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Titan Overdrive needs to be reworked


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Hello, we all know how weak and uneffective Titan OD is,with the addition of granades and blaster this issue seem to be alarming, this is why I would like to suggest few ideas about potential change/rework of Titan OD - Dome (Protective Shield Generator) In my and many other players opinion its very needed, it needs to be either  changed or reworked in a way it can serve its purpose.  

 

Problems with Titan Overdrive

  Blaster  -    blaster could easily deal 3K dmg to anyone within titan dome and now even 4K dmg, players  have to escape from Dome protection (thus lose 90 % dmg reduction) to avoid, for most of them fatal dmg from blaster, which is already killing purpose of DOME. Yes we can argue same about Mammoth OD but there is still option to somehow defend yourself by lifeguard and even without LG its still more usefull than Titan OD, it can bypass defence of mines, tesla ball does not have effect, can cancel multiple ODs, is immune to every status effect incluing burn and freeze and has increased speed, once activated can not be canceled by any OD 

 Grenades  -  Grenades are starting to be big issue, titan Dome seems to be best target where to throw your granade because how easy is to wipe out whole group of players in it with just one throw, its like marked zone where you should throw granade, devs plan to add grenades like "Zvezda - specialized Grenade that deals continuous damage in a small area." Which will additionaly destroy almost non existend purpose of  Titan dome.  

AP status effect and Overdrives -  I think main issue is  90 % dmg reduction, it is too much  for players to fight with any other way than with overdrives or AP status effect, nobody will fight someone in dome relying only on turret dmg and thats a big problem (pulsars and AP status users are exception),  reason Titan Dome can be canceled by almost every overdrive in game serve as the only option to fight against it. 

   This is why real battle experience looks like this ->  Player with Titan uses his OD  -> If enemy does have OD he will use it to cancel it ( wasp,titan,hunter,ares,crusader,hornet,mammoth) -> If enemy does not have OD but has blaster/granade - such player will use it and can easily kill one or more players in dome -> If enemy player does not have anything of mentioned he can  easily hide from  field of view of anyone who is currently in Titan Dome  because its stationary so players in it either lose their protection in order to get kill or stays in it but for nothing = wasted OD.  Healing is  so weak that its not even worth to stay in dome to heal yourself.

 

Usefullnes of Titan OD

I was able to find usefullness of titan OD just in few situations, one of them might be siege (questionable because how many players save OD just to get rid of enemy titan OD)  or protection of juggernaut against enemy viking OD, thats two situations I was able to find some purpose for it. Used agressively leads to cancellation by enemy OD, Used for defending/long range situation leads to enemy hiding from it/ignoring it until it ends.

In my opinion 90 % dmg reduction was a mistake in a first place, not alowing to playes fight "fairly" against anyone in it just force players to rely only on their ODs or run and hide (Both situations end up wasting Titan OD)

 

 Original stats of Titan Overdrive - Plasma Shield Generator 

  • 90 %  dmg reduction
  • Heals 100 HP per second
  • Radius is 20m 
  • Effect duration is 20s  

 

Here are few ideas how I would change/rework Titan Overdrive 

 

1. First idea is to rework how Titan Dome operate

Instead of 90 % protection as it is now, it would provide only slight protection to allow enemies to fight against players in it by normal way, but with improved healing for all alies in it with additional immunity to certain status effects. Titan Dome would serve only as a supportive part of Titan OD -> stationary healing Dome, additionally Titan user would have few other bonuses independent from Beam as a part of its OD  which would work even outside of dome radius.

Bonuses Provided be Titan Dome - 

  • 25 % dmg reduction (for every team player in dome)
  • Heals 100 HP every 0,25s  (possible - can be changed to only once every 0,5s) 
  • Radius is 20m
  • Effect duration is 20s 
  • Grants Immunity to Burn and Freeze status effect for every ally in dome (range 20m)
  • Applies Jammer status effect to enemies,  Radius of jammer status effect - 30m (to serve as a protection to be easily canceled by ODs and also defence against trickster/crisis users who wants to use blaster to anyone in dome)
  • Remove all the enemy mines in dome radius
  • Can be cancelled by enemy Titan OD, Wasp, Hunter,Mammoth

Additional bonuses only for Titan - (independend from titan dome)  Same animation as Mammoth have  during OD but maybe Blue? 

  • 50 % - dmg reduction (outside of dome, in dome it would have additional 25 % protection provided by dome) 
  • Heals - 100 HP every sec (independent healing outside of dome, In dome it would have same healing as everyone else + additional 100 every 1s)
  •  AP immunity 
  • FreezeBurn immunity
  • Stun immunity
  • Can not be cancelled  (player can be killed by ares ball, crusader icycle,mammoth OD , it wont detonate wasp bomb nor enemy titan dome, user is not immune to mines) 

This way Titan OD would be generally more usefull than it is now, nobody wants to fight players with 90 % dmg reduction, its overkill and magnet for enemy ODs,  new Dome would be protected by Jammer status effect and provided good surviveability for players in Dome, boosted healing could serve as a defence mechanism against grenades or blasters, new bonuses for titan would make OD usefull despite enemy could deactivate Dome. 

 

2. Second Idea is to slightly nerf dmg protection but add immunity against status effect 

Titan would not have independend ability outside of dome, but dome itself would provide a better protection not only against dmg but also against status effects, in this scenerio dome would still suffer a lot on grenades or blasters but a slightly better healing should at least make it easier to survive chaos dmg from various sources.

  • 60 % - dmg reduction (for everone in dome including Titan user) 
  • Heals - 200 HP every sec
  • Provide - AP immunity  to allies inside Dome 
  • Applies - Jammer status effect to enemies withing 30m range from the center of dome
  • Radius - 20m
  • Effect duration - 20s

 

3. Third idea  is to make Titan Protection Dome to move with titan. (Beam could be mounted on titan or source of dome could be Titan itself

 By making protection dome moveable would partialy solve problem against blaster and grenades, but because its not statonary it should have disadvantages such as not provided AP immunity  or Jammer status effect against enemy. Also to make it balanced dmg reduction should be slightly reduced. 

  • 70 % - dmg reduction (possible nerf to 50 % of dmg reduction, I am not sure how good/bad it would be with combination of other ODs)
  • Healing - 100 per sec
  • Radius - 15m
  • Effect duration - 15s
  • -30 % Titan speed reduction during active OD 

 

Please consider this ideas as a possible change for current overdrive of Titan, I put lot of effort into this, current OD is close to useless, I will be happy for any feedback regarding this suggestions.

Edited by Tekken8
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On 9/17/2024 at 4:04 PM, mjmj5558 said:

I'm not sure if these stats could work, but at least adding back the healing to the dome might be needed, as it indeed has a lot of counters.

It has healing but its very uneffective.  May I ask which stats are questionable?   I really tried for stats to balanced but if you see somewhere in stats potential problem I would like to know which ones to reconsider it.  

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On 9/17/2024 at 1:22 AM, Tekken8 said:

 

  Blaster  -    blaster could easily deal 3K dmg to anyone within titan dome and now even 4K dmg, players  have to escape from Dome protection (thus lose 90 % dmg reduction) to avoid, for most of them fatal dmg from blaster, which is already killing purpose of DOME.

Conveniently forgotten the 2K damage and weak damages of all. The idea of chaos damage was to assist in bypassing all players defences because they were virtually unkillable.

 

On 9/17/2024 at 1:22 AM, Tekken8 said:

 

AP status effect and Overdrives -  I think main issue is  90 % dmg reduction, it is too much  for players to fight with any other way than with overdrives or AP status effect, nobody will fight someone in dome relying only on turret dmg and thats a big problem (pulsars and AP status users are exception),  reason Titan Dome can be canceled by almost every overdrive in game serve as the only option to fight against it. 

 

You said the positives and their counters, seems somewhat balanced?

As for counters, Titan can also destroy the ares bfg, other domes and wasp bombs. So I personally thing it has it's fair uses.

Ofc it becomes busted when the enemy team has no counters.

On 9/17/2024 at 1:22 AM, Tekken8 said:

 

 

1. First idea is to rework how Titan Dome operate

Instead of 90 % protection as it is now, it would provide only slight protection to allow enemies to fight against players in it by normal way, but with improved healing for all alies in it with additional immunity to certain status effects. Titan Dome would serve only as a supportive part of Titan OD -> stationary healing Dome, additionally Titan user would have few other bonuses independent from Beam as a part of its OD  which would work even outside of dome radius.

Bonuses Provided be Titan Dome - 

  • 25 % dmg reduction (for every team player in dome)
  • Heals 100 HP every 0,25s  (possible - can be changed to only once every 0,5s) 
  • Radius is 20m
  • Effect duration is 20s 
  • Grants Immunity to Burn and Freeze status effect for every ally in dome (range 20m)
  • Applies Jammer status effect to enemies,  Radius of jammer status effect - 30m (to serve as a protection to be easily canceled by ODs and also defence against trickster/crisis users who wants to use blaster to anyone in dome)
  • Remove all the enemy mines in dome radius
  • Can be cancelled by enemy Titan OD, Wasp, Hunter,Mammoth

Additional bonuses only for Titan - (independend from titan dome)  Same animation as Mammoth have  during OD but maybe Blue? 

  • 50 % - dmg reduction (outside of dome, in dome it would have additional 25 % protection provided by dome) 
  • Heals - 100 HP every sec (independent healing outside of dome, In dome it would have same healing as everyone else + additional 100 every 1s)
  •  AP immunity 
  • FreezeBurn immunity
  • Stun immunity
  • Can not be cancelled  (player can be killed by ares ball, crusader icycle,mammoth OD , it wont detonate wasp bomb nor enemy titan dome, user is not immune to mines) 

This way Titan OD would be generally more usefull than it is now, nobody wants to fight players with 90 % dmg reduction, its overkill and magnet for enemy ODs,  new Dome would be protected by Jammer status effect and provided good surviveability for players in Dome, boosted healing could serve as a defence mechanism against grenades or blasters, new bonuses for titan would make OD usefull despite enemy could deactivate Dome. 

 

Far too busted. Calling it far too busted is still not enough. Current one allows a decent mine clearance and we don't need to make mines fully obsolete now. Too much immunity and jammer making it busted. Why do they need stun imm and ap imm too? You want to give them a better phoenix?

On 9/17/2024 at 1:22 AM, Tekken8 said:

 

 

2. Second Idea is to slightly nerf dmg protection but add immunity against status effect 

Titan would not have independend ability outside of dome, but dome itself would provide a better protection not only against dmg but also against status effects, in this scenerio dome would still suffer a lot on grenades or blasters but a slightly better healing should at least make it easier to survive chaos dmg from various sources.

  • 60 % - dmg reduction (for everone in dome including Titan user) 
  • Heals - 200 HP every sec
  • Provide - AP immunity  to allies inside Dome 
  • Applies - Jammer status effect to enemies withing 30m range from the center of dome
  • Radius - 20m
  • Effect duration - 20s

 

Far more reasonable than idea 1, but AP immunity is a no no on top of heals, have 1 or the other. Shouldn't need to give jam immunity too, this would kill the counter moves potential, whole point is to make od use need to be smart, not free.

On 9/17/2024 at 1:22 AM, Tekken8 said:

 

 

3. Third idea  is to make Titan Protection Dome to move with titan. (Beam could be mounted on titan or source of dome could be Titan itself

 By making protection dome moveable would partialy solve problem against blaster and grenades, but because its not statonary it should have disadvantages such as not provided AP immunity  or Jammer status effect against enemy. Also to make it balanced dmg reduction should be slightly reduced. 

  • 70 % - dmg reduction (possible nerf to 50 % of dmg reduction, I am not sure how good/bad it would be with combination of other ODs)
  • Healing - 100 per sec
  • Radius - 15m
  • Effect duration - 15s
  • -30 % Titan speed reduction during active OD 

 

Please consider this ideas as a possible change for current overdrive of Titan, I put lot of effort into this, current OD is close to useless, I will be happy for any feedback regarding this suggestions.

We don't want another paladin type OD tbh, though I do like that there's a speed reduction for titan and a radius and effect nerf. Though logically speaking, most players would not like their speed to be nerfed upon using an overdrive, doesn't really sound like an overdrive. Is there any existing overdrive which reduces a tanks params? Aside those making you deal supercharged against arma basically.

I personally think the OD is fine as is, it was designed to be a defensive one, serves it's purpose, is certainly strong and requires a decent placement at minimum for optimal usage. I understand you want more offensive use of it. But that would mean changing too much of something which is still a hit or miss depending on many factors in a game. The heals may feel small but don't forget the damage reduction amplifies the 'reactive health points' for a while.

Me personally, I'd say Dictator OD is near the weakest, but it can be very broken in certain setups. That's what it is about od's, they each have some use which is very optimal and others which end up becoming wasted.

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On 9/17/2024 at 7:45 PM, krokorok said:

Make the OD portable, so instead of being bound to a place, let it actually be bound to the hull itself. so if you move the bubble moves with you.

Its suggested as an option number 3. 

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I don't think Titan is particularly underpowered. Some minor changes should be enough, like giving the dome "inhabitants" AP immunity and maybe some negative effects like Jammer or EMP to enemies inside the dome.

Also (or instead) make the dome harder to destroy, so perhaps Hunter and Mammoth shouldn't be able to remove it, but Wasp and Titan should. Or it could be a damage-based thing where a single Hunter OD or a far-away Wasp bomb won't be able to kill it, but two Hunter ODs or a bomb inside the dome will.

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Well thanks for response, 

 

On 9/17/2024 at 7:41 PM, Akame said:

Conveniently forgotten the 2K damage and weak damages of all. The idea of chaos damage was to assist in bypassing all players defences because they were virtually unkillable.

I did not forget it, idea of chaos dmg is good but if I have to be locked in 20m radius to use my OD effective how can I defend myself against rushing blasters? Even heavy hull can use its 4K blaster dmg on my if I can not leave my dome. Thats why its problem and same goes for grenades. 

 

On 9/17/2024 at 7:41 PM, Akame said:

 

You said the positives and their counters, seems somewhat balanced?

As for counters, Titan can also destroy the ares bfg, other domes and wasp bombs. So I personally thing it has it's fair uses.

Ofc it becomes busted when the enemy team has no counters.

 Positives are so overtuned that it will eventually leads to disadvantage of user - wasting OD, if you can counter it by OD you will use it, if not you will run and hide =  where is purpose of Dome ? to use it for enemy to run and hide  or cancel it immediately? Its not worth to stay in it if you cant shoot enemy because they can easily hide and wait until it ends. Its not worth to stay in it even for healing because its weak.  would not be it a lot better to give enemy players options to fight everyone in dome not just by ODs or grenades/blasters but by normal dmg  of their turrets  ? Thats why Option 1 give only 25 % dmg protection, its like slightly worste defender for everyone in it, meaning enemy players who sees dome will not immediately hide from it but fight players in it because they have actually chance. 

 

On 9/17/2024 at 7:41 PM, Akame said:

 

Far too busted. Calling it far too busted is still not enough. Current one allows a decent mine clearance and we don't need to make mines fully obsolete now. Too much immunity and jammer making it busted. Why do they need stun imm and ap imm too? You want to give them a better phoenix?

Mine clearance is because dmg protection is only 25 % meaning mines could easily kill you in a place where you should have better surviveability, I dont mind current Titan dome with 90 % prot to not clear mines. 

You say too much immunity but you seem to forget they have only 25 % dmg prot instead of 90 %

Jammer immunity is just to make it harder for potential enemy player to cancel it, you can bypass jammer immunity by using repair kit or jammer immunity and cancel it anyway its not impossible its just make it slightly more challenging.

AP immunity in dome is to make sure that 25 % dmg reduction will work no matter what augment immunity will allies have.  
Stun immunity - dome does not provide stun immunity

AP immunity for Titan itself, its like current Dome now, if you want to use it effective you have to play with AP immunity and thats making other hull augments never an option to use when you have this weakness. 50 % dmg prot does not make you immortal, you are still vulnerable to jammer and emp immunity (meaning enemy can slow you down or remove your double armor/defender bonuses) Nothing really unkillable. Dome effect duration is 20s it does not mean Titan ability will have same, it can have 15s and eventually it would suits Titan name to have OD that make it stronger or harder to kill. There are lot of option to balance this by speed reduction etc.. 

Stun immunity for Titan itself, reason is it can be easily almost stun locked by tesla users who have ridiculosuly high chance to stun you, titan itself is slow, they can use tesla ball to stun you even more,  but I agree this is not necessary and it can be removed

On 9/17/2024 at 7:41 PM, Akame said:

 

Far more reasonable than idea 1, but AP immunity is a no no on top of heals, have 1 or the other. Shouldn't need to give jam immunity too, this would kill the counter moves potential, whole point is to make od use need to be smart, not free.

Whole meaning of DMG reduction nerf is to give enemies option to fight everyone in dome so they wont run away immediately or use their OD, by not giving players in dome AP immunity it makes this second idea worste option than current one  we have in game. 

Jammer can be bypassed and every good players knows it, its just to make it harder to cancel it, at least more people would start using jammer immunity to be able cancel such OD without problem.  Also jammer will remove additional speed boost from crisis and trickster - making it harder for blaster users to succesfully deal maximum dmg. 

 

On 9/17/2024 at 7:41 PM, Akame said:

We don't want another paladin type OD tbh, though I do like that there's a speed reduction for titan and a radius and effect nerf. Though logically speaking, most players would not like their speed to be nerfed upon using an overdrive, doesn't really sound like an overdrive. Is there any existing overdrive which reduces a tanks params? Aside those making you deal supercharged against arma basically.

Its not like paladin, paladin heals 400 hp per sec(with booster even more), this would heal only 100 per sec which is good difference. Paladin gives immunity against status effects this one would not. 

Speed reduction is a balance factor to not make it OP, if it can move imagine players with trickster rushing to enemy base with this dome. Effect duration nerf makes it harder to use for such purposes, every second is important if you wanna breach through enemy defence, it can still be canceled by every OD (if its beam mounted on titan) and it does not provide immunity.   dmg reduction can still be nerfed if it would be OP. 

On 9/17/2024 at 7:41 PM, Akame said:

I personally think the OD is fine as is, it was designed to be a defensive one, serves it's purpose, is certainly strong and requires a decent placement at minimum for optimal usage. I understand you want more offensive use of it. But that would mean changing too much of something which is still a hit or miss depending on many factors in a game. The heals may feel small but don't forget the damage reduction amplifies the 'reactive health points' for a while.

I strongly disagree with you on this one, it does not serves its purpose, Paladin OD serves more defensive purposes than this dome and thats a medium hull. Its strong until you meet someone with blaster/grenade/OD/pulsar or AP status effect (like gauss or tesla)  so basically its never strong and if by any chance is, then enemy player can easily hide from it and wait until it ends.  

 

On 9/17/2024 at 7:41 PM, Akame said:

Me personally, I'd say Dictator OD is near the weakest, but it can be very broken in certain setups. That's what it is about od's, they each have some use which is very optimal and others which end up becoming wasted.

I agree with you that dictator OD is next to Titan by usefullness, maybe you should try suggest rework. 

Edited by Tekken8

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On 9/17/2024 at 8:36 PM, Maf said:

I don't think Titan is particularly underpowered. Some minor changes should be enough, like giving the dome "inhabitants" AP immunity and maybe some negative effects like Jammer or EMP to enemies inside the dome.

Yes I am thinking same, but giving AP immunity means it has to be nerfed in some way, thats why I suggested AP immunity but  at the same time dmg reduction nerf  in option number 2. 

Yeah Jammer negative effect is very handy for two reasons - It can remove additional speed from trickster/crisis users so eventually harder for possible blaster augment to deal maximum dmg  and also as a protection against enemy OD (still can by bypassed but why not make it harder, at least people would have to learn game mechanics or equip jammer immunity) 

On 9/17/2024 at 8:36 PM, Maf said:

Also (or instead) make the dome harder to destroy, so perhaps Hunter and Mammoth shouldn't be able to remove it, but Wasp and Titan should. Or it could be a damage-based thing where a single Hunter OD or a far-away Wasp bomb won't be able to kill it, but two Hunter ODs or a bomb inside the dome will.

Good idea, giving beam "hp" against ODs seem to be pretty decent and effective idea. I agree with Mammoth not being able to remove it, Mammoth user can still use chaos dmg to kill everyone in it.  

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I was also gonna suggest some level of protection against Chaos damage (grenades, blaster, wasp bomb...) but I think the whole concept behind Chaos damage is that nothing will ever protect from it, so I don't think that's feasible.

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On 9/17/2024 at 7:38 PM, Tekken8 said:

Its strong until you meet someone with blaster/grenade/OD/pulsar or AP status effect

I did read the rest, don't have too much time to delve in, but this is far too targeted, these are pretty much counters against everything else in the game too. Aside Paladin OD being immune to pulsars. Status augs are still in the game but with some turrets, these have become near rare to see, i.e strikers mainly swarmed with hydra, vac missiles and tandem for now. Cyclone and some status ones are used but not much. Hammer status augs are very very rare etc. So it should be a bit less problematic for AP's. As for nades, this is still a new thing and there are new varieties to come. It would be wiser to wait for all nades to release before a good revamp because we still don't actually know the full stats of these publicly.

The way you're wanting a buff, some could say the same for say Mammoth OD too, hitreg terrible, can die to blasters too since needs melee range, it may have status immunity but prone to being flipped with dead tanks far too often at times. More often wasted than Titan domes from personal game experience. For being an offensive overdrive, many think this is weak and needs a buff.

I think it would be better if you create a table or so displaying positives for each overdrives and counters and possible disadvantages to get a wider picture of the whole scenario.

 

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On 9/17/2024 at 9:57 PM, Maf said:

I was also gonna suggest some level of protection against Chaos damage (grenades, blaster, wasp bomb...) but I think the whole concept behind Chaos damage is that nothing will ever protect from it, so I don't think that's feasible.

Yes I also agree with you on this one,  thats why I did not suggest into any of my ideas reduction of chaos dmg. 

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On 9/17/2024 at 7:09 PM, Tekken8 said:

It has healing but its very uneffective.  May I ask which stats are questionable?   I really tried for stats to balanced but if you see somewhere in stats potential problem I would like to know which ones to reconsider it.  

The first idea is okay for the dome, but i wouldn't give any additional bonuses to the titan, as that's completely change the point of the OD, and make titan OP. What i don't like in the second idea is the AP immunity, as AP is one of the main counters of the od. I think the only change that should be added is that the dome should heal 1000hp when activated, and the maybe if it's still not enough then change the healing from 100hp\sec to 150hp\sec. I'm fine with the dome applying the jammer effect for like 5s.

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On 9/17/2024 at 4:22 AM, Tekken8 said:

Hello, we all know how weak and uneffective Titan OD is,with the addition of granades and blaster this issue seem to be alarming, this is why I would like to suggest few ideas about potential change/rework of Titan OD - Dome (Protective Shield Generator) In my and many other players opinion its very needed, it needs to be either  changed or reworked in a way it can serve its purpose.  

 

Problems with Titan Overdrive

  Blaster  -    blaster could easily deal 3K dmg to anyone within titan dome and now even 4K dmg, players  have to escape from Dome protection (thus lose 90 % dmg reduction) to avoid, for most of them fatal dmg from blaster, which is already killing purpose of DOME. Yes we can argue same about Mammoth OD but there is still option to somehow defend yourself by lifeguard and even without LG its still more usefull than Titan OD, it can bypass defence of mines, tesla ball does not have effect, can cancel multiple ODs, is immune to every status effect incluing burn and freeze and has increased speed, once activated can not be canceled by any OD 

 Grenades  -  Grenades are starting to be big issue, titan Dome seems to be best target where to throw your granade because how easy is to wipe out whole group of players in it with just one throw, its like marked zone where you should throw granade, devs plan to add grenades like "Zvezda - specialized Grenade that deals continuous damage in a small area." Which will additionaly destroy almost non existend purpose of  Titan dome.  

AP status effect and Overdrives -  I think main issue is  90 % dmg reduction, it is too much  for players to fight with any other way than with overdrives or AP status effect, nobody will fight someone in dome relying only on turret dmg and thats a big problem (pulsars and AP status users are exception),  reason Titan Dome can be canceled by almost every overdrive in game serve as the only option to fight against it. 

   This is why real battle experience looks like this ->  Player with Titan uses his OD  -> If enemy does have OD he will use it to cancel it ( wasp,titan,hunter,ares,crusader,hornet,mammoth) -> If enemy does not have OD but has blaster/granade - such player will use it and can easily kill one or more players in dome -> If enemy player does not have anything of mentioned he can  easily hide from  field of view of anyone who is currently in Titan Dome  because its stationary so players in it either lose their protection in order to get kill or stays in it but for nothing = wasted OD.  Healing is  so weak that its not even worth to stay in dome to heal yourself.

 

Usefullnes of Titan OD

I was able to find usefullness of titan OD just in few situations, one of them might be siege (questionable because how many players save OD just to get rid of enemy titan OD)  or protection of juggernaut against enemy viking OD, thats two situations I was able to find some purpose for it. Used agressively leads to cancellation by enemy OD, Used for defending/long range situation leads to enemy hiding from it/ignoring it until it ends.

In my opinion 90 % dmg reduction was a mistake in a first place, not alowing to playes fight "fairly" against anyone in it just force players to rely only on their ODs or run and hide (Both situations end up wasting Titan OD)

 

 Original stats of Titan Overdrive - Plasma Shield Generator 

  • 90 %  dmg reduction
  • Heals 100 HP per second
  • Radius is 20m 
  • Effect duration is 20s  

 

Here are few ideas how I would change/rework Titan Overdrive 

 

1. First idea is to rework how Titan Dome operate

Instead of 90 % protection as it is now, it would provide only slight protection to allow enemies to fight against players in it by normal way, but with improved healing for all alies in it with additional immunity to certain status effects. Titan Dome would serve only as a supportive part of Titan OD -> stationary healing Dome, additionally Titan user would have few other bonuses independent from Beam as a part of its OD  which would work even outside of dome radius.

Bonuses Provided be Titan Dome - 

  • 25 % dmg reduction (for every team player in dome)
  • Heals 100 HP every 0,25s  (possible - can be changed to only once every 0,5s) 
  • Radius is 20m
  • Effect duration is 20s 
  • Grants Immunity to Burn and Freeze status effect for every ally in dome (range 20m)
  • Applies Jammer status effect to enemies,  Radius of jammer status effect - 30m (to serve as a protection to be easily canceled by ODs and also defence against trickster/crisis users who wants to use blaster to anyone in dome)
  • Remove all the enemy mines in dome radius
  • Can be cancelled by enemy Titan OD, Wasp, Hunter,Mammoth

Additional bonuses only for Titan - (independend from titan dome)  Same animation as Mammoth have  during OD but maybe Blue? 

  • 50 % - dmg reduction (outside of dome, in dome it would have additional 25 % protection provided by dome) 
  • Heals - 100 HP every sec (independent healing outside of dome, In dome it would have same healing as everyone else + additional 100 every 1s)
  •  AP immunity 
  • FreezeBurn immunity
  • Stun immunity
  • Can not be cancelled  (player can be killed by ares ball, crusader icycle,mammoth OD , it wont detonate wasp bomb nor enemy titan dome, user is not immune to mines) 

This way Titan OD would be generally more usefull than it is now, nobody wants to fight players with 90 % dmg reduction, its overkill and magnet for enemy ODs,  new Dome would be protected by Jammer status effect and provided good surviveability for players in Dome, boosted healing could serve as a defence mechanism against grenades or blasters, new bonuses for titan would make OD usefull despite enemy could deactivate Dome. 

 

2. Second Idea is to slightly nerf dmg protection but add immunity against status effect 

Titan would not have independend ability outside of dome, but dome itself would provide a better protection not only against dmg but also against status effects, in this scenerio dome would still suffer a lot on grenades or blasters but a slightly better healing should at least make it easier to survive chaos dmg from various sources.

  • 60 % - dmg reduction (for everone in dome including Titan user) 
  • Heals - 200 HP every sec
  • Provide - AP immunity  to allies inside Dome 
  • Applies - Jammer status effect to enemies withing 30m range from the center of dome
  • Radius - 20m
  • Effect duration - 20s

 

3. Third idea  is to make Titan Protection Dome to move with titan. (Beam could be mounted on titan or source of dome could be Titan itself

 By making protection dome moveable would partialy solve problem against blaster and grenades, but because its not statonary it should have disadvantages such as not provided AP immunity  or Jammer status effect against enemy. Also to make it balanced dmg reduction should be slightly reduced. 

  • 70 % - dmg reduction (possible nerf to 50 % of dmg reduction, I am not sure how good/bad it would be with combination of other ODs)
  • Healing - 100 per sec
  • Radius - 15m
  • Effect duration - 15s
  • -30 % Titan speed reduction during active OD 

 

Please consider this ideas as a possible change for current overdrive of Titan, I put lot of effort into this, current OD is close to useless, I will be happy for any feedback regarding this suggestions.

Crazy dedication to write all of this. Keep up the good work.

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On 9/18/2024 at 6:30 PM, mjmj5558 said:

The first idea is okay for the dome, but i wouldn't give any additional bonuses to the titan, as that's completely change the point of the OD, and make titan OP. What i don't like in the second idea is the AP immunity, as AP is one of the main counters of the od. I think the only change that should be added is that the dome should heal 1000hp when activated, and the maybe if it's still not enough then change the healing from 100hp\sec to 150hp\sec. I'm fine with the dome applying the jammer effect for like 5s.

I suggested AP immunity in option 2 because other Hull augments are nearly useless if you want to use TItan OD effectively, its annoying to wait 3-4m for overdrive and then some tesla or twins pulsar just melts you in a Dome because of multiple AP status effects, I would rather have 50 % dmg protection provided by dome but AP immunity in dome than have 90 % protection and does not have AP immunity.  I suggested 60 %  which might be a little too much with Healing, so it could be nerfed to 50 % with healing or devs could remove Healing, 60 % is a huge difference than 90 %.  You cant use that dome recklessly with low HP because everyone can finish you off and thats a balance factor. This seem to be more fair than just  use AP status effect (pulsar) and send you to spawn. IT would provide a lot more defence against group of status effects. 

First idea, is to make Titan what it truly is... a supportive heavy hull that can tank dmg. I would not say it is OP if effect duration would be like 10 or 15s it does not have Emp immunity, Jammer immunity, 50 % dmg protection can be nerfed if its OP.  Main reason for this is how long it take to recharge Titan OD yet it can still be wasted like nothing by half of the ODs, this way you would still get some of the benefits even if someone could cancel your Dome immediately.   

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