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New Augments and Hornet's OD


Marcus
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Every OD have the right to kill one tank at least when it activated, so still a reasonable nerf.

except viking it deserve more than one kill...

btw, I think hornet OD became UP now I think it's like a slap from too OP to UP

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So, there we are. Now we have around 5 negative status effects, and it seems that devs will add more of them in the future. I think, the time finally comes to add a new positive status effect — sublimation (or whatever you'll call it). When imposed it'll cancelled out all negative status effects. Yeah, that simple, yet effective. Right now you can give it to Mammoth and Dictator and somehow to Isida through new augment. Great opportunity for develop supportive gameplay.

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Do you know what guys? I haven't even played a game since these changes but I can see immediately that this is a bigger nerf to TITAN than it is to Hornet. Why? Well it's quite simple, now Hornet's overdrive gives Titan dome penetration to ALL your teammates, and not just the Hornets on your team, in addition to all these new AP augments also penetrating Titan's dome. If there are a considerable number of Hornets/Augments on the enemy team, Titan's dome could now be quite useless. I am not a Titan player but I don't think this is fair since there are already so many counters to the dome, I think once again ONLY the Hornet player should be able to counter the dome. Or if Tanki can't code that (as usual they link multiple augments/abilities together like EMP guass and Hunter overdrive, which is really bad...) just make it so that AP doesn't penetrate the dome. I'm not a Titan user on my main but I think this is unfair. BUT yes, it is GOOD to finally see Hornet nerfed - and it is still useful after the changes so it's not too bad for Hornet users.

Also I'm very annoyed about the Juggernaut change, which was also unannounced. WHY have all status effects been removed from the Juggernaut? This is a terrible update, TJR was one of the most fun and tactical modes in the game, and with this update so much strategy has been removed. Do Alternativa not care about strategy and making gameplay interesting? TJR was such a fun mode, why do you have to go and wreck it, seriously. Now Hunter/Hornet/Hopper are totally useless against the Jug, as well as Firebird/Freeze - while all the "raw damage" turrets and Viking overdrive remain totally effective. Now you can no longer kill the Juggernaut in more interesting ways, you just have to blast it down with raw damage, this will make the mode soooo much more dull and boring.

A good Juggernaut player had no problem to survive for quite a long time even with status effects - especially with help from team mates. The Juggernaut should not be almost invincible, it had perfectly good survivability as it was and if it needed a buff, a better way to do it would be just to increase its health - rather than removing a ton of strategy from the mode and make select turrets/hulls useless. I know there is really no point in complaining about this or giving feedback however, as the Tanki devs basically never listen and only think about how to monetise more parts of the game anyway. Just sad to see yet another good feature of the game ruined by poorly thought out updates.

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15 hours ago, wolverine848 said:

Looks like they still are.  Lots of them in all battles today.

They are using hornet because of the mission. 

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22 hours ago, wolverine848 said:

Are you sure you understand how it works now?

You need LOS on target(s) in order to "break" their armor.

Well now I understand that you need to see the targets at the moment of activating the overdrive, but still this is very confusing...

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5 hours ago, DestrotankAI9 said:

Do you know what guys? I haven't even played a game since these changes but I can see immediately that this is a bigger nerf to TITAN than it is to Hornet. Why? Well it's quite simple, now Hornet's overdrive gives Titan dome penetration to ALL your teammates, and not just the Hornets on your team, in addition to all these new AP augments also penetrating Titan's dome. If there are a considerable number of Hornets/Augments on the enemy team, Titan's dome could now be quite useless. I am not a Titan player but I don't think this is fair since there are already so many counters to the dome, I think once again ONLY the Hornet player should be able to counter the dome. Or if Tanki can't code that (as usual they link multiple augments/abilities together like EMP guass and Hunter overdrive, which is really bad...) just make it so that AP doesn't penetrate the dome. I'm not a Titan user on my main but I think this is unfair. BUT yes, it is GOOD to finally see Hornet nerfed - and it is still useful after the changes so it's not too bad for Hornet users.

Also I'm very annoyed about the Juggernaut change, which was also unannounced. WHY have all status effects been removed from the Juggernaut? This is a terrible update, TJR was one of the most fun and tactical modes in the game, and with this update so much strategy has been removed. Do Alternativa not care about strategy and making gameplay interesting? TJR was such a fun mode, why do you have to go and wreck it, seriously. Now Hunter/Hornet/Hopper are totally useless against the Jug, as well as Firebird/Freeze - while all the "raw damage" turrets and Viking overdrive remain totally effective. Now you can no longer kill the Juggernaut in more interesting ways, you just have to blast it down with raw damage, this will make the mode soooo much more dull and boring.

A good Juggernaut player had no problem to survive for quite a long time even with status effects - especially with help from team mates. The Juggernaut should not be almost invincible, it had perfectly good survivability as it was and if it needed a buff, a better way to do it would be just to increase its health - rather than removing a ton of strategy from the mode and make select turrets/hulls useless. I know there is really no point in complaining about this or giving feedback however, as the Tanki devs basically never listen and only think about how to monetise more parts of the game anyway. Just sad to see yet another good feature of the game ruined by poorly thought out updates.

I agree.  It seems the Devs hate Titan for some reason.

And it shouldn't be that way.  The dome is not armor, so how can it be broken by what they call AP rounds?

Also, what if you deploy the Dome after the hornet uses OD?  Why should dome be affected?

It's kinds dumb - especially since any hull can get the AP rounds as augment.  Making Titan just useless.

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5 minutes ago, wolverine848 said:

I agree.  It seems the Devs hate Titan for some reason.

And it shouldn't be that way.  The dome is not armor, so how can it be broken by what they call AP rounds?

The dome gives increased armour to all allies inside. Armour-piercing pierces the increased armour that dome provides. 

 

5 minutes ago, wolverine848 said:

 OD?  Why should dome be affected?

As long as you are not armour-pierced, the protection from the dome won't be ignored. 

Edited by TheCongoSpider

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I don't really get it. What will an AP augment, say for Railgun, do? Will each shot remove all protection of the target for some time? Or will there be a few random rounds that do so?

And who the heck asked for this?

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58 minutes ago, TheCongoSpider said:

The dome gives increased armour to all allies inside. Armour-piercing pierces the increased armour that dome provides. 

"Drops a protective dome generator. The dome significantly increases damage resistance within its perimeter."

Don't see the word "armour" there.

It's a force-field, as opposed to actual armor like that given by Double-Armor ("Doubles the armor of your tank for 30 seconds.")

They changed the mechanics and definition of what hornet OD does.  That should also be reflected in what it affects.

 

Plus it does not address the issue of deploying the Dome after a hornet activates it's OD.  if the OD only affects things "there" at moment of activation, why is it affecting a Dome deployed later?  Like re-spawning enemies.

Edited by wolverine848
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42 minutes ago, Gauss-Hornet said:

I don't really get it. What will an AP augment, say for Railgun, do? Will each shot remove all protection of the target for some time? Or will there be a few random rounds that do so?

And who the heck asked for this?

Yes, it remove protection from enemies every time. No one asked it, but developers thought thier game is not enough P2W.

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30 minutes ago, wolverine848 said:

Like re-spawning enemies.

Spawn protection protects against armour pierce. So if you spawn and a Hornet activates their Overdrive j front of you, you will not be inflicted with the status effect, the same way a Firebird would not raise your temperature when you are shot while you have spawn protection. 

 

So no more spawnkilling with Hornet, basically. 

 

47 minutes ago, Gauss-Hornet said:

I don't really get it. What will an AP augment, say for Railgun, do? Will each shot remove all protection of the target for some time? Or will there be a few random rounds that do so?

Every shot. 

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8 minutes ago, TheCongoSpider said:

Spawn protection protects against armour pierce. So if you spawn and a Hornet activates their Overdrive j front of you, you will not be inflicted with the status effect, the same way a Firebird would not raise your temperature when you are shot while you have spawn protection. 

 

So no more spawnkilling with Hornet, basically. 

 

Every shot. 

That's not the explanation Devs give.

"The death or exit from the battle of the tank that applied this overdrive terminates the ability of himself and all his allies."

Spawn protection has nothing to do with it.  It's the fact that 'version' of the enemy was not on the field when the OD was activated.

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2 minutes ago, wolverine848 said:

That's not the explanation Devs give.

"The death or exit from the battle of the tank that applied this overdrive terminates the ability of himself and all his allies."

Is that from the Wiki? The wiki hasn't been fully updated for the change yet and still contains some statements from before the change. It's only been a day since the change came. 

 

With the current Hornet, only the radar (enemy location and HP bar reveal) is terminated when the Hornet dies or exits the battle, but the armour-pierce status effect stays as it has its own preset duration. 

 

8 minutes ago, wolverine848 said:

Spawn protection has nothing to do with it.  It's the fact that 'version' of the enemy was not on the field when the OD was activated.

I don't think I understand what you're trying to say here. ?

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I see less hornets but many enemies had those new hull n turret alts and half of my team was mult either they were playing on mobile or on dead PC on HTML5... Lost 90% battles doing objectives alone...

We buy we get good team?

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3 minutes ago, TheCongoSpider said:

Is that from the Wiki? The wiki hasn't been fully updated for the change yet and still contains some statements from before the change. It's only been a day since the change came. 

 

With the current Hornet, only the radar (enemy location and HP bar reveal) is terminated when the Hornet dies or exits the battle, but the armour-pierce status effect stays as it has its own preset duration. 

 

I don't think I understand what you're trying to say here. ?

Those quotes are from the WIKI and reflect how it works NOW.  Before, even if you exited battle the same hornet could kill you again.

My last part is about how the current version of hornet OD only affects things (tanks) that are visible at the time of activation. So... a Dome (which is not classified as armor) that is placed after the hornet OD was activated, should IMO, not be affected.

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26 minutes ago, wolverine848 said:

Those quotes are from the WIKI and reflect how it works NOW.  Before, even if you exited battle the same hornet could kill you again.

What? 

 

26 minutes ago, wolverine848 said:

My last part is about how the current version of hornet OD only affects things (tanks) that are visible at the time of activation. So... a Dome (which is not classified as armor) that is placed after the hornet OD was activated, should IMO, not be affected.

Yes, it applies the status effect to tanks. These tanks have abilities that reduce incoming damage. Those abilities include the supply double armour, protection modules, passive protection from drones, and Titan's dome. When the status effect is applied to a player, every single ability that player has to reduce incoming damage is ignored. As mentioned before, Titan's dome is one of those abilities. 

 

It does not matter when the dome is placed. If the player is inflicted with the status effect, anything that decreases damage taken will be ignored. And why should the dome work differently to DA? If a player becomes pierced and then they activate their DA, that will not change the damage the Hornet is doing to the player, because the status effect makes it so that damage ignores the protection the DA gives. Same thing for the dome. If the player becomes pierced and then they activate their dome, that will not change the damage the Hornet is doing to the player because the status effect makes it so that damage ignores the protection the dome gives.

 

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