XD

Edited by MysticBlood
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Just now, MysticBlood said:

LOL it can jump burn and stun lol.. it practically has now counter against it od unless a hunter is around the corner, but other than that, it has no counter XD

Well, unless it has AP immunity it could be weakened severely with that.  But I agree, in many cases it is just way more OP than anything else.

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2 minutes ago, wolverine848 said:

Well, unless it has AP immunity it could be weakened severely with that.  But I agree, in many cases it is just way more OP than anything else.

Stun immunity or heat immunity is best counter against hoppers od. lol ik i went off tangent here lol

Edited by MysticBlood

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Just now, MysticBlood said:

Stun immunity or heat immunity is best counter against hoppers od lol

Depends.  Many of the Hoppers have either Defender or Crisis drone, so AP turret augment will help kill it quickly.

And... you can have both AP turret augment and stun immunity hull augment equipped.

The heat damage is the least of my worries regarding Hopper.

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9 minutes ago, wolverine848 said:

Depends.  Many of the Hoppers have either Defender or Crisis drone, so AP turret augment will help kill it quickly.

And... you can have both AP turret augment and stun immunity hull augment equipped.

The heat damage is the least of my worries regarding Hopper.

LOL i have ap immunity for hopper.. But I dont use drones with hopper. hopper is a good hull without drones idky people would use a drone on hopper i think its overkill...XD 

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5 hours ago, thunderhunter123 said:

Yeah, exactly.

All Hulls and their overdrives have pros and also cons.

  • Some think Titan is very good because it can handle everything, but others can simply use their Hunter OD (like me) to counter it easily.
  • Some might think Viking is unstoppable, but others might just keep shooting, the best they can, to stop it from destroying anyone else. (also me.)

 

So you are correct, that many things can counter all Hulls. But whatever OD they have is pretty balanced and can be dealt with.

i'm sorry to destroy your dreams but Overdrives were one of the most overpowered and umbalanced things that was ever added into this game.

Alternativa tends to give overdrives too much stuff that make them excessively broken, when they could just remove small things to make them balanced.

I don't know if you remember how filled of hunters this game was before the nerf it received.

Some ODs are definitely better than others, but some are excessively broken.

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18 hours ago, thunderhunter123 said:

It's true, this happens to me in quite some battles. But the Hopper/Crisis is not in every battle, right?

Plus, we always can annoy them back by making them lose their balance, or defeating them before they have time to act.

 

To be honest with you, and everyone, I faced a Hopper/Crisis just today. Even if the tanker was a little annoying, he was still easy to defeat because I shot him when he did not have Double Armor on. He kept changing his supplies from Armor to Damage, and also to Speed. So I got other Hopper/Crisis players with this game strategy, and had more fun.

 

It's better to try and improve, than to not try and complain, don't you agree?

(Also, just to let you know, Hopper is a Light Hull. It has 2000 HP, and can get destroyed with like 3 regular hits with an average weapon.)

 

You mod, are a lost cause.

 

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On 2/24/2021 at 6:23 PM, wolverine848 said:

Hopper is much, much harder to counter compared to the rest of them.

You are right. It's too fast to be hit by any turret.

But the bright side is that, we only need to hit it an average of 3 times for it to be destroyed, giving us a chance of winning against them.

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20 hours ago, JustBlackWolf said:

i'm sorry to destroy your dreams but Overdrives were one of the most overpowered and umbalanced things that was ever added into this game.

 

Really? When Dictator's OD came out in the game, and all tanks had them, I was so excited to have this feature in the game. I cannot describe my feelings, when this OD update came to the game. I was overjoyed to see this feature implemented into the game. It felt so different and more powerful for all tankers to be able to have this superpower during gameplay.

With all the different OD's and different superpowers we have now, I am glad to have this variety in the game, and I hope we continue getting more unique items added.

20 hours ago, JustBlackWolf said:

Some ODs are definitely better than others, but some are excessively broken.

Which ones do you believe are better? I think they are all balanced overall because ...

  • I think some might be better, but the Hull that corresponds with that OD cancels out the overall invincibility.

Example:

  • Hornet: can pierce and do regular damage to enemies with its OD and detect others.
  • But it's not too powerful. With 2 or 3 shots of your turret, you can defeat and disable this Light Hull and its OD. Easy win!

I use my game play strategy and my favorite combination to win against all Hulls. If I lose from time to time, it's because the opponent could have had a little better skill at shooting at the time, could have had Crisis or Defender, or a protection against my turret.

Other than that, I feel OD's are pretty balanced.

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2 hours ago, thunderhunter123 said:

You are right. It's too fast to be hit by any turret.

But the bright side is that, we only need to hit it an average of 3 times for it to be destroyed, giving us a chance of winning against them.

You must be playing noobs or very poor (crystal-wise) players.  3 shots... LOL.

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5 hours ago, thunderhunter123 said:

Really? When Dictator's OD came out in the game, and all tanks had them, I was so excited to have this feature in the game. I cannot describe my feelings, when this OD update came to the game. I was overjoyed to see this feature implemented into the game. It felt so different and more powerful for all tankers to be able to have this superpower during gameplay.

With all the different OD's and different superpowers we have now, I am glad to have this variety in the game, and I hope we continue getting more unique items added.

And that was balanced, it was just a way to activate supplies for everyone, nothing game breaking.

5 hours ago, thunderhunter123 said:

Which ones do you believe are better? i think they are balanced overall

The balance of this game was thrown out of the window many many years ago.

The most overpowered ones are the ones that include a stun, immobilizing a tank shouldn't be something possible to do, you literally have to press one key to immobilize a group of tanks and it will do more than just that.

The most overpowered overdrive currently is Hopper's one

It's simply too unfair towards the players, a hull that can do a massive jump and then run away, preventing you from moving gives no chance to fight back, making CTF/Rugby/Assault games pointless, then maybe add Crysis or Defender to that. Not only that, the hull also has the addition of being a hovering one, giving it the ability to ignore the tanks, passing through them, reminds me of a hack i've seen lots of years ago ^^ And of course, the strafing ability, nuff said

you would say "well but then use the stun immunity augment"

I would reply "well, but what if the hopper is using gauss with EMP Salvo? you have to make a choice, and it even burns you in the end"

You would say "ehh but EMP gauss isn't in every battle" (which i don't find a valid excuse to justify it being extremely overpower)"

i would reply "well, if you're lucky, i play Siege and i find an EMP Gauss in pretty much every game"

And i would add "the game isn't balanced as you claim it to be from this perspective, hm?"

The second most overpowered one is obviously Hunter's EMP + stun, even if you do manage to survive after the stun, you still have to wait 5 whole seconds to reactivate your supplies.

Last one, which i don't find excessively broken, more like annoying, is Wasp's nuke, the OD recharges way too fast, and it's something that deals massive damage in an Area of effect, if there's multiple wasps in the enemy team, games can quickly become annoying. Not as much as when there's hoppers in the enemy team tho.

I would also add Titan's dome, but i think it's fine since almost every hull counters said overdrive.

5 hours ago, thunderhunter123 said:

Example:

  • Hornet: can pierce and do regular damage to enemies with its OD and detect others.
  • But it's not too powerful. With 2 or 3 shots of your turret, you can defeat and disable this Light Hull and its OD. Easy win!

 

Your example is good, i find Hornet's overdrive to be one of the most balanced right now, after the nerfbat, this because after your tank is destroyed, the AP effect is not applied anymore. I think that this overdrive should mainly be used with your team and not for yourself. Also i'm adding that the effect is applied only to the tanks the hornet has in its field of view, if a tank is behind a building, it will still be highligthed by the radar, but won't receive the AP effect, which is a feature i like.

 

Edited by JustBlackWolf
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 GAURDIAN TANK:

Pros:

very good armour

ultimate long-range gaurding tank

Cons:

slow speed

vunerable to close range weapons

Overdrive: 

sends out rays that slightly heal nearby allies and will improve DPS

Garage description:

Gaurdian is the best at gaurding, and is often fitted with long range turrets such as magnum, railgun, gauss, or shaft. high health and DPS, but at the cost of speed and manoverability. this artillery hull can put out a ray for a short period of time, which will heal itself and nearby allies, as well as a significantly increased DPS too.

 

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Indeed, we need to have all secondary assignable keys for all supplies and overdrive activation. why? since playing with mouse make it almost difficult to activate OD by keyboard while it'll be a way easier to activate it via mouse's middle button. especially in cases where non-hovering hulls are equipped but you wana change to hovering hull. playing either of the kinds needs always to reassign new overdrive activation key again and again.

thank you devs for considering this issue and make it possible for next update.

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a new light hull with one of these names will be good, for overdrives i have 6 ideas:

Invicibility

Invencibility

Teleport

Resurrection

Make enemies can't deal damage(disabling they turret or something like that)

A fake goldbox drop

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