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Nerf the starfing ability of hovering hulls


mjmj5558
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3 hours ago, Akame said:

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.

It took me around a day to get used to be, since I have never used mouse before. But I am also bad at learning new things (i.e needs time to get used to it)

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Had my fill of these FLYING HACKS.

I challenge anyone using this legal hack to a 1v1.

ANYONE.

That includes you acne, bring it on smart mouth.

Lets see how good you are when you can't use your OP overdrive.

The challenge is there for all you legal cheats.

My main is G-92.

Come on acne take the challenge up.

 

Edited by SONIC-BOOM

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24 minutes ago, Tokamak said:

using 1v1 to try to win an argument, good job kid.

Most of the time, people are fighting in 1v1. In MM too, unless yoh are attacking a base.

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1 hour ago, mjmj5558 said:

Most of the time, people are fighting in 1v1. In MM too, unless yoh are attacking a base.

If you do 1v1 in MM you missed the point of teamwork. :ph34r:

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1 hour ago, Tokamak said:

If you do 1v1 in MM you missed the point of teamwork. :ph34r:

Can you please tell me how can I do teamwork if i don't even have acces to the battle chat on mobile? Also, teamwork doesn't mean that yoh will be with someone all the time. You can always find some situations where no one is near only you and an enemy. That's called 1v1, and these situations aren't rare.

Edited by mjmj5558

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Agreeing on this, unfortunately hopper is the most overpowered hull currently, i have encountered a couple of Crusaders already, but aside being in hands of mindless buyers, they didn't give that much trouble anyway, neither their overdrive did.

The problem here seems to be Hopper, simply too fast, too manouverable, the overdrive is utterly overpower, it's basically a cheap version of EMP, but it sets you on fire.

Agreeing on a massive nerf for Hopper, i would leave Ares alone, and see how Crusader performs once it has been released completely.

Edited by simofigooo
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6 hours ago, Tokamak said:

If you do 1v1 in MM you missed the point of teamwork. :ph34r:

Pretty sure no one cares about teamwork nowadays.

The only teamwork I ever see are Isidas in general (obviously), and Titans in Siege Mode XD.

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20 hours ago, mjmj5558 said:

Can you please tell me how can I do teamwork if i don't even have acces to the battle chat on mobile? Also, teamwork doesn't mean that yoh will be with someone all the time. You can always find some situations where no one is near only you and an enemy. That's called 1v1, and these situations aren't rare.

1/ Sometime other allies initiate contact, they either nudge you or fire at you to tell you that they are going to do something. Based on their equipment you can guess (or try to) what they have in mind.

2/ you can nudge or your allies

3/ Analyse the situation, after a while you can see what other players are trying to do (go for the flag or camp). From here there is many option depending of your own equipment.
For example If you spotted the ones that goes for the flag, follow him/them (if you have supportive turret, melee and close range, or isida or overdrive,...).  1 ally versus 2 foes is not good. 2A vs 2F is better. If you tipped the balance quickly is becomes 2A vs 1F. That's teamwork. Long range turret they can wound foes before your friend get there. 

Definitely avoid 1v1 unless it is a wounded enemy or can get recovery somehow or you are the strongest. In 1v1 situation always attack from the side, try to flank as much as possible.and hide when they finally face you. If they chase you leave a mine left on the retreating pathway, when the enemy is wounded then attack again. buy sometime their boost can run out of time and an ally can always appears (or snipe from afar) and save the day. I love running backward around building and leaving a mine on the corner :D
Attain to make the 1v1 situation rarer, sometime it is just waiting for an ally to join you, or catch up with one, even if it is not exactly the route you intended to take. This doesn't means to stay to close because of possible splash damage (leave 10 meters distance). 

2 versus one is double damages in the same amount of time, you should not think about your Kd or being steal kill. 

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10 hours ago, Tanker-Arthur said:

Pretty sure no one cares about teamwork nowadays.
The only teamwork I ever see are Isidas in general (obviously), and Titans in Siege Mode XD.

On this forum many players claim doing teamwork, I am one of them (and not using the battle chat), so you can't claim "no one cares about teamwork nowadays". You must be unlucky, I see a lot of teamwork, not enough for sure, but sometime people have different idea on what to do so it doesn't click.
Isida is build for a bit of teamwork so it is normal, so does Titans and Dictators also. You forgot Hornet, being a primary user it is the most obvious one even if the player had not that intention in the first place :D, but once it is activated i know what to do with the Juggernaut or which enemy to focus on. When i see allies close to the flag or the jug I would activate it so they can have a better idea of enemy state.

Edited by Tokamak

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46 minutes ago, Tokamak said:

On this forum many players claim doing teamwork, I am one of them (and not using the battle chat), so you can't claim "no one cares about teamwork nowadays". You must be unlucky, I see a lot of teamwork, not enough for sure, but sometime people have different idea on what to do so it doesn't click.
Isida is build for a bit of teamwork so it is normal, so does Titans and Dictators also. You forgot Hornet, being a primary user it is the most obvious one even if the player had not that intention in the first place :D, but once it is activated i know what to do with the Juggernaut or which enemy to focus on. When i see allies close to the flag or the jug I would activate it so they can have a better idea of enemy state.

In general there is very little team-work in TO.

part due to language barrier (can't understand half of messages typed in chat), part because many players have their own personal goals that do not line up with the battle-mode and also in part because the battles are so darn short. Most players are just doing their own thing in the brief chaos MM battles have become.

Any "team-work" you see from things like hornet-OD is incidental - they have no choice.  And maybe you play in groups where team-work is more prevalent.

From time to time there is genuine team-work.  But from my observations that is the exception and not the rule.

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3 hours ago, Tokamak said:

1/ Sometime other allies initiate contact, they either nudge you or fire at you to tell you that they are going to do something. Based on their equipment you can guess (or try to) what they have in mind.

2/ you can nudge or your allies

3/ Analyse the situation, after a while you can see what other players are trying to do (go for the flag or camp). From here there is many option depending of your own equipment.
For example If you spotted the ones that goes for the flag, follow him/them (if you have supportive turret, melee and close range, or isida or overdrive,...).  1 ally versus 2 foes is not good. 2A vs 2F is better. If you tipped the balance quickly is becomes 2A vs 1F. That's teamwork. Long range turret they can wound foes before your friend get there. 

Definitely avoid 1v1 unless it is a wounded enemy or can get recovery somehow or you are the strongest. In 1v1 situation always attack from the side, try to flank as much as possible.and hide when they finally face you. If they chase you leave a mine left on the retreating pathway, when the enemy is wounded then attack again. buy sometime their boost can run out of time and an ally can always appears (or snipe from afar) and save the day. I love running backward around building and leaving a mine on the corner :D
Attain to make the 1v1 situation rarer, sometime it is just waiting for an ally to join you, or catch up with one, even if it is not exactly the route you intended to take. This doesn't means to stay to close because of possible splash damage (leave 10 meters distance). 

2 versus one is double damages in the same amount of time, you should not think about your Kd or being steal kill. 

This is uhm...awasome. A lot of tankers could learn for this, sadly in this idea, we talked about the overpowered ability of hovering hulls. Anyways, you can write an AWS article or start a game discussion topic about teamwork (i'm not joking atm). But with or without teamwork, this ability was, is and will be overpowered until something happens to it.

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14 hours ago, Tokamak said:

1/ Sometime other allies initiate contact, they either nudge you or fire at you to tell you that they are going to do something. Based on their equipment you can guess (or try to) what they have in mind.

2/ you can nudge or your allies

3/ Analyse the situation, after a while you can see what other players are trying to do (go for the flag or camp). From here there is many option depending of your own equipment.
For example If you spotted the ones that goes for the flag, follow him/them (if you have supportive turret, melee and close range, or isida or overdrive,...).  1 ally versus 2 foes is not good. 2A vs 2F is better. If you tipped the balance quickly is becomes 2A vs 1F. That's teamwork. Long range turret they can wound foes before your friend get there. 

Definitely avoid 1v1 unless it is a wounded enemy or can get recovery somehow or you are the strongest. In 1v1 situation always attack from the side, try to flank as much as possible.and hide when they finally face you. If they chase you leave a mine left on the retreating pathway, when the enemy is wounded then attack again. buy sometime their boost can run out of time and an ally can always appears (or snipe from afar) and save the day. I love running backward around building and leaving a mine on the corner :D
Attain to make the 1v1 situation rarer, sometime it is just waiting for an ally to join you, or catch up with one, even if it is not exactly the route you intended to take. This doesn't means to stay to close because of possible splash damage (leave 10 meters distance). 

2 versus one is double damages in the same amount of time, you should not think about your Kd or being steal kill. 

Tbh, i'm an Isida player, and most of the times when an enemy is coming from behind i have no way to notify my teammates about it, typing requires too much time.

I usually do very short and quick signals with Isida, you know having a effect similar to "tapping your shoulder" 

This method worked once... now... it doesn't work anymore... people just ignore it, until i die

i can't attack said enemy myself because support nanobots prevents me from doing effective damage, Isida's healing mode and its augment are two of the most powercrept things in the game, and wasting ammo to barely do damage to someone isn't worth. I attack however, if necessary.

Juggernaut taking supply boxes when it's not needed

Full health teammates taking repair kits

Teammates pushing you or preventing you from backing up from dangerous situations

i barely see teamwork, and when i see it, it's just the usual guy with dictator/isida/mechanic that just wants to get a lot of scores

There are exceptions though, very few however.

Edited by simofigooo
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48 minutes ago, simofigooo said:

 

You play at legend level, that's a whole different world from mine (soon it would be mine).
These situations does exist, but not all are intentional. The Juggernaut is big and I do sometime run through a supply box (also by habits by playing with a light hull). Small maps and quickly developing situation, you want to retreat but teammates are following and you can't back up and dies, too familiar, but you can reduce them, for instance instead of leading the charge, stay behind it, so you can retreat.

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11 hours ago, mjmj5558 said:

This is uhm...awasome. A lot of tankers could learn for this, sadly in this idea, we talked about the overpowered ability of hovering hulls. Anyways, you can write an AWS article or start a game discussion topic about teamwork (i'm not joking atm). But with or without teamwork, this ability was, is and will be overpowered until something happens to it.

Good idea, but that will wait as I have another article in the pipeline, watch out for the next Newspaper issue.

It is true you can't avoid meta combo, and it is best when they are in your team.

Reducing strafing speed is interesting, but in your example I don't think that would be the best for nerfing Hopper. If you nerf staffing devs won't touch the jump jet hopping mechanics, and it is what most players complain about.

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I actually drive normally when I use Hopper and Ares. (Non-mouse controls) and I will agree with @Thiedes that they are quite hard to control. But yes, those who use the strafing method, I find it so annoying.

Normal Hopper seems pretty balanced to me. Drifts too much, hits walls, lack of health, but speed makes up for it. 

Strafing Hopper is Overpowered. You cover way more ground, the quick acceleration makes Hopper twice as fast when traveling across the map. Because of this, aiming at strafing Hoppers is very difficult and especially players with high PINGs in battle. They lag, and seem to teleport at times. Strafing side to side speed should have slower acceleration and slightly slower speeds when compared to normal driving.

Leaving normal driving Hopper uneffected. It is good as it is. Nerfing it would make it useless.

 

What makes players think Hopper is so OP.

- Overpowered Augments.

- Crisis Drone.

- Defender Drone.

- Lack of Defense.

- Random noobs on the team who don't know how to turn their turrets or never uses supplies.

Edited by yellowghetto

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1 hour ago, yellowghetto said:

What makes players think Hopper is so OP.

- Overpowered Augments.

- Crisis Drone.

- Defender Drone.

- Lack of Defense.

- Random noobs on the team who don't know how to turn their turrets or never uses supplies.

You left out Overdrive...

- Leaping over mines and defenders (renders many maps bottle-necks useless) and...

- Stuns (with no delay!) and...

- burns for up to 3000 damage (that's a medium mk7+ hull)

All together the OD is too much.

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9 hours ago, wolverine848 said:

You left out Overdrive...

- Leaping over mines and defenders (renders many maps bottle-necks useless) and...

- Stuns (with no delay!) and...

- burns for up to 3000 damage (that's a medium mk7+ hull)

All together the OD is too much.

Nerf the burn. Stun is fine. Hopper would be trash in defense without. Jumping over enemies indirectly fixes some battles. P2W, Titans just farming Domes, and Mammoths.

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12 hours ago, yellowghetto said:

I actually drive normally when I use Hopper and Ares. (Non-mouse controls) and I will agree with @Thiedes that they are quite hard to control. But yes, those who use the strafing method, I find it so annoying.

Normal Hopper seems pretty balanced to me. Drifts too much, hits walls, lack of health, but speed makes up for it. 

Strafing Hopper is Overpowered. You cover way more ground, the quick acceleration makes Hopper twice as fast when traveling across the map. Because of this, aiming at strafing Hoppers is very difficult and especially players with high PINGs in battle. They lag, and seem to teleport at times. Strafing side to side speed should have slower acceleration and slightly slower speeds when compared to normal driving.

Leaving normal driving Hopper uneffected. It is good as it is. Nerfing it would make it useless.

Hopper Hull specifications (pure, OD is ignored):

Highest acceleration in the game, ability to climb walls, ability to move on the sides, ability to ignore other tanks, impossibility to flip, Third highest Power after Hunter and Dict, strafing that allows it to ignore other players shoots.

Additional information for you guys, see my post https://en.tankiforum.com/topic/388879-lets-discuss-hopper/?do=findComment&comment=6871911

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3 hours ago, asem.harbi said:

Hopper Hull specifications (pure, OD is ignored):

Highest acceleration in the game, ability to climb walls, ability to move on the sides, ability to ignore other tanks, impossibility to flip, Third highest Power after Hunter and Dict, strafing that allows it to ignore other players shoots.

Additional information for you guys, see my post https://en.tankiforum.com/topic/388879-lets-discuss-hopper/?do=findComment&comment=6871911

Thats why I agree with Hopper's strafe. It needs to be nerfed.

Normal driving Hopper parameters (like the old tank controls) should be left alone. They are pretty easily dealt with.

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6 minutes ago, yellowghetto said:

Thats why I agree with Hopper's strafe. It needs to be nerfed.

Normal driving Hopper parameters (like the old tank controls) should be left alone. They are pretty easily dealt with.

So we should stop criticizing the hull, assuming imaginarily it's without strafing ability? or what!

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10 hours ago, yellowghetto said:

Nerf the burn. Stun is fine. Hopper would be trash in defense without. Jumping over enemies indirectly fixes some battles. P2W, Titans just farming Domes, and Mammoths.

How are Titans farming domes?

There are 6 ODs that currently negate or ignore the dome.  Plus AP augments for turrets.  How can a team possibly not be able to minimize that Titan with all those options available?

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Back to the topic;
3 hulls can currently strafe, using mouse controls, or with mobile I believe too.
I have not tested, but the speed seems to be uniform in all 360 degree directions. What is being suggested is that strafing, the ability to slide left or right, the speed for this ability be reduced.

What I suggested was 2 engines, let me elaborate.

My assumption of current Mouse controls movement:
unknown.png?width=340&height=326

I am suggesting that with 2 seperate engines, one for forward/reverse and the other for left/right strafing, we can maintain that top speed for forward/reverse and reduce the strafing speed, for this example by 5, although this may yield in different speed/distances covered:
unknown.png?width=349&height=374

As you can see, it's like a vector movement than being uniform. The main issue here that could be exploited is the using both movements, you could increase your actual speed which may become OP. the strafing velocity may be adjusted to minimize the vector sum.

If this isn't easy enough to understand, do let me know, I will try better to explain.

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On 1/7/2021 at 8:41 AM, wolverine848 said:

How are Titans farming domes?

There are 6 ODs that currently negate or ignore the dome.  Plus AP augments for turrets.  How can a team possibly not be able to minimize that Titan with all those options available?

How they farm domes is that they are using the driver drone with titan. The driver drone rapidly charges the overdrive per kill. Or they can camp and have overdrive load fast this way too.

 

 

 

Edited by MysticBlood
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1 minute ago, MysticBlood said:

How they farm domes is that they are using the driver drone with titan. The driver drone rapidly charges the overdrive per kill. Or they can camp and have overdrive load fast this way too.

 

 

 

Driver does not increase it that much.

Still doesn't explain how some of the 8 enemies can't counter it.  I play Titan a lot and get AP-d or lose my dome a lot.

My guess is that there are still tons of players using the most selfish OD out there right now - the viking. No idea why I see so many of these hulls in battles.  It is the least team-centered OD out there IMO.  And it would have trouble with Titans.

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