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Everything posted by DmanBattleMaster
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Punished? Not really intended for it that way. But Rewarded a reward meant for completing a chain? No. You get the reward for completing the chain. If you fail to complete it by missing a day? That... so be it. You start over. Cause you no longer get the reward you've built up! If you call that getting punished? Than so be it! I disagree though, those who miss or break the chain? Should start over! I been there... I still agree with the concept, no matter how much I hate the fall back! But because that... I make sure I continue my chain!!
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category Ideas for Supplies and Drones!
DmanBattleMaster replied to Ilia.ArchangeI in Ideas and Suggestions
Lame! Sorry to sound rude, but your comment simply is to remove supplies?! Yes? Their are some who claim supplies should be removed altogether. You must be one of them. Why you not just say that? Cause everyone would denounce the comment? I still denounce yours! THERE is an option making a map game, that you CAN remove supply options on the map you play on... You may not get many to join your map! Sorry, but supplies is part of the game! Yes I use them! Yes, i've been called a "druggy"... oh well! I play to win, to gain expereince, to survive! I will use any means, whether tactics, drugs, even killing among GOLD DROPS!! The game was made to include the supplies, and I intnd to use them when they're available, whether I pick them up off the street (as i call the drops) or get them from my drug store (my garage, buying a stock up). So... I don't know what to tell ya... but remove the Supplies?? negate them with a super supply that kills all users?? NO WAY!!- 2,759 replies
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category Ideas for Supplies and Drones!
DmanBattleMaster replied to Ilia.ArchangeI in Ideas and Suggestions
New Supply Idea. Sandbags? or Hedgehogs (Czech Hedgehog, or Anti-Tank Obstacle)? You carry as another supply box. Though it realistically could not fit inside a Supply box... this is an ALL sci fi game... so that shouldn't matter. Maybe Both can be available, but if not, choosing one or the other would suffice, to make available an instant Barrier of some sort that you leave behind as your tank rolls. These can be used as barriers anywhere you can think of. Limits can be included for either. Sandbags. Pile of large 50 lb looking bags full of sand fall behind your tank. Physical barrier that stops all projectile objects (bullets), and resists all explosive projectiles Hammer, Thunder, Striker shots. Health of Sandbags is 100 points, as if you shoot pile of sand enough, putting enough holes in the bags, the sand slowly drains out, reducing the pile in size. Taking big hits from explosive shots, those mentioned, the pile only takes a few before it's gone. Sandbags do not Ultimately STOP any tank, as tanks CAN go over the pile of sandbags! However, to Drive over the Sandbags, elevates your tank, making it so many feet higher, and slows it down drastically, however, every second spent on top of the Sandbag piles, deteriorates it's health by 5 damage per sec, as if it's being shot at... An unlimited amount of Sandbags can be used through the map, per battle. Hedgehogs. These are the 3-4 Iron Beams that were used as Anti-Tank Obstacles, or Anti-LC (Landing Craft) barriers, which forced LCI to unload Infantry early on beach, giving the Defenses on the hill more time to chop up the infantry coming off the boats. They were also effective at slowing down the Tanks though, making it difficult for them to maneuver the beach (referring to the D Day Landing of the Beach of Normandy, WW II), which utilized these Hedgehogs very effectively! For TankiO. When you drop a Hedgehog, a similarly looking 3 Beam Barrier falls behind your Tank, standing a little higher than the Sandbags, even views a little wider. The health of these Barriers is actually unlimited, unable to be destroyed. Any contact with a tank, does physical damage, if hit from the side. If a tank "Happens" to fall on top of the Barrier, it's instantly destroyed, and the tank "Self Destructed" as far as the kill. To limit these? Depending on SIZE of map, their is a MAX number of Hedgehogs that can be used per map, per game. However, they can continue to be used, but the one that sat the longest disappears! So say a Large map, no more than 10 Hedgehog's can be used. So when the 11th one is dropped, where ever that 1st one is located, it disappears, or falls apart, than disappears. Until than, these are a Sudden and never ending Nuisance for all tanks on the map. The limit per map provided is effective for ALL Hedgehogs on map. Doesn't matter if red drops all 10 or blue, or split in middle, every next Hedgehog dropped removes the oldest one on map. One other thing... the barrier allows any shots to pass through as it's wide open for a breeze, except where the bullet may hit a beam! If the bullet can pass through between the beams, without hitting a beam, than the target can be shot at through the barrier. Any ammunition hitting the Barrier directly, reflects the shot in another direction, possibly hitting ANYONE.- 2,759 replies
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New Turret Idea! Seeker. Anyone ever play Plant's Vs Zombies, Garden Warfare (the strategy game on Xbox1 and PS4), where you choose specific Plant or Zombie unit with special Abilities. Both had a tech like unit, with a "Seeker" like ability, an extra on top their primary weapon (both weapons themselves are not important for this idea). BY any means, I am not trying to advertise another game product, simply trying to explain the units for comparison, and by no means want anything exact!! I just thought you should see a mental picture of what I'm referring to. To explain the Seeker abilities; The Cactus had either a Garlic Drone, or Artichoke Drone, an upgrade, (think plants now) which both allowed the User to temporarily leave the Unit (Cactus) behind, while controlling an Aerial Unit with basic attack feature, and a stronger bombing feature. The Drone unit had a 30 second timer, at which would Self Destruct and the view and control of player returned to the Cactus. The Cactus himself, never left anywhere, you just had NO first person visual or control of unit, and when seen in 3rd person, say another player approaching, the Cactus looks as if he's focused on object in hand, reflecting some light on his face (like an high tech looking RC device in hand). If an enemy sees the Cactus distracted, and subsequently tried to attack it, the Cactus would immediately self destruct the Drone, and control would return to the Cactus, unfortunately he would be subsequently injured, potentially near death, depending how much he was damaged. The Cactus could try to fight back, but possibly not survive. The dangers of using the Drone! Another disadvantage to the Drone, it was very weak, only taking 1-2 hits if fired upon, and had a real long wait time before launching NEW drone if the host (Cactus) survived long enough. The benefits? Having aerial view of battlefield, able to shoot with pin point accuracy a very WEEK cannon or bullets, or drop a more devastating Bomb without targeting, at what you think is a Target below you. The gun cannon had a much faster reload time though doing little damage, while the bombing ability had maybe 2 available with a longer reload wait. The Artichoke was much stronger than the Garlic, in shooting, bombing, surviving, and usage timer. The Engineer (think a Zombified, dead crippled looking Plumber/Construction worker looking creature), was very similar to the Cactus. He had the Zombot Drone, or the Rocket Drone. Zombot drone was basically the Garlic, with few different modifications. Besides shooting a less rapid, more powerful shot than the Garlic, it's bombing ability was calling an artillary strike from the air, dropping Cones on targets. It was kind of lame, but still funny! The Rocket Drone was an upgrade, and basically a Rocket with devastating blast damage, that you control it's guidance, with screen as the Rockets view, but very fast, so not much time to navigate. Again...BY any means, I am not trying to advertise another game product, simply trying to explain the units for comparison, and by no means want anything exact!! I just thought you should see a mental picture of what I'm referring to. My Idea for Tanki Online! A turret called Seeker, or RC Drone, etc. The turret would look similar to a Mini-jet mounted ontop of the Hull, with mini wings, a second window (maybe), and a Cannon sticking out front, and maybe a small Jet engine or two on the back side. When NOT controlling the turret in Seeker mode, the cannon, sitting on top of Hull, can Shoot like any other, similar to such turrets as Thunder, Hammer, or Smoky (not all of these, but the designer could come up with a specific firing turret for the Seeker, or Drone). The Turret fires when Press/Release the Firing Key, not holding. Maybe a 1-2 second reload. Fairly Week shot, but unlimited ammo and firing. When not in Seeker mode, the turret maneuvers on top of Hull like any other turret, but can NOT launch unless the Turret is Center on the HULL (such as pressing C). When Tanki wishes to launch the Seeker, he needs to press, and Hold the FIRING button for 3 seconds... maybe more (can tweak how dev's choose), and the Minijet Turret with the Cannon attached releases from the Hull immediately hovering, and gaining elevation. Controls would be different, as they are when controlling turrets like the Shaft or the Striker. To elevate, the camera controls to tilt lift the view up, down, control the Altitude instead, the Camera view will remain locked on the Seeker Turret airborne, where ever it sees you see, and you don't change the view on turret while in Seeker mode, so the buttons instead control the Altitude of turret. The typical arrows control the direction or rotation, turning, or moving forward (though airborne) backward. The Turret turning keys, Z and X, instead Pitch the Seeker turret, sliding it Left or Right (like a Helicopter Pitching Left/Right). Once Airborne, the Tanki releases the Space (Firing) key, and the Seeker remains airborne. The game view remains on the turret, and locked in place, as mentioned. The Hull remains on the ground where it was, and vulnerable. Once Airborne and in Seeker mode, and the Space is released, every subsequent Press/release of space fires the turret where ever it's pointing. Each cannon fire kicks the Turret back a few feet in the air, unless corrected with directional control. Press the Center Key C, will drop an explosive device with splash damage. The turret will also have another feature, allowing it able to share with all TeamMates a split second view of what the Seeker turret sees, by pressing the Flag Release key, F, but more about this in moment. The Seeker Mode gets a whole Minute (or two) to fly around the battle field, create as much havoc as it can, before it must return to it's Host tank Hull. It only has 2x of it's Bombs to drop which cause 150 splash damage to any enemy unit within SMALL range of it's blast, but detonates on impact, where it lands, whether on bldg, wall, tank, sign, where ever... so it's not always effective. It takes 20 seconds to rearm the second bomb after first. The Seeker can Fly anywhere on the Map at the Tanki turret controller leisure, and has a whole minute (maybe 2 minutes? discretion of developers, maybe improves with upgrades?) However, once it's Seeker Mode timer runs out, it will Auto Fly back to Host tank, with controller having NO control of flight, or guns, leaving it vulnerable for being shot, and revealing to ALL who see it where the HOST may be! If the Tanki chooses to end his flight as Seeker early, he can simply fly his way back to His Host Hull, and Pressing/Holding Space (Firing Key) for 3 seconds, which will autopilot the Turret back onto the Hull! Anytime in flight, even on way back, you can still press and hold the Firing key for 3 seconds, and it will auto pilot itself back to turret, but like in same as running out of time, you have no control over turret heading back. So if there is time left on Seeker mode, maybe get as far as you can, under your own flight... maybe you'll see a target or two, or have chance to snap a view with F (seen below). Once the Turret reattaches to the Hull, he can control the turret on the hull like any other turret, but must wait a whole minute to recharge the Seeker Mode! If the Tanki dies anytime while waiting, or while in flight mode, all recharging is already done. The Seeker Turret, when airborne, is still vulnerable to attack, even though airborne and moving around, but weak to ANY shot! Can not Survive ONE shot of ANY weapon, though many turrets below will have hard time targeting the Seeker if above them, they could possibly try targeting it if positioning tank properly on ramps, or have high enough tilt on turret, and the angle of Seeker airborne, they could possibly see it! However, even if taking Random fire cause the controller of tank on the ground can not See accurately above, ANY single shot of Any turret, will destroy the Seeker Turret in Seeker mode, subsequently self destroying the Host Hull. However, upon Re-spawn, everything is already recharged! Sharing it's view with teammates... As I mentioned earlier, while in Seeker mode, pressing F, instead of releasing Flag, will share current view instantly with all Teammates. This could be an OPTIONAL feature for developers to include, but if they choose not to, than Negate this paragraph. When in Seeker mode, and controller Pressing F, all teammates immediately see a Mini box on their screen off to the left, but not taking up whole screen, and shows the exact view the Seeker Turret was viewing at that moment, and the box is only up for 3 seconds before it disappears. Being in a minibox on the side, it won't interupt any tanki in it's current turret doing what ever it is doing, beside partially blocking the view off to the side. Even if a Shaft in Scope mode, seeing the mini box will not block the center of his view. Any tanki seeing view can act on it how he wishes. Maybe the Seeker sees 4-5 enemy tanks incoming across one bridge on Brest Map, all the team now sees the same thing, for 3 seconds, in mini box. Maybe the Seeker is behind the Fortress in Brest, seeing 5x different Shaft turrets hiding behind walls, and snaps that for team to see with F. Maybe the Seeker sees where his own flag captured is going, or sees the Enemy flag captured by own teammate, and snaps the view for teammates to see.... all can act on the view as they see fit! However... Using the F feature, requires a 25 second (or at least 45% of the time they are airborne, if the change the Seeker Mode timer) recharge, so the Seeker can Not reuse repeatedly... and unless they use it right away, would only have enough time in seeker mode to use it once per flight! So... What do you guys think of my Seeker Turret Idea?? Like it? Than please press LIKE THIS >> \/ \/
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category Ideas for Supplies and Drones!
DmanBattleMaster replied to Ilia.ArchangeI in Ideas and Suggestions
That would defeat the purpose of having the Striker with it's Lock on Feature, as a standout feature or benefit compared to other Turrets!- 2,759 replies
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I have another Game Mode Idea... The Gauntlet! or call it The Shootout (like a hockey style shootout)... This game still includes Fighting like any other, but only limited! Say a team of 5v5... but only 1v1 at a time. The Guantlet starts out, the first two names atop either team list spawn first on map! They have 1 minute to kill each other, or they both are removed, and the next two spawn. Every time a tank is removed, either killed, or they took too long, they go to the bottom of the list for their team! Once the two fighting eachother go at it, and one is killed, his team spawns the next one on the list, but the survivor remains on the map. Clock resets at 1 min. They have 60 seconds to find and kill eachother. Each kill equals another point for team. Any one player can remain in the Gauntlet for upto 5 rounds (maybe more, maybe less... debatable). If he reaches limit, he is removed next spawn, and the next on list spawns on map same time the opposing player spawns. However, when removed becuase you stayed on map long enough, and was not killed, you gain an extra 5 points for team (so 10 points total in last 5 rounds, as you killed 5 targets, as well as surviving 5 rounds) as a bonus. Each player first spawning on map, also has the opportunity to remain on map long enough for 5 rounds, but if killed, the next player spawning starts the 5 round timer over again. Sense each round, or battle in this game mode, is a 1v1, ALL conventional tactics are thrown out the window... Still allow all tanks to choose any Combo they wish... however, Shafts count on other shafts, and if you don't destroy your target in first shot, you just revealed your position to the enemy! Normally, other Shafts on your team might contirbute to kill, but when 1v1, you don't have that secondary fire support!! If your a close range turret like that of Firebird, or Frost, Isida, etc... you rely on other team members to cover you in open fields... but alone? This style game mode will cause everyone to rethink their fighting strategy!! Also not like any other 1v1 game where it's the same guy over and over... You kill your target, don't think his teammate spawning after him will be so easy! All tanks on stand bye will be watching game from a viewfinder allowing each tank to see the team member view who currently fighting... so they might seen what, where, how the enemy is fighting before teammate is killed! They can't help, as chat between those on Standbye, and in the guantlet, will not be available. Those on standbye can only talk to eachother within team... those on the map can talk trash between eachother (as they are only 1v1 opponents) trying to taunt eachother. Also, when each tank is killed and waiting for next spawn, there will be a ten second delay, allowing for last second changes...So for those on Standby before entering the Gauntlet... you have on side of window while watching 3x boxes to change equip.. like in the garage, or make it where your standby automatically goes to garage, you have chance of selecting your equip before entering the fight as the next spawn. If you were in previously as a Shaft, and lost to a Fire-bird who snuck up on you... than maybe you change turret and enter your next round as a similar firebird, or Frost, etc! So every time a new player spawns in The Gauntlet, he could have a different tank combo, chosen while on stand bye! Overall... The Gauntlet game mode can last 30 min or something. So in the Gauntlet, everyone sees two timers... the Game mode timer counting down 30 min to Zero, and the round timer! Instead of Game mode ENDING on the 30 min timer... when that timer ends, the Current Round continues til finished, as it will only take 1 min. If one dies with only seconds left on Game Mode timer, and new spawns start with time left, than they will continue til either them kill, or timer runs out, than game over, deciding winner by accumulated Gauntlet points. Awards can also be distributed to those on either team who had most kills, etc. For awards... the winning team, ALL players get a CRY award, while both team also awards the TOP three of team (most kills) a CRY award subsequent to their effort. So the Battlefund accumulated will give 25% of BF to the Winning team to be given equally to those on team, and the remaining 75%, 35% is given to top players on both teams for top effort of team, 25% is given to both 2nd place players, and 15% is given to both 3rd place! The winning team still getting more per position as those will also be given part of the team award for winning! Ie... to see the numbers... If 5v5, and Blue wins over Red. Awards are not given according to how many kills anyone had, just what position they came in compared to other kills. So, for numbers ex, lets say 1000 CRY points for Battlefund. 25% is 250 CRY points to Blue team, /5 = giving 50 CRY points to all 5 players on Blue. 35% of BF is 350 CRY split between both 1st place, so Red and Blue #1 both get 175 CRY. 25% is 250 CRY for both 2nd place, so 125 CRY for Red and Blue #2, and 15% is 150 CRY split, 75 CRY for both 3rd place... + those on winning team get 50 CRY each for winning. Total, those on BLUE, 1st gets 175 CRY + 50 CRY is 225 CRY for Blue #1, while Red only got 175. Blue #2 got 125 CRY + 50 CRY, so 175 CRY total for Blue #2, while Red only got 125. Blue #3 only got 75 CRY + 50 CRY so Blue got 125 CRY while Red only got 75 CRY. The rest of Blue got 50 CRY, and the rest of Red got None. So who likes my Game Mode, The Gauntlet?? Please press LIKE THIS below > > \/ \/
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THIS is not a "fashion Idea"!! This is a Game Mode Idea!! I like it though, but calling it Attack?? No!! Something like Siege! or Fortress! Siege Tower? idk! Two team game, and both Teams have a solid structure Target they must protect!! It's not a tank! It's not an auto Turret! It doesn't fight back, It doesn't shoot anyone of it's own!! It's just A solid structure with a health of, say... 30k like you mentioned! Both teams have one, and make them fairly large! Not too big!! You don't want it to be seen from ALL parts of map... but maybe from some parts far out... none the less, the objective is the team that first destroys it's Opponents object, or Siege Tower, whatever it is, wins! Obviously... a lot of FIGHTING going on between the Objects as well!! AND... to make it hard to destroy them... as any other object (tank object) can be healed, so can the Object, or Siege Tower! Any Isida CAN target his own tower and try healing it! However... to prevent EITHER team from filling up all slots with all isidas and camp out on their own object to keep it alive, both teams can only have a max of 5-10% teammembers as Isida. Allow special effects as well... allow visuals to show the object crumbling and falling apart, and when drastically, or critically damaged, even appears to be on fire!! Etc! Question is... in any other battle, you see your own team mates tanks, name and health of your own team, but don't see the health of the enemy... should this game mode allow players to also see the health of the enemy object, Siege Tower?? Maybe floating above the object like it does on tank, or maybe two color bars on top of screen showing the health of both objects so everyone sees how their Object, or Tower, compares with the other... but will also notice when health is applied, can see when they are healing it!! etc! Like This idea...?? PRESS LIKE..... \\// \/
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I ..... don't know about this entirely!! Yes, I think they need a Rating system. Maybe similar to Chess rating. The higher rating your opponent is when you defeat them, the more rating points you get, but if your the higher rating and lose to a lower rating, you lose more points. If your equally matched, you lose a even balance of points. Ever play Chess on Chess.com?? There, they allow you to pair with specific opponents within a range of rating... so whatever your rating is, your opponent will be +200 or -200 points... and you can customize it. -500 points less than you so you'll likely face more weaker opponents, but you just won't gain your rating points very fast if your defeating all lower rating players all the time. Or put in -200 but +500 so you get more higher rating tankis, always getting a challenge. Or even it with a wider spread, -500 +500... rating compared to your own.
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So?? those ON everyday who have built up a lengthy chain?? Should get punished? we work hard to maintain our chain, and someone else wants to get away with the same results of having a chain yet not completely meeting the requirements?? No!! Sorry!! If it's important to you to maintain your chain... than you find a way on! Sometimes I get on, finish ONE mission, and i'm off til next day!! That's just how I get it done... one way or another, I find time to maintain my chain!! I don't think others should have the privilege of the Chain bonus without completing it! Sorry!
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KING of the Hill!! Take control of the Hill, and own it! If you own it the longest at the end of the game, You win a KING'S prize! Basically a CP game, with only ONE CP in the Center of the map. Can only be played as a DM, no teams. Unlike typical CP, the KoTH, game records and compares to the second, how much time each player spends "controlling the Hill". At the end of the game, when the time runs out, the game tallies up all the "time" each player spent controlling the Hill. The player with the Most Time controlling the Hill at the end, is deemed "The King of the Hill." The Hill will be a CP spot somewhere in middle of map, with short range. Will be programmed to Only connect with ONE player at a time. When NO one is controlling The Hill, the first person to pull in and have a connection with The Hill, has Control of The Hill. Anyone coming in after, even though close enough to connect with the CP, does not have connection, as the Hill is already have someone in control. So, obviously, for someone to take control of The Hill, one must kill the one who is currently in control of The Hill. If it's just one other trying to take control of the Hill, when the current controller is killed, the other Tank immediately takes the Hill, and starts counting towards his KoTH time. However, if two or more tanks are within the Hill range same time after the current person in Control of the Hill has died, No one takes control of the hill, Until only One is Left within the Hill for 5 seconds without anyone else, and than takes Control of the Hill, counting towards his KoTH Time, considering the 5 seconds as well. Anyone first taking the Hill once it's neutral, even taking it from someone else, must hold it for 5 seconds without interruption, before taking control. Further... Just outside the range of The Hill, add 1-2 Supply boxes of Attack and Defense, and maybe Mines and Repairs, around the Hill. The supply boxes could be for anyone approaching to fight for The Hill, as well as the one on The Hill. However, as I said... the supply drops would be JUST outside the range of the Hill, so who ever is King of The Hill, may have to risk losing the control for a second or two, just to resupply from the boxes, risking someone else swooping in before the current guy manages to regain with 5 more seconds to continue as King of the Hill. Editing for Alt. Alteration, although I stated no teams... I had an idea that COULD include teams! Still only ONE can be in control of the Hill! Still awards the player King of The Hill for whomever has the Highest control time, but who ever that player is, awards his team the Winning team. So strategy might not be trying to develop and build your own time in control if another teammate already has control for awhile, for you could take the time away needed for that teammember to develop more time than the highest on the other team! Also, if more than One inside the Hill on one team, neither player will gain Control, until ONLY one holds control for 5 seconds. So even though Team King of The Hill, it could be interesting if fellow team members push each other out trying to claim King of The Hill, while fighting each other, the opposing team shows up, none of you gained control, so none of your team started the time for your team, and the other team moves in killing you all, and one of them gains control... would make for plenty of Dramatic fights to take place! Also, I needed to cover Respawns, I thought an idea needed to be posted. Many tanks will meet eachother various locations around map away from the Hill, and many will likely fight before ever reaching the Hill... as well as the unimaginable group fights on the Hill, their will be MANY respawning on the map! To make it fair, for a KoTH game... all Respawns should be anywhere on EDGE of map, where the Hill is in the Middle, so nearly equal distance in circle from edges of map, to respawn, and random across all 4 sides... so no particular side of map concerning teams, creating the chances of drama from respawning, before reaching the Hill!
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Tanki Online Tactical Siege; Anyone Play Plants vs Zombies?? Different, sorta! It's a 3rd person shooter and tower defense game, like Tanki... except your a select plant or zombie, not a select tank. They have LOTS of Play modes on the game you can choose from. One I liked, they don't have on TankiO, though I can see it may be a difficult developement! On PvZ, it's called Gardens Vs Graveyards. To explain PvZ GvG warfare; Both teams try defending a series of progressively placed CP's, in a series. Unlike Tanki, where you take ANY on the map your on, on PvZ G&G they have to be taken in a series of order, though the Plants start with the Control of all CP's, and the Zombie side has to press on and fight to take from the Plants. I suggest, for Tanki Online, call it Tactical Siege mode. On this alteration from PvZ, both sides start with no CP... say a total of 5x on map, in a series... 1 - 2 - 3 - 4 - 5... Blue starts beyond the 1, and the Red starts beyond the 5. Either will both capture the CP closest to them, Blue taking 1 while Red taking 5. Neither team can take any other, until the CP closest to that is already captured. Blue can not take 2-5 without first taking 1. Once Blue captures 1, it's able to grab 2, but not able to grab 3-5 until it has 2. Same for Red, in reverse. They will first grab 5, but can not grab 4-1 til 5 is captured. Once Red has 5, it can than take 4, but not 3-1, til after it has 4. Eventually, as all 5 start out Neutral, both teams will eventually have, hopefully, 2, possibly 3. By than, Tanks will be fighting for that #3. Who ever takes that #3, can press on the other direction, and take the next opposing CP. If Blue has 1 - 2 - 3, and Red only has 4 - 5, than Blue is now trying to take 4, while Red is defending it. Same time, Red can try and take #3 back, but can NOT try taking #2 until #3 is Red. If Blue manages to capture #4, than Red can no longer take #3, until it takes back #4, however, now left with defending #5 only left. For either side, the game could last... say 30 min. However, within that time frame, should either team Capture all 5x CP's in the series, the game is over, Victory going to the dominant side. If Locked up, and neither has captured all 5 CP's in time, than who ever is farthest along capturing CP's wins' the game. Hense why there should be 5 CP's, or any odd amount. Maybe larger maps could have more CP's abound to it for more time to conquer. Idea for tactics... when game is pending to start... have some of your fastest Tanks race to other side of map, hoping to stop them from taking their first CP. If Blue is taking it's #1 while some blue tanks made it over to #5 before Red does, even though Blue can't take #5 without having 4, those blue can cause trouble for those red trying to take #5. If it takes that much longer to get their first, they'll have hard time trying to gain their advantage to fight for the other CP's... which leaves to a point... both sides could try and race some tanks to other side to slow them down, hense the difficulty of the battle while trying to maintain control of specific CP's in a series!
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Don't we already have a CTF mode? Yes!! We Do!! This just complicates it!
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Similar to my Kamikaze idea above... Blackout Turret. Or Midnight Turret. Or just call it an EMP Turret, as that is what it'd do! Similar Turret weapon like I suggested for the Kamikaze turret above! The Blackout Turret! When It goes off?? LIGHTS OUT!! Blackout Turret... or Midnight Turret has two functions... Can directly Aim at One Target, shutting it down for a longer period, with instant Blackout Pulse with Spacebar press/release! The pulse goes straight, and can be dodged! Hits one Target, shuts it down, unable to move for slightly longer period (than Blast), say 15 seconds (debatable). IF... the Target is Destroyed while in it's Blackout, You get kill Point, while whoever killed gets assistance point. Needs 30 seconds to be able to recharge! Alternate Firing, Blackout Blast... Press/Hold Space for? 10 Seconds? The Turret emits a Med-Short radius blast that temporarely shuts down Every target amidst it's area... for 10 seconds? debatable I suppose. This radius could be, say Short or Medium range... Maybe... if within short range, All shut down for 10 seconds, if within Medium Range, all shutdown for 5 seconds. TO offset this OP blast... ANY friendly targets caught within SHORT blast radius are affected, but only for 5 seconds, they shut down. No effect on friendly within the Medium radius. Needs 60 seconds to be able to recharge! Own tank also affected, as friendly fire, so when you set it off, your still for 5 seconds as all your friendlies are also. If you have flag? You drop near you, behind, or ahead, whatever. By shutdown? No moving! NO turning. No Firing. No aiming! Your Tank is "SHUT DOWN". However, NO physical damage from the EMP weapon. The rest of team does that! Both funcitions must recharge their listed time, in order to use EITHER function. If you use blast, when you come back after 5 seconds, must still 60 seconds before using Blast or Pulse. If using Pulse, must wait 30 seconds, to use either. TO offset the OP concept, tank must be still before charging the blast... So if your Moving, and you go to press and fire the Pulse? Your tank STOPS... and you release it for the pulse, than you can move again. IF you hold, you must hold it, being still, for 10 seconds! Technically, you'll be shut down, as I mentioned, so you'll be there another 5 seconds before you can move! As in the Pulse, any enemy target shut down by the Blast, when it is destroyed, gives you the Kill, and the others who killed it the assistance in killing... basically as if they fired shots that damaged target, and you had KILL shot with a damaging gun... you get the kill, they get the assist. Same idea. If someone is able to Kill a target that you Shut down? You get the kill, and they get the assist. (Repeating? No, Clarifying!) Risky decision to use Blackout Blast... if you start to Charge the blast, you negate the Pulse... So if you hold SPACE, beyond the first second needed for the Pulse, after 2 seconds, uptil the 10th... the Blast is Charging... maybe even give cool effects shown with a Electro Magnetic Charge building up on the Turret... Once it hits 10sec, it auto fires... not waiting for your release... 10 Seconds, Auto Blast, everyone shuts down! But if for whatever reason you let go of the Blast charge early? After the first second for the Pulse, the charge is lost, but nothing fires! Maybe you have to move to relocate? or you change your mind? Once you lose the charge, you have to start it over... or just fire the pulse. Anyone surviving the Blackout Blast, coming back to life, all cool downs restarted. So If your a shaft and had no aware the blast was charging, as you were in your scope, and zoomed all the way in? You lost that close zoom, but it's already cooled off! If you just fired the Hammer, having to wait for it's cooldown before you fire again, and hit by the blast, if you survive after, you can use the hammer right away. Anything else I didn't mention, but related to the same idea for the Kamikaze Turret? Probably the same for the Blackout Turret!
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category Ideas for Supplies and Drones!
DmanBattleMaster replied to Ilia.ArchangeI in Ideas and Suggestions
I like it! Actually! I did Like it... with "Like This!" Except maybe not as a Mine, but more as a OP limited use Turret weapon like I suggested for the Kamikaze turret above! In same idea as I mentioned... call it the Blackout Turret! When It goes off?? LIGHTS OUT!! Most of my Kamikaze Turret idea could apply to Blackout Turret... or an alternate name... Midnight Turret! It has two functions... Can directly Aim at One Target, shutting it down for a longer period, with instant Blackout Pulse with Spacebar press/release! The pulse goes straight, and can be dodged! Hits one Target, shuts it down, unable to move for slightly longer period, say 15 seconds. IF... the Target is Destroyed while in it's Blackout, You get kill Point, while whoever killed gets assistance point. Needs 30 seconds to be able to recharge! Alternate Firing, Blackout Blast... Press/Hold Space for? 10 Seconds? The Turret emits a large radius blast that temporarely shuts down Every target amidst it's area... for 10 seconds? debatable I suppose. This radius could be, say Short or Medium range... Maybe... if within short range, All shut down for 10 seconds, if within Medium Range, all shutdown for 5 seconds. TO offset this OP blast... ANY friendly targets caught within SHORT blast radius are affected, but only for 5 seconds, they shut down. No effect on friendly within the Medium radius. Needs 60 seconds to be able to recharge! Own tank also affected, as friendly fire, so when you set it off, your still for 5 seconds as all your friendlies are also. If you have flag? You drop near you, behind, or ahead, whatever. TO offset the OP, tank must be still before charging the blast... So if your Moving, and you go to press and fire the Pulse? Your tank STOPS... and you release it for the pulse, than you can move again. IF you hold, you must hold it, being still, for 10 seconds! Technically, you'll be shut down, as I mentioned, so you'll be there another 5 seconds before you can move! As in the Pulse, any enemy target shut down by the Blast, when it is destroyed, gives you the Kill, and the others who killed it the assistance in killing... basically as if they fired shots that damaged target, and you had KILL shot with a damaging gun... you get the kill, they get the assist. Same idea. If someone is able to Kill a target that you Shut down? You get the kill, and they get the assist. (Repeating? No, Clarifying!) Risky decision to use Blackout Blast... if you start to Charge the blast, you negate the Pulse... So if you hold SPACE, beyond the first second needed for the Pulse, after 2 seconds, uptil the 10th... the Blast is Charging... maybe even give cool effects shown with a Electro Magnetic Charge building up on the Turret... Once it hits 10sec, it auto fires... not waiting for your release... 10 Seconds, Auto Blast, everyone shuts down! But if for whatever reason you let go of the Blast charge early? After the first second for the Pulse, the charge is lost, but nothing fires! Maybe you have to move to relocate? or you change your mind? Once you lose the charge, you have to start it over... or just fire the pulse. Anyone surviving the Blackout Blast, coming back to life, all cool downs restarted. So If your a shaft and had no aware the blast was charging, as you were in your scope, and zoomed all the way in? You lost that close zoom, but it's already cooled off! If you just fired the Hammer, having to wait for it's cooldown before you fire again, and hit by the blast, if you survive after, you can use the hammer right away. Anything else I didn't mention, but related to the same idea for the Kamikaze Turret? Probably the same for the Blackout Turret!- 2,759 replies
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THANK you again... I will look to forums more often for answers! I will try not to listen to others who obviously don't know what they are talking about!! Now... to find some of those who believed I was cheating them... hopefuly I'll have another chance to prove to them my intent!
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Ok than... let me clarify this... IF the Gold Box is checked... the 1/10000 chance of drop per CRY added to the fund is from the Server's Supply of Gold BOX? or will that Drop from MY Supply?? With it checked, and Hitting "6" will drop FROM my own Supply, I figure as much! So I'm just trying to make sure, IF I drop one already in a fight, by hitting "6" and the fight conitnues... what are chances, as the Battle Fund pot grows, that it may drop a Second?? Will that Also come from MY OWN Garage Inventory of Supply? OR just random from the game supply?? Or, If I haven't hit "6", but the Battle fund pot reaches a high enough level, the Random drop decideds to drop a Gold Box? Will this, Come from my Supply if I haven't dropped already?? thx.
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Like this? http://imgur.com/a/sbYzI
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SO... if the GOLD bOX is Checked in the Battle Setup?? Will It randomly drop 1 or more anytime during battle?? From my supply? Or will it only drop from my supply when I hit "6"?? Thanks!
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I am trying... It saying the file is TOO BIG?? Only 500 KB file size? It's a full size screenshot from my computer... I don't know how to use Screenshot from the Tanki System, I just use the keyboard commands for screenshot, FN Prt Scrn and Paste in Paint, and save as file name. Any idea how to change format, or shrink the file size?? Idk! Thank you though for your attn to my issue, and helping! Thanks alot!
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Please HELP! Gold Box DID Not work!
DmanBattleMaster replied to DmanBattleMaster in Please HELP! Gold Box DID Not work! Archive
Hello! I recently bought Christmas Special package, for $14 USD, actually $13.99 to be exact! With that, as you admins should know... I got; 100,000 CRY! +50 EA Supply box! +10 Gold Box Drops! +3 days Premium (Pro)! and a new paint job!! SO>.. first time with Gold Box... I thought I would use to advantage myself as well as THE lucky winner! I wanted to find way to create game with a proven gaurantee of Exp and CRY from BF for myself, as much as everyone!! SO... I shared in lobby "FULL Roster = Gold Box Drop... Join _____ game to ensure Full Roster" and it was on the Christmas or New Year AS map with trees... I was surprised...only took 12 or so minutes for everyone to join, I had FULL ROSTER. Exactly what I wanted! I had many people shouting out to me that they wanted me to drop early for specific person! I did not. I repeated in game that I would drop when FULL ROSTER... sure enough, when ROSTER reached FULL, many demanded I drop! AND I tried!! Repeated avout minute or so apart, I hit "6" and I did not SEE if anything worked or not! I ensured everyone I hit 6! I was accused of being cheater and lier and I still assured everyone I would drop!! I kept trying! Repeatedly I hit "6" about 5-6x in the one game! NO drop!! I Don't know why! Of course... everyone by end blamed me for cheating, hacking, hater, lier, etc! TO them? I'm sorry! I don't know what happened that It did NOT Drop? Someone please explain!! I was told (BEFORE HAND, as I asked around a lot, tried to get straight answer), if setting up the BATTLE... and the GOLD BOX is checked OFF... willI still be able to hit "6" to manually drop?! I was told with Gold Box Checked on, that it will Randomly Drop Gold box 1-XX amount any time during game once it hit certain Battle Fund!! I didn't want Random drops! Or more than one drop!! So... I asked around, and some told me if Checked OFF, and I still hit "6", it would still "Manually Drop". So i did so... 2x in game! And it failed me!! Is the Gold BOX button Info I was told accurate?? Will it randomly drop any amount 1-xx during that game? Or is that purely a Permission to Random Drop?? Thanks... I have screenshot Pictures from game... and my garage in game during that game play, while in the end of that game! Some said in battle... that they "Checked my acct" and told everyone in chat... "he doesn't have any"!! So... where is the mistake?? What did I Do wrong? Thanks!! the pictures are not uploading yet... TOO Big it says!! -
No better way to explain my idea than listing all the details. If all I said was Kamikaze Turret creating big BOOM on enemy unable to fire any range weapon... would you understand everything I wrote on top?? NO!! you would not! Too many un answered! If you don't wish to read it... Don't! I'm not making you! But I'm sure one of the Dev's will... maybe some others as well! For what it's worth, I'm sorry if my text of idea or length of, bothers or insults you! Unfortunately I still disagree with your conclusion.
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Yes. I agree with the responder! I tried out the Turret, only at M0.6 Striker... (@ micro), and yes I was able to Obliterate some targets with barrage of 4x rockets! You know how many times I got a barrage of rockets off, only for target to move as the rockets seeking adjusted course, only one, or some, to hit buildings, walls, rocks, trees, or other tanks... and NOT the target!? As the responder also mentioned... Many times trying to get a lock, target moves and I lose it? You know how hard it is in the Striker driver seat when a Frost, Flame or Isida outflank you, and your trying to maintain lock, and lose it, trying to catch them as they cricle you, constantly getting, losing lock, forgetting the fact you can still fire single shots? Only to be destroyed because you never had a chance?? OP?? noo... I think not!! It's got a learning curve! For all players! Just like the Rail "could" be OP with it's massive burst of attk hitting target, it's not because of it's delay before/after each shot...just like the Shaft OP massive boost of ATTK when zoomed in at max... it's not, becuase you can't move tank, and blind in all dir except where your focused!! Or the Ricochet is OP with it's disruptive blast moving target, and bouncing off walls, creating big disadvatage of target if hitting it around corner... it's not! Even those I mentioned, Frost, Flame, Isida... can be OP if you let them get in close enough, and they are hard to contend with cause they have such a high attack in close range... their NOT OP either, as they can't attack even med range!! Dispite all the OP tanks I mentioned, as I mostly drive Shaft and Thunder, i've killed all those mentioned many times, with either flavor I drive!! All tanks have a learning curve. For both players. To drive the tank, you have to learn it's advantages and disadvatages, and if your against the tank, at any range, you have to learn it's advatages and disadvantages... and that's... ALLLL PART OF THE FUN!! I don't think the Striker is OP at all!! I just need to get better at it... and be more aware of it when I'm playing... i've learned to move back when I see the laser of other team cross the sky in my direction, now because both Shafts and Strikers!
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NEW tank Idea!! Kamikaze Tank! Crazy Tank! Suicide Tank!! Call it what ever! It's a turret! Turret does absolutely Nothing in a range... but upon the "Fire" key, a 3 sec delay and a BIG BOOM!! Goes off! Range of blast is MUCH farther than that of a Mine blast, or Thunder Splash Damage, or even that of the Hammer splash. The BOOM does Total damage to ALL in area of say... (guessing, lets say) 1000 damage (obviously increasing with new levels). It divides the blast among all targets in range... 1? 3? 5? How ever many Target, the Damage is divided by and all get close to equal the damge, likely destroying many target simultaneously! Range is verticle as it is Horizontal! So the Kamikaze on the Brest Map, having 3 Shafts on top deck, if the Kamikaze goes off on the Ground level, everyone within range of ground Zero including those above, are hit with blast! Maybe a large black cloud of smoke is seen from distance as well. Maybe to compensate for the drive and taking shots without having any attack of it's own, the Turret provides a +50% boost to the Hull Defense to give it more surviveability! Seen the movie Lord of the Rings, The Two Towers? Remember the near end of movie battle scene, Defending Helm's Deep, the castle amidst a giant Mountain which is supposed to be Unbreachable... Remember as the battle taking place, despite the hordes of Uruk-Hai orcs, the Helm's Deep defenses of peasants, and Arragorn Archers held up pretty well... until an Orc with a massive pack on his back was seen with a lit fuse charging the sewage under the wall, and Arragorn (i think it was) seen it, ordering all archers to strike him down... but was too late as the BOOM took out a major peice of the fortified walls... if you recall that awesome scene... you can picture what I am... A kamikaze tank charging the enemy lines... a Shaft sees him, and one sniper after another tries to stop him before the Kamikaze tank goes BOOM taking out half the front lines!! This would be awesome!! Even to the fact... as the Enemy Shafts, Rails, and other range weapons distracted trying to stop the Kamikaze, his own Shafts and Rails on his side could be busy hitting the Enemy Shafts and other targets distracted by this Kamikaze! So even if the Kamikaze is destroyed without a Boom, or the Boom is early... to distract the Enemy defenses above could prove a worthy cause if contributes to the team's win... Than again... They could also have their own Kamikaze's!! Oh... THE MAYHAM!! The tank with the Kamikaze Turret also dies with the blast, to help control it from being OP... even if it made to survive and has a LONG delay before it can go off again, still be OP! So... offset this, the tank with the Kamikaze turret Dies with blast automatically, no matter his health at detonation, no matter how much defense it has, it goes too!! However... maybe (dev's consider this), If atleast One target destroyed... the Kamikaze Tank does NOT get dinged a Self Destruct point against, as in others do when they kill selves. If the blast goes off, and no one dies, than he Self Destructed himself losing a kill point! The Kamikaze tank gets a kill point for every target he destroys with blast. If the tank is destroyed by enemy fire, no Blast goes off! However... A skilled Kamikaze driver would know if he close enough even being far from enemy, and knows his health is low enough, he might decide to take chance if knowing he not going to make it, and set off his blast early... hoping to Hit someone!! As I mentioned earlier... there is a 3 sec delay when Driver hits the FIRE to go BOOM... so maybe, if the Tank is destroyed After the trigger hit, before the BOOM blast, maybe the destruction from enemy fire still creates the BOOM! Again, only IF the 3 sec delay already hit before killed. Also... To offset the OP power of BOOM, spawn, drive and BOOM!! The Turret also has a long delay from first spawn...even though the inital spawn delay expires, can not go BOOM for, say, 30 seconds after it's spawned!! So... explaining... Game first starts, you with Kamikaze turret, and rest of team without, all spawn same time on your side of map. You become solid, regular tank after 3 seconds like everyone else... but you can not use the BOOM for 30 seconds. It may take 30 seconds to drive to target, so maybe you take off to enemy anyway, but if your met in the middle by many tanks, and it's not 30 sec yet, you can't go BOOM on those in middle... this makes those with the Turret consider waiting behind safe lines til they can boom, than drive out... or risk driving out early unable to boom in the middle! After you reach a target, or after you'r killed, once your dead from either, and respawn, and come to be solid after spawn, you can not go BOOM for 30 seconds again. Through game, everytime you wait to respawn, no matter the reason why, you have to wait to use the BOOM!! So even as you respawn in your own base, and you see 5 Tanks on approach and breaching your front lines... you must wait to go BOOM until it's ready! Last point to make... or consider... Friendly Fire?? Does the Kamikaze Turret BOOM cause Damage to Friendly Tanks as well as the Enemy?? This is something the Dev's need consider when making! Yes? To offset the OP against the enemy, can also damage your friends... or No, cause no other tank has Friendly fire effect? Consider if NO Friendly fire damage... than few Kamikaze's could rush into base... First one Clears the area with his blast, 2nd grabs flag, and the 2nd and 3rd run out of base with flag... if pursuers catch up, and close on the Flagg carrier... the one escorting can go Boom to break off the persuers... and if more get close, the one with flag will go Boom, leaving flag their on ground, only to clear any persuers from behind and saving flag, so own team can grab it?? Could be one Scenario Dev's must consider if NO FRIENDLY Fire!! Consider, If YES friendly fire from the BOOM... than everyone on team must keep distance from their own ally as the Boom could have big reach of blast... maybe something meet in middle... More damage applies to enemy targets, and they hit first, with Ally tanks considered to hit by blast after wards, and only get half the damage hitting them... or something? Idk! Other things to consider... with the blast of the BOOM being sooo powerful... Should Drugs have effect? Double Attack? Multiply that Blast Power by X2? Idk... OP!! Doubleing the Defense, especially if turret also adds the +50% defense? Maybe to offset the OP of the Turret blast and Defense... any Drug bonus applies to tank only 50% of the duration as other tanks?? Idk! Too many uncertainty about the idea... I STILL think it's a great Idea!! Would surely like to see this developed! I don't know if I put this in the right thread though! Those uncertainties can be considered by the Dev's!!
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category Ideas for Supplies and Drones!
DmanBattleMaster replied to Ilia.ArchangeI in Ideas and Suggestions
NEW tank Idea!! Kamikaze Tank! Crazy Tank! Suicide Tank!! Call it what ever! It's a turret! Turret does absolutely Nothing in a range... but upon the "Fire" key, a 3 sec delay and a BIG BOOM!! Goes off! Range of blast is MUCH farther than that of a Mine blast, or Thunder Splash Damage, or even that of the Hammer splash. The BOOM does Total damage to ALL in area of say... (guessing, lets say) 1000 damage (obviously increasing with new levels). It divides the blast among all targets in range... 1? 3? 5? How ever many Target, the Damage is divided by and all get close to equal the damge, likely destroying many target simultaneously! Range is verticle as it is Horizontal! So the Kamikaze on the Brest Map, having 3 Shafts on top deck, if the Kamikaze goes off on the Ground level, everyone within range of ground Zero including those above, are hit with blast! Maybe a large black cloud of smoke is seen from distance as well. Maybe to compensate for the drive and taking shots without having any attack of it's own, the Turret provides a +50% boost to the Hull Defense to give it more surviveability! Seen the movie Lord of the Rings, The Two Towers? Remember the near end of movie battle scene, Defending Helm's Deep, the castle amidst a giant Mountain which is supposed to be Unbreachable... Remember as the battle taking place, despite the hordes of Uruk-Hai orcs, the Helm's Deep defenses of peasants, and Arragorn Archers held up pretty well... until an Orc with a massive pack on his back was seen with a lit fuse charging the sewage under the wall, and Arragorn (i think it was) seen it, ordering all archers to strike him down... but was too late as the BOOM took out a major peice of the fortified walls... if you recall that awesome scene... you can picture what I am... A kamikaze tank charging the enemy lines... a Shaft sees him, and one sniper after another tries to stop him before the Kamikaze tank goes BOOM taking out half the front lines!! This would be awesome!! Even to the fact... as the Enemy Shafts, Rails, and other range weapons distracted trying to stop the Kamikaze, his own Shafts and Rails on his side could be busy hitting the Enemy Shafts and other targets distracted by this Kamikaze! So even if the Kamikaze is destroyed without a Boom, or the Boom is early... to distract the Enemy defenses above could prove a worthy cause if contributes to the team's win... Than again... They could also have their own Kamikaze's!! Oh... THE MAYHAM!! The tank with the Kamikaze Turret also dies with the blast, to help control it from being OP... even if it made to survive and has a LONG delay before it can go off again, still be OP! So... offset this, the tank with the Kamikaze turret Dies with blast automatically, no matter his health at detonation, no matter how much defense it has, it goes too!! However... maybe (dev's consider this), If atleast One target destroyed... the Kamikaze Tank does NOT get dinged a Self Destruct point against, as in others do when they kill selves. If the blast goes off, and no one dies, than he Self Destructed himself losing a kill point! The Kamikaze tank gets a kill point for every target he destroys with blast. If the tank is destroyed by enemy fire, no Blast goes off! However... A skilled Kamikaze driver would know if he close enough even being far from enemy, and knows his health is low enough, he might decide to take chance if knowing he not going to make it, and set off his blast early... hoping to Hit someone!! As I mentioned earlier... there is a 3 sec delay when Driver hits the FIRE to go BOOM... so maybe, if the Tank is destroyed After the trigger hit, before the BOOM blast, maybe the destruction from enemy fire still creates the BOOM! Again, only IF the 3 sec delay already hit before killed. Also... To offset the OP power of BOOM, spawn, drive and BOOM!! The Turret also has a long delay from first spawn...even though the inital spawn delay expires, can not go BOOM for, say, 30 seconds after it's spawned!! So... explaining... Game first starts, you with Kamikaze turret, and rest of team without, all spawn same time on your side of map. You become solid, regular tank after 3 seconds like everyone else... but you can not use the BOOM for 30 seconds. It may take 30 seconds to drive to target, so maybe you take off to enemy anyway, but if your met in the middle by many tanks, and it's not 30 sec yet, you can't go BOOM on those in middle... this makes those with the Turret consider waiting behind safe lines til they can boom, than drive out... or risk driving out early unable to boom in the middle! After you reach a target, or after you'r killed, once your dead from either, and respawn, and come to be solid after spawn, you can not go BOOM for 30 seconds again. Through game, everytime you wait to respawn, no matter the reason why, you have to wait to use the BOOM!! So even as you respawn in your own base, and you see 5 Tanks on approach and breaching your front lines... you must wait to go BOOM until it's ready! Last point to make... or consider... Friendly Fire?? Does the Kamikaze Turret BOOM cause Damage to Friendly Tanks as well as the Enemy?? This is something the Dev's need consider when making! Yes? To offset the OP against the enemy, can also damage your friends... or No, cause no other tank has Friendly fire effect? Consider if NO Friendly fire damage... than few Kamikaze's could rush into base... First one Clears the area with his blast, 2nd grabs flag, and the 2nd and 3rd run out of base with flag... if pursuers catch up, and close on the Flagg carrier... the one escorting can go Boom to break off the persuers... and if more get close, the one with flag will go Boom, leaving flag their on ground, only to clear any persuers from behind and saving flag, so own team can grab it?? Could be one Scenario Dev's must consider if NO FRIENDLY Fire!! Consider, If YES friendly fire from the BOOM... than everyone on team must keep distance from their own ally as the Boom could have big reach of blast... maybe something meet in middle... More damage applies to enemy targets, and they hit first, with Ally tanks considered to hit by blast after wards, and only get half the damage hitting them... or something? Idk! Other things to consider... with the blast of the BOOM being sooo powerful... Should Drugs have effect? Double Attack? Multiply that Blast Power by X2? Idk... OP!! Doubleing the Defense, especially if turret also adds the +50% defense? Maybe to offset the OP of the Turret blast and Defense... any Drug bonus applies to tank only 50% of the duration as other tanks?? Idk! Too many uncertainty about the idea... I STILL think it's a great Idea!! Would surely like to see this developed! I don't know if I put this in the right thread though! Those uncertainties can be considered by the Dev's!!- 2,759 replies
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DmanBattleMaster replied to Ilia.ArchangeI in Ideas and Suggestions
Most time that right!! maybe it was the lack of them paying attn or maybe they were too close to notice. I've been in situations, with the enemy flag, and i've had a close attk tank behind me, barely enough to reach me with Flame, and I dropped mine, and they were ded. Others, I've dropped mine when someone like a Thunder or Hammer behind me, they stopped short of mine and kept firing, i was ded. One time though, even though they noticed my drop, they were forced to go a detour trying to catch me, and the mine still saved me cause the corridor I was traveling was too tight for them to go around the mine... so they backed out and tried to meet me on a detour! I see the same name and tank pop up ahead of me around a corner. So it all depends in the situation!! But I'll tell ya one thing... in the heat of the moment, when being pursued, having a flag, can't turn turret fast enough... you have only fraction of a second to react without thinking, and in that moment you don't consider if the Mine will work or not!!- 2,759 replies
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