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I love acid turrets, and that's a great name for it :D However, DoT is already taken in Tanki by Firebird. I know you pointed out the distinction, but I think the "corrosion" should be something completely different, like temporarily increasing damage dealt by all other turrets to the tank (corroding its armor) or by lowering the enemy's damage output (corroding the turret). The turret could also create puddles of acid where an enemy dies to it, dealing damage to all enemies that cross it. I just don't like adding more DoT turrets to the game when we already have Firebird, especially when the point of having new turrets is to diversify the gameplay. I'm not really sure about removing the drugs from an enemy tank... and Freeze already takes the "slowing" role.
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First thing I think should be mentioned: "Magnum is so bad the aiming system is awful it's such a noob turret." This annoys me to no end. The Magnum was meant to be a difficult turret to use, due to its potential to hit ANYWHERE on the map! For a game that's largely dominated by how well each team controls the field, that is INSANE. Of course it's hard to aim correctly, otherwise it would be absolutely broken! Instead of complaining, spend some time labbing with it in private pro battles on your favorite maps, so that you get a feel of how far each shot goes with certain angle + power combinations. Sheesh. Next off, "Shaft is stupid noob turret for campers." Well, duh. That's the whole point of Shaft. Lynchie, above me, made an excellent point about the camping aspect, and I'd like to add that Magnum is a hard counter to Shaft, because it can annihilate the Shaft from anywhere, provided the player using it has decent aim. This brings me back to the main point of Magnum, which is to ATTACK. From really, really far away. You can sit in the comfort of your own base and slaughter the campers on the opponent's flag. It's great fun, I've done it many times on my lower account. You can easily break up the stalemates that happen when each team has their opponent's flag, and you can still hit approaching enemies, provided you have a good viewpoint and timing skills. Anyways, back to Shaft. A particularly good Shaft player will really shine on defense because generally, the enemy will have a difficult time finding them before they've gotten 3-4 kills, after which time that defender has moved to shut down a different lane of attack, which is the main point of Shaft. If you really feel frustrated with your teammates that have Shaft, just tell them to guard a certain area that you've noticed the enemy has been using a lot. They're generally pretty willing to help. Having a Shaft block off one main approach to your flag is such a boon, it forces enemies into a more easily defended area and makes your attacks way safer.
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Turret name: Impact Desc: An EMP Generator that, when activated, unleashes a massive shockwave from the center of the tank outward (has no effect on friendly tanks). This shockwave has high impact force, enough to send enemy tanks at close range spinning away like tops! When used in the air, sends your own tank into an uncontrollable tumble, so be careful! The shockwave is stronger in the front than in the back Stats (M3): Damage-1702 (Strong), 942.2 (Weak) Damage Dropoff rate: -68/m Reload-6.45 s Impact Force-575 (Strong), 450 (Weak) Impact Force Dropoff rate: -23/m (Weak area has shorter range than the strong area) Area of Effect-25 m (Slightly longer than Firebird/Freeze's range) Rotation Speed-175 (Fastest in the game) Strong hit area-90 degrees (45 on either side of the center of the shot) I realize this would be insanely difficult to program, but give me feedback on the stats! :D
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Gotcha. I didn't see in the original post for the turret anything about minimum damage range or shell speed, so my fault. Still, I really like the idea and think it's probably very good against heavy hulls, but less effective (but still usable) against lighter ones.
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Ok.. for those who want to see this in terms of health after the last update: Howitzer: M0 damage: 500-1190 M1 damage: 660-1420 M2 damage: 750-1800 M3 damage: 840 2050 Compared to Viking's armor: M0 armor: 1176 M1 armor: 1588 M2 armor: 2176 M3 armor: 2529 And Mammoth's armor M0 armor: 1505 M1 armor: 1818 M2 armor: 2831 M3 armor: 3376 Looks like the Howitzer is designed to be the bane of heavy hulls, since their slow movement makes them easy targets, even over max range. Buff the minimum damage slightly, nerf the max slightly, and you've got a very well thought out and balanced weapon. If players are skilled enough to land hits on a Wasp, good for them, but in general I don't see this thing hitting light hulls enough for the crazy high damage to matter. To make sure that this won't be abused, the recoil should be very high, to prevent light hulls from running around and taking out campers with ease. I like this idea a lot, and I think slower shells with high damage is a currently unexplored concept in Tanki.
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The Firebird alteration is amazing. In every battle that I've gone against a Firebird using it, I've died before I could let off a shot with Railgun, because it kills Hornets in about 1 second. If you have M3 or M4, it's well worth the extra 100k crystals, because you immediately become a monster on small battlefields. You will have to alter your playstyle a bit, from what I've seen of the people with the alteration, they usually dash in, roast someone, hide, repeat, while their friends do all the flag capturing. Or if you're in DM, then this will be absolutely insane, because it's capable of getting massive KDR's.
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In my opinion, Hornet is a much better fit for Railgun. I say this because with Dictator, the hull's height and inability to tilt well makes it hard to hit enemies. The lower turning speed hinders it too. With Hornet, you're able to dodge shots, make much harder shots, and move between cover. Dictator seems to be a punching bag on wheels. Hornet can at least outrun a Firebird/Isida. Dictator... not so much. I only have practice with M2 modifications with each, if that helps.
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category Ideas for Hulls and Overdrives!
TheUpstartRonin replied to Ilia.ArchangeI in Ideas and Suggestions
If the four tracks make it slower to turn, then why would you even want this hull? What I'm seeing is pretty much a Hunter, but with a slower turning speed, and higher weight. Nobody would buy it, because the extra weight isn't worth scraping against every wall while midfielding or having to take a 3-point turn to make it around tight corners. -
category Ideas for Hulls and Overdrives!
TheUpstartRonin replied to Ilia.ArchangeI in Ideas and Suggestions
You wouldn't have to shoot at one place, it would just be more effective. Note that I said "slightly" less damage for body shots, and by slightly, I mean 3%-5%. The damage increase for hitting the head would be about the same, if not a little more. All turrets have a sufficient downward auto-aiming degree to be able to hit a hull as low as I'm thinking (slightly lower than Viking, but not by much), the only problem would be if you're using Dictator and something like Railgun or Isida. As an added downside, I think if you managed to run into any other part of your tank, you would self-destruct, just to make sure that nobody hides the head behind the body segments. -
category Ideas for Hulls and Overdrives!
TheUpstartRonin replied to Ilia.ArchangeI in Ideas and Suggestions
Dangit Tanki, no chameleon supply D: Anyway, a fun idea for a hull would be to have it really low and really long. Name would be Python. It would be separated into segments to make it more maneuverable, and would be difficult to knock off course. However, if you hit the very front segment, it would deal more damage to the hull, whereas hitting the other segments would deal slightly less damage than normal. (Because if you cut off a snake's head, you kill the body) Give me feedback please! -
I'm very confused. What do you mean "Defend while attacking"? And will the stick be disappearing once the target is hit? Also, will it deal the same damage as smoky M0 at M0, and at M1 do the same as smoky M1, etc. ? Also nice garage desc.
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category Ideas for Hulls and Overdrives!
TheUpstartRonin replied to Ilia.ArchangeI in Ideas and Suggestions
Well, with the upcoming update that introduces the new supplies, I don't think chameleon or flying hulls will ever be implemented. I'd like to see a medium hull that has huge power to push defenders more easily. It would introduce a more tactical element to CP and CTF games, and make the game more diversified in general. -
category Ideas for Hulls and Overdrives!
TheUpstartRonin replied to Ilia.ArchangeI in Ideas and Suggestions
You mean less armored? Because if it's more armored and faster than another hull, then its too powerful. -
It depends on your playstyle, but medium-heavy hulls tend to work better with Thunder than light hulls.
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That would be pretty fun, but it seems pretty limited in application. I would personally just equip it to a wasp and chase down enemy flag carriers; if it doesn't flip them it'll at least mess up their driving. Since it does no damage, it would be a high-risk high-reward thing, which is something that many people don't really like (Hence twins' popularity). It's a good idea, but I don't think it really has any chance at being implemented.
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