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Nerf the starfing ability of hovering hulls


mjmj5558
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New year, new suggestions from me.  Happy new year everyone! I hope we can see a lot of good updates this year :rolleyes:

Back to my suggestion, hovering hulls are different from normal hulls because they have a special ability, starfing, so they can move sideways. The problem with this feature is that they can easily "run away" from projectiles, so when using a projectile speed turret, it's much harder to destroy a hovering hull than a normal hull. So my idea is to nerf this feature:

  • the speed when moving sideways should be 70% of the maximum speed
  • It should take 4 s to reach the maximum starfing speed, and the acceleration shouldn't be linear, but it should be exponential (and the speed increase in the first second would be almost nothing, but it would be the biggest in the last sec)

With these changes, both, hovering hulls and normal hulls would have advantages and disadvantages, but none of them would be significantly better in the game.

Edited by mjmj5558
Typing mistakes
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18 hours ago, mjmj5558 said:

 

Valid

why nerf it in the first place? Hovering hulls are harder to control than your regular non hovering ones, don't you think these minor perks are well deserved since they're tricky to control? 

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Actually, hovering hulls, at least with mouse controls, is VERY easy to control. I have done so myself, also recommended it to others who can.

To add, it would be like having 2 engine mechanisms, 1 for forward and reverse, 1 for left/right strafing (which would have the reduced, nerfed speed.

However, since keyboard only controls do exist, that cannot operate as a 2 engine form since it turns hull and operates like a basic tank.

Ideally, Keyboard controls should be changed for hovering hulls, where forward and reverse are up down respectively, and you can strafe using left and right, also the 'z' and 'x' would turn ur tank like how a mouse does, and 'c' (centre turret) can be the 'right click' of mouse controls, i.e hold the turret.

It is imperative that both types of controls become unified for such a 2 engine application to nerf strafing. I haven't fully checked strafing velocity's but as an experienced hovering tank player, I can agree that strafing is very very very amazing. Especially advantageous for weapons which have reload times i.e Railgun, Thunder, Shaft.

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19 minutes ago, Thiedes said:

Under review,

why nerf it in the first place? Hovering hulls are harder to control than your regular non hovering ones, don't you think these minor perks are well deserved since they're tricky to control? 

Ok so nerf their ability to jump onto walls and buildings, like stop them doing it.

The flying hack is the most OP hull out there, TO has gone down the drain, 2021 will be no better than the last couple of years before it.

To think i enjoyed playing multiple accounts at various ranks, to now just playing my main, which at times is a chore due to all the alts, augments, and OP gimmicks in the game.

From 4 accounts down to 1. I have been playing for nearly 7 years now, and these last couple have been by far the worst for gimmicks. which caters to only buyers.

Hovering hulls, especially the flying cheat are very wayward when they move, making it extremely hard to get a bead on them. Attach a crisis drone on one, and you can forget about taking them out, just not gonna happen.

They are legal cheats, and i won't be convinced otherwise. 3 overdrives rolled into 1, how is that fair. Also trying to use hunters overdrive on them is a complete waste of time, they just ignore it because of the unfair delay it has, then just activate their's and make a mockery of your now wasted overdrive.

No wonder the devs get so much negative feedback. A game with huge potential, that will never be able to compete with other games on a similar level because they knowingly bring out OP gear into the game for one specific reason.................CASH.

The list of things that need to be done to balance the game out is endless, truly ENDLESS.  

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1 hour ago, Thiedes said:

don't you think these minor perks are well deserved since they're tricky to control? 

Minor perks?

Hovering hulls have a tendency to float over tanks and small obstacles, are hard to flip, make peeking easier, and in some situations negotiate turns better then tracked hulls. I would argue that using hovering hulls is easier than using tracked hulls, especially on mobile. Hopper is a hard counter to Striker at almost any range, and a soft counter to Thunder, Ricochet, Twins, Vulcan, and Magnum at longer ranges.

Edited by ThirdOnion
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1 hour ago, Thiedes said:

Under review,

why nerf it in the first place? Hovering hulls are harder to control than your regular non hovering ones, don't you think these minor perks are well deserved since they're tricky to control? 

No.

Because once the learning curve has been overcome they are OP.

I see tons of these "harder to control" hulls zipping all over the map.  They do not seem all that hard to control for those who have practiced.

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In my experience Ares is the only hull that when playing against I would say the owner of that hull is doing the best he can and ares doesnt seem to cooperate.

 

You can really abuse the lack of maneuvability of ares.... so if it were up to me, Id leave ares out of it.

 

Hopper has so many problems with it... where do you start. Anything to nerf it Id readily welcome. Everyonce and a while I try to branch back into the ctf and rugby modes... But I just cant do it. Stun immunity is the only thing that can make hopper somewhat bearable... but it cant counter half of what hopper is capable of. It only counters the stunning/drpping  your flag/rugby.

 

Some method should be implemented to give the juggernaut repulsion ability to in game hulls of all modes. Though I would suggest it ONLY work against hovering hulls. And most effectively work against repeling hoppers. Just do some thing where it says ares will suffer being pushed bakc slightly, but always just land back down not flipping. Crusader will be pushed out of the way and be reoriented away from original position but be fine. Hopper will be instantly incinerated upon contact with the repulsion wave with a cool new visual effect as the overdrive it uses reacts negatively with the repulsion beam to instantly destroy the hopper.

 

Hoppers have ahd their ease of abusing game modes for some time now.

 

Lets shut it down already.

 

Everyone keep being vocal. No one is enjoying a lot of what is happening. Aside from the people equipping it and having a field day in rugby and other modes. When I confront the players using it, lots of times I notice they are in first, and they offer some sincere (or not) comment about being sorry their equipment is overpowered. To some extent, ok who wouldnt equip over powered equipment. If it lets you get to some spot as magnum where you can freely bombard everyone without retaliation... well gee. I guess the hopper magnum will have fun at all our expense. Great.

 

Hornet was nerfed. Given time, truly hope hopper is nerfed as well. Im fine with hornet now. So i give tanki devs credit with being able to balance equipment. Hopper needs it.

 

The strafing itself... enh... yeh, for hopper its bad. Crusader yeh, maybe slight issue. Ares... dont think ares is maneuverable at all. Only mammoths maybe have trouble? But i dont use mammoth much, Im guessing the size and weight should be able to still put ares to shame in some instances. I can use titan and weave around an ares and feel embarssed for them.

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Just now, Thiedes said:

don't you think these minor perks are well deserved since they're tricky to control? 

Nope.

Hovering hulls that strafe are extremely annoying, especially to players who use Vulcan, Striker, Twins, and Ricochet, as they cannot lock on easily to deal sustained damage.

If there was only one hovering hull in the game, sure, it can stay.

But with 30% of the hulls being hovering, it has to go, or be nerfed somewhat like @mjmj5558 said. Especially if one of the most popular hulls right now is Hopper. 

These hulls legit counter the aforementioned turrets; it took me forever to destroy strafing Hoppers on my Vulcan account, and it's mainly due to Vulcan's rotation speed being unable to match the strafing speed of these hulls.

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7 hours ago, Thiedes said:

Under review,

why nerf it in the first place? Hovering hulls are harder to control than your regular non hovering ones, don't you think these minor perks are well deserved since they're tricky to control? 

Don't you know the reason for hovering hulls is for "less skilled" players?

Less skilled player are whose either a really less-skilled or playing in mobile phones. Both are the same meaning, so Tanki introduced it for both.

It's not hard to use, unless you just test it with your keyboard. But if you get accustomed with it (with Mouse) it will be really easy for you.

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THANK YOU. Strafing, in its current form, allows to dodge shots much too easily, and this is without Crisis. With Crisis, a Hopper can sidestep literally any shot, and they are much more unpredictable in nature when compared to a normal tank on tracks.

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7 hours ago, Thiedes said:

Under review,

why nerf it in the first place? Hovering hulls are harder to control than your regular non hovering ones, don't you think these minor perks are well deserved since they're tricky to control? 

It takes like a day to control the movement, it just looks hard :x

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8 hours ago, Thiedes said:

Under review,

why nerf it in the first place? Hovering hulls are harder to control than your regular non hovering ones, don't you think these minor perks are well deserved since they're tricky to control? 

They are tricky to control. For us. A great example for this situation is auto shooting: people who played a lot on mobile before it was introduced find it worser than normal shooting, but new players can easily get good results with it. For new players, hovering hulls aren't harder to control. But as lot of players said here, you just need to use hovering hulls for some days, and you will be good with them even if you used normal hulls a lot beforw..

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11 minutes ago, mjmj5558 said:

They are tricky to control. For us. A great example for this situation is auto shooting: people who played a lot on mobile before it was introduced find it worser than normal shooting, but new players can easily get good results with it. For new players, hovering hulls aren't harder to control. But as lot of players said here, you just need to use hovering hulls for some days, and you will be good with them even if you used normal hulls a lot beforw..

In short words, Auto-shooting and Hovering hulls are horrible for a skilled player. skilled player didn't need that help, Tanki wronged when they made it easy for noobs to have such a helps.

But now they buffed Hovering hulls more (like Hopper), and that far from its concept (helping the handicapped noobs). and made Hopper OP so it's for all noobs- pros.

Edited by asem.harbi

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lol, I have tracked hull and can run away from projectile too... :ph34r:
I can also turn my turret, hovertank can't :D (unless playing with keyboard ofc)

Edited by Tokamak

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5 hours ago, The_Resistance said:

With hovers you have stability and streaf, regulars have separate turret rotation and better controls. Where is the problem?

Where is the problem??? 

Ok, 3 overdrives rolled into 1 for starters, etc etc etc etc etc etc, you getting the point yet.

They are legal hacks, you are a legal hack user.  

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2 hours ago, Spy said:

It takes like a day to control the movement, it just looks hard :x

Not even a day, 1 game, or even 2 MM games it will take to get used to the movement, provided that you have played some other games that include 'fps' type motion.
 

 

The controls to strafe on mouse are as simple as it gets since u just use the A/D keys for a right hand mouse player.
The one issue that may arise is the needing of new binds, since using 12345 with WASD is hideous, although some can manage these binds, but I personally use different binds:

Spoiler

Binds.png

Sure, I have a pretty pricey mouse, but I have still got a few more keys left that I could use, i.e E, R, Z, X, C, it's all about customising to fit what suits you. My binds are relative for what I use on COD, Fortnite and other games, so it is essentially 'home' to me.

Ever since Ares had been released, I have been using mouse controls for even tracked hulls too, it's a strongly recommended control for those who can use it.

 

Examples of peek shots people mention, from yours truly:

Spoiler

ezgif.com-gif-maker_6.gif

Autocanon_gets_strafe_sniped.gif

Strafe_Snipe.gif

Now what is in these files can also be done by any ranged turret that has a reload time or even charge up time to minimize exposure so efficiently. Being on the receiving end of these usually unpredictable shots isn't fun. Yes people may get used to it, but especially with this small hull, peeking is so easy with strafing with the normal current velocity.

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6 hours ago, The_Resistance said:

With hovers you have stability and streaf, regulars have separate turret rotation and better controls. Where is the problem?

It's like armored helicopters vs ground tanks.  You don't see the inequity here?

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51 minutes ago, krish123_super said:

yes this hovering idea is awesome and it happens in reality too 

cars when accelerated attains speed faster due to friction but in case o hover hull ,that gas pressure, viscosity makes it to move which are slow to react as they are acted in open fluids

It a nice as a concept or Science Fiction, but we don't want them in the game?

Also it seems like you just finished physics exam and came with this?

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2 hours ago, SONIC-BOOM said:

Where is the problem??? 

Ok, 3 overdrives rolled into 1 for starters, etc etc etc etc etc etc, you getting the point yet.

They are legal hacks, you are a legal hack user.  

This is problem of the OD, not hovers themsrlves. Also, wallhackers aren't hovers)

1 hour ago, wolverine848 said:

It's like armored helicopters vs ground tanks.  You don't see the inequity here?

Tracked tanks can easily push them out of the way)

10 minutes ago, asem.harbi said:

It a nice as a concept or Science Fiction, but we don't want them in the game?

Freezing turrets and bouncing plasma are completely normal?

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14 minutes ago, The_Resistance said:

Tracked tanks can easily push them out of the way)

No, hopper lags through normal tanks.

 

15 minutes ago, The_Resistance said:

This is problem of the OD, not hovers themsrlves.

If you haven't realized, the problem is not only with their OD, but with their powerful abilities too.

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18 minutes ago, The_Resistance said:

Freezing turrets and bouncing plasma are completely normal?

I here criticize the Hovering hulls, because they are OP and make the game more easy for the noobs.

Then Freezer and Ricochet and even Firebird - Isida, aren't a real turrets, but I played the game because of those. It's a good Varity of turrets. But hovering hulls are horrible because those are not tanks. Just a hovering flying hulls. Above of that I criticized precisely the OP like Ignoring tanks

Couldn't explain more, if you just want to argue more "how you accept Freeze but didn't accept Hovering hulls"

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