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Mammoth OD Rework/Buff Pt.2


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I had an idea to buff it but no idea if it is OP.

I think the Mammoth OD should last indefinitely UNTIL the Hull manages to get a kill IF it was not able to during the OD's active timer period.

What does this mean?

If during the standard OD duration, the Mammoth user is able to make at least 1 kill during its active period, the OD will end normally.

If the Mammoth user DOES NOT make a kill with the OD during the period, the OD continues to be active. You get your death touch, bonus speed, and suffer no damage from mines.

I wouldn't think this is OP because:

1) Mammoth is huge, can be targeted easily.

2) Camping with Mammoth wouldn't make too much of a difference, it's melee, and if you manage to destroy a tank, it immediately ends.

3) Gives more offensive uses to Mammoth to compete with Ares.

 

So yeah, it would be good on defense, however, you aren't immortal. You are still vulnerable to all damage. Except Mines.

 

 

Edit - Removed this text that was was written on this line.

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Under review    Declined

I don't think that is much feasible here, getting or not getting a kill doesn't matter, the OD is supposed to stay for the particular time duration unless you get killed.

Whether you abuse the OD in the time limit and gain a lot of kills or you are not able to get any kills, that's upto you. 

For example, you lay a wasp bomb on a siege point, at certain times you can obtain a lot of kills, maybe 5 or sometimes even 9 if you get really lucky. In other scenarios you are about to drop a bomb but all the enemies near are killed ASAP, so you OD goes to waste. It all depends on the scenario.

Now let's think of a certain scenario, you are in a highland or a sandbox map, you are defending with your mammoth hull, but suddenly you use your OD and do not get a chance to get any kill, hence the OD continues, you go to the enemy base, mammoth already has good amount of speed because of your OD, you can clear all the mines, that have been laid for minutes by the enemy campers, and you would not get any damage, you take the flag and come back and capture, 

No melee turret would dare go up against you because you have your OD activated, even if you take some damage, you can easily return to the base.

Furthermore, following mammoth, all ODs would demand the same feature, Paladin users would want the same because they are not killing people with their turret, hence their OD stays as long as possible. Let's say a Paladin user activates his OD and stays in the base, all the campers would keep getting healed from the OD, and upcoming attackers would get AP status effect and be killed ASAP by your campers, but the Paladin's OD will stay continuous because the user of the hull has not personally killed anyone.

Same with other overdrives like Wasp, crusader, and nearly every hull.

Lastly, about your comparison, Ares OD is just pain buffed, high speedball with large range damage, it's just way too powerful. It needs a nerf.

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13 minutes ago, firety31 said:

Your idea is creative. But not accepted 

It has some major flaws, for example, would you be fine with immortal mammoth campers?

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If the original post's idea would be OP, what about a compromise?

Say, if you don't manage to get a kill with Mammoth's overdrive during its duration, it saves some amount of overdrive charge, like 50%, 75% or something.

This makes it less of a loss if you had a hard time getting kills, and also prevents people from using the overdrive endlessly.

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2 hours ago, JustBlackWolf said:

It seems fine to me, but i don't know about letting it last indefinitely, remember that Mammoth still gets a pretty good speed boost while using its overdrive

50% speed boost, which if used togheter with speed boost supply makes Mammoth quite fast. It would probably be OP if it could use its overdrive endlessly.

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18 hours ago, qwds said:

If the original post's idea would be OP, what about a compromise?

Say, if you don't manage to get a kill with Mammoth's overdrive during its duration, it saves some amount of overdrive charge, like 50%, 75% or something.

This makes it less of a loss if you had a hard time getting kills, and also prevents people from using the overdrive endlessly.

That would pretty cool!

 

15 hours ago, DaringDeer said:

It's your job to use ODs at best moment.  Sometimes they work out and sometimes the don't.  I don't think mammoth OD needs a buff.  Ares OD just needs a nerf.

Why not have both? Nerf and a buff. Time for Mammoth to rise. ? Sure, using ODs at the best moment does count for some skill, that can make or break the match.

 

However there are ODs like Paladin, Dictator, Hunter, (All in common to be Medium Hulls), which do something that will help you and your team even if you mess up the timing in some way. Hunter's multitudes of status, Dictators, providing guaranteed crits OP for ranged turrets or the ones that rely on high burst damage, or simply status immunity/healing over time.

 

Things like Mammoth, which already has a handicap of being slow, having such a huge hitbox, and an OD which can only really be used in tight spaces/maps make this Hull very dislikable, and a bit "unuseful" in modern Tanki.

 

ODs are pretty controversial, the Devs can do whatever the hell they want to "balance" the OD mechanic, but this topic is just a possible suggestion to improve Mammoth OD if they don't nerf the current leaders.

 

I'd say although Titan OD can be countered easily these days, I think it is still more helpful than Mammoth because, its dome is wide, it can protect your teammates, and its suitable for camping. Mammoth just helps yourself and it's more situational.

 

 

 

21 hours ago, NikmanGT said:

Under review

I don't think that is much feasible here, getting or not getting a kill doesn't matter, the OD is supposed to stay for the particular time duration unless you get killed.

Whether you abuse the OD in the time limit and gain a lot of kills or you are not able to get any kills, that's upto you. 

For example, you lay a wasp bomb on a siege point, at certain times you can obtain a lot of kills, maybe 5 or sometimes even 9 if you get really lucky. In other scenarios you are about to drop a bomb but all the enemies near are killed ASAP, so you OD goes to waste. It all depends on the scenario.

Now let's think of a certain scenario, you are in a highland or a sandbox map, you are defending with your mammoth hull, but suddenly you use your OD and do not get a chance to get any kill, hence the OD continues, you go to the enemy base, mammoth already has good amount of speed because of your OD, you can clear all the mines, that have been laid for minutes by the enemy campers, and you would not get any damage, you take the flag and come back and capture, 

No melee turret would dare go up against you because you have your OD activated, even if you take some damage, you can easily return to the base.

Furthermore, following mammoth, all ODs would demand the same feature, Paladin users would want the same because they are not killing people with their turret, hence their OD stays as long as possible. Let's say a Paladin user activates his OD and stays in the base, all the campers would keep getting healed from the OD, and upcoming attackers would get AP status effect and be killed ASAP by your campers, but the Paladin's OD will stay continuous because the user of the hull has not personally killed anyone.

Same with other overdrives like Wasp, crusader, and nearly every hull.

Lastly, about your comparison, Ares OD is just pain buffed, high speedball with large range damage, it's just way too powerful. It needs a nerf.

In the main post, I had a message that could be a potential drawback to the prolonged state, is that if it is prolonged, you cannot get any OD charge during the phase unless it ends. Thinking about it, it also brings up a problem. What if you don't want to be in the OD anymore? You're camping with Mammoth and you want OD charge.


The only way to get rid of it is to rush into an enemy or self destruct. Mammoth is just a tough thing to balance, but my point is that something needs to be done with this Hull.

 

 

Edit: After reading the dead tanks should have no weight topic, I also need to address the point that, when you use Mammoth, if you do manage to "run over" a tank, their dead weight causes Mammoth to somewhat get stuck for a second or two and wastes precious time of the OD. Pair it up with slow turn speed, the OD is incredibly hard to use, making this Hull even more not helpful than what it already is.

 

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15 minutes ago, yellowghetto said:

You're camping with Mammoth and you want OD charge.

Just self-destruct or take a kill.

16 minutes ago, yellowghetto said:

but my point is that something needs to be done with this Hull.

Yeah, I get your point, but I just think the above Idea of letting OD stay for as long, doesn't seem much enticing to me ?

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What about if Mammoth's OD had a freeze-field, like Dictator's OD?

It could be much larger than Dictator's so you don't have to be very close to affect enemies.

It would be pretty scary if you're driving around, when suddenly you're freezed for no reason. Then a Mammoth appears around a building, driving slowly towards you with its overdrive on, but you can't escape... ?

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I don't understand the tendency of many players to suggest buffs to mammoths OD. I think it is fine as is. 

If you think it is underperforming compared to Ares, for example, then the solution is to nerf Ares, not buff mammoth. Otherwise the games outcome is becoming more and more dependent on the OD usage, which, I believe, is not a good thing.

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On 7/13/2022 at 3:07 PM, qwds said:

If the original post's idea would be OP, what about a compromise?

Say, if you don't manage to get a kill with Mammoth's overdrive during its duration, it saves some amount of overdrive charge, like 50%, 75% or something.

This makes it less of a loss if you had a hard time getting kills, and also prevents people from using the overdrive endlessly.

In that case, such logic should apply to all (or most) overdrives. Hunter, crusader, wasp, viking...

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On 7/28/2022 at 2:13 PM, At_Shin said:

just more max speed won't do. you'll have to increase the hull's acceleration and turning speed as well. then it would be like driving another tank entirely for the 7 seconds of overdrive.

ah yes,  instant acceleration would be cool too 

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