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Everything posted by RIDDLER_8
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Valid Juggernaut multiple overdrives and score multiplier
RIDDLER_8 replied to RIDDLER_8 in Ideas and Suggestions
Yes. It is best for players to be able to choose what turret to equip on juggernaut. I would like to use a Freeze to quickly zap enemies dead. Doing multiple combo kills would be so much fun if juggernaut had a Freeze turret. -
Valid 3 extra module slots that will only work in DM or JGR
RIDDLER_8 replied to GuidoFawkes in Ideas and Suggestions
Now that we have Gauss, a new turret in Tanki Online the new limit for protection modules should be 200%. That makes perfect sense because there is an extra turret, which causes the reduction of maximum turret protections players get. -
Yes, of course, my idea is plausible and you should embrace it whether you agree or disagree with me. Implementing this turret to juggernaut would help juggernaut players fight back when being overwhelmed with Freezes, Firebirds and Isidas that use Vikings on your back. They mostly attack you from behind, so it is true that juggernaut needs to have a defence weapon from behind. However, this fart pump must be suitable for use with normal hulls as well.
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What we need in Tanki Online is a weapon similar to an exhaust pipe that fires black smoke. That is extremely useful when enemies are on your tail. Perhaps developers could add this sort of weapon behind juggernaut so that it cannot get trapped in corners when being overwhelmed by enemies.
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I am the Martian Guy. I hope I get assigned to Mars.
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Yes, it is Valid, because it makes sense to implement such a weapon that can spray black smoke behind tanks.
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Don't worry. Other players would still get the chance of becoming juggernaut. However, it must be a 50/50 change for other players on the battlefield to become juggernaut. Juggernaut's armor must be doubled so that juggernaut can withstand multiple Striker, Freeze and Wasp bomb attacks. Still, Viking's overdrive powered up with Hammer can still easily bring down juggernaut to its knees by firing continuous shells for 7 seconds. Even with double armor, juggernaut cannot survive against Viking's overdrive.
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Valid Juggernaut multiple overdrives and score multiplier
RIDDLER_8 replied to RIDDLER_8 in Ideas and Suggestions
No. That's not true that doubling juggernaut's armor would make it impossible to destroy. What this would do is to make juggernaut survive for longer, which is what I am asking for because, playing with such a weak juggernaut is no fun at all. The real fun comes when juggernaut survives for a long time and do many, many kills. If you've read my post on "juggernaut weaknesses", I explain all the weaknesses and flaws juggernaut has. There many more features beyond double that needs buffing up. Buffing up juggernaut is what's needed to make it a really good tank to play with. Other player's would still enjoy the fun going after it in groups to kill it. No doubt about that! Juggernaut is the king of tanks, so he must be a real boss tank, rather than a noob that gets killed at first glance. -
No. It sounds crazy, but it's a great idea when properly thinking about it.
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Valid Juggernaut multiple overdrives and score multiplier
RIDDLER_8 replied to RIDDLER_8 in Ideas and Suggestions
Thanks Maf for the Valid status. Yes, I agree. One of juggernaut's weaknesses is its weak overdrive. Juggernaut's overdrive must be greatly buffed up so that it can throw enemy tanks in the air within a large radius of around 50 meters. Also, juggernaut's overdrive must have a new integrated features that causes heavy damage to enemies when they are within the vicinity of juggernaut's overdrive. Watch out tankers. That way, having a damaging juggernaut overdrive will keep enemies away so juggernaut does not become overwhelmed by clusters of enemies on its back. Overwhelming enemies on juggernaut's back is such a real pain and great problem to overcome, so developers must do something so that juggernaut can fight back this cluster of enemies continuously on its back. The first suggestion is to make juggernaut's overdrive very powerful so that it can push and throw enemy tanks in the air, and simultaneously deal enormous damage to enemies with its overdrive. The second option, which is also very necessary is to buff up juggernaut's armor. Juggernaut needs double the armor is currently has to be able to properly survive. The third option is to double the damage of juggernaut's twin railguns and strikers so that it can destroy M4 Titans and Mammoths equipped with double armor. Also, juggernaut must have a defense protection shield similar to Titan that weakens by 1% for every shot being fired at it. The shield regains 1% strength when killing an enemy tank. The juggernaut's defence shield is automatically activated when successfully making 4 kills. That is between every 4 kills, juggernaut automatically generates a self-protection shield. Read my topic here on this idea of mine: http://en.tankiforum.com/index.php?showtopic=374477 -
Yes, goodbye to all medium hulls with powerful overdrives.
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The 10 juggernaut rockets idea is brilliant. However, juggernaut's railings must deal twice the amount of damage as now. I have noticed when Titans and Mammoths use double armor, it takes 4 juggernaut railgun shots to destroy them, so my suggestion is to buff up juggernaut's railguns by doubling it damage.
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It is better to arm juggernaut with a powerful shooting drone that operates without batteries. The drone would only appear when juggernaut faces two or more enemies against it for a secondary defence. Another good idea of mine would be for juggernaut to drop a huge cluster of powerful mines on the ground that would annihilate enemies passing over them. The juggernaut would drop something like 10 to 20 simultaneous large mines that would have a very good blockage in entrances. There are many good ideas that players can get into their heads to improve juggernaut. Just keep on posting your ideas on this post. Every idea is (every little helps) that would help developers on implementing something useful for juggernaut.
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Yes, good point there. Like you said, it would be great if juggernaut had resistances against overdrives because overdrives makes easy juggernaut deaths. For example, most players use Hunter and Viking for stopping juggernaut moving and fast shooting Hammers against it. Your suggestion is good, but in my point of view it's not enough to keep juggernaut surviving long enough in battles. Just approve and accept my ideas because juggernaut needs a serious overall buff in make of its parameters and weaknesses.
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Juggernaut needs to have the amendments and extra features I request, plus more armor.
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Well, my idea was to add a different turret which would behave in a different way than Striker. If you think my idea is too similar to Striker, then you can make some adjustments to better suit this turret.
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Farting is good. Yes.
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The AFT-10 turret is supposed to be very different from Striker. Its main purpose is to shoot multiple rockets are once, something that Striker cannot do. Its salvo lock-on time duration is supposed to be -50% cut short from Striker so that it can manage to lock-on fire at runaway Wasp and Hornet tanks which are difficult to target mostly when they hide behind walls or buildings due to their fast driving speeds. Also, the purpose of this turret is for making a 1-shot kill. That is to destroy any tank, even an M4 Mammoth equipped with double armor, when using the lock-on target salvo firing mode. Please Maf put this topic as a "Valid" one. Thank you.
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No. That's not Striker or cyclone at all.
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Valid Juggernaut multiple overdrives and score multiplier
RIDDLER_8 replied to RIDDLER_8 in Ideas and Suggestions
Juggernaut absolutely needs another buff in its armor plates, but that's not quite it yet. Juggernaut is a tank that is a boss tank, so it must be made a very hard to kill enemy. That's the point of juggernaut. Also, juggernaut must have a feature like a mode switch where players get to select the overdrive they want to use at any time during charging by using the left and right arrow keys respectively. When the overdrive has charged up to 100%, that takes 2 kills, the player can freely choose to activate its overdrive. All the other hulls overdrives would be included into the overdrive selection set, plus the current default juggernaut overdrive. Juggernaut's overdrive will be the default overdrive when becoming juggernaut. A score multiplier is needed for juggernaut's killstreaks because I have found out that juggernaut is underpowered in the battle score and battle fund area of the rewards. I clearly understand that I am not allowed to mention about the size of rewards in posts, but here I am really trying to get my point right by highlighting the problem facing juggernaut's rewards. It's true that juggernaut's rewards must be greater and better for a boss tank like juggernaut. I also want to point out that developers absolutely must add the juggernaut mode to pro battles because I have seen many people complain and ask for the juggernaut mode to be added to pro battles so that players could enjoy playing very long battles with very cool unique juggernaut settings. Juggernaut is an interesting tank, so customizing it in pro battles will bring this game mode to a whole new level. That's what players are asking for and I too ask the same thing too. Both the juggernaut tank and its game mode must be improved to make this battles mode and juggernaut tank more fun and interesting for everyone. I have also noted that there are not many players playing the juggernaut mode because of a lack of armor, too short matchmaking battles and lack of many other features such as custom juggernaut pro battles. Developers must realize how much better the juggernaut tank and juggernaut pro battles could be if they agreed with my suggestions and implemented them all to Tanki Online for much better use of this tank and its game mode. -
Valid Juggernaut killstreaks gives bonus crystals, battle points and experience points
RIDDLER_8 replied to RIDDLER_8 in Ideas and Suggestions
Thank you so much Maf for putting my post as "Valid". Here, in this post I am really doing my very best to prove that juggernaut has the lowest battle fund and rewards. To fix that, the best and only solution is to add multiplier rewards for killstreaks. Of course, those bonus rewards only works if your are a juggernaut and if you successfully manage to pass each killstreak on after the other. For example, First Kill, would get 1.5x multiplier points, Hunt Time, would get you 2.0x multiplier points, Domination, 2.5x multiplier points and so on.- 4 replies
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I personally think that juggernaut is too weak. I know this because when I become juggernaut, I get destroyed very quickly even after making two or three kills at once. I have written a post on a defence shield, but you say that a 3 second shield would make juggernaut balanced. Well, a 3 second shield would not help at all. Its best to make a permanent shield that gets weaker by 1% after each shot. Just read my topic on the link I posted above on the first post. I am not lying nor kidding. Juggernaut has many weaknesses and I can prove it. Even after becoming juggernaut myself, I can get killed right after spawning as juggernaut. That proves you that juggernaut is garbage. In other words, it mostly feels like driving a Mammoth, and you get zapped dead unexpectedly. Please Maf can you put this topic as either "Under Review" or in the "Valid" section because my suggestion makes sense.
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Turret Idea: AFT-10: I have a new idea that just came to my mind about a deadly turret that can be developed and implemented into the turret arsenal of Tanki Online. This turret is an AFT-100 multiple rocket missile launcher similar to Striker, but shoots 8 rockets simultaneously rather than 4, (regular Striker) or 6, (juggernaut). Below is a sneak peak image on how the turret is supposed to look like. This turret has a total of 8 independant barrels. Each barrel fires a rock. Let me thoroughly explain on how this turret functions in full details. How the AFT-10 turret works: The AFT-10 turret has two firing modes. The first firing mode fires rockets from left to right. The rockets are fired independently starting with the top row, then the bottom row. The player can choose to fire as many rockets as he wants just like with Striker, only by tapping and quickly pressing on the spacebar. The lock-on salvo mode loads a quick lock-on target that loads twice as quickly as with Strikers but deals devastating destruction when all the rockets fires simultaneously at the enemy. The player can lock-on enemy targets by pressing and holding the spacebar on the keyboard for a period of time. Deadly Damage The AFT-10 turret would deal 4000+ HP of damage which is capable of destroying a tank with only 1 shot kill. That is only achievable by using the lock-on target firing mode by holding the spacebar. Damage Parameters and Maths I am not a mathematician but according to my 100% accurate calculation each independent firing rocket deals 500 HP of damage. When firing in lock-on target salvo mode, all 8 rockets together would deal 4000 HP of damage. In mathematical terms, that is 4000 ÷ 8 = 500. My mathematical calculation is for an M4 upgraded turret. For lower modifications such as M0, M1, M2 and M3 the mathematical parameters would be less, and of course different. Turret Name: Since all Tanki Online turrets are named by a single word, which is short and suitable, the best name that properly describes this deadly turret in Tanki Online would be simply called "Destroyer". So, in other words, the AFT-10 turret would be named and called "Destroyer" which accurately describes its deadly kills. Rotation: The AFT-10 (Destroyer) turret would rotate left and right like Striker but its overall behaviour would be different. Difference from Striker: The AFT-10 turret is not a clone, nor a copy of Striker, like many players or Tanki Online developers would assume. Instead, it is a rather different turret which has different properties, parameters and multiple rockets and huge damage. AFT-10 lock-on damage is as deadly as juggernaut's Strikers: This turret (AFT-10), (Destroyer) has the capacity to deal as much damage as juggernaut's Striker rockets, but instead of firing 6 rockets like juggernaut does, it fires 8 rockets instead. Take a good look at the picture I posted above for comparison. AFT-10 on different hulls: Tanki Online has 3 different hull category. They are light, medium and heavy hulls. On light hulls, the immense firepower would cause the hull to violently vibrate which will cause some lack of accuracy when firing. For medium hulls, this turret would have better accuracy but the player would still experience some shaking. For heavy hulls, this turret would be the best fit since there is no shaking and players would gain the very best experience when it come to be 100% accurate before the rockets are fired. AFT-10 for Parkour and eSports: Parkourists and eSports fans simply like turrets that gives them a massive boost in recoils so that they can perform stunts and jump on top of buildings, even on top of other players as well. This turret would be a brand new experience to normal gameplay and eSports events. Unlock rank: The AFT-10 turret would be unlocked at the Marshal rank for the M3 modification. However, I am not sure about the unlock stage for lower ranks, so I will leave this decision for developers to decide. Final words I have to say: This turret (AFT-10), (Destroyer) is amazing. If developers, hopefully chooses to develop and implement it in Tanki Online, it will bring Tanki Online one step ahead again, and give players the opportunity to try and like something new, which will in turn encourage more and more players, including newbies to create Tanki Online accounts and start playing the game. I hope you liked reading this post as much as I liked creating it. Good luck on your Tanki Online adventure of gameplay and development. Thank you, and I wish you a 10 year happy birthday (1 decade) for Tanki Online and its adventurous journey so far. Happy holidays to all tankers around the world, and once again, a big THANK YOU from me.
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This is how the tomahawk is supposed to function like.
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The Tomahawk goes up and down like Magnum. That's great, but it must have the ability to lockon and seek enemy targets, as well as dealing 4000 HP of damage, enough to destroy an M4 Mammoth. Since developers have finished development work on the Gauss turret, now it's about time for developers to begin the development process or creating this Tomahawk turret.
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