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Hopper OD rework


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So I think a rework for Hopper's OD would be nice. I propose the following:

The jump height depends on how many teammates you affect with your OD. Each teammate you affect gives you an extra 5 score, gives them a 15% damage reduction for say 10 seconds and you jump higher with 2/3 (2 or 3, not 2/3 of your team) teammates affected meaning maximum height. I don't know what the height is for now, but half that to be the height you jump to if you activate your OD on just you, take 3/4 (as in 75% not 3 or 4 times the current height) of the current height to be you activating 1/2 teammates and lastly the current height if you activate 2/3 teammates.

If this happens, then the overdrive will no longer be a one man carry, but instead be team-based. The extra score is an incentive for the Hopper user to do it (also because then you don't jump as high) and the damage reduction is a minor buff to make it so that it also helps your teammates.

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This will not really work in reality. Many a time you don't find teammates around you and that would totally make the Overdrive useless.

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Hopper OD was a lot more out of hand when it was more difficult to get hull augments. Sure, it still gets in the way of event DM modes with increased gold drop rates, but with the new <<Jammer>> status effect, I don't see that being as much of an issue in the future. Right now, the most OP part of Hopper is its driving physics and speed. Being able to quickly strafe around enemies, climb angled walls by driving sideways, drive over other tanks and other obstacles, while at the same time not being fazed by impact force, is what makes Hopper a really powerful hull. I like the idea of turning hopper into a more teamwork focused hull, but as things are right now, I think the OD is not its most unbalanced aspect. 

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8 minutes ago, Havoc said:

but as things are right now, I think the OD is not its most unbalanced aspect

Don't no how wrong anyone can be. Yes it's strafing ability is also OTT, but the insane overdrive trumps anything in the game atm.

 

1 hour ago, LOLKILLERTOTHEDEATH said:

So I think a rework for Hopper's OD would be nice. I propose the following

Let me stop you in mid post. Give it one aspect of it's overdrive, get rid of the stupid sideways movement and then we are good. No other solution is on the table, especially not some team oriented fix for the most OP thing in the game. Scrap it's 4-1 overdrive down to just 1 ability and then we shall see balance resumed, at least for this "thing"

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9 minutes ago, CLASS-ACT said:

Don't no how wrong anyone can be. Yes it's strafing ability is also OTT, but the insane overdrive trumps anything in the game atm.

 

Let me stop you in mid post. Give it one aspect of it's overdrive, get rid of the stupid sideways movement and then we are good. No other solution is on the table, especially not some team oriented fix for the most OP thing in the game. Scrap it's 4-1 overdrive down to just 1 ability and then we shall see balance resumed, at least for this "thing"

So exactly how will it move? only in a straight line? what about the poor legends who cannot turn their turrets?

Sideways movement is here to stay, whether or not we'd like it. I don't think that's going to happen.

Your way of nerfing it wouldn't be effective. Say you take away the heat and Stun. Well, that still will not stop people from capping and soloing matches. You rarely are unable to stop an enemy because they heated or stunned you for a second. Say you take away jump and heat. Then you have a 1 second stun for your OD, which is a joke. Similar problem with heat. And no, nerfing something into oblivion isn't going to balance it. 

PS. you couldn't have stopped me midpost because you'd have to read through most of my post in order to say that my team-based rework would not work.

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1 hour ago, LOLKILLERTOTHEDEATH said:

PS. you couldn't have stopped me midpost

I was expecting you to comment on that. In order for that to be wholly accurate, I should have used something further down in the post (couldn't be bothered) 

And I did read all of your post and I'm not saying your idea would not work, just saying my idea is far better and nerfs the THING in a proper way.

All it should have is it's jump ability, nothing else, including no sideways movement, makes it very hard to target.

Truth be told these hovering hulls should never have entered the game, but the developers no a good money maker when they see one.

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There isn’t any practical reason to hop around teammates other than for points, and Dictator also gives you a supply reset ON TOP of extra points. I feel like this wouldn’t incentivize people to use their OD around teammates when they could easily use it to capture a flag, which already gives points. I don’t think a total rework is a realistic approach and also balancing a whole new OD is too much to ask of the devs lol. Instead we could:

• Reduce horizontal strafing speed. It could be slower than driving forwards/backwards.

• Add a charging time. It doesn’t have to be super long, but Hopper’s OD is gamebreaking, and Wasp and Hunter would be the same way if they didn’t have a charge-up time. A charge-up time would allow enemies to get away from the burn radius at the cost of being able to easily attack the Hopper. 

• Remove the stun. If you stun a flag carrier while you’re using Hunter/Stun Railgun/Stun Striker, you have to kill them in order to return the flag. This isn’t the case with Hopper, where you can return the flag by simply landing on top of the former carrier. 

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If the idea was a rework not a nerfing nor a buff.. I think the base jump should be 75% of its current, and with every teammate it should be increase by 15-20%. Also you have to choose by a higher jump or score, not both.

2 hours ago, LOLKILLERTOTHEDEATH said:

So exactly how will it move? only in a straight line?

If you don't know, Hopper can move diagonal, by mouse controlling, which indicated in wiki by Turning speed and it's 140deg/s.

2 hours ago, LOLKILLERTOTHEDEATH said:

whether or not we'd like it. I don't think that's going to happen.

This doesn't make us stop argue about it being OP. And your way of talk is like endorsing of its OPness. Also we're not begging Tanki to change it or under their mercy, if a thing have really affect us.. we will just leave!

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54 minutes ago, CLASS-ACT said:

I was expecting you to comment on that. In order for that to be wholly accurate, I should have used something further down in the post (couldn't be bothered) 

And I did read all of your post and I'm not saying your idea would not work, just saying my idea is far better and nerfs the THING in a proper way.

All it should have is it's jump ability, nothing else, including no sideways movement, makes it very hard to target.

Truth be told these hovering hulls should never have entered the game, but the developers no a good money maker when they see one.

Well if it can jump to its regular height then people can still easy spam it in CTF or Rugby

10 minutes ago, asem.harbi said:

If the idea was a rework not a nerfing nor a buff.. I think the base jump should be 75% of its current, and with every teammate it should be increase by 15-20%. Also you have to choose by a higher jump or score, not both.

If you don't know, Hopper can move diagonal, by mouse controlling, which indicated in wiki by Turning speed and it's 140deg/s.

This doesn't make us stop argue about it being OP. And your way of talk is like endorsing of its OPness. Also we're not begging Tanki to change it or under their mercy, if a thing have really affect us.. we will just leave!

So you mean anytime a Hopper wants to move in a different direction, they must first turn to face that direction and only then move in it? That'll make it a nuissance to use the hull. I'm not endorsing anything. Realistically, it would nerf hovering hulls quite significantly and they'd be used much less. Nerfing anything into oblivion isn't going to balance it.

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Instead, have hopper OD provide a cleansing aura, cleans status inflictions off ally players and itself ?,
We can remove the AoE burn i guess, but this would go against IB temporarily ofc, provides a 1 second cleanse (status immunity)

Lowkey a bit op, but imo Hopper is fine as is, one does not get hopper unless they want to jump, limiting the jump height depending on allies is a no.

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13 hours ago, LOLKILLERTOTHEDEATH said:

So you mean anytime a Hopper wants to move in a different direction, they must first turn to face that direction and only then move in it? That'll make it a nuissance to use the hull. I'm not endorsing anything. Realistically, it would nerf hovering hulls quite significantly and they'd be used much less. Nerfing anything into oblivion isn't going to balance it.

Honestly I wasn't want to answer, but after I saw the 2 mindless Likes from Mystic and Akame..

So you consider making Hopper moving like any other hull as Nerfing into oblivion?  Hey! Why! Why you don't want Hopper to move like the other hulls? Is hopper a venerable and reverend hull IYO to not move like the other hulls?

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On 6/3/2021 at 10:33 AM, LOLKILLERTOTHEDEATH said:

So I think a rework for Hopper's OD would be nice. I propose the following:

The jump height depends on how many teammates you affect with your OD. Each teammate you affect gives you an extra 5 score, gives them a 15% damage reduction for say 10 seconds and you jump higher with 2/3 (2 or 3, not 2/3 of your team) teammates affected meaning maximum height. I don't know what the height is for now, but half that to be the height you jump to if you activate your OD on just you, take 3/4 (as in 75% not 3 or 4 times the current height) of the current height to be you activating 1/2 teammates and lastly the current height if you activate 2/3 teammates.

If this happens, then the overdrive will no longer be a one man carry, but instead be team-based. The extra score is an incentive for the Hopper user to do it (also because then you don't jump as high) and the damage reduction is a minor buff to make it so that it also helps your teammates.

 

22 hours ago, GrayWolf8733 said:

There isn’t any practical reason to hop around teammates other than for points, and Dictator also gives you a supply reset ON TOP of extra points. I feel like this wouldn’t incentivize people to use their OD around teammates when they could easily use it to capture a flag, which already gives points. I don’t think a total rework is a realistic approach and also balancing a whole new OD is too much to ask of the devs lol. Instead we could:

• Reduce horizontal strafing speed. It could be slower than driving forwards/backwards.

• Add a charging time. It doesn’t have to be super long, but Hopper’s OD is gamebreaking, and Wasp and Hunter would be the same way if they didn’t have a charge-up time. A charge-up time would allow enemies to get away from the burn radius at the cost of being able to easily attack the Hopper. 

• Remove the stun. If you stun a flag carrier while you’re using Hunter/Stun Railgun/Stun Striker, you have to kill them in order to return the flag. This isn’t the case with Hopper, where you can return the flag by simply landing on top of the former carrier. 

I like both of these ideas.  Just adds in an extra requirement for hopper to benefit most from its OD. Though I don't remember how it benefits its teammates.

 

So lets say that the max height for hopper to jump is around 30 metres (sounds close enough) in its current form. If we need its initial jump height to maybe 20 metres and for every teammate it helps, it gets 5 extra metres of height.

 

And with the indicator that it'll hop soon, not only will it warn enemies to get back, but it'll also tell teammates to get closer. As for the time, maybe 3 seconds will work?

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On 6/3/2021 at 10:33 AM, LOLKILLERTOTHEDEATH said:

So I think a rework for Hopper's OD would be nice. I propose the following:

The jump height depends on how many teammates you affect with your OD. Each teammate you affect gives you an extra 5 score, gives them a 15% damage reduction for say 10 seconds and you jump higher with 2/3 (2 or 3, not 2/3 of your team) teammates affected meaning maximum height. I don't know what the height is for now, but half that to be the height you jump to if you activate your OD on just you, take 3/4 (as in 75% not 3 or 4 times the current height) of the current height to be you activating 1/2 teammates and lastly the current height if you activate 2/3 teammates.

If this happens, then the overdrive will no longer be a one man carry, but instead be team-based. The extra score is an incentive for the Hopper user to do it (also because then you don't jump as high) and the damage reduction is a minor buff to make it so that it also helps your teammates.

It's a good idea, but, it doesn't really make sense for a hull that is jet propelled to depend on its surrounding teammates and/or enemies for its calculated jump height.

I think logically, it shouldn't be able to stun(Maybe replaced with a small blowback, kind of like Juggernaut), and the radius at which it burns people should be greatly reduced.

 

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17 hours ago, asem.harbi said:

Honestly I wasn't want to answer, but after I saw the 2 mindless Likes from Mystic and Akame..

So you consider making Hopper moving like any other hull as Nerfing into oblivion?  Hey! Why! Why you don't want Hopper to move like the other hulls? Is hopper a venerable and reverend hull IYO to not move like the other hulls?

Well hovering hulls move left or right by strafing left or right. As they have no tracks, they cannot drive to the left or the right. Not just Hopper, Crusader too. Even Waffle. If strafing gets removed, god knows what will happen to Waffle. Oh sorry, Ares. 

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