Jump to content
EN
Play

Forum

Rework Hunter's Overdrive visual and fire mechanics


Viking4s

Recommended Posts

Hunter overdrive visual is discrete and its delayed mechanics not liked by its users, both could be improved with this proposed mechanics.

My idea is to immediately create the EMP field when shift key is pressed. The EMP field would be visible in a shape of a semi-transparent sphere growing and expanding at a reasonable pace (in 2 to 3 seconds), up to its current maximum range.
See the animated gif below to illustrate the half sphere expanding and its possible speed rate (don't mind the sphere being quite brite and not transparent, and the radius being overly wide). 
source.gif

Enemy tanks caught within the sphere will experience all the existing overdrive effects.


After completion of its full deployment, the sphere would eventually retracts quickly (in less than one second).
See the animated gif below to illustrate the sphere recedes (don't mind the the the swirling clouds and the crater). 
tumblr_mogle7OLIF1qzdpr4o1_500.gif

More dramatic effect and instant creation. Additionally it would show to the Hunter's user how far the effect is and he could better chose the location to activate it for maximum efficacy.
You might argue that EMP field should not be visible but currently you can see the hunter emitting the EMP and the beam lightning connecting the Hunter to the  affected enemies.

Spoiler

HjHOxLN.jpg Overdrive_hunter.gif

 

Share this post


Link to post
Share on other sites

Valid

I like it. On one hand it's a nerf, on the other hand it's an improved visual effect and a generally more interesting gameplay mechanic.

Share this post


Link to post
Share on other sites

On 10/7/2020 at 6:22 AM, At_Shin said:

1/ Wait so it will not stun it's enemies? 

2/ Then it will be useless against players with EMP immunity. 

3/ It needs to have stun too. Maybe,  the affect tanks get stunned after 1.1 seconds of being affected by the EMP?

1/ It will stun enemy, this did not change. I only suggested a visual change (expanding  semi-transparent sphere), and an immediate activation of the overdrive. Therefore the stun effect, and the deactivation of the supplies, Wasp's bomb and Titan's dome generator still occur.

2/ As the EMP stays, players with Hull Augment EMP immunity will still be protected against it. 

3/ Enemies tanks will be stunned as soon as they are caught by the the expanding sphere. Therefore the closer the enemy is to the Hunter, the faster it will be affected by the EMP effect. The latest enemies to be caught are the one close to the max radius (currently 25 meters) and these tanks will be affected only 2-3 second after OD activation (25 m in 2.5s is 10m/s).  The distance is the limiting/delaying factor, and this is why Maf says that it is a nerf. If too nerfed, then devs can increase the effective radius or the speed of the sphere expansion. The advantage is that it is instantaneous for the Hunter, it can react very quickly to an immediate and present danger, and on the other side enemies have a slightly better chance to escape if close to the max radius. Plus it would be scary to see that sphere coming after you. ?  Additionally it helps to visually see its effective range when it goes across walls and levels. 

Share this post


Link to post
Share on other sites

Archived

This topic is now archived and is closed to further replies.

×
×
  • Create New...