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Tackling Hopper in CTF.


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Your campers are suppose to be picking them off, rail, shaft , gaus . But just incase they dont react fast enough, tesla should be able to do it if you have balls out connecting the lightning. 

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7 minutes ago, FX011 said:

Your campers are suppose to be picking them off, rail, shaft , gaus . But just incase they dont react fast enough, tesla should be able to do it if you have balls out connecting the lightning. 

Before they nerfed dilatory on tesla it was THE only solution that tackled (to a degree) the flying hack problem, now tesla is quite crap at doing that now, maybe the little hacks were crying to much when I was destroying them on a more regular basis than they were used to.  

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Tesla balls, Jammer, stun, EMP augments/overdrives, Striker with "Hunter" augment. Also high impact turrets, because Hopper's terrible acceleration makes it hard to compensate enemy shots knocking you around.

In the end it is just a light hull, so as long as you keep an eye on the radar and anticipate the hopper coming, you should be able to just kill it before it escapes.

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Tesla, hammer any augment/Rico plasma touch/Railgun any augment with high dmg, magnum, shaft, any emp, jammer or stun augments (hammer works very well for example), most of the ods, miner and saboteur drone, turrets with high impact or augments. You can also try to play at the middle of the map so you dmg the hopper enough which will result him to attack your base with very low xp. 

Edited by Alsar

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2 hours ago, IMPULSE-WARRIOR said:

 maybe the little hacks were crying to much when I was destroying them on a more regular basis than they were used to.  

Or maybe the Dilatory Protocol augment was being exploited in certain game modes when in groups? 

 

Every time you mention this, you always omitt that part for some reason. Were you even aware that it was being used like this?

 

 

 

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@TheCongoSpider It was the only thing that could take on the LEGAL HACK with any chance of success.  

No lifers on their mobile EXPLOITING ALL cap modes and they continue to do so.

Just as bad as paladin, another legal hack, saying as there is no protection from it, hammer all over again.

Devs are a disgrace and players like you defending that hack play right into their hands.

Cash rules and balance and any fair play have been non existent for a very long time.

I no only to well how it was used, so what, it was nowhere near as broken as the legal hack and yet that still dominates and has had no nerf of any merit.

The devs pander to buyers and what they want and that has spread onto the no lifers on their mobiles.

The game is all but dead, full of cash only gimmicks that cost a fortune from ultra's that only buyers can obtain.

Your a floating hull user so tesla would have been a big problem for you, especially if you used that legal hack of yours. 

Tesla and it's augment could not end/win a battle all on it's own, not unless it was paired with the legal hack.

It's quite obvious which of the two is severely broken and needed the game changing nerf. That particular augment for tesla is useless compared to what it was, legal hack seems unaffected by it's "big nerf" still ending battles in quick time, or has that conveniently been omitted from memory saying as you use it.

 

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2 hours ago, Maf said:

Tesla balls, Jammer, stun, EMP augments/overdrives, Striker with "Hunter" augment. Also high impact turrets, because Hopper's terrible acceleration makes it hard to compensate enemy shots knocking you around.

In the end it is just a light hull, so as long as you keep an eye on the radar and anticipate the hopper coming, you should be able to just kill it before it escapes.

And you no players in vast quantities that can do all this to prevent that hack from FLYING away with the flag.

Nope, me neither. When in a battle do you have players switched on enough to stop/try and stop this hack from dominating most cap modes.

Maybe 1in 50 will be aware of how to stop the hack and have the necessary skill to try and do so.

Saying this and that will work looks fine on paper, trying to achieve it in battle is way harder. It's next to impossible with all the gimmicks you have to contend with besides the flying hack.

It's strange that you have came out with "ALL" these counters, yet the hack still dominates a very high % of cap mode battles, care to elaborate how this is still the case. I could give you the answer but you already no it. 

Next time you post regarding this hack and counter measures, make sure it has viable options in battle and not just on a piece of paper, now that would be helpful.

Edited by IMPULSE-WARRIOR
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1 hour ago, IMPULSE-WARRIOR said:

 

As far as you're concerned, no — there are absolutely no counters to Hopper, it's the one and only most overpowered thing in existence, and it will plague Tanki forever and ever and no one be able to do anything about it. Ever.

Feel free to move on, your job here is done.

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Hopper's ain't as annoying as it used to be. I mean the jump is still annoying, but I wouldn't like it to be nerfed again, as one of my relaxation in tanki is to play a rare battle of rico hopper trickster and climb around; rare because my speed boosts and batteries are running out lol

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I’ve been using hopper more and more lately and I find it hardest to beat teams that are balanced in terms of defence and attack. I find when a team panics and automatically changes to full defence it’s easier to win. I don’t care about my D/L so I’m happy to spawn, race to the flag, get killed and just continuously repeat. Eventually we’ll break through. However when an opposition also has attackers as well as permanent defenders it makes it more difficult as I’m having to chase down opposition meaning their defenders can have more mines placed and be more prepared. If I play against a team with hoppers and mine have none, I’ll automatically change to create some pressure on them. 
Sounds simple but it’s crazy how many teams (mainly when I solo with less players) change to their camping or defensive combos just because of hoppers. So if you feel your team is struggling see if anyone is attacking, if not maybe try and take on that role yourself. 

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10 hours ago, Desghidorah said:

How to tackle Hopper? Are you playing CTF without Hopper? How to prevent it from delivering flags? Waiting for your replies.

If you want to beat Hopper right now there is a very good solution - use Paladin. Having just purchased Paladin I can confirm Paladin is actually stronger in capture modes than Hopper against a strong defence - if you are using it with Defender/Trickster once you have the overdrive you are insanely powerful and can easily take on several defenders at once, and escape with the flag.

As for defence, if you really want to you can use your overdrive and jam and AP the hopper - and they won't be getting far. Hopper is great but personally I have been dominating CTF with Paladin since I bought it.

What others have said applies also - if you want to counter Hopper really Tesla is the answer, or a status-effect augment against which the Hopper user doesn't have protection. Hunter is also now brilliant in capture modes, its overdrive is now very strong and you can sometimes have an easier time capturing against a heavy defence with Hunter - or returning flags. You can also stop Hoppers in their tracks now that it has such a long range (although you might need stun immunity to use Hunter overdrive effectively against Hopper).

However I must say, the lightweight augment for Hopper shouldn't be allowed to be used in Matchmaking, it is simply broken. Other than that, I don't really see a problem with Hopper now - plenty of counters and it sucks as always outside of capture modes. It also has competition for the best capture hull now with Paladin and the new-improved Hunter.

EDIT: Just to give an example, here is a game where I played with Paladin in RGB against a 9999 Hopper (I know you asked about CTF but RGB is similar):

Screenshot-3580.png

As you can see in this game, we even ended 5v6, and the enemy team had 2 9999 players (Honed was 9999 Hopper), while we had none, with me using Mk7-1 or 2 Paladin and Defender drone 19/20. I was however using Vampire Nanobots Isida obtained with free to play tankoins from the battle pass (so that was a bit of a cheat), but anyhow when my overdrive was up the enemy team including the two 9999s couldn't do anything. Hopper was jammed, AP-ed, dead and the ball was mine, and I mowed down his team mates too. Paladin > Hopper in many situations in capture modes now.

Several scores in this game we literally lost as myself and my friend were chatting and not playing, otherwise they would have gotten less lol. Paladin is rather OP, I have to admit.

Edited by DestrotankAI9
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3 hours ago, DestrotankAI9 said:

Paladin is rather OP, I have to admit.

A sensible reply to counter my post about the flying hack, unlike the mods reply, because he couldn't come up with one so relied on sarcasm, he's also useless at that to.

As you said, paladin is indeed broken and that is because the devs have not brought out a protection against it and we all no why.

The flying hack is still the dominant factor in the majority of cap modes, but it is being closely run by the other intentional hack paladin.

The main problem with TO (other than the little yes boys) is that the devs go OTT when bringing out new equipment just to make it a easier sell to get their fav players on board, the buyers.

The lack of balance, unwanted updates and the ever increasing gimmicks have swamped the game and made it for many, unplayable in regards to having even a slight chance of competing with the buyers. Give the legal hack it's jump capability but nothing else, no climbing walls or buildings and lets have protection modules come out at the same time as any new turret, that to me at least seems reasonable.  

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Honestly, I don't think that Hopper is that big of an issue any more. The only problem is with golds, but I stopped caring about those a long time ago.

That being said, a good counter to a Hopper + Trickster/Crisis combo is Hunter, as it stuns, EMP's, and jams. Hunter is really underrated in the current game meta. (I don't use it, but I appreciate it.) Any EMP augment, actually, will help fight Hopper, as will Stunning. Hopper's still too easy to capture with (there's a really active thread about how to fix this in the I&S section), but it's not the worst.

As @DestrotankAI9 said, Paladin, at present, is more OP. I love it, and even when it's nerfed, I'll probably keep using it, but until then, it's Paladin, not Hopper, that causes the most problems in capture modes. It's almost invincible, it destroys armor so you get kills so much faster, and the Jammer makes it impossible to fight back with anything but your turret and hull. All of which makes it really easy to capture.

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59 minutes ago, IMPULSE-WARRIOR said:

A sensible reply to counter my post about the flying hack

Eh thanks lol :) Well yes, Paladin is very competitive against Hopper right now. After the recent buff Hunter (with stun immunity) is also quite good, and on small maps even Mammoth/Trickster or Defender can do well in capture modes too. Hopper can't do much against an Mammoth/Trickster with overdrive speeding towards the capture point.

 

56 minutes ago, readyfireaim said:

Honestly, I don't think that Hopper is that big of an issue any more. The only problem is with golds, but I stopped caring about those a long time ago.

That being said, a good counter to a Hopper + Trickster/Crisis combo is Hunter, as it stuns, EMP's, and jams. Hunter is really underrated in the current game meta. (I don't use it, but I appreciate it.) Any EMP augment, actually, will help fight Hopper, as will Stunning. Hopper's still too easy to capture with (there's a really active thread about how to fix this in the I&S section), but it's not the worst.

As @DestrotankAI9 said, Paladin, at present, is more OP. I love it, and even when it's nerfed, I'll probably keep using it, but until then, it's Paladin, not Hopper, that causes the most problems in capture modes. It's almost invincible, it destroys armor so you get kills so much faster, and the Jammer makes it impossible to fight back with anything but your turret and hull. All of which makes it really easy to capture.

Agreed all round.

Hunter received quite a buff recently, its overdrive is very strong now and you can disable an entire defence line for quite a while. It could become even stronger if Jammer gets buffed (which it looks like it will be).

Honestly I think the balance in capture modes between Paladin/Hopper and Hunter (and also Mammoth in smaller maps) is actually reasonably good right now (although Paladin is a bit OP, and Hopper with lightweight is also OP - lightweight should be removed from MM), all 4 hulls can work well, although they have different strengths. Overall Hopper is probably still the best for making a large number of captures against a weak defence with its speed, but Paladin is better against a strong defence, and also better for getting kills.

Edited by DestrotankAI9
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14 hours ago, IMPULSE-WARRIOR said:

Before they nerfed dilatory on tesla it was THE only solution that tackled (to a degree) the flying hack problem, now tesla is quite crap at doing that now, maybe the little hacks were crying to much when I was destroying them on a more regular basis than they were used to.  

For me the users of Tesla - Hopper - Paladin , and such new promoted things, are seeming the same for me. Actually I haven't waited a one of them, nor I interested in using them. All of them started broken, and all of them are far away from tanks concept.

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14 hours ago, Maf said:

Tesla balls, Jammer, stun, EMP augments/overdrives, Striker with "Hunter" augment. Also high impact turrets, because Hopper's terrible acceleration makes it hard to compensate enemy shots knocking you around.

In the end it is just a light hull, so as long as you keep an eye on the radar and anticipate the hopper coming, you should be able to just kill it before it escapes.

WIKI says Hopper has same acceleration as Wasp so it can't be that bad.

It can strafe so any "projectile weapon" has a decent chance of missing.  I may not be an expert but I'm not a noob either - and they are hard to target.

Hunter augment wont be doing enough damage unless it gets lucky with a critical - and - it still needs a lock-on on the hull.  It's not like they are always playing massacre or desert.

Hopper + Crisis or Hopper + Tickster still ruins any capping mode.   Those modes are just awful to play now.  Most players are just spectators watching the hovering hulls - including Paladin now - play their own game.

 

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10 hours ago, DestrotankAI9 said:

If you want to beat Hopper right now there is a very good solution - use Paladin. Having just purchased Paladin I can confirm Paladin is actually stronger in capture modes than Hopper against a strong defence - if you are using it with Defender/Trickster once you have the overdrive you are insanely powerful and can easily take on several defenders at once, and escape with the flag.

As for defence, if you really want to you can use your overdrive and jam and AP the hopper - and they won't be getting far. Hopper is great but personally I have been dominating CTF with Paladin since I bought it.

What others have said applies also - if you want to counter Hopper really Tesla is the answer, or a status-effect augment against which the Hopper user doesn't have protection. Hunter is also now brilliant in capture modes, its overdrive is now very strong and you can sometimes have an easier time capturing against a heavy defence with Hunter - or returning flags. You can also stop Hoppers in their tracks now that it has such a long range (although you might need stun immunity to use Hunter overdrive effectively against Hopper).

However I must say, the lightweight augment for Hopper shouldn't be allowed to be used in Matchmaking, it is simply broken. Other than that, I don't really see a problem with Hopper now - plenty of counters and it sucks as always outside of capture modes. It also has competition for the best capture hull now with Paladin and the new-improved Hunter.

EDIT: Just to give an example, here is a game where I played with Paladin in RGB against a 9999 Hopper (I know you asked about CTF but RGB is similar):

Screenshot-3580.png

As you can see in this game, we even ended 5v6, and the enemy team had 2 9999 players (Honed was 9999 Hopper), while we had none, with me using Mk7-1 or 2 Paladin and Defender drone 19/20. I was however using Vampire Nanobots Isida obtained with free to play tankoins from the battle pass (so that was a bit of a cheat), but anyhow when my overdrive was up the enemy team including the two 9999s couldn't do anything. Hopper was jammed, AP-ed, dead and the ball was mine, and I mowed down his team mates too. Paladin > Hopper in many situations in capture modes now.

Several scores in this game we literally lost as myself and my friend were chatting and not playing, otherwise they would have gotten less lol. Paladin is rather OP, I have to admit.

You mentioned about Trickster and Defender actually I am just Warrant Officer 3.

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4 hours ago, wolverine848 said:

WIKI says Hopper has same acceleration as Wasp so it can't be that bad.

The reverse acceleration is substantially lower, so it's more difficult to change direction (although this is offset by the ability to strafe).

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5 hours ago, wolverine848 said:

WIKI says Hopper has same acceleration as Wasp so it can't be that bad.

This is actually a surprise to me, so I tested it.

And yeah, it's pretty bad.

The acceleration does indeed look to be the same (you can see how it takes about the same time to stop and reverse at the end of each clip), but the drastic difference is in how the hulls turn. Due to Wasp's better grip on the surface, it can make swift and sharp turns without slowing down or drifting all that much. On the other hand, Hopper needs to slow down to almost a complete stop in order to make the turn, otherwise it would massively overshoot, which usually leads to awkwardly crashing into walls and reversing.

This is why I liked the LT Hopper PT Rico combo so much — I could use the recoil to quickly change direction and make sharp turns, becoming far more agile compared to using just the hull's acceleration.

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I would also add that a Shock Freeze sitting near the Flag can counter Hoppers w/ Trickster-Crisis pretty well. (provided they do not have cold immunity, but if they do, you can switch to other kinds of counters.)

A frozen Hopper that tries to jump will not go very far, at all.

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56 minutes ago, 2shots2kills said:

I would also add that a Shock Freeze sitting near the Flag can counter Hoppers w/ Trickster-Crisis pretty well. (provided they do not have cold immunity, but if they do, you can switch to other kinds of counters.)

A frozen Hopper that tries to jump will not go very far, at all.

Good idea it is. Really good idea.

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