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ParkhourTank

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  1. ParkhourTank

    Ideas for Turrets!

    I'm suggesting these options/mechnics, :mellow: also, and its also its an concept
  2. ParkhourTank

    Ideas for Turrets!

    My concept/suggestions for the 2 proposed turrets: Rocket launcher & Artillery. This may be separated into several parts, this may be subject to change if the turrets make it to the game I have some ideas for these 'new turrets' aka Rocket launcher and Artillery, my first concept for the Rocket launcher would be it would fire obviously fire missiles, it would have velocity of twins, the rocket can be controlled in mid-air, it would have 2 firing modes, sighted and unsighted, it would work abit like shaft, when the meter goes down, the range and damage would be outputted and launched, but on release in middle of it, it would add some damage and range, the range is how long the missile will fly, for lets say, on Aleksandrovsk, if fully launched, the missile can be under-control for a long time, till it reaches the sniper lines of each, on stopped mid-path, it would be controllable for a while, but it would lose its control and heads towards its straight destination until its been hit, thus twice as long as a twins projectile life time, 2nd mode, unsighted would be just automatically designated on a target that the gun pointing towards, but still, slower flight, and lower damage output, it would have a large damage, saying it would 1-hit a hornet or a Viking, if on full charge, but its meant to be a support role for taking out heavy hulls, the disadvantage of that is, it would suffer a long reload, longer then the shafts, it would be outflanked by unnoticed wasps, and it would only go out of sighted mode if the projectile has been destroyed, or lost range, I would consist of not adding the splash damage, since ATGM's carried shaped-charge or HEAT rounds, but one thing however, during unsighted mode, it would have a splash damage, but longer reload then thunder, but the same damage as thunder since ATGM launchers like the M551 Sheridan launched HE ammunition too, the charged reload would be a pain, really expected be 1.15x longer then shaft, but then, who would want to wait for that long? The Rocket launcher would be a tactical turret to play, as controlling a projectile that has its damage maxed-out could be easily be lost by being shot for something that can knock-out its aim easily. And now coming to the design of the turret, I was thinking of a M551 Sheridan since the turret was very clean of equipment, or the M60A2 Starship, personally I think the M551, M60A2 would look like the Ricochet with a more tubular gun and fixed turret roof with a large cupola, this weapon could be unlockable for Master sergeant, which sounds quite high.. but it could be different... -------------- Advantages: -- Has 2 firing modes, sighted which uses the ATGM's mode, unsighted is basically uses the mechanics of thunder, but a longer reload -- sighted mode is able to control missiles which locks on to the laser pointed at the location for the missile to track at -- The longer the LMB/Spacebar is hold, the more range and damage is outputted -- It can be controlled either using the Mouse, or the WASD keys or the arrow keys to guide the missiles -- The highest damage in the game, with full charge topping 130 damage ----------- Disadvantages: -- Sighted mode aim can be easily knocked of with a loss of a projectile, and a suffer of a long reload. -- Can be outplayed by a thunder during unsighted mode, the unsighted mode is usually for defence -- During sighted mode, the vehicle is stationary and the missile has to be dumped/destroyed in order to be mobile and continue reload, the projectile can be dumped by pressing the spacebar again and the missile will keep on track where it guided at, which means, you could do the fire-and-forget method -- During sighted, the tank is vulnerable to be flanked -- Probably, the rocket can be targetable by an Vulcan, and can be easily destroyed, similar to that of a Phalanx CIWS ------------------------------------------------ Now onto Artillery. My idea of the visual design of Artillery turret would be like an M109 Artillery, or an M55 SPG, the turret would be considerably large, large, infact, it would be a suitable design for Viking, or Hunter, whilst smaller halls could suffer extreme recoils, that could potentially flip there tank. or another design could be a Cannon mounted on a turret ring, the cannon would look like a B-4 203mm Howitzer, this gun would be placed on a circular platform with 2 Hinges creating some kind of gun platform without any shielding, similar to the drawing board in the V-LOG 102, just not square, and angular, it would be like some kind of small-costal artillery, on a turret platform and it would be easily spotted, such as its gun revealing, a loud gun-fire bang that can be heard from both sides, but, who's gunfire? it could also be a warning to stationary targets to avoid the shell and splash at all costs. The damage output would be a +/- system, for example, it could have damage of 60 - 100 in a M0 turret, it would be unlockable for First Sergeant the controls for the turret would be similar controlled by normal turrets, it would have 2 modes too, direct and in-direct fire, lets start with direct, the direct will just basically be a thunder with a longer reload, the same damage, but it would have to be close and automatically aimed at target, in-direct will be show the overview of the map showing allies and enemies, non of the tanks are highlighted ally or enemy and you'll have to guess which ones enemy, lets say a scenario in Aleksandrovsk too, say there's 2 shafts on the opposite side, say 1 is using a wasp, and the other is in the titan, it would almost have to do 1 or 2 shots against wasps, or 3 - 5 shots on titan, if it hits a ally, then it wont obviously do any damage, and he has to come out of the mode (which is projected to wait for 2 seconds), and see for himself, he would also be in very safe cover, probably a allied support for him, this turret would be very effective in long-ranges and taking out shafts, making the wasps go through or flank the enemy lines, it should be recommended in CTF, or CP, but for TDM, it wont do any good since there isn't any points to defend, and the allies could just do there own things, however, it could save allies from potential dangers, such as a firebird, but DM, its another story... probably the worst turret ever to go with into a DM. ------------Disadvantages: -- Upon firing, your location is shown for 3 seconds, and would have to relocate somewhere else before an light-hull tank could spot you and become invulnerable with the sighted mode. and a loud-gun fire bang would noticeable where you are. -- During unsighted mode, your gun is immediately fixed, and the firing is limited to mid-range. -- Whilst getting shot by an enemy close by, it would take 2 seconds to make your gun fixed, also shooting close and result damages to the vehicle itself, since it has splash damage. -- the turret and cannon is huge, so if hiding behind a blockade, you can be easily spotted by other artillery or a professional shaft that can easily shoot your gun or turret. -- If an enemy is hiding behind a building, you wont be able to shoot it above, if he's further from it, then it could be a slight opportunity to get him. -- you are the main target for wasps or hornet, if they flank you easily -- -/+ parameters could struggle against getting the highest damage. -- the turret and gun traverses are slow during unsighted view, but equal to sighted view -- A special mechanic during vulnerability is the incoming damage is multiplied by x1.25 -- if the artillery is mounted on light hulls, they could have a larger chance of being 1-shotted, by railgun or a thunder. -- if the turret is turned onto the side, it could have a chance to flip the vehicle sideways, but since the mass of turret, and the splash damage, you could easily be crippled, so it should be faced frontally upon firing targets. -- Some maps may not be efficient if it has a lot of large buildings, e.g Dusseldorf -- Some artillery could encounter other artillery if he hasn't relocated or in a unsuitable position. ------------------------Advantages: -- Sighted view could be activated with a in-built button that can show the -- Shoot over buildings, obstacles, or props. -- Support the team from attacking camping shafts or vehicles that are unnoticed of artillery fire. -- Splash radius 1.5x larger then thunder -- Can destroy mines -- Projectile is x1.5 faster then a ricochet -- The splash can also push enemy vehicles in a magnitude these were just my ideas for these new turrets coming into tanki, also I cant wait for the artillery.... :)
  3. ParkhourTank

    TTT (Tank Testing Tool) + User maps in the future?

    gg, It just cut out the original version, but you get the idea custom maps etc. It can be used in many sorts of ways, the price should be reasonable around 5000 - 10000 crystals, by looking at PRO battle tickets. would this be a good idea? should TTT be resurrected?
  4. ParkhourTank

    TTT (Tank Testing Tool) + User maps in the future?

    Hi, I'm quite new here in the forums, I don't know what topic this should be, please correct me, let's begin as I stepped in TO the second time after me being bored and not trying it, until I started to feel adrenaline of this game, but someday, I something went up my head and thought if we could create our own maps, so I did a bit of research I found you could use a plugin knows as TTT aka. Tank Testing Tool for creating custom maps, I watched a tutorial to do this and at first, I got very interested in it :). *edit I cannot copy and paste it to S&I sorry* in a while, I got all the resources & decided to create my own map, I studied over my head & realise that it was quite abusive In glance, since the spawns are in a ceiled area which follows a single tunnel into the battleground, it had jump ramps & 2 large buildings, a large red house and a larg-ish blue, with on side of them are spawns facing near them. I began to test run this map & it says that it had errors of loading the map which appears to be the libraries missing or broken items? so it was unfortunate success. I hoping that the TTT could be used by user's & a update to this, I do know this has to do with a map creating contest, this leads to a suggestion that I thought of. now suggestions that I put up for this. (hopefully in the future!) or a concept A built-in system in the lobby that allow user's to 'upload' a map that they creating using a TTT, the user got option to add skybox & lighting (I don't know it TO has purposely placed lighting i.e additional lighting for lamps?), give a map a name and it will go under a tab featured in the game-creating lobby known as 'Custom/User' maps, unlike the official TO maps, it will have major flaws: it would not spawn goldboxes & a credit (crystal) penalty since you don't know what sort of bias or stability of that map could be. once a user has added there map, player's can tend to pick any custom map they want, the DM, TDM, CTF & CP could be restricted from that map if it doesn't have these required entities or can get accessed by all sorts of means. if a moderator/administrator finds a custom map that could get there attention, they could turn a map into a official one, could be modifications, or even
  5. ParkhourTank

    Annoying turrets

    firebirds, the worst ones are the ones with M1 and just flies behind you...
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