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Can the Armor pierce effect time of hornet overdrive be increased?


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With hornet overdrive nerfed, the number of hornet users are decreasing sharply. This maybe due to the fact that the duration of the overdrive is a lot shorter and also the way the overdrive is induced. Whats the purpose of a 20-second overdrive if the AP effect won't last even 10 seconds?

Personally I am a magnum user the problems I face are:

1) I hide behind cover and shoot, but hornet overdrive doesn't work that way now.

2) I use overdrive, say on a titan it takes roughly three shots to kill it. But the duration of AP is so less that I can't always fire three shots on them to get the kill, especially if they are far. 

3) Its hard to stay in the line of sight of the enemy while using overdrive as you can easily get killed because of hornet's low health. 

4) In DM modes when I use overdrive, opponents get to make more use of my AP than I do.

Most of the hornet users are only found in legend rank nowadays as the lower ranks (new players) don't have the skill to use it. This could affect the game balance.

I suggest that any one of this be implemented:

1) The AP duration should be increased to atleast 12-15 seconds ( so that even magnum, shaft and gauss can fire atleast two hits in case first one misses).

2) Hornet's overdrive can work from behind cover.

3) Hornet overdrive recharges faster.

4) In DM and Solo juggernaut, Only the hornet user gets to get advantage out of its overdrive.

 

This is just my opinion, let me see what you guys think of it.

Thanks,

eshu26

 

P.S. I didn't bring AP immunity into the topic because hunter faces the same issue and I think having AP immunity is fair and balanced, and also that's the only way to stop Hornet overdrive besides destroying it whereas all other overdrives have multiple ways to be stopped.

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Why? Hornet's OD is more or less fine as it is and takes some thought to use effectively. It's now a team-oriented OD, and no longer intended to benefit primarily the user. Just because it is no longer game-breaking doesn't mean it needs to be buffed.

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16 hours ago, ThirdOnion said:

Why? Hornet's OD is more or less fine as it is and takes some thought to use effectively. It's now a team-oriented OD, and no longer intended to benefit primarily the user. Just because it is no longer game-breaking doesn't mean it needs to be buffed.

well atleast in non-team matches like pro battles or the occasional event modes, it should be more useful right? Because every other hull in the game has very high benefit from their overdrives unlike hornet which also benefits all its opponents too from its overdrive

 

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27 minutes ago, eshu26 said:

well atleast in non-team matches like pro battles or the occasional event modes, it should be more useful right? Because every other hull in the game has very high benefit from their overdrives unlike hornet which also benefits all its opponents too from its overdrive

 

- You can't hide?  Change your strategy.  Why do you think they tweaked the OD?

- Dictator and Hunter don't get huge benefits from OD in non-team battles. No sharing and no flags or balls.

- If it takes you 3 shots with a magnum to kill a Titan with OD you are doing it wrong.

- Hornet has same health as wasp, but you don't need to get close to target like wasp does.  If they can use OD effectively so can you.

 

You were accustomed to having God_Mode_On for 20 seconds.  And now you don't.  Learn to adjust and work for your kills.

- hornet has the best passive charge rate - and overall it's similar to Hunter, Dictator, Ares, Titan and Mammoth.

- the only reasonable suggestion in your list is the DM one - enemies should not benefit from your OD, and I'm surprised they actually can.

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24 minutes ago, wolverine848 said:

- If it takes you 3 shots with a magnum to kill a Titan with OD you are doing it wrong.

mk8 magnum (1160 - 2330 damage per shot). if you are very lucky, 2 shot titan, and if you are unlucky it takes 4... So I am not doing anything wrong taking 3 shot to kill titan, its just randomly chosen damage.

And hornet does not have the best passive charge rate:

In fact it has the least charge per battle point (0.5) and there are three hulls which charge faster than hornet in terms of charge per second (wasp, crusader, hopper).

If wasp can use their OD effectively that's because its OD works even after it gets destroyed and wasp overdrive does not depend on turret, it doesn't matter if you use magnum or freeze or thunder, it will give the same benefit for all turrets unlike hornet and viking.

Just because I complain of hornet overdrive being weak doesn't mean I am bad at using it or I can't work for my own kills, even after the nerf I have still been using hornet until now. I am doing these for my friends who just started playing tanki and find it hard to use its OD effectively.

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15 minutes ago, eshu26 said:

And hornet does not have the best passive charge rate:

In fact it has the least charge per battle point (0.5) and there are three hulls which charge faster than hornet in terms of charge per second (wasp, crusader, hopper).

That's not passive charge. That's manual charge. 

 

Hornet's passive charge is 0.9, which is the 2nd fastest. 

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10 minutes ago, eshu26 said:

mk8 magnum (1160 - 2330 damage per shot). if you are very lucky, 2 shot titan, and if you are unlucky it takes 4... So I am not doing anything wrong taking 3 shot to kill titan, its just randomly chosen damage.

And hornet does not have the best passive charge rate:

In fact it has the least charge per battle point (0.5) and there are three hulls which charge faster than hornet in terms of charge per second (wasp, crusader, hopper).

If wasp can use their OD effectively that's because its OD works even after it gets destroyed and wasp overdrive does not depend on turret, it doesn't matter if you use magnum or freeze or thunder, it will give the same benefit for all turrets unlike hornet and viking.

Yes you are doing it wrong.  Avg damage for Magnum with DD is 3460 so you can one-shot a medium hull and 2 shot a fully healthy Titan.  A damaged one you can one-shot.

As for hornet OD charging - well the 0.9 is so close to the 1.0 of wasp and crusader and better than all the other ODs. As I mentioned it's combined charging rate is on par with Hunter, Dictator, Ares, Titan and Mammoth.

Hornets reach can (IS in your case with Magnum) be much greater than wasps.  From any vantage point hornet can use a long-range turret and hit shift-key, giving all tanks in view (even those behind you) AP status. So with one shot you can destroy any light and medium tanks and take 2 shots at the slower-moving Titans.

I get it - you thoroughly enjoyed the ability to hide, activate your OD and kill any tank that rambles near you.  Those days are over and you have come down to earth.

I stand by my input that the only change that should be applied from your list is the DM one.  It is silly that enemies can benefit from your OD in DM mode.  Giving an AP status of 12-15 seconds would be crazy as that means your entire team has 12-15 seconds of slaughter-time.  Way, way too long.

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13 hours ago, TheCongoSpider said:

Hornet's passive charge is 0.9, which is the 2nd fastest. 

That's what I also told. It was @wolverine848 who told it has the best passive charge rate.

13 hours ago, wolverine848 said:

Yes you are doing it wrong.  Avg damage for Magnum with DD is 3460 so you can one-shot a medium hull and 2 shot a fully healthy Titan.  A damaged one you can one-shot.

I stand by my input that the only change that should be applied from your list is the DM one. 

First of all you can't have double damage always, there are emergency situations in which you need to kill a hull immediately like when he close to capturing a flag. In that situation you can't always have double damage you can only rely on magnum's own damage. 

But I also agree with you the fact that many times you would have double damage, that might even be the reason to use overdrive.

Yes you are right, opponents shouldn't be getting benefits from hornet overdrive in DM and SJG mode whether it's PRO battle or MM battle.

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7 hours ago, eshu26 said:

But I also agree with you the fact that many times you would have double damage, that might even be the reason to use overdrive.

BINGO! 

You have access to DD at least 2x as often as you have access to OD.  With a few exceptions you are wasting OD if you don't also use DD.

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On 1/30/2021 at 9:57 PM, krish123_super said:

hornet od is well balanced , the only problem is AP immunity augment 

my suggestion : remove AP immunity augments and replace them with AP resistance augment which makes AP stay for less time ..and then 

real AP effect : 15 sec and with AP resistance 5 Sec ..well i think it will be balanced enough ..

I like this idea, never thought of something called AP resistance. Thanks.

 

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On 1/28/2021 at 11:25 AM, eshu26 said:

With hornet overdrive nerfed, the number of hornet users are decreasing sharply. This maybe due to the fact that the duration of the overdrive is a lot shorter and also the way the overdrive is induced. Whats the purpose of a 20-second overdrive if the AP effect won't last even 10 seconds?

Personally I am a magnum user the problems I face are:

1) I hide behind cover and shoot, but hornet overdrive doesn't work that way now.

2) I use overdrive, say on a titan it takes roughly three shots to kill it. But the duration of AP is so less that I can't always fire three shots on them to get the kill, especially if they are far. 

3) Its hard to stay in the line of sight of the enemy while using overdrive as you can easily get killed because of hornet's low health. 

4) In DM modes when I use overdrive, opponents get to make more use of my AP than I do.

Most of the hornet users are only found in legend rank nowadays as the lower ranks (new players) don't have the skill to use it. This could affect the game balance.

I suggest that any one of this be implemented:

1) The AP duration should be increased to atleast 12-15 seconds ( so that even magnum, shaft and gauss can fire atleast two hits in case first one misses).

2) Hornet's overdrive can work from behind cover.

3) Hornet overdrive recharges faster.

4) In DM and Solo juggernaut, Only the hornet user gets to get advantage out of its overdrive.

 

This is just my opinion, let me see what you guys think of it.

Thanks,

eshu26

On 1/28/2021 at 11:25 AM, eshu26 said:

With hornet overdrive nerfed, the number of hornet users are decreasing sharply. This maybe due to the fact that the duration of the overdrive is a lot shorter and also the way the overdrive is induced. Whats the purpose of a 20-second overdrive if the AP effect won't last even 10 seconds?

Personally I am a magnum user the problems I face are:

1) I hide behind cover and shoot, but hornet overdrive doesn't work that way now.

2) I use overdrive, say on a titan it takes roughly three shots to kill it. But the duration of AP is so less that I can't always fire three shots on them to get the kill, especially if they are far. 

3) Its hard to stay in the line of sight of the enemy while using overdrive as you can easily get killed because of hornet's low health. 

4) In DM modes when I use overdrive, opponents get to make more use of my AP than I do.

Most of the hornet users are only found in legend rank nowadays as the lower ranks (new players) don't have the skill to use it. This could affect the game balance.

I suggest that any one of this be implemented:

1) The AP duration should be increased to atleast 12-15 seconds ( so that even magnum, shaft and gauss can fire atleast two hits in case first one misses).

2) Hornet's overdrive can work from behind cover.

3) Hornet overdrive recharges faster.

4) In DM and Solo juggernaut, Only the hornet user gets to get advantage out of its overdrive.

 

This is just my opinion, let me see what you guys think of it.

Thanks,

eshu26

 

P.S. I didn't bring AP immunity into the topic because hunter faces the same issue and I think having AP immunity is fair and balanced, and also that's the only way to stop Hornet overdrive besides destroying it whereas all other overdrives have multiple ways to be stopped.

P.S. I didn't bring AP immunity into the topic because hunter faces the same issue and I think having AP immunity is fair and balanced, and also that's the only way to stop Hornet overdrive besides destroying it whereas all other overdrives have multiple ways to be stopped.

 

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On 1/28/2021 at 5:05 PM, ThirdOnion said:

Why? Hornet's OD is more or less fine as it is and takes some thought to use effectively. It's now a team-oriented OD, and no longer intended to benefit primarily the user. Just because it is no longer game-breaking doesn't mean it needs to be buffed.

I actually think it doesn't last long enough. Like you said, it is a team-oriented OD. There are AP-Immunity tanks out there that makes this effect completely useless,not to mention, you have to have lots of enemy tanks visible and not hiding behind walls to have this OD be effective for the team. Not even being biased, and can make the same argument here. Just because it is no longer game-breaking, doesn't mean it doesn't need to be buffed. Especially when it is legitimately just not good. I think a slight increased duration of being vulnerable if you accidentally step into Hornet's sight would make this OD more useful.*

Look at the AP-Augments I like how nobody likes them and prefer the normal ones. 

Some turrets I will say have an exception though, like Freeze, constantly giving them the AP effect.

 

 

*An Overdrive that actually needs a buff is Crusader's. It sucks! You have to perfectly aim it. It's fast! It can be wasted! The splash effect barely does any damage, and the Armor-Piercing effect is like nothing! If you want a team oriented slow-down OD, use Dictator! They are the same speed too! If you want ranged freezing, use Cryo-Rounds Augment for Smoky. So many things wrong about Crusader. Don't get me started.

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22 hours ago, yellowghetto said:

I actually think it doesn't last long enough. Like you said, it is a team-oriented OD. There are AP-Immunity tanks out there that makes this effect completely useless,not to mention, you have to have lots of enemy tanks visible and not hiding behind walls to have this OD be effective for the team. Not even being biased, and can make the same argument here. Just because it is no longer game-breaking, doesn't mean it doesn't need to be buffed. Especially when it is legitimately just not good. I think a slight increased duration of being vulnerable if you accidentally step into Hornet's sight would make this OD more useful.*

Look at the AP-Augments I like how nobody likes them and prefer the normal ones. 

Some turrets I will say have an exception though, like Freeze, constantly giving them the AP effect.

 

 

*An Overdrive that actually needs a buff is Crusader's. It sucks! You have to perfectly aim it. It's fast! It can be wasted! The splash effect barely does any damage

Yes guys, Hornet OD is no more game breaking and can never be, but note that hornet OD's nerf hasn't made it balanced with the other hulls instead it became weaker due to a numerous number of conditions and requirements to use its OD that will last hardly 8-9 seconds which is not worth all the planning to use it.

Crusader's OD is another example of this kind of problem, whereas hopper's OD is extremely easy to use and has huge benefits like:

Stuns (drops ball, paralyzes tank, drops flag, takes time to accelerate)

Burns (Burns as high as max temp of mk7 fire, only faster)

Jumps (Captures flag/balls with ease, don't forget about gold catching)

Fast OD reload too.

I like the idea of AP resistance given by

@krish123_super

For the people who think hopper OD doesn't need to be buffed too much and the people who think hornet better stay as team oriented OD, I have a joint solution.

Buffs

1)  AP time increased to 11 or 12 seconds

2) 5% increase in health during OD (prevents being one-shotted always)

Nerfs

1) Charge per second decreased to 0.7

2) AP effect is removed 2 seconds after the hornet user's destruction if it is not already over. (Useful in DM as enemies now can't kill you and get to use your OD and is considered nerf in team games)

 

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