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OD rework.


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Hopper: -Nerf the jump height from 30-40 metres down to 15-20 metres.

-And give it a delay of 1.5 seconds.

 

Viking: -revert all turret augments back to stock version during this time.

-Revert the firing rate of Vulcan back to stock but increase its damage by 3.5x.

 

Crusader: increase the initial recharge time by 5 or 10 seconds.

 

Hunter: -allow it to affect teammates but with the opposite effects.

- give it 10-15 points for every teammate it helps.

 

Hopper has a couple other issues, one of which basically makes it a legal cheat like so many people have been saying, and the other is that no other OD can counter it.

 

For Viking, I think the problem lies with turret augments.

 

So I have been maining crusader for almost a month now, and its OD is good but charges too quickly in its initial form. Feels almost like a secondary turret. So a slight increase in initial recharge time wouldn't be so bad.

 

Ever since hopper and wasp was given the same abilities, using hunter just felt pointless. So Why not give hunter more of a supportive role? This includes removing cool down of teammates supplies and any status effects they have on them.

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Declined

We do not accept ideas regarding the removal of updates.

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57 minutes ago, Spy said:

Declined

We do not accept ideas regarding the removal of updates.

How on earth is that a "removal of update".

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40 minutes ago, Aegis said:

How on earth is that a "removal of update".

Removing stun and EMP status of wasp. Previously Wasp's OD did not have them but were added recently.

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10 hours ago, Ironmantonystark said:

Removing stun and EMP status of wasp. Previously Wasp's OD did not have them but were added recently.

Why though? Didn't wasp already have enough advantages?

12 hours ago, Spy said:

Declined

We do not accept ideas regarding the removal of updates.

Oh alright I'll change it.

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9 hours ago, Crossbone said:

Viking: -revert all turret augments back to stock version during this time.

-Nerf the firing rate of magnum, rail gun, smoky, and ricochet while under the influence of Viking OD.

Why those turrets specifically? What's wrong with Smoky and Ricochet? ?

 

9 hours ago, Crossbone said:

-Revert the firing rate of Vulcan back to stock but increase its damage by 3.5x.

Vulcan never had a firing rate increase. 

 

9 hours ago, Crossbone said:

Crusader: increase the initial recharge time by 5 or 10 seconds.

This won't change anything. ?

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13 minutes ago, Crossbone said:

Oh alright I'll change it.

Let me know once you do and we will consider changing the status.

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6 hours ago, Spy said:

Let me know once you do and we will consider changing the status.

Alright done.

6 hours ago, TheCongoSpider said:

Why those turrets specifically? What's wrong with Smoky and Ricochet? 

They fire too fast for their damage.

6 hours ago, TheCongoSpider said:

Vulcan never had a firing rate increase. 

Well then, guess it'll get some extra damage.

6 hours ago, TheCongoSpider said:

This won't change anything. ?

Maybe not a whole lot, but its better to do small buffs and nerfs rather than massive ones sometimes.

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38 minutes ago, Crossbone said:

Alright done.

Will look into it soon, thank you! :smile:

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20 minutes ago, Crossbone said:

They fire too fast for their damage.

And not Thunder, Gauss, Twins or Hammer?

 

Thunder has the same damage output as Smoky at endgame during the Overdrive, plus splash damage to damage more than one enemy with each shot. Gauss deals slightly higher in total, plus some splash damage. 

 

Twins has considerably more total damage output with Viking's Overdrive than Ricochet. Hammer has the same damage output as Ricochet, with the ability to hit more than one target near each other, as well as the ability to bounce the projectiles. So again, why specifically Ricochet and Smoky? 

 

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5 minutes ago, TheCongoSpider said:

And not Thunder, Gauss, Twins or Hammer?

 

Thunder has the same damage output as Smoky at endgame during the Overdrive, plus splash damage to damage more than one enemy with each shot. Gauss deals slightly higher in total, plus some splash damage. 

 

Twins has considerably more total damage output with Viking's Overdrive than Ricochet. Hammer has the same damage output as Ricochet, with the ability to hit more than one target near each other, as well as the ability to bounce the projectiles. So again, why specifically Ricochet and Smoky? 

 

Thunder gets like 2-3 shots per second while smoky gets like 6-8 shots per second. It take thunder almost all 7 seconds to kill a full health juggernaut. I've seen smokies take down a full health jug in half that time. Also, more shots equal more critical hits.

 

I see more ricochet Vikings than I see twins Vikings.

 

As much as I hate gauss, I honestly don't know if its OP or not with Viking OD. (Thank god it doesn't fire its sniper shots for the duration.

 

First you criticize hammers spread, now you're saying good things about it. Make up your mind. Lol.

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@Crossbone I agree with you. Thunder's reload even with viking od is so less compared to many other turrets. I think smoky's autocannon is even faster than it. I think smoky's reload speed with autocannon should get a nerf in it's viking od form or in it's normal form.

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18 minutes ago, Crossbone said:

Thunder gets like 2-3 shots per second while smoky gets like 6-8 shots per second. It take thunder almost all 7 seconds to kill a full health juggernaut. I've seen smokies take down a full health jug in half that time. Also, more shots equal more critical hits.

Smoky gets ~3 per second. Thunder gets ~2. Not sure where you got 6-8 shots. 

 

Thunder has higher base damage than Smoky, and again, splash damage. It takes Thunder 7 shots to kill a full HP Mk7+ Juggernaut, just over half the duration. It takes Smoky ~11 shots to kill a full HP Mk7+ Juggernaut, just over half the duration again. Remember, Thunder has splash damage that can kill multiple enemies at once at range. It would be obvious that Smoky, being a non-splash damage turret, would have more single-target efficiency for high-HP targets like Juggernauts. 

 

More shots = more crits is sort of irrelevant now since critical hits is not unique to Smoky anymore. All things considered, the other turrets became better in relation to Smoky before the crit update, whose lower modifications were nerfed. 

 

46 minutes ago, Crossbone said:

I see more ricochet Vikings than I see twins Vikings.

Probably because Viking's Overdrive gives the additional benefit of reloading the energy of turrets, which is what makes Ricochet distinct from Twins gameplay-wise, and that Ricochet is more practical to use than Twins at endgame for the average player. 

 

49 minutes ago, Crossbone said:

As much as I hate gauss, I honestly don't know if its OP or not with Viking OD. (Thank god it doesn't fire its sniper shots for the duration.

It's strong, like every other ranged turret with it. It shoots 18 times during the Overdrive, with the same damage per shot as an SCCM Thunder. There isn't a reason to lower Smoky's firing rate with the Overdrive. There really isn't when you compare it to the other mid-ranged turrets. I see no reason for Smoky and Ricochet. 

 

55 minutes ago, Crossbone said:

First you criticize hammers spread, now you're saying good things about it. Make up your mind. Lol.

 

After the critical hit update, having spread on your Hammer is more impactful, that is Hammer's gimmick with critical hits. 

 

And are you referring to those arguments we had in 2019 about you saying Slugger was a downgrade and me disagreeing? That's in 2019. This is 2021. Things have changed since then. Blunderbuss is a perfect example of that change.

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23 minutes ago, Arjun24 said:

@Crossbone I agree with you. Thunder's reload even with viking od is so less compared to many other turrets. I think smoky's autocannon is even faster than it. I think smoky's reload speed with autocannon should get a nerf in it's viking od form or in it's normal form.

And you should know that Autocannon shoots less shots overall at Mk7+ than Stock, while also dealing significantly decreased damage. Autocannon does not need a nerf with Viking's Overdrive, because it's already bad with it. This is one of the reasons you don't pair Autocannon with Viking. But many players do it anyway. Let them do it. I will just casually tank most of their damage output and then hide, or take them out with my Supercharged Smoky instead. 

 

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The overdrives are pretty balanced except Hopper. I would like it to decrease its speed as a Light Hull and/or it's hopping ability with its overdrive.

The other ODs are not too strong.

Viking can do a lot of damage, but for a couple seconds.

Hunter simply stuns, EMPs, and puts Jammer for a couple seconds. If we have one of its Augments, then we can handle it pretty easily.

Plus, Hunter's radius is not too much, we can defeat it before it reaches us and uses its OD. and the other Hulls' ODs are pretty balanced too because we can use our own combinations to counter them.

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3 hours ago, TheCongoSpider said:

Smoky gets ~3 per second. Thunder gets ~2. Not sure where you got 6-8 shots. 

 

Thunder has higher base damage than Smoky, and again, splash damage. It takes Thunder 7 shots to kill a full HP Mk7+ Juggernaut, just over half the duration. It takes Smoky ~11 shots to kill a full HP Mk7+ Juggernaut, just over half the duration again. Remember, Thunder has splash damage that can kill multiple enemies at once at range. It would be obvious that Smoky, being a non-splash damage turret, would have more single-target efficiency for high-HP targets like Juggernauts. 

 

More shots = more crits is sort of irrelevant now since critical hits is not unique to Smoky anymore. All things considered, the other turrets became better in relation to Smoky before the crit update, whose lower modifications were nerfed. 

 

Probably because Viking's Overdrive gives the additional benefit of reloading the energy of turrets, which is what makes Ricochet distinct from Twins gameplay-wise, and that Ricochet is more practical to use than Twins at endgame for the average player. 

 

It's strong, like every other ranged turret with it. It shoots 18 times during the Overdrive, with the same damage per shot as an SCCM Thunder. There isn't a reason to lower Smoky's firing rate with the Overdrive. There really isn't when you compare it to the other mid-ranged turrets. I see no reason for Smoky and Ricochet. 

 

 

After the critical hit update, having spread on your Hammer is more impactful, that is Hammer's gimmick with critical hits. 

 

And are you referring to those arguments we had in 2019 about you saying Slugger was a downgrade and me disagreeing? That's in 2019. This is 2021. Things have changed since then. Blunderbuss is a perfect example of that change.

I've actually decided to take back the firing rate nerf for Viking. Afterall, simply reverting the turrets back to their stock form would be impact ful enough, wouldn't you say?

58 minutes ago, thunderhunter123 said:

Hunter simply stuns, EMPs, and puts Jammer for a couple seconds. If we have one of its Augments, then we can handle it pretty easily.

Plus, Hunter's radius is not too much, we can defeat it before it reaches us and uses its OD. and the other Hulls' ODs are pretty balanced too because we can use our own combinations to counter them.

Been really pointless to use hunter since two light hulls were practically given the same abilities. Only way to fix this problem if removing abilities isn't an option is to simply give hunter new abilities with a supportive role.

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2 minutes ago, Crossbone said:

I've actually decided to take back the firing rate nerf for Viking. Afterall, simply reverting the turrets back to their stock form would be impactful enough, wouldn't you say?

Yes. I imagine it might be weird for Missile Launcher "Uranium" though. 

 

7 minutes ago, Crossbone said:

Only way to fix this problem if removing abilities isn't an option is to simply give hunter new abilities with a supportive role.

And that's exactly what they did. They gave Hunter a global 10-second Jammer. Stun Immunity is no longer able to let your hull counter the Hunter with your own Overdrive, since you'd be jammed. 

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20 hours ago, TheCongoSpider said:

Yes. I imagine it might be weird for Missile Launcher "Uranium" though. 

People are still trying to get that dud? ?‍♂️

 

20 hours ago, TheCongoSpider said:

And that's exactly what they did. They gave Hunter a global 10-second Jammer. Stun Immunity is no longer able to let your hull counter the Hunter with your own Overdrive, since you'd be jammed. 

Wasp also has jammer, now it may be only 3 seconds and the enemy has to be in the bombs line of sight for it to take effect according to the wiki.

However, the fact that wasp can practically do everything that hunter can do plus a couple other things, can get to its destination much faster than hunter, and has a faster OD charge.

This means that if the player can deal with dying and being knocked around more often, then the bomb would be a literal upgrade from hunters EMP.

This is why hunter should be given such a huge supporting role, ending its teammates supply cool down instantly and removing any negative status effects.

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2 minutes ago, Crossbone said:

So @Spy, you said you were gonna consider changing the status of this topic.

I'll look into it when I have time, sorry for the delay.

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