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  • Poll closed on 05/19/2021 at 10:00 AM

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Hi, everyone!. My nickname is mooody09 and I have played this game since 2013. There has been alot of changes in the game, some good but mostly bad ones. It seems that the developers are not lisining to most of our feedbacks. In this topic we are going to go through about the good and the bad about this game.

 

Overdrives

Every player in the game knows that overdrives runs match making, at least the one that play match making as much as I do. There are some overdrives that needs to be changed or fixed somehow, because they are not good compared to other overdrives.  The recharge time on some overdrives are very bad since you can shift like only 2 or 3 times even when you have over 20 kills.

Good ones: 

Hunter: Hunters overdrive is good. When you press shift, it stops the enemy players nearby. Which allows you to kill them and its very good overdrive in very mode but can be extremely good in siege mode since you can disable a whole group. But this overdrive is not good as it used to be, at least not in juggernaut mode since you can not disable the juggernaut anymore.

Viking: Vikings overdrive is my favourite one since it allows you to kill juggernaut by yourself. Have nothing bad to say about this overdrive. I know that many players want the time on the overdrive to longer but we saw how that went under the experiment not long ago.

 

Mammoth: Mammoth has a very good overdrive, when activated does mence of damage when your tank touches the enemies tank. Very helpful overdrive in close situations, but can be tough to use in long maps.

 

 Hopper, Crusader,Dictator and Ares: All theese four hulls overdrives are very good in their own way. If you can utilize them to their full potential. Most of the players in match making do not even use theese hulls that much. Ask yourself ,why?

Bad: 

Hornet: Hornets overdrive is very bad, but good if the enemy players do not have AP augment. Whats the point with this hulls overdrive? It used to be the overdrive, but now barely anyone used this hull and thats because it has a bad overdrive. It effects only some players, but the bad thing is that you can not even 1 shot them, since this bad critical uptade. Bring back the old version of this overdrive. I rank this overdrive at the moment as the worst overdrive.

 

Wasp: Can be utilized most of them in only 2 scenarios. Scenario 1: When the enemy is stuck, freezed or stunned. Scenario 2:  When you are running away with the enemy flag, you can stop the enemy from following you, only buys you some seconds to get away. This is the 2nd most useless overdrive.

Conclusion: In this topic I hope that everyone can see hope unbalanced the overdrives are and how bad the recharge time are on some hulls. Most of the hulls has good overdrives, but some has bad ones.

You guys can choose what the next topic should be about in the poll, just vote. Please leave your feedbacks, since I am gonna read them (since the developers wont). My discord is mooody#0785 and my nickname in the game is mooody09. I hope that you guys enjoyed..Bye

Edited by mooody09
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I did something wrong with the poll. I am so sorry. My innital question was what should the next topic be about

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21 minutes ago, mooody09 said:

I did something wrong with the poll. I am so sorry. My innital question was what should the next topic be about

You can edit your poll by editing your topic.

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21 hours ago, mooody09 said:

Hunter: Hunters overdrive is good. When you press shift, it stops the enemy players nearby. Which allows you to kill them and its very good overdrive in very mode but can be extremely good in siege mode since you can disable a whole group. But this overdrive is not good as it used to be, at least not in juggernaut mode since you can not disable the juggernaut anymore.

FunFact: Hunter's overdrive was God before Hopper was added. Hunter could literally stop or pause every other hull's overdrive. 

21 hours ago, mooody09 said:

Viking: Vikings overdrive is my favourite one since it allows you to kill juggernaut by yourself. Have nothing bad to say about this overdrive. I know that many players want the time on the overdrive to longer but we saw how that went under the experiment not long ago.

Viking's overdrive is satisfying and probably the easiest one to use....

But I personally hate it because...

  • Viking is the most popular hull so a lot of times after I respawn, someone always one-shots me with the overdrive. Every time I wanna lock my Striker's salvo onto someone, they use Viking's OD and one-shot me.
  • It's too "useful". Killing a horde of enemies with Viking is arguably much better than firing some Icicle with Crusader and not even one-shotting your targets.
    • Not saying Crusader's overdrive is bad by the way. In fact, I actually think it has the "best" overdrive, along with Dictator. This is because those overdrives are, (a) - easy to counter and (b) - they do not insta-kill your enemies very easily, nor do they make you almost invincible to all enemies, like Titan's shield.

Overall, in my opinion, Viking's overdrive needs a nerf. So far, I would suggest removing the damage boost from the overdrive unless you are using Firebird, Freeze, Isida, Vulcan, or Ricochet's Plasma-Torch and Smoky Autocannon. That way, the overdrive only boosts reload. To compensate, I guess they can increase the charging speed of the overdrive so players won't be too unhappy.

21 hours ago, mooody09 said:

Mammoth: Mammoth has a very good overdrive, when activated does mence of damage when your tank touches the enemies tank. Very helpful overdrive in close situations, but can be tough to use in long maps.

It's actually tough to use in every map except Archipelago and Iran. 
In most other maps, a medium-ranged turret can easily null the effect of the overdrive. Not to mention stuff like Viking's overdrive, as mentioned above.

21 hours ago, mooody09 said:

 Hopper, Crusader,Dictator and Ares: All theese four hulls overdrives are very good in their own way. If you can utilize them to their full potential. Most of the players in match making do not even use theese hulls that much. Ask yourself ,why?

Crusader and Dictator are great.

But Hopper needs it's burning effect and stunning effect removed. They're just lazy tack-ons made so that Hopper can be OP with such an easy to use overdrive. Because unlike Hunter's stun and Wasp's bomb, the stun and burn of Hopper activates instantly. No need to charge.

 

Ares on the other hand, is...alright I guess. But it's super annoying when an Ares sneaks behind you and fires the ball. Overall, I would change it by greatly reducing the lightning ball's damage, but to compensate, it would travel slightly faster.

21 hours ago, mooody09 said:

Hornet: Hornets overdrive is very bad, but good if the enemy players do not have AP augment. Whats the point with this hulls overdrive? It used to be the overdrive, but now barely anyone used this hull and thats because it has a bad overdrive. It effects only some players, but the bad thing is that you can not even 1 shot them, since this bad critical uptade. Bring back the old version of this overdrive. I rank this overdrive at the moment as the worst overdrive.

Or nerf all the other hull overdrives to be equal with Hornet's (and Dictator's and Crusader's) strength, So we all don't die as fast in battles from people one-shotting us with overdrives constantly.

21 hours ago, mooody09 said:

Wasp: Can be utilized most of them in only 2 scenarios. Scenario 1: When the enemy is stuck, freezed or stunned. Scenario 2:  When you are running away with the enemy flag, you can stop the enemy from following you, only buys you some seconds to get away. This is the 2nd most useless overdrive.

 

Actually this overdrive is super strong right now. 
Before, if you were like a bit far from the bomb, you'd survive with only a little damage.

Now you must be 100% clear of the blast radius, or else you will be stunned, EMP'ed, and burned for 10 seconds, which is basically instant death and makes no difference if you were at the epicenter of the blast.

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15 minutes ago, Tanker-Arthur said:

But Hopper needs it's burning effect and stunning effect removed. They're just lazy tack-ons made so that Hopper can be OP with such an easy to use overdrive. Because unlike Hunter's stun and Wasp's bomb, the stun and burn of Hopper activates instantly. No need to charge.

Disagree. After all its nerfs, Hopper is just a meh Hull, I don't use it as often as Titan and Hunter now.

 

Edit: Half your Hulls are Mk1. So when you play against a Hull that counters Hunter, it is OP.

Edited by yellowghetto
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1 minute ago, yellowghetto said:

Disagree. After all its nerfs, Hopper is just a meh Hull, I don't use it as often as Titan and Hunter now.

Without Crisis or at least Trickster, Hopper is a pretty terrible hull.

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1 minute ago, LambSauce said:

Without Crisis or at least Trickster, Hopper is a pretty terrible hull.

Agreed! But nope, everyone thinks its OP. 

There are those players who have aimbot, or Mobile though. Pair that up with OP Augments, it makes Hopper "look OP"

And I will say time and time again. I think Hopper is OP for Golds, but for normal battling, it's pretty bad. Not as "insane" as you guys see in YT videos.

Edited by yellowghetto
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Also I want to say that I don't think Hornet OD is trash at all.

I appreciate sharing team effects and seeing the enemies health bar. The AP Status is important against hiders in Titan Domes.

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Just now, yellowghetto said:

Agreed! But nope, everyone thinks its OP. 

There are those players who have aimbot, or Mobile though. Pair that up with OP Augments, it makes Hopper "look OP"

The hovering hulls generally can be considered OP, just look at how quickly their ODs charge up compared to the rest, and the ability to strafe around and move sideways can make them very hard to hit. I think Crusader is one of the most OP hulls right now after the recent buff.

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1 minute ago, LambSauce said:

The hovering hulls generally can be considered OP, just look at how quickly their ODs charge up compared to the rest, and the ability to strafe around and move sideways can make them very hard to hit. I think Crusader is one of the most OP hulls right now after the recent buff.

Agreed, even I have to admit that now.

I think Crusader looks ugly, so I don't use it. Sorry Crusader fans.

 

As for Hopper, one failed jump, your OD just peaces out.

Weak status, Repair Kits can heal away burn, unlike Wasp OD. 

Stun, 1 second, trash. But still useful for CTF returning flags.

 

Jump distance. Horrible. You need Speed Boost, and you may not always have it ready.

 

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1 minute ago, LambSauce said:

The hovering hulls generally can be considered OP, just look at how quickly their ODs charge up compared to the rest, and the ability to strafe around and move sideways can make them very hard to hit. I think Crusader is one of the most OP hulls right now after the recent buff.

Crusader is still good but not op.. The OD still has a bug where the icicle vanishes and somehow teleports across the map out of nowhere. Plus Its od is one of the weakest in damage unless the user has crisis or booster on. Well crusader is lethal depending on the user. 

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1 minute ago, MysticBlood said:

Crusader is still good but not op.. The OD still has a bug where the icicle vanishes and somehow teleports across the map out of nowhere. Plus Its od is one of the weakest in damage unless the user has crisis or booster on. Well crusader is lethal depending on the user. 

Pretty sure that's a mobile bug. On PC, I can clearly see the Icicle fly across the map.

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6 minutes ago, yellowghetto said:

Agreed, even I have to admit that now.

I think Crusader looks ugly, so I don't use it. Sorry Crusader fans.

 

As for Hopper, one failed jump, your OD just peaces out.

Weak status, Repair Kits can heal away burn, unlike Wasp OD. 

Stun, 1 second, trash. But still useful for CTF returning flags.

 

Jump distance. Horrible. You need Speed Boost, and you may not always have it ready.

 

I still Like crusader for its OD ability to inflict AP and freeze since I don't have any status augments from UC exclusives. And yes Crusader looks like a freaking mouse I wish the design was changed a bit. 

Edited by MysticBlood
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Just now, yellowghetto said:

Disagree. After all its nerfs, Hopper is just a meh Hull, I don't use it as often as Titan and Hunter now.

Hopper can still abuse the mouse controls and side-strafe like a madman. 

And yes, the 1 second stun is a relief, but I still think it's overdrive has way too much utility, due to the burning effect doing heavy damage to unprotected hulls, and the jump allows players to camp on buildings, and keep the flag/ball away. Not to mention, it is probably the fastest hull in the game, due to Wasp and Hornet being affected by terrain, which slows down the two hulls.

 

Also, the jumping will confuse enemies who don't utilize the camera controls to pan around, and you can jump directly above enemies and drop a mine on them while they are stunned.

Just now, yellowghetto said:

Edit: Half your Hulls are Mk1. So when you play against a Hull that counters Hunter, it is OP.

Half the hulls on @Tanker-Arthur are Mk1.

But I got 6 other accounts with different hulls on them. So yeah, I know all the hull interactions.

Edited by Tanker-Arthur
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1 minute ago, yellowghetto said:

Pretty sure that's a mobile bug. On PC, I can clearly see the Icicle fly across the map.

Actually its replicatable on PC. The user has to have speed boost on then move forward and use the OD for the bug to always happen. Its really annoying thats why when I use Crusaders OD I make sure I dont have Speed boost on.

Edited by MysticBlood

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Just now, yellowghetto said:

Instead of a fast OD charge for Crusader, I thought the Icicle have normal damage, normal charge, insane knockback, and longer AP Status.

Actually Ap time for icicle is very short its like 3 or 4 seconds probably 5 

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1 minute ago, yellowghetto said:

Instead of a fast OD charge for Crusader, I thought the Icicle have normal damage, normal charge, insane knockback, and longer AP Status.

Agree. Right now Crusader's OD charges passively every 50 seconds. Just think about how insane that is - more than eight usages per game, versus less than two for Viking, if you don't earn score in the battle and charge the ODs that way.

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7 minutes ago, Tanker-Arthur said:

Hopper can still abuse the mouse controls and side-strafe like a madman. 

And yes, the 1 second stun is a relief, but I still think it's overdrive has way too much utility, due to the burning effect doing heavy damage to unprotected hulls, and the jump allows players to camp on buildings, and keep the flag/ball away. Not to mention, it is probably the fastest hull in the game, due to Wasp and Hornet being affected by terrain, which slows down the two hulls.

Half the hulls on @Tanker-Arthur are Mk1.

But I got 6 other accounts with different hulls on them. So yeah, I know all the hull interactions.

6 other Legend accounts?

Press x to doubt. 

 

Clue? Why would you use this account for the Forum. Which tells me, this is your main account.

7 minutes ago, Tanker-Arthur said:

And yes, the 1 second stun is a relief, but I still think it's overdrive has way too much utility, due to the burning effect doing heavy damage to unprotected hulls, and the jump allows players to camp on buildings, and keep the flag/ball away. Not to mention, it is probably the fastest hull in the game, due to Wasp and Hornet being affected by terrain, which slows down the two hulls.

I actually explained this on my Topic. If Hopper jumps to an unreachable spot, and they can shoot you, it means it is possible to shoot them back. If they die up there with the flag/ball, the item will auto-return/destruct. They have also used their OD up there, which means they cannot get it back. Invalid excuse.

Fastest Hull is somewhat true. Terrain plays a part for sure.

 

Which is why I always say. DELETE MASSACRE ?

Edited by yellowghetto
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4 minutes ago, thunderhunter123 said:

Overdrives and the Augments give too many status effects now.

I hope they are balanced as we get more HD equipment and their new Augments.

Overdrives are supposed to be super-abilities like other games. Turret Augments are extra. Mixing-matching = OP

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I think you had to add another category which is OPs.. "Good" isn't a pleasant word for me to be said for Viking and Hopper.

Hornet honestly is in a disadvantage against AP, but after the critical damage for it I think you have some advantage (with just a few turrets like Striker/Railgun), but still disgusting and I agree with you in this.

Wasp, after the update, isn't bad anymore. BTW, I suppose you talk about the situation before the last changes.

Edited by asem.harbi

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Just now, yellowghetto said:

6 other Legend accounts?

Press x to doubt.

X

Yes, none of them are Legend, but two of them are already battling Legends and are nearing that rank.

Additionally, my close friend sometimes lets me use his accounts, all of which are Marshal, so I have a pretty good idea on how Viking, Titan, and Hornet fare in Legend battles.

Just now, yellowghetto said:

I actually explained this on my Topic. If Hopper jumps to an unreachable spot, and they can shoot you, it means it is possible to shoot them back. If they die up there with the flag/ball, the item will auto-return/destruct. Invalid excuse.

What if the Hopper is using Magnum and is hiding on an unreachable and unshootable spot? Such as the cliff on the Highland Map, if you know what I'm talking about.

Also, Hoppers on unreachable spots are practically immune to the short-ranged turrets, so that basically gives it immunity to 25% of the turrets in the game.

 

 

Also I edited my post but I'll say it down here again...

The jumping will confuse enemies who don't utilize the camera controls to pan around, and you can jump directly above enemies and drop a mine on them while they are stunned.

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Just now, asem.harbi said:

I think you had to add another category which is OPs.. "Good" isn't a pleasant word for me to be said for Viking and Hopper.

Hornet honestly is in a disadvantage against them, but after the critical damage for it I think you have some advantage (with just a few turrets like Striker/Railgun).

Wasp, after the update, isn't bad anymore. BTW, I suppose you talk about the situation before the last changes.

Viking, used in every Battle regardless of turret range, shreds TDM, wrecks in defense/offense CTF, ruins TJR, Keep enemies away from SGE/CP.

Hopper. Trash. It's literally the term 1 run and done. If you cannot capture, you will most likely hold your OD for the entire match, or waste it.

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3 minutes ago, yellowghetto said:

Overdrives are supposed to be super-abilities like other games. Turret Augments are extra. Mixing-matching = OP

I feel like the devs should set a limit to how many ODs can be used per game. For example, suppose all the ODs were hugely powerful (similar potency to Viking's OD), but with only one usage per 7 minute game. I would honestly be fine with that.

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