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Questions... How does the turret do damage if there is only a shield that is unable to damage enemies (not to mention that when we are under fire, that is precisely when we most want to fire back)? How do you activate the gun (if there is a gun) if the space bar only activates the shield? What do you think of my suggestion? See http://en.tankiforum.com/index.php?showtopic=249967&p=5213685 and related posts.
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We already have that. It's called the shaft.
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My vulcan didn't come with an isida that follows me around :D . As with any other turret, kill the isida and it will no longer be able to supply health. It's too bad vulcans annoy you, but nobody wants a gun that doesn't work properly. :o
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Thank you for your input and support. I got to thinking that with four guns, it might look kind of weird, and might be too OP. As for whether it fires something other than laser/ray/lighting beams, I'm flexible on that. However, it seems to me like bullets would not be fitting for a short range weapon. It would be strange to see bullets that only travel a short distance before falling to the ground. :blink: I don't know much about technology, but I've seen at least one tower defense game where a single tesla weapon emitted ray blasts (similar to lightning) against all enemies in a circular radius around it. So that would be another possibility, and might be a more technologically accurate use of the word "tesla" (even if it isn't a real technology). Tanki staff would have to decide on specifically what weapon(s) to put on this turret. My basic ideas are... A weapon (or weapons) capable of covering a 360-degree radius, on top of an anti-gravity disk, on top of the hull naturally.
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You're correct. Wasp is probably more stable than the Hornet. I don't use a Wasp myself, but I know my Vulcan can easily flip it over. :lol: I edited my original post ( http://en.tankiforum.com/index.php?showtopic=249967&p=5213685 ) accordingly.
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Guide [Issue 45] Tips for the Sneaky Tanker
sgt_gunner replied to sonofchrysalis3 in Newspaper Archive
1.) In Deathmatch, ask a broad question and kill the tankers who stop to respond. Take advantage of people who are trying to help you... Are you really that desperate? 2.) Use a repair right before your enemy runs out of reload or before you die, whichever comes first. On a scale of 1 to 100, the "before you die" part must get -99 points for originality. As for running out of reload, that is bad advice. If an opponent runs out of ammo, that is precisely when we should be able to deal the final death blows. Anyway, what's "sneaky" about using a repair kit? Everyone knows that all you have to do is push the "1" button. You might as have also told us about the "2" and "3" buttons.. 3.) Lay mines on drop zones. Here again, -99 points for originality. 4.) Lie when they ask “was gold?” Again, are you really that desperate? In any case, it's bad advice again. I want only the worst players on their team to stay, and the best players on my team to stay. 5.) Organize a pack of Mammoth Isidas and haunt a CTF map. As another person commented, "This works every time." I wish everyone would stop doing that. Yes, this was humor on my part, but unfortunately not on yours. Anyway, if you want to push the case, this doesn't work for the majority of us, who didn't upgrade our M0 mammoths because of the "granny on crutches" factor. 6.) Drop a mine if you flip over in a high-traffic area. This might work. The tanker must have a light to medium hull, and sufficient health and countdown time remaining to stay alive until the mine is activated. -
I see what you're saying. Seems like the main gun should be able to deplete the rear gun's reserves, but the rear gun should not be able to deplete the main gun's reserves. Both could be entirely separate, but it would be a shame to see some of the reserves go to waste when your tank's life is on the line. I made another post at http://en.tankiforum.com/index.php?showtopic=249967&p=5216262
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MORE DETAILS ON "AREA 51" TURRET PROPOSALS =========================================== First, please see these previous posts on the proposed "Area 51" turret: http://en.tankiforum.com/index.php?showtopic=249967&p=5213685 http://en.tankiforum.com/index.php?showtopic=249967&p=5213902 I have now written in the above posts about two different, but related proposals. For each, the anti-gravity disk remains the same. The only difference is related to what type of side/rear gun(s) can be equipped. Proposal 1: Two side guns and one rear gun, in addition to the main gun - four guns total. All guns on auto-aim and auto-fire when the fire button is pressed. Guns fire if and when an enemy comes within range. Each gun takes 0 seconds to fire upon their target. Proposal 2: One, mini-turret mounted rear gun, in addition to the main gun. Auto-aim and auto-fire when the fire button is pressed. The rear gun may have to auto-rotate on its mini-turret (independently of the main gun and turret) before being able to fire at the nearest target. Energy/Ammo Reserves: Limited, but how to distribute is the question. Front and rear gun firing reserves could be kept entirely separate. Alternatively, the main gun could be allowed to deplete the rear gun's reserves, but the rear gun could not be allowed to deplete the main gun's reserves. Under either proposal, an Area 51 tanker wouldn't be able to drive around with the fire button continually depressed since the target sensors consume a small amount of energy reserves. The main purpose of this post is to write more about Proposal 2... Scenario A: The Area 51 tanker has no targets in range before him. Suddenly, an enemy firebird fires upon him from the rear right side, within range of the both the rear and main gun. Area 51 tanker simultaneously pushes the fire button and the right turn buttton. After this point, for the purpose of this example the firebird remains stationary. Here's what happens next: The rear gun rotates to the left and begins firing at the firebird. (For this reason, the rotation speed of the rear gun turret would have to be faster than that of the main turret). Meanwhile, the main turret rotates right so that the main gun can open fire at the target. The rear gun continues to rotate left in order to keep the firebird in its sights and continue dealing damage to the target. As the main turret keeps rotating right, the targeting sensor detects that the target is within the main gun's line of fire. Immediately, the main gun begins firing at the firebird. At the same time, the rear gun ceases firing since both guns cannot simultaneously fire at the same enemy. The Area 51 tanker sees that the main gun is firing, and stops the turret rotation when that gun is fully on target. The rear gun continues to point in the direction of the firebird, in case the firebird moves away from the main gun and into its line of fire. Scenario B: This is the same as Scenario A, except that an enemy twin tank has now entered within the range of the rear gun, on the opposite side. With the Area 51 tank's main gun still firing at the Firebird, the sensors depict that a twin tank has come within range of the rear gun. NOTE: Since the fire button is already depressed, it doesn't matter whether or not the Area 51 tanker can see the other tank or its fire (it may not be firing at the Area 51 tank at all), or detect whether any tank is even in range of the rear gun. Since the tank's sensors (already activated by the fire button) have detected the enemy tank, the rear gun automatically begins to rotate in that direction. The moment the twin tank comes into its line of fire (assuming it remains within range), the rear gun begins to fire at it. I drew pictures of both turrets (which I'm not sure how to post here), and the 2-gun configuration looks better to me than a 4-gun configuration. It also seems more efficient and elegant from an engineering standpoint to have no more than two guns on a tank. So personally, I prefer my second proposal. I will now answer two hypothetical questions... Question: Wouldn't this be a "noob" gun due to the robotized rear turret? Answer: NO. First, that is only a secondary turret and gun. In addition, even though the rear turret is robotized, it still can do absolutely nothing unless and until the fire button is pressed. Therefore, every Area 51 tanker will need to have a good sense of when an enemy tank may be in range, even if it is to one side or to the rear. The Area 51 tanker also has to decide, "Should I take time to turn my turret while enemies are approaching in front of me?" or "While I'm firing at this tank in front of me, can I target another enemy with my rear gun by moving backwards or to the side?" These are difficult tactical decisions that require both battlefield knowledge and skills to maneuver one's tank into the ideal position. The tank will also have greater speed (anti-gravity effect), which requires greater skills with tanks that are already fast. Finally, it is worth noting that Tanki already has computer-assisted guns that have auto-aim. Question: Wouldn't the rear gun simply alert other tanks to my presence? Absolutely, It would do this. However, mostly it will alert you to the presence of enemy tanks to the side and rear. This would normally work to the Area 51 tanker's advantage. That is, the enemy tanker has probably seen you, but you may not have spotted it yet. If you press the fire button and the rear gun doesn't fire at anyone, you will know that no enemy tanks are in close proximity to you. Of course, it stands to reason that if you are firing at two or more enemies at the same time, each of those enemies will want to return fire. Therefore, in order for the rear gun to be more than an annoyance, it would need to have enough power to do some real damage. It just wouldn't be as powerful as the main gun. For engineering and tactical reasons, we would definitely want the main gun to be more powerful. By the way, if you press the fire button and find that your rear gun is firing on powerful weapon such as a rail, shaft, or thunder, you may want to speed out of the area as quickly as possible. Fortunately, the anti-gravity disk can help you with that!
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Thanks for the feedback. It got me thinking about a new idea for an alternative weapon on the rear of the tank. The way I envision it, heavy tankers would laugh at the low amount of firepower of the small guns on this tank. Even so, tanks that are already near death would likely be killed. For hypothetical purposes, let's imagine that Tanki Online is the "real world." If that were the case, I believe one of the first things that tank designers would want to introduce is a backward-pointing gun since surprise attacks usually come from directly behind. One alternative to having three additional guns would be a rear mini-turret ray gun. This gun would automatically rotate about 270 degrees to cover the sides and rear (when an enemy enters the short range of the gun), while letting the main gun deal with enemies in front. Imagine yourself being the main driver and gunner, and having a robotized rear turret. The disadvantage, in comparison with the 4-gun proposal, is that this gun would only be able to fire at one enemy at a time. I think it would be kind of cool to have a computer-driven gun in the game. We wouldn't be able to count on luck to not get fired at. If more than one tank entered the range at the same time, the turret would turn the shortest distance to start firing as soon as possible. If a rear gun could turn (in the absence of enemies to the rear or either side) and fire forward, on top of the main gun's firepower, that would be pretty OP. I wouldn't recommend that. I have written more about the rear turret gun idea at http://en.tankiforum.com/index.php?showtopic=249967&p=5216262
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New Turret Idea... AREA 51 TURRET ============================= The government has informed us that, in fact it it HAS captured a UFO. More importantly, it has successfully reverse engineered UFO technology. Based on these amazing discoveries, it has designed a new tank turret! The Army Chief of Staff has just removed an enormous blanket from the secret project, and this is what we see... The Area 51 turret features two new technologies: an anti-gravity disk, and "tesla" ray guns. ANTI-GRAVITY DISK ----------------------------- The guns are mounted on top of a hull-mounted, round "UFO" disk which, by reducing the tank's weight, increases the tank's speed. In Tanki game physics, weight does not affect speed, but it does have a positive effect by increasing a tank's stability as weight increases. For the purpose of the Area 51 tank, however, a decrease in weight will have a direct, positive effect on the tank's speed. Decreased weight will continue to have a negative impact on each tank's stability. Therefore, the Area 51 tank may not be ideal for tanks that already have stability issues. The hull may be best suited for medium tanks such as Hunter and Viking. Since this turret can't work miracles, heavy tanks would still be slow even when equipped with this turret. RAY GUNS ---------------- The turret is equipped with not one, but FOUR guns. Each gun has a coil around it, and shoots a "lightning" type of beam. As with some other turrets such as isidas, the guns can fire for only a limited time before needing a recharge. Also like isidas, the ray guns have only a limited range. The guns point in four directions: forward, to each side, and backwards. When the tanker activates the "fire" button, it will activate all four guns. Each gun will automatically detect whether an enemy is in range. If so, that gun (or those guns) will fire upon the enemy. The forward-facing gun will be approximately twice as big and powerful as the other three guns, and will have a longer range. As a result, the tanker would still need to turn his turret (if able to do so) and/or hull in order to direct the maximum firepower at his or her enemy. We normally don't like to be surrounded by enemies. Ironically, the Area 51 tank will unleash it's maximum firepower when it is surrounded by enemies since all four of the ray guns will be firing at once. The disadvantages are that this will quickly deplete the tank's energy reserves, and the tank will probably be killed before it can kill all the enemies. Overall, the Area 51 tank's guns will have to be "nerfed" in firepower due to the fact that the anti-gravity disk will by itself convey a significant advantage to the tank, and because of the multiple-gun advantage. Overall Assessment --------------------------- The Area 51 turret's speed advantage, combined with its ability to deal death to multiple enemies in close combat, will give tanks an advantage in CTF battles (for flag capturers), CP battles, close combat DM or TDM battles, and parkour. Final Words ---------------- Please ignore the "sci-fi" intro if that is not your style. Also, the name "Area 51" is only a suggestion, as is the rest of this post. One thing I've noticed about Tanki is that many of us like to travel at the highest speed that is reasonably possible. This is so much the case that even the lightest tank (Wasp) is very popular due to its speed. This turret could give us all the chance to move a little faster, as well as to immediately return fire against those pesky enemies that sneak up on us from behind. For these and other reasons, I think this turret design, if implemented, could be very popular even though the guns might never be the most deadly force on a battlefield (except perhaps when all four are firing at one time). If you like the idea presented above, I would appreciate it if you would hit the "like" button. If you have anything to add, feel free to leave a comment! Update: I have an alternative proposal involving a single ray gun weapon to target enemies in the rear, or even a circular area defense "tesla" weapon. See these posts: http://en.tankiforum.com/index.php?showtopic=249967&p=5213902 http://en.tankiforum.com/index.php?showtopic=249967&p=5216262 http://en.tankiforum.com/index.php?showtopic=249967&p=5237131
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What makes you Mad in Tanki? Things you hate/like in the game?
sgt_gunner replied to Ditzy-Dip in Archive
When I am one foot away from capturing the enemy flag, and suddenly the game ends. -
What makes you Mad in Tanki? Things you hate/like in the game?
sgt_gunner replied to Ditzy-Dip in Archive
So they put a tank in - probably an M0 Wasp for easy kills. Don't they have to do something with it every 4 minutes or so in order to keep it from being automatically booted from the game? Then you see the mult continually coming into the home base to find and kill their Wasp, along with anyone who gets in the way. Is that how it works? Or they could just let their team mates keep killing the Wasp to boost their team's stats in TDM mode. Or the Wasp could sit there and hurt the team by not participating in CTF or CP. I am just guessing, and there is probably a discussion of this elsewhere. I think losing teams should get more points and crystals than they do. Then people wouldn't care so much about trying to be on the winning side. We should care about that, but it shouldn't be all-important. By the way, I don't see that Wasp very often myself, so maybe this "mult" topic is more hype than reality. That said, I do get frustrated with tanks on my team that sit there for long periods of time doing nothing. -
What makes you Mad in Tanki? Things you hate/like in the game?
sgt_gunner replied to Ditzy-Dip in Archive
Didn't you know an admin is always standing by in every game, waiting to press the "Gold Box Drop" button? All he needs is a little encouragement sometimes. ;) -
What makes you Mad in Tanki? Things you hate/like in the game?
sgt_gunner replied to Ditzy-Dip in Archive
I've found that the blue team usually tends to be a lot like the red team, especially after they automatically switch sides. :lol: -
Guide [Issue 39] The Definitive Guide to: Dictator
sgt_gunner replied to greyat in Newspaper Archive
Nice article, but I would like to offer some feedback, all in good humor. Quotes from your article are in yellow... If the opponent has a ‘flatter’ hull, such as a Viking, and has managed to approach you, they may be able to use the impact force of their turret to slightly raise the back of your tank. How does a person manage to hit another tank with their turret? I think I've done it once or twice by falling upside down from the sky, but as I recall the outcome was not favorable to myself. For some reason, I find Dictator to be rather strongly affected by the impact force of enemy turrets, even more so than the lighter medium hulls, Viking and Hunter. Again, how can I throw my turret at another tank? That could, I suspect, be a pretty awesome hit! If I manage to do so, I would want to get my own turret back pronto since I find that part of the tank to be highly essential. What I find to be most effective in any game is SHOTS FIRED FROM GUNS WHICH, INCIDENTALLY, ARE MOUNTED ON TURRETS. Note: I am not trying to be a butthead here, nor only a comedian. I truly found it difficult to understand these parts of the article, that is until I figured out how you were misusing that particular word. Thank you for your attention.
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