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Everything posted by RIDDLER_8
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What would you say if Maf and other devs agreed, with a change to my idea. How about if this Skyhammer Mortar turret rotated up and down. Would you agree with me?
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There is nothing wrong for a turret that shoots straight up because when you move the hull, the angle of the turret would slightly curve diagonally. On uneven terrain, this turret would be most effective for firing ahead or behind you, which is great depending on which side your enemy is located. I am aware that developers are doing very hard work on developing the Hover hull. I agree with you. However, the Skyhammer Mortar turret idea is for future development of turrets. It does not mean that development would start tomorrow. Developers could start developing this turret next year if they want. It's up to them to decide when to start the development process of this turret. By the way, please give this post a status, like under review, valid or something!
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Turret Idea: Skyhammer Mortar I still have a great idea from the PlayStation 1 game called "Vigilante 8". This time, it will be an actual turret that is fixed to the hull vertically. The turret is called "Skyhammer Mortar". If you are interested, please read on. I have very exciting news for you. About the turret: The "Skyhammer Mortar" is a fixed turret that does not rotate up and down, nor, left and right. This turret is fixed vertically upright at a constantly fixed angle of 90 degrees. Therefore, the turret cannot move because it does not have any moving parts at its base. However, the Skyhammer Mortar turret sports unique features and abilities never before seen in Tanki Online. How the Skyhammer Mortar turret works: The Skyhammer Mortar turret works by shooting a powerful meteorite-like bomb the flies up in the air. When the meteorite-bomb like bomb lands on the ground, it deals heavy damage to enemies. This turret would deal 2000 HP of damage. Please note that the 2000 HP of damage is for an (M4 Skyhammer Mortar) turret. For lower modifications, the damage would be less. The mechanics of this turret works as follows. When the player tabs on the spacebar, the mortar fires up fairly low, so when it hits the ground, it deals less damage than normal. When the player presses and holds the spacebar to fill the power gause pool to 100%, the mortar shoot at its highest possible distance in the air and creates much more damage when it hits the ground. That means that the number of damage, not only depends on the turret's modification, but also depends on the amount of firepower applied to the power of the mortar shot. Take Magnum, for example. The longer you hold the spacebar, the more powerful your shot will be. Impact craters: Wasps overdrive nuclear bombs and gold box meteorites do lots of carnage but don't make any impact craters, like on the Moon. This unique visual feature of the Skyhammer Mortar turret is to create a huge impact crater when the mortar shell hits the ground. Of course, the size and depth of the impact crater would depend on the power of your shot and the micro upgrade level and modifications of your Skyhammer Mortar turret. Deadly impact: The impact of this turret would be huge. When the Skyhammer Mortar shell lands on the ground, enemies such as Wasps or Hornets would be instantly destroyed by the massive splash damage causes. However, Vikings and Hunters would suffer fatal damage when at full health. Titans and Mammoths would definitely survive the impact, but would be scared with 50% of damage. The Skyhammer Mortar benefits: The benefits of the Skyhammer Mortar would be to make combo kills. That is to make multiple kills simultaneously. With this turret, players can clear a cluster of tanks in their way, so that they can perform tasks such as capping flags, balls, control points and grab gold boxes. Also this turret is powerful enough to help out a losing team make a comeback in a battle when facing tough situations. Rotation: As I already explained in paragraph 1, this turret does not have any rotation. It is fixed at a constant angle of 90 degrees. Reload: Since this turret has the capacity to zap enemies dead with a maximum of 2000 HP for an M4 modification, this turret would take a long time to reload to avoid overpowering. The reload time would be 10 seconds. That means that the players would have to wait 10 seconds before firing another mortar shell. Range: The classification for this turret is a long range turret. This turret can also be used for medium range, but don't fire too close to your hull because you would get destroyed by the splash damage. Best use of this turret is for long range players. You've been warned! Radius: The radius of this turret would depend on many factors. The radius would vary from "M" modification levels, micro-upgrades, firepower and the distance enemies are from the impact site. Aiming: This turret cannot be aimed at anyone like you do with other turret. The only bit on aim aid players would get from this turret is by driving their hulls on a slope, such as the slopes, hills and valleys on the Massacre map which would in turn give them some aiming for enemies afar. The splash damage of this turret is huge, so players would not find it too difficult to damage or destroy their targets. Brief story from the Project V8 site: This fire-and-forget weapon was extremely hush-hush, until Sid broke into Site 4 and stole it. Adapted from a recovered UFO, the Sky Hammer fires an explosive charge of semi-intelligent alien matter. The blob is initially fired up to 200 feet into the air, then proceeds to fall down under gravity, tracking its target. While not extremely agile, it is able to adjust the trajectory by altering its organic shape in flight. Please take a look at this page here: http://www.projectv8.co.uk/vigilante8/weapons/skyhammer-mortar/ How the Skyhammer Mortar turret looks like: This turret resembles an upright grenade launcher, but it does not fire grenades. Instead, it shoots a single mortar into the air. Take a closer look at the images below: Where does the Skyhammer Mortar turret sits?: The Skyhammer Mortar turret sits on top of all hulls just like other turrets do. Skills: This turret requires quite a lot of skill for players. It's not as user-friendly as Magnum. To properly use this turret, players must gain quite a lot of skills and calculate the right time when to fire the shot. To know when and where the mortar lands, it requires a lot of practice when you are new to this turret. Precision increases with time as you improve your skills and get to know how the turret works, and also know the dynamics of firepower when you press and hold the spacebar for your desires shots. Protection module: This turret would need to include a protection module for players to protect themselves from, like with other turrets. The protection module would have a maximum protection level of 50% when micro upgraded to M4 level. Parkour: This turret would be 50/50 good/bad for parkourists. Flying Parkourists would have trouble with this turret because it has a huge recoil. However, the good news is that for Parkourist friends that are on the ground, they'll have great success launching you into the air like a catapult cannon. They would give you a huge boost during your stunt time, so that you can land on a very tall building such as a skyscraper. Default shot color: The default shot color of the Skyhammer Mortar turret would be orange, exactly like you see in the second picture above. Custom shot colors: Later on, developers can choose to release custom shot colors for the Skyhammer Mortar turret for players to enjoy. More custom shot colors can be requested by players later on, and would be earned and obtained by completing challenges and opening containers. Alterations: Developers can choose to create alterations for this new turret. I will not go into details about each of the alterations because I may goof up and get things wrong, so I will leave this decision only to developers to decide on. XT and Prime Skins: XT and Prime skins would also be a great design appearance that developers can choose to implement for the Skyhammer Mortar turret. That too will come at a later date. Developers themselves would decide when those skins would be released. Skins are usually released during discount sales and holidays. What developers think: Developers are always trying to find new in-game mechanics to implement new turrets and hulls in Tanki Online, so I personally think that the Skyhammer Mortar turret fits in very well to bring a new mechanic that is truly unique in Tanki Online, which was never thought of before by any developers or other players, apart from me RIDDLER_8 - famous Tanki Online green player. Final words: I hope you folks have enjoyed reading out this brilliantly written post that I have written from scratch myself. Whether you agree or disagree with my suggestion, then that's only your opinion. However, if this Skyhammer Mortar turret is implemented into Tanki Online, it would bring new visuals such as impact craters and mortar shells with long meteorite-like tails. Also, this turret would be somewhat a new experience to players because this turret does not rotate at all, which is a new mechanic that players are not aware of yet, and would gain new experience from it over time. Thank you for reading this long post.
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Good idea, Issimo. You can create a new post for yourself on this turret idea. Be more explanative and more expressive on how this turret would work. Give as much details as possible.
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Look, I understand you folks. You don't need to ignore me. Whether you agree or disagree with my idea, that's your opinion. I know that Valid does not mean to be implemented. It's just a status of a valid confirmation that the content is suitable for the game. I know that some of you don't support my ideas. I don't mind because you all have your own opinions, just like I have my own opinions for your topics as well. I do speak English. I do try my very best to post good ideas that are relevant for Tanki Online. Sometimes, I goof up like some of you do. Now, please get back to the point everyone. If you are going to post here on this topic, just discuss about this smoke pump. What other ideas can you come up with it?
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I understand how grateful developers and other players on my forum are. I am so happy that this post is marked as valid so someday my idea will be implemented.
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Yes, my idea makes sense. Thanks for supporting me. Yeah, I have the right to express my ideas.
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During this time of downtime maintenance, I hope that developers fix as many bugs in Tanki Online as possible, so that players can experience smoother gameplay performance.
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My internet connection does not break down. It is just a bug. The "An Error Occurred" sometimes happened to me 5 to 6 times in the same battle. It could happen that there is a server overload because more and more players join Tanki Online. If that's the case, then Tanki Online must add more servers to prevent errors or other issues from triggering.
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I am not complaining.
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Please fix the "An Error Occurred" bug. It is so annoying.
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I don't care if you don't agree with my idea. That's your opinion. Other players do agree with my idea. Sorry for marking a post about the dumb idea. That was a mistake, so I unliked it. I know how much you hate challenges. That's your opinion too. I like challenges, but they sometimes frustrate me when completing tiers with no rewards.
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Look. I am not stupid. My idea is not dumb at all. I got this idea of the "smoke pump" from the PlayStation 1 game called "Vigilante 8* game. The game character in Vigilante 8 that inspired me to write this post about the "smoke pump" is called Molo. Molo is a student who drives a "66 school bus". When Molo is attacked by enemies from behind, he uses the smoke pump to kill enemies. In Vigilante 8, there is a green box (similar to Tanki Online's repair kit boxes) that you catch, and automatically your vehicle is equipped with a special weapon. The special weapon depends on the vehicle you have, which works in a similar way as the hull overdrives in Tanki Online. If you look on page 7 of this article, you will see images of Molo and his 66 school bus. When Molo grabs a green special weapon box, he is automatically assigned with a smoke pump. Just take a look at the video links I posted on page 1 and page 7 to learn more. My idea of a smoke pump sounds kind of weird, but it truly fits the mechanics and weapon ideas for Tanki Online. Having secondary weapons in Tanki Online is not a bad thing, but rather a great idea to help players save their backs from backstabbing enemies who keeps on attacking you from behind, such as Isidas, Freezes and Firebirds. Secondary weapons in Tanki Online would not disrupt game balance at all if implemented in a proper way. I also want to mention that having secondary weapons in Tanki Online's garage would bring something entirely new to the game. That's what developers want. Developers and players like you and me all put their heads together to try their best to add new and relevant content that can be very useful in Tanki Online. Tanki Online needs to have new arsenal of weaponry systems and hulls so that Tanki Online can continue to grow and evolve, otherwise the game would be always the same and become boring over time, so new garage equipment and content will help keep Tanki Online always up to date and alive. Also, new content will help more and more players sign up for new Tanki Online accounts and play the game. Just to prove you that I am not lying, nor kidding, I have posted a screenshot of some of my suggestions that have been implemented into Tanki Online. They have been marked as complete. I do not exactly know how many of my suggestions have been added to Tanki Online, but to give you full proof, I chose to upload this screenshot of two of my most recent posts from 2019, that was under development by developers and marked as complete. They are "Add special effects when picking up supply boxes" and "Monthly and yearly missions - plus 2 super-special containers". None of my suggestions are stupid. They help developers create great content over time. I had some ideas in the last three years that I posted on the "Ideas and Suggestions" page which has been implemented into Tanki Online. I have helped Tanki Online grow just as you folks out there did. So, please don't complain about my suggestions. They always help at some point, and bring new game content in the future.
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Yes, maybe.
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I would also be a good idea to have Tankions gold boxes drop in battles like containers. Players would be able to drop them in battles as well. I am not too sure about the Tankions drop frequency, but I suggest an approximate drop frequency between a normal gold box and a container box.
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No. It's not a terrible idea. It's a good idea.
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This "smoke pump" would just be a short range pump, so short range turrets would still be able to do some damage by firing their Firebirds, Freezes and Isidas at it. The idea of this "smoke pump" is not to completely stop short range turrets from killing you, but just to deal good damage by spraying them with deadly ink smoke.
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I see. Don't worry. I am sure developers would use my idea for planning in implementing my idea. However, developers would find a way to balance the overall gameplay mechanics with this new pump, which is a secondary weapon. Perhaps one day, developers would choose to add a set of secondary weapons to the garage. Just like you said some time ago, I could be possible to add an oil slick pump that shoots oil from the rear of tanks. Firebird would set the oil on fire to fend off enemies and to damage them further. I am not against other types of pumps, but it is true that my suggestion on the "smoke pump" would be implemented in the future. It's not the question of if. It's the question of when!
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If you don't find the fart sound funny, than that's your opinion. I have suggested before for implementing an oil turret. I agree with your request for that. However, I will stick to my point in first place for a pump that fires black smoke. The smoke effect would be in a similar range and radius like Freeze or Firebird. The pump would not be a fixed item. You would buy it from the garage and micro upgrade it like turrets. If you don't like the pump, then don't buy it. This pump is only supposed to be a unique and secondary weapon which makes no influence at all on normal turrets.
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An M4 pump would kill an enemy very quickly. However, for lower modifications the pump would deal less damage, but still be effective enough to do between 25% to 50% depending on the upgrade level.
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No. This pump is supposed to damage enemies and cause tanks engines to stall. Please read my first post thoroughly and watch the video links to the PlayStation 1 game called "Vigilante 8" game. This idea of mine came from that game. This pump is supposed to do a fart sound and shoot a smoke spray, exactly like you see in the game. The game character is called Molo. Molo is a high school student driving a school bus equipped with a special weapon as an exhaust pump. He uses this weapon to defend himself when being attacked from behind. Backstabbers always find ways to attack you from behind, so a pump is an ideal weapon. Please read about this game to learn more here: https://en.wikipedia.org/wiki/Vigilante_8 Please watch this video here: https://www.youtube.com/watch?v=JnJhMn6e7Sk 66 School Bus: Molo with pump character. More images to look here: http://www.projectv8.co.uk/vigilante8/characters/molo/ Thanks.
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It would not make sense to have the pump as a module. I prefer it to be a weapon which is used for back defence. The pump is not overpowered. It is fine because it does not interact with other turrets.
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Yeah, that's right. Shot colors can be added to make ink more cool and fascinating when firing the pump. Also, it would be a great idea to add different sound effects. However, the default sound effect must be the "fart sound". There is nothing wrong with that!
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Yes, I am suggesting a toxic smoke pump. The effect would not be a smoke screen like you imagine because making your screen completely black is not the point. The purpose of this pump is to spray black ink in a spray jet motion like Firebird and Freeze does. The area of effect would be applicable in the range of the turret.
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This pump is not supposed to change or buff any attributes of turrets. Instead, it is a secondary weapon that only faces behind hulls all the time. The pump can be equipped or removed by players and can be used on any hull. The purpose of this pump is to have self-defence when being attacked from behind. Many times, I face battle situations where I get attacked and slaughtered by Isidas, Freezes and Firebird from behind and I am defenceless because I tend to mostly attack enemies in from of me. So by having a pump as a secondary weapon I could independently kill enemies on my butt as well as enemies in front of me. I would use the pump for rear attacks and a turret for front attacks.
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