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Change hunters and Vikings Overdrive.


PirateSpider
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1 hour ago, wolverine848 said:

Yes - and you know that's not gonna happen (especially wasp - since they refuse to "revert").

But I'm not sure what that has to do with Hunter becoming a "support" OD.  What they should do is increase the stun to 5 seconds. There's no way Rail augment should be able to stun longer than an OD - which happens way less often.

Because wasp and even hopper outclasses hunter.

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On 8/8/2021 at 1:16 AM, PirateSpider said:

Well I think so. I've seen hoppers and especially wasps perform hunters role with ease at a success rate of 90% while hunters are only 30% successful.

Titan deactivating wasps bomb and other titans dome have a 70% success rate while hunter is yet again only 30% successful.

In what way do any of those hulls perform Hunter's role?

Hunger can quickly and reliably stop high value targets (such as flag carriers) by stunning them for three seconds and disabling their supplies. It is most effective at countering other ODs, being able to disable Titan's dome and Wasp's bomb and Ares's energy ball, halt Viking's OD for three seconds, completely neutralize Dictator's OD, and prevent the entire enemy team from using OD for ten seconds.

  • Wasp cannot quickly and reliably stop high value targets because of the delay on bomb detonation. It is powerless against the ODs of Ares, Viking, and other Wasps. It only inflicts Jammer on enemies in line of sight. Enemies often have enough time to escape the blast radius.
  • Hopper cannot reliably stop high value targets because the duration of the stun effect is only one second. By the time the Hopper lands the target is long gone. It is powerless against most ODs (except that of Hunter, amusingly).
  • Titan cannot stop high value targets at all. The only ODs it properly counters are those of Wasp and of other Titans.
Edited by ThirdOnion
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4 minutes ago, ThirdOnion said:

Hunger can quickly and reliably stop high value targets (such as flag carriers) by stunning them for three seconds and disabling their supplies. It is most effective at countering other ODs, being able to disable Titan's dome and Wasp's bomb and Ares's energy ball, halt Viking's OD for three seconds, completely neutralize Dictator's OD, and prevent the entire enemy team from using OD for ten seconds.

If the hunter doesn't die before the OD delay ends that is.

7 minutes ago, ThirdOnion said:

Wasp cannot quickly and reliably stop high value targets because of the delay on bomb detonation. It is powerless against the ODs of Ares, Viking, and other Wasps. It only inflicts Jammer on enemies in line of sight. Enemies often have enough time to escape the blast radius.

Provided that they are already near the outside of its blast radius at the time the detonation. Most aren't so lucky. Its much harder to keep your distance from a wasp than it is from a hunter.

10 minutes ago, ThirdOnion said:

Hopper cannot reliably stop high value targets because the duration of the stun effect is only one second. By the time the Hopper lands the target is long gone. It is powerless against most ODs (except that of Hunter, amusingly).

Even 1 second of stun is enough to halt enemy advances. And hopper doesn't need to directly deal with the enemy, either let allies or the burn take care of it

18 minutes ago, ThirdOnion said:

Titan cannot stop high value targets at all. The only ODs it properly counters are those of Wasp and of other Titans.

You know what kind of advantage wasp, hopper, and titan all have in common over hunter?

Dying immediately after activation, the over drives will still play a big role. 

If the wasp dies, the bomb will still go off after the countdown.

If the hopper dies, that player that it managed to get close to will still have its status effects.

If the titan dies, the dome is still there.

If the hunter dies, then nothing happens in its favor. No one gets stunned, jammed, or EMPed.

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1 hour ago, PirateSpider said:

Provided that they are already near the outside of its blast radius at the time the detonation. Most aren't so lucky. Its much harder to keep your distance from a wasp than it is from a hunter.

It may be harder to maintain distance from a Wasp, but Hunter's OD has 25m of range. Outside of the low ranks it is trivial for most hulls to escape Wasp's bomb, especially with speed boost. If a Wasp is to prevent enemies from simply driving away from the blast radius it needs lay its bomb as close as possible to enemies - which means it needs to get much closer than Hunter does. It also needs to be sure that there are no Hunters or Titans with a charged OD nearby.

1 hour ago, PirateSpider said:

Even 1 second of stun is enough to halt enemy advances. And hopper doesn't need to directly deal with the enemy, either let allies or the burn take care of it

Hopper's capabilities are far behind Hunter's in this regard. Good luck stopping a Defender player with Hopper.

1 hour ago, PirateSpider said:

If the hunter doesn't die before the OD delay ends that is.

You know what kind of advantage wasp, hopper, and titan all have in common over hunter?

Dying immediately after activation, the over drives will still play a big role. 

Half of the ODs in the game have no effect after the user dies. What does this have to do with other ODs taking the place of Hunter's OD?

Edited by ThirdOnion
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47 minutes ago, ThirdOnion said:

but Hunter's OD has 17m of range.

Fixed it for ya.

49 minutes ago, ThirdOnion said:

 If a Wasp is to prevent enemies from simply driving away from the blast radius it needs lay its bomb as close as possible to enemies - which means it needs to get much closer than Hunter does.

They are succeeding at this and with ease I'd say.

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On 8/4/2021 at 4:13 PM, PirateSpider said:

For hunter, what's the point in using it anymore when two hulls, wasp and hopper does, or will soon do the exact same things and more? They already make using hunter pointless and killed its uniqueness. The lead dev said that they won't give it a bigger support role. So the only thing now to do is to scrap its current OD and give it Vikings current OD. Hunter is good at offense from afar, not offense from up close.

Before Overdrives were getting released in the game, I saw in the Overdrive Information Page, that Viking's overdrive looked, sounded, and felt very powerful. I really wanted Hunter to have this overdrive! But Hunter got the EMP overdrive.

I still liked using Hunter and Thunder together. I could stop enemies, the Titan Dome, Viking's Overdrive before I got destroyed with it, and other types of situations, anytime my overdrive was ready. It loaded very quickly.

But I like this idea of yours of giving Viking's Overdrive to Hunter! I would love to use Viking's Overdrive with Hunter! It can allow me to complete one of my wish-list items of using Viking's OD with Thunder and Hunter!

On 8/4/2021 at 4:13 PM, PirateSpider said:

So now, what will Vikings new OD be now that its given to hunter? You may ask. I'm thinking airstrike command. Like wasp, its exact location upon activating the OD will be the epicenter of the explosions. Unlike wasp, it'll take 5 minutes and 20 seconds to charge without doing anything, have a 10 second delay before the explosions start happening, and have a bigger impact radius (like a 40 meter radius). Each explosion deals 1500-3000 max and 250-500 min damage depending on modification and distance from the epicenter. If the Viking doesn't get out of the area in time, it could suffer self damage from its own ability.

I can't wait to see this in action. It feels like it will look very cool!

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On 8/4/2021 at 10:13 PM, PirateSpider said:

I'd like to change over drives of two hulls: Viking and hunter.

 

For hunter, what's the point in using it anymore when two hulls, wasp and hopper does, or will soon do the exact same things and more? They already make using hunter pointless and killed its uniqueness. The lead dev said that they won't give it a bigger support role. So the only thing now to do is to scrap its current OD and give it Vikings current OD. Hunter is good at offense from afar, not offense from up close.

 

So now, what will Vikings new OD be now that its given to hunter? You may ask. I'm thinking airstrike command. Like wasp, its exact location upon activating the OD will be the epicenter of the explosions. Unlike wasp, it'll take 5 minutes and 20 seconds to charge without doing anything, have a 10 second delay before the explosions start happening, and have a bigger impact radius (like a 40 meter radius). Each explosion deals 1500-3000 max and 250-500 min damage depending on modification and distance from the epicenter. If the Viking doesn't get out of the area in time, it could suffer self damage from its own ability.

I'm thinking of what kind of indicator for the airstrike ability area of impact should get.

I do not agree with this. Hunter still has a very powerful OD, probably i use that hull the most nowdays. Hopper does stun, but you can't really use it well because you jump, go away. Wasp has 3s activation time and you can easily escape. I think the current hunter OD is fine as it is, though it would be good if you can't be completely immune to a status effect given by an OD.

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9 hours ago, mjmj5558 said:

Hunter still has a very powerful OD,

Its not about how powerful the OD can be. Its about it not being unique, other hulls stealing its abilities, and how pointless it is to use hunter now.

9 hours ago, mjmj5558 said:

Hopper does stun, but you can't really use it well because you jump, go away. Wasp has 3s activation time and you can easily escape. 

Some ODs don't need to stick around, hopper can just stun and burn them forcing them to use repair kit, while wasp can plant bomb, and they can just move on.

9 hours ago, mjmj5558 said:

I think the current hunter OD is fine as it is, though it would be good if you can't be completely immune to a status effect given by an OD.

if that's what you think, then I think hunter should be the only OD that bypasses immunity.

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