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Overdrive cycles and new features


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Should be interesting changing the mechanics of an overdrive so that it doesn't always remain the same every month,but also being able to return in a cycle, for example, the current overdrives would return in 1 month, and during that time each 1 month would adjust the mechanics of each one.

 

Hopper: instead of fly , and causing burn+stun, it will fly 50% lower, and  it leaves a fire trail on the ground that lasts for 5 seconds during 3 seconds, whoever passes it will increase its temperature to 1.0 and receive jammer effect

Wasp: Instead of put a bomb on the ground, will have a passive time equal to the radar of hornet after activation, while you have this, you will leave a trail of ice on the ground, which causes 999 damage per second, and also causes a freezing effect for every second above the trail, the temperature increases from 0.2 in 0.2 to a maximum of 1.0 which would be 10 seconds

Hornet : Radar will continue the same, but after activate instead of apply ap, it will apply jammer,emp to neaby enemies. Supercharge time decrease to 4s

Optional: disable passive overdrives with an continuous timer(Hornet, viking, paladin)

Paladin: Remains the same

Hunter: Remains the same, but  will have an aura that disable tesla balls during 3 seconds after use the overdrive

Crusader: Instead of apply ap and freeze, it will be stun , jammer and 1.0 of freeze instead of 2.0

Viking: Remains the same, but your shots apply jammer to the enemy and your damage is reduced by 35%

Dictator: Remains the same, but without rapair kit, instead of have repair kit, increase the point capture time(for pc/siege) and apply immunity to emp/freeze/burn for 5 seconds

Ares: Remains the same

Titan: All users in the dome will receive immunity to all things except emp and ap, and all users that are in the dome cannot reactivate his supplies until get out of it(But can have then if you had already entered with an activated supply or an dictator use his overdrive) . Reduction of damage decreased to 75%

Mammoth: Remains the same

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Under Review

Declined

See, if stuff change that very often, it would be hilarious. A new guy, who starts playing game for a few days, will never understand unless he goes through an entire essay regarding this, which is not exactly appreciated or encouraging, for that person to continue playing.

On 10/3/2021 at 9:28 PM, pocrettttt said:

Wasp: Instead of put a bomb on the ground, will have a passive time equal to the radar of hornet after activation, while you have this, you will leave a trail of ice on the ground, which causes 999 damage per second, and also causes a freezing effect for every second above the trail, the temperature increases from 0.2 in 0.2 to a maximum of 1.0 which would be 10 seconds

Too much of a change, No.

On 10/3/2021 at 9:28 PM, pocrettttt said:

Hopper: instead of fly , and causing burn+stun, it will fly 50% lower, and  it leaves a fire trail on the ground that lasts for 5 seconds during 3 seconds, whoever passes it will increase its temperature to 1.0 and receive jammer effect

Hopper is weak as it is now, unless you pair it with Crisis or Trickster. Nerfing it, keeping those who use it with prior mentioned drones in mind, isn't really good.

On 10/3/2021 at 9:28 PM, pocrettttt said:

Hornet : Radar will continue the same, but after activate instead of apply ap, it will apply jammer,emp to neaby enemies. Supercharge time decrease to 4s

Yet another Hornet nerf.

youre-fired-donald-trump.gif

On 10/3/2021 at 9:28 PM, pocrettttt said:

Titan: All users in the dome will receive immunity to all things except emp and ap, and all users that are in the dome cannot reactivate his supplies until get out of it(But can have then if you had already entered with an activated supply or an dictator use his overdrive) . Reduction of damage decreased to 75%

Thanks to that, three titans can pair up, stay in each others' overdrives and keep spamming their overdrive, since they do not get jammer effect. This honestly doesn't change anything for those who use it in Siege, nor is it actually needed.

On 10/3/2021 at 9:28 PM, pocrettttt said:

Viking: Remains the same, but your shots apply jammer to the enemy and your damage is reduced by 35%

Honestly, considering that Viking's OD gives you insanely high fire rate, this will only make the strongest OD even stronger. ?‍♂️

On 10/3/2021 at 9:28 PM, pocrettttt said:

Dictator: Remains the same, but without rapair kit, instead of have repair kit, increase the point capture time(for pc/siege) and apply immunity to emp/freeze/burn for 5 seconds

 I honestly prefer the current one to what you suggested.

Status Updated

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10 minutes ago, Iron_Man said:

 

Too much of a change, No.

 

hm , what about an circle of freeze on the ground fixed at 40 meter of distance instead of create the ice trail? 

13 minutes ago, Iron_Man said:

 

Hopper is weak as it is now, unless you pair it with Crisis or Trickster. Nerfing it, keeping those who use it with prior mentioned drones in mind, isn't really good.

 

 

Hell i think that should be a train of fire that you can pass up enemies and create a fire lign that burn the enemie while you are passing through him, and also apply jammer, useful in siege and asslt

14 minutes ago, Iron_Man said:

 

 

Yet another Hornet nerf.

youre-fired-donald-trump.gif

 

I see this better than just ap, because most of enemies uses ap immun

15 minutes ago, Iron_Man said:

 

Thanks to that, three titans can pair up, stay in each others' overdrives and keep spamming their overdrive, since they do not get jammer effect. This honestly doesn't change anything for those who use it in Siege, nor is it actually needed.

 

Well, so keep jammer as weakness too

43 minutes ago, Iron_Man said:

 

Honestly, considering that Viking's OD gives you insanely high fire rate, this will only make the strongest OD even stronger. ?‍♂️

 

 

The viiking user will have damage lowered by 35% in overdrive, its a nerf

And only in overdrive time will apply jammer

46 minutes ago, Iron_Man said:

 

 I honestly prefer the current one to what you suggested.

 

Well, something new should be interesting(and useful for a support overdrive)

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On 10/3/2021 at 9:28 PM, pocrettttt said:

Hopper: instead of fly , and causing burn+stun, it will fly 50% lower, and  it leaves a fire trail on the ground that lasts for 5 seconds during 3 seconds, whoever passes it will increase its temperature to 1.0 and receive jammer effect

Hopper is already been nerfed many times. It started from acceleration, reverse acceleration, its OD on no longer being able to get instant charge after capping a flag or a ball, having a cool-down after capping a flag or ball, its strafing movement. Then you have the stun nerf down to 1 second which is pretty useless since the stun nerf that wont allow enemies to drop the flag/ball anymore. The jump is terrible without a speed boost and even needs a ramp to jump higher. The only way to make hopper even decent to competitive in battle would be to use Defender, Trickster, and crisis. Overall, hopper by its-self is not good unless you have the drones that I listed. I don't see nerfing it further or changing its OD completely. Otherwise I would call the hull something else.

 

On 10/3/2021 at 9:28 PM, pocrettttt said:

Wasp: Instead of put a bomb on the ground, will have a passive time equal to the radar of hornet after activation, while you have this, you will leave a trail of ice on the ground, which causes 999 damage per second, and also causes a freezing effect for every second above the trail, the temperature increases from 0.2 in 0.2 to a maximum of 1.0 which would be 10 seconds

This is a bit overkill. 999 damage per second thats very OP! This part is a no from me. Excuse me 10 seconds of increasing temperature would be too long. Overall, this idea of change would make wasp OD OP. 

 

On 10/3/2021 at 9:28 PM, pocrettttt said:

Hornet : Radar will continue the same, but after activate instead of apply ap, it will apply jammer,emp to neaby enemies. Supercharge time decrease to 4s

Hornet already does AP effect for 3 seconds  and you want to also nerf supercharge further??? Hornets already nerfed as it is the OD works within a radius of 50m. I dont think further nerfs is needed for it. Its already been nerfed to the ground. 

 

On 10/3/2021 at 9:28 PM, pocrettttt said:

Paladin: Remains the same

I think paladin should be changed a bit because its OD charge parameters is just rediculous. 

 

On 10/3/2021 at 9:28 PM, pocrettttt said:

Hunter: Remains the same, but  will have an aura that disable tesla balls during 3 seconds after use the overdrive

Can you clarify because you didnt say what range the tesla balls would be disabled. Otherwise I would see this as very OP. Disabling tesla balls from anywhere on the map would just completely kill the turret if many people use this OD for hunter.

 

On 10/3/2021 at 9:28 PM, pocrettttt said:

Crusader: Instead of apply ap and freeze, it will be stun , jammer and 1.0 of freeze instead of 2.0

This is a no from me because its not like an Electro Magnetic Pulse like hunter to jam OD. The freeze is okay were its at. I dont see the icicle a threat as much I see the current freeze turret along with its current rediculous crit buff and the augment shock freeze. 

 

On 10/3/2021 at 9:28 PM, pocrettttt said:

Viking: Remains the same, but your shots apply jammer to the enemy and your damage is reduced by 35%

This would make the hull litterally even way more OP than it already is. This would definitely disrupt the game balance by a huge margin and will cause even more dangerous viking users.

 

On 10/3/2021 at 9:28 PM, pocrettttt said:

Dictator: Remains the same, but without rapair kit, instead of have repair kit, increase the point capture time(for pc/siege) and apply immunity to emp/freeze/burn for 5 seconds

This would kill the reason for dictator for teamwork or make dictator users more selfish. Allowing to have 3 immunities effect at once would just be overpowered even if its for 5 seconds you also got to consider that you have a total of 3 plus 1 equipped immunity or resistance. 

 

On 10/3/2021 at 9:28 PM, pocrettttt said:

Titan: All users in the dome will receive immunity to all things except emp and ap, and all users that are in the dome cannot reactivate his supplies until get out of it(But can have then if you had already entered with an activated supply or an dictator use his overdrive) . Reduction of damage decreased to 75%

I think its pointless to give all tanks under the dome all immunities if titans done already reduces damage. Titan is fine where its at.

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I don't think I want wasp to be buffed any more, It's already quite deadly in its own range. But I'm all ears about any hornet updates.

 

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I don't think Overdrives should be changed. Tanki has pretty much decided to make hulls only unique based on their Overdrives. Changing them would be like switching up the mechanics of every turret with each turret giving all its mechanics to another turret.

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34 minutes ago, readyfireaim said:

I don't think Overdrives should be changed. Tanki has pretty much decided to make hulls only unique based on their Overdrives. Changing them would be like switching up the mechanics of every turret with each turret giving all its mechanics to another turret.

Most of changes are only to what the overdrive will do, the mecanic its basicly the same, just changed some status effects, the most that changed was wasp, but i quoted about that and I suggested instead of a trail left by the wasp while running, leaving a circular area on the 40 meter floor

Otherwise its only  effects changes and adding something new

And most of hulls already was release before overdrives, and no, im not switching any mecanic equal an turret to other turret, all hulls have different syze and attributes, and all overdrives have different functions(wasp and hopper a little similar but hopper can fly and leave a trail on the ground while flying, the same way you scatter mine in a parkour in space mode, and wasp like an circle of freeze with damage like this instead of a bomb like this image but bigger like 40m)

lsPQkAI.png

 

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10 hours ago, MysticBlood said:

Hopper is already been nerfed many times. It started from acceleration, reverse acceleration, its OD on no longer being able to get instant charge after capping a flag or a ball, having a cool-down after capping a flag or ball, its strafing movement. Then you have the stun nerf down to 1 second which is pretty useless since the stun nerf that wont allow enemies to drop the flag/ball anymore. The jump is terrible without a speed boost and even needs a ramp to jump higher. The only way to make hopper even decent to competitive in battle would be to use Defender, Trickster, and crisis. Overall, hopper by its-self is not good unless you have the drones that I listed. I don't see nerfing it further or changing its OD completely. Otherwise I would call the hull something else.

 

Like you said, he is very nerfed, so its more easy instead of buff and have more hoppers flying, change a bit the mecanic of "fire" flyer

10 hours ago, MysticBlood said:

 

 

This is a bit overkill. 999 damage per second thats very OP! This part is a no from me. Excuse me 10 seconds of increasing temperature would be too long. Overall, this idea of change would make wasp OD OP. 

 

The enemy will be already dead before reach max freezing temperature, and the enemy will need to decide if will be in the circle of not to receive damage

10 hours ago, MysticBlood said:

 

 

Hornet already does AP effect for 3 seconds  and you want to also nerf supercharge further??? Hornets already nerfed as it is the OD works within a radius of 50m. I dont think further nerfs is needed for it. Its already been nerfed to the ground. 

 

 

Yes, and its for this case that we are changing the timer of supercharge, the enemy will have no supplies and cannot use his overdrive, and its similar to ap, because all your damage will be crit, so its like the enemy have no protection anyway, but the difference is that he cannot do anything as supply or overdrive, its a buff, but need to see a little more to understand that is a buff

Its only weak against titan, but of rest its op

10 hours ago, MysticBlood said:

 

 

I think paladin should be changed a bit because its OD charge parameters is just rediculous. 

 

i cannot change one thing that isnt released yet

10 hours ago, MysticBlood said:

 

 

Can you clarify because you didnt say what range the tesla balls would be disabled. Otherwise I would see this as very OP. Disabling tesla balls from anywhere on the map would just completely kill the turret if many people use this OD for hunter.

 

Its like the aura of mammuth, but a little more far as the range of overdrive

10 hours ago, MysticBlood said:

 

 

This is a no from me because its not like an Electro Magnetic Pulse like hunter to jam OD. The freeze is okay were its at. I dont see the icicle a threat as much I see the current freeze turret along with its current rediculous crit buff and the augment shock freeze. 

 

i dont know what you said about electro magnetic, but I didn't mention emp effect, also stun seem better with jammer than ap for a overdrive that charges every 1 minute with ap,freeze,and damage that no modules can protect

10 hours ago, MysticBlood said:

 

 

This would make the hull litterally even way more OP than it already is. This would definitely disrupt the game balance by a huge margin and will cause even more cancerous viking users. 

 

 

The user of viking will have the damage lowered by 35%, so he will need more 1/3 shots to kill someone

Also the jammer only applies in overdrive time in shots

10 hours ago, MysticBlood said:

 

 

This would kill the reason for dictator for teamwork or make dictator users more selfish. Allowing to have 3 immunities effect at once would just be overpowered even if its for 5 seconds you also got to consider that you have a total of 3 plus 1 equipped immunity or resistance. 

 

 

Nope, the normal supplies remain the same, only repair kit no

Also paladin gives all immunities, why dictator not only 3?

10 hours ago, MysticBlood said:

 

 

I think its pointless to give all tanks under the dome all immunities if titans done already reduces damage. Titan is fine where its at.

Well, if an wasp + freeze drop an bomb in your dome lets see if you can run that, also burning effect durate middle of your dome timer, you will burn out as soon as the overdrive time runs out and you'll have to die and take longer to get to the next point, or goal of the game

And others things like stun that can stop you from run the bomb of wasp too 

And im thinking about the jammer about the dome, i thing i will put in the first 10 seconds, the dome have immunity  for jammer, after this all allies can receive jammer

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On 10/3/2021 at 7:28 PM, pocrettttt said:

Should be interesting changing the mechanics of an overdrive so that it doesn't always remain the same every month,but also being able to return in a cycle, for example, the current overdrives would return in 1 month, and during that time each 1 month would adjust the mechanics of each one.

 

Hopper: instead of fly , and causing burn+stun, it will fly 50% lower, and  it leaves a fire trail on the ground that lasts for 5 seconds during 3 seconds, whoever passes it will increase its temperature to 1.0 and receive jammer effect

Wasp: Instead of put a bomb on the ground, will have a passive time equal to the radar of hornet after activation, while you have this, you will leave a trail of ice on the ground, which causes 999 damage per second, and also causes a freezing effect for every second above the trail, the temperature increases from 0.2 in 0.2 to a maximum of 1.0 which would be 10 seconds

Hornet : Radar will continue the same, but after activate instead of apply ap, it will apply jammer,emp to neaby enemies. Supercharge time decrease to 4s

Optional: disable passive overdrives with an continuous timer(Hornet, viking, paladin)

Paladin: Remains the same

Hunter: Remains the same, but  will have an aura that disable tesla balls during 3 seconds after use the overdrive

Crusader: Instead of apply ap and freeze, it will be stun , jammer and 1.0 of freeze instead of 2.0

Viking: Remains the same, but your shots apply jammer to the enemy and your damage is reduced by 35%

Dictator: Remains the same, but without rapair kit, instead of have repair kit, increase the point capture time(for pc/siege) and apply immunity to emp/freeze/burn for 5 seconds

Ares: Remains the same

Titan: All users in the dome will receive immunity to all things except emp and ap, and all users that are in the dome cannot reactivate his supplies until get out of it(But can have then if you had already entered with an activated supply or an dictator use his overdrive) . Reduction of damage decreased to 75%

Mammoth: Remains the same

Disagree.
First: I like the overdrives to be static rather than dynamic.

Second: Increases DEVs' work-load dramatically.

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1 hour ago, PirateSpider said:

35% decrease in damage is a buff? Lol what?

 

nick-young-confused-face-300x256-nqlyaa.

Not that, Im saying the part where he said 

  

On 10/3/2021 at 8:58 AM, pocrettttt said:

Viking: Remains the same, but your shots apply jammer to the enemy and your damage is reduced by 35%

Despite -35% damage, Applying jammer with every shot is OP.  This would completely render titan's OD completely useless. That's why I believe this would still make viking More OP than it is. This would render everyone else OD as well sustaining damage due to high fire rate from Vikings OD.  Also You are basically saying its okay to have Vikings OD apply jammer well a status augment is equipped?? THIS IS ALSO A HUGE NO from me. @PirateSpider

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29 minutes ago, MysticBlood said:

Applying jammer with every shot is OP.  This would completely render titan's OD completely useless

While its true that it would have an obvious affect on titan, everyone that's being shot would end up dying pretty quickly. And by the time they have respawned the jam effect would have likely worn off.

35 minutes ago, MysticBlood said:

Also You are basically saying its okay to have Vikings OD apply jammer well a status augment is equipped??

Obviously I did not say that or implied that. I'm just questioning your logic, but then again that's what I feel like I'm doing with almost everyone in the forum these days. :rolleyes:

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8 minutes ago, PirateSpider said:

Obviously I did not say that or implied that. I'm just questioning your logic, but then again that's what I feel like I'm doing with almost everyone in the forum these days. :rolleyes:

I said what I said because you questioned my logic on why I thought that. So I added an example to make myself even more clear why Vikings OD would be more OP and why I don't like the idea. 

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What i think that should be alternate is game mode, not overdrive

Ctf -> rugby

Cp -> siege

Solo Jgn -> tjr

Tdm-> dm maybe

Asl-> remains everytime 

This should reduce battle waiting time, missions will ask either one mode or its substitute. And those mode would alternate each weaks or each 3 days.

 

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9 minutes ago, numericable said:

What i think that should be alternate is game mode, not overdrive

Ctf -> rugby

Cp -> siege

Solo Jgn -> tjr

Tdm-> dm maybe

Asl-> remains everytime 

This should reduce battle waiting time, missions will ask either one mode or its substitute. And those mode would alternate each weaks or each 3 days.

 

Please make a new topic regarding this

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