-
Posts
9 527 -
Joined
-
Last visited
-
Days Won
42
Everything posted by Viking4s
-
there is also that famous fellow: @So https://ratings.tankionline.com/en/user/So
-
Here is my idea of a short-range laser turret (and long range in the second shooting mode). I propose a turret with 3/4 small barrels that shoot one after another (smaller than the smoky). When shooting in the arcade mode the part would moving like this: If 3 barrels, they will shout one after the other, in a clockwise rotation. If four barrels they would shot 2 by 2 (like in the gif). It would shooting intervals would be longer than Vulcan, but than Twins. Also instead of plasma balls, this will be short laser beam ray. The range would be similar to other short/close-range turrets such as Twins, Ricochet and Hammer. I propose 2 shooting mode as it is the trend for any new turrets, however like vulcan and twins, pool energy turrets have a fault... they can only have one: The Brick tactic - keep the spacebar to continue shooting. How to solve this? Easy use the space-bar as an On/Off button. Press space bar one time and the turret shooting starts (mode ON). Press it again and you shut the turret off (mode OFF). For the second mode keep the space-bar pressed and a lock on cross air will appears. Here you can have 2 options for the developers: 1/ Once the lock on is completed it will shoot 4 slavos from the 3/4 barrels shooting in unison (instead of one after another). They will also travel faster and further with long-range reach. 2/ During lock on, the 3/4 barrels will start to warm up and the individual beam will focus on one point, just like in the gif below. And when the lock down is completed it will shoot one large more deadly laser beam at the target (or 4 in a row). The big plus is that it will go through all the tanks in its path just like a railgun. It become a long range capability. The good things is, with is laser you can also have color effect (for containers). With this and tesla we will have 4 turrets per range: Long-range turrets are Railgun, Magnum, Gauss and Shaft. Medium-range turrets are Smoky, Striker, Vulcan and Thunder. Short/close-range turrets are Twins, Ricochet, Hammer and Laser. Melee range turrets are Firebird, Freeze, Isida and Tesla.
-
more like "Casino Online" ?
-
sure, like tanki always communicate in a way that it is clear and without ambiguity. ?
-
It is not mine ?. I tested it today with an old account but it worked fine. A huge mystery, it was on the flash client thought.
-
nice try, but you have to update, otherwise you have no access to the game.
-
ouf, I play with railgun, i am a good one ?
-
Let's hope so.
-
Does this mean that if you play in pro battles it doesn't count?
-
forum with two "r"
-
stand below the gold box!
-
Yes it is in false color to show the energy (keV - Kilo electronVolt), red: 0.3 - 0. keV, blue: 1.0-2.3 keV, green: 1.0-2.3 keV
-
Good idea it could be an universal augment type. For the moment you can use Adrenaline augment the boost is significant, from 30 to 39% max with low HP. And it is only positive boost unlike LCR.
-
lol, Tesla (T) is a derived unit of the magnetic induction (also, magnetic flux density) in the International System of Units. This unit was named after Nikola Tesla in his honor. Nikola Tesla (Никола Тесла) was a Serbian-American inventor, electrical engineer, mechanical engineer, and futurist who is best known for his contributions to the design of the modern alternating current (AC) electricity supply system. He invented this: The Tesla coils (nothing to do with car) lol
-
How much, and by what mechanism, does Adrenaline increase turret damage?
Viking4s replied to kydapoot in Archive
More data now available on the Wiki Maximum values varies with the turret's range 30 to 39%. Not bad. However does not specify the rates. Name Description Effects Price Adrenaline This augment increases your turret’s damage in proportion to the decrease in your tank’s health points. The less health points you have, the higher amount of damage your turret inflicts. Melee turret's damage: +0-39% Close-range turret's damage: +0-36% Medium-range turret's damage: +0-33% Long-range turret's damage: +0-30% Low hp percentage in order to activate 245 000 Now we have to guess how turrets are sorted out. ? According to the latest event special mission (mid June), long-range turrets are Railgun, Magnum, Gauss and Shaft. According to the Tanki Birthday event special mission, medium-range turrets are Smoky, Striker, Vulcan and Thunder. According to the Lockdown 3.0 event special mission, short/close-range turrets are Twins, Ricochet and Hammer. According to the May Holidays Event special mission melee range turrets are Firebird, Freeze and Isida. The new turret Tesla is most likely to be a melee range turret. It is good to see that this Augment takes into account the taken risk as the turret range is reduces. -
Tesla is nice, quite sciency like Gauss but not very badass. Parkour skills to catch Gold boxes in battles Nice. ?
-
All-sky survey by X-ray telescope.
-
“Adrenaline” Augments for all turrets are now available for crystals: 245 000 crystals. ? so at 25% tomorrow that is 183 750 crystals. Still a lot. https://en.tankiwiki.com/Augments#Universal_Hull_Augments Name Description Effects Price Adrenaline This augment increases your turret’s damage in proportion to the decrease in your tank’s health points. The less health points you have, the higher amount of damage your turret inflicts. Melee turret's damage: +0-39% Close-range turret's damage: +0-36% Medium-range turret's damage: +0-33% Long-range turret's damage: +0-30% Low hp percentage in order to activate 245 000
Jump to content


































































