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ShimwickXVI

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  1. ShimwickXVI

    Ideas for Turrets!

    Although it would be very good to have a turret that could heal an entire tank in a single shot, my views are that such mass healing is better left to the Isida. The turret I specified would be better at out-of-combat healing, due to its lower total healing-per-second but longer range, and to have it heal a massive amount in a single shot would leave it unable to efficiently heal a group of only slightly damaged allies. A healing version of a Shaft would take around 20 seconds to heal a moderately large group of allies after, say, a Thunder fires at them once. A healing version of the Shaft with damage and Rate of Fire closer to that of the Smoky, such as I have specified, would be able to heal them in about 12 seconds, max. However, it would be a very good thing to have a turret that could heal enormous amounts in a single shot, and it would definitely help with the mobility and survivability of said turret. It would be easy to simply leave the healing of area damage to an Isida while healing the Isida yourself; my only problem with a high-damage, low-Rate of Fire healing turret is that it would not be sufficiently good at healing in between fights.
  2. ShimwickXVI

    Ideas for Turrets!

    Advantages of a Ranged Healing Turret There are so many long-ranged maps, like Madness, and Lost Temple, and Highway, where the map is so large and so open that, if you try to heal a teammate, you will almost always be sniped by all the railguns and thunders and shafts on the enemy team. There are so many open stretches you have to dash across, and your allies so far apart, that you will be left out in the open with no allies or walls to hide behind more often than not. If there were a long-ranged heal turret, functioning along similar mechanics to the Railgun, although much less deadly, several of these problems would be avoided - namely, the charges across open ground and the lack of teammates to heal. You could find a good vantage point and heal a couple of allies from range, then move to a new position and heal a couple more. A ranged heal turret would allow you to remain behind cover while healing your team's long-ranged turrets. Often, on maps such as Highway, Lost Temple, and Kungur, the point being defended is completely out in the open, and any enemy team with good target selection is able to focus an Isida down without much effort. With a long-ranged heal, you would be able to back up into the covered area beside Lost Temple's flag bases, or behind the sporadically placed walls across each side of Highway, or behind the buildings on the high ground offering a clear vantage point to Blue's flag base on Kungur, and heal your team without being immediately picked off by the enemy's railguns and shafts. The addition of a long-ranged heal turret would also come as a welcome addition because of the tactical opportunities offered by having a healer off-point. Picture Kungur CTF, blue side. If you have a couple of tanks defending your flag, and then a long-ranged healer positioned behind the buildings on Blue side's high ground, out of view of any Red snipers, you create a second position for Red to attack. If Red chooses to attack the flag, they will grant the Blue tanks the advantage of unpreventable healing, even more so if the long-ranged healer has a Double Power and/or, once it comes out, a 2x Rate of Fire overdrive activated. However, If some of the tanks on Red choose, rather, to fight their way through any Blues on the high ground and attempt to take out the healer, they will leave the tanks attacking the Blue Flag base short-manned. If a long-ranged heal turret were added into the game, it would encourage more people to try out the role of a Healer. Aside from the general spike of play a turret experiences when it first enters the game, a ranged heal turret would likely offer many people a more satisfying gaming experience than those people could get from playing the Isida. My reasons for expressing this opinion are thus: you would always be doing something. There would be no more sitting behind your snipers with a full bar of energy, waiting for them to take damage; rather, you would be a sniper. You would no longer get stuck in traffic jams with your own teammates, unable to heal the teammates you wish to; rather, you would be a ways back from the fight, on higher ground, healing exactly who needs healing, exactly when they need healing, and sniping enemies besides. You could pair with an Isida in healing the same group of allies - the Isida, with better healing-per-second, would be able to heal the core of the team, those taking the most damage, while you heal those who are taking only smaller amounts of damage, and healing the Isida when necessary. The number of options for healing increase significantly when you are not limited to being right up beside the person you are healing. Necessary Specifications of a Ranged Healing Turret What a ranged healing turret should be able to do, based off of my specifications as described above, is heal and snipe with precision from extremely long ranges, such as those found in Lost Temple, while still being able to heal effectively at short range. These necessities prescribe a setup such as can be found in the Shaft: rather, that the turret should be able to scope in when necessary, or fire "arcade shots" when not necessary. However, amidst these specifications 3 limitations lie; first, that a ranged healing turret must distribute less healing-per-second than the Isida; second, that a ranged healing turret must distribute healing often enough that it can get at least one healing shot on a friendly tank before it can be completely destroyed by most turrets; third, that a long-range healing turret will be a prime target for enemy snipers, and thus must be less obvious to the watchful sniper than, say, a shaft. My first limitation is thus: that a Ranged Healing Turret must, by necessity, distribute a lower healing-per-second when active than that granted by an Isida. This is due to two factors. The first of these factors is that rule almost universally applied among video games including some form of gun: that the longer the range of the gun, the lower its DPS. In short, as a ranged turret, any Ranged Healing Turret would have more opportunities to heal than the Isida, which leans far more on the side of a Melee Healing Turret. For instance, every Isida player out there has had many experiences desperately chasing after the person whom they intend to heal, only to ultimately waste 30 seconds and leave themselves in a tactically unsafe position when that unobservant, low-health tank meets its untimely demise. With a Ranged Healing Turret, one would simply shoot a few shots the way of the damaged tank and proceed with one's life. The second of these factors is that, in order to fulfil that hope that a long-ranged healer would always be doing something, the Ranged Healing Turret must, like the Railgun, Smoky, Shaft, or Thunder, use single-shot, quickly regenerating charges of energy rather than clips of slowly recharging energy, such as are used by the Isida, the Firebird, or the Ricochet. My second limitation is that, as it is easy for many turrets to destroy a tank in less time than it takes for a Railgun to recharge, the rate of fire for a Ranged Healing Turret must be nearer to that of the Smoky: it must be able to distribute healing before its ally is dead. This limitation will create several interesting conundrums in the creation of the firing modes of a Ranged Healing Turret along the lines of a Shaft; that is, "scope" and "arcade" modes. I will discuss this in more depth at the end of this section. My third and final limitation is that, as a healing turret rather than a true sniper such as a Railgun or a Shaft, a Ranged Healing Turret would be much more vulnerable to enemy snipers, due to its lack of true ability to counter them. Due to the necessarily faster firing rate, and due to its nature as a healing turret, a Ranged Healing Turret would have neither the burst damage nor the standard DPS necessary to destroy an enemy sniper before it could get a possibly deadly shot off, barring low health of said enemy sniper. This tells us that a Ranged Healing Turret's safety lies in concealment - behind cover, when available, but stealth must also be an option. As a result of these 3 limitations, we can find a clear picture of what this Ranged Healing Turret must look like. First, the Healing Per Second and Damage Per Second of said Turret must be around 1/2 of the corresponding values in the Isida; not so high that the Isida is put out of business, or that said Turret truly competes with such masters of sniping as the Railgun or the Shaft, but not so low that said Turret is useless, either as a combat healer or a sniper. Second, the Rate of Fire must be roughly equivalent to that of the Smoky, which is, at m3, 1 shot per 1.5 seconds. This gives us, at m3, 1 shot per 1.5 seconds, each shot dealing about 660 points of damage or 500 points of healing; this would mean 9 seconds to destroy a full-health m3 Mammoth, or 10.5 seconds to fully heal a m3 Mammoth from 1 HP. Such fast firing speeds would be extremely difficult to achieve in a situation in which, like with the Shaft, one would have to wait for a fully charged energy bar before scoping in on a target, then would have to wait for the energy bar to drain completely for maximum effect. Even if the Ranged Healing Turret were immediately ready to fire after scoping in, the zoom-in animation followed by necessary adjustments to aim would further delay the firing of the turret by around 1 full second, dramatically reducing the effectiveness of said Turret at long range. My suggestion is to allow the Turret to remain scoped in even after firing, thus allowing the Turret to effectively "participate" in a fight going on far away by staying zoomed in to said fight and healing allies, then damaging enemies, then healing allies in quick succession. This mechanic could function by fixing the "scope" mechanic to a certain key, so that if said key was pressed, the Turret would scope in, and that if said key was pressed again, the Turret would exit Scope mode and reenter Arcade mode. However, were anybody to think of a better way to handle such a mechanic, I personally would not be averse to seeing it implemented in my suggestion's stead. Finally, the firing animation of the Ranged Healing Turret must be similar to that of the Railgun: that is, there must be no animation before the shot is taken, such as the Shaft's or Striker's laser, but rather an animation directly after, showing exactly where the Ranged Healing Turret is located. This viewpoint comes as a result of both views of said Turret's vulnerability to enemy snipers and any tank's vulnerability to an unseen, extremely long range sniper such as the Shaft before the addition of the targeting laser. Unseen, deadly long-range snipers are something this game has worked very hard to suppress, and I believe my decision in this regard has been a good one; the Railgun's animation effect does show where the sniper can be located, but only after the shot has been taken. However, as with the Shaft's laser, this animation would not occur when the turret is in Arcade mode; as with the Smoky or Thunder, mid- to long-range turrets do not require application of such restraint on their survivability, and a healing, long-ranged turret does not have high chances of survival in mid- to long-range anyway, due both to its key position in the team and its lack of tactical, one-on-one special effects such as the critical effect of the Smoky. Why We NEED A Long-Ranged Healing Turret To put it simply: Magnum and Striker. Tanki's two newest turrets have introduced into the game massive burst AoE damage as has never been seen before. I cannot tell the sheer number of times I have died from accumulating damage from Magnum shots while healing my team's snipers, or been Nova'd by a Striker with a charge shot on one of my team's snipers. The simple fact is this: Tanki has introduced two turrets to the game, both of them excellent against long-ranged turrets. A Striker will find it easy to lock-on to a stationary target such as a Vulcan, Railgun, or even, if survivable enough, a Shaft. A Magnum simply sits behind a wall and lobs shots onto anybody, but especially so if the target is stationary, or even behind a wall of their own. Both of these turrets are not only good against long-range snipers and Vulcans, but against anything around them - for instance the friendly Isida. To be an Isida has become, recently, to sacrifice your K/D ratio to cataclysmically low values, to spend half of your time respawning and finding allies to heal, and to generally suffer. If I were further than 20 feet away from my own team, but only healing at 1/2 my normal rate, I could output more healing just by surviving. I have seen fewer and fewer Isidas being played, specifically on longer-ranged maps such as Brest, where a Ranged Healing Turret would thrive. The lack of team support is disturbing. To become a healer need not be to die continuously. Why the Isida Would Still Be Relevant Because it heals more. Especially on smaller maps, like Sandbox and Island, Isida has always been a top-tier pick. It is only for larger maps, like Lost Temple and Highway, especially those with little cover, where the Isida suffers, and where a healer slot must be filled. By my calculations, Isida should still be healing twice as much as a Ranged Healing Turret such as the one I have suggested. The only problem of the Isida is that it is extraordinarily vulnerable, especially after the removal of its self-healing function. One of the best things about a Ranged Healing Turret, in my opinion, is the impact it would have when paired with an Isida. If an Isida was on-scene, it would be able to heal where healing was needed most, countering the massive amounts of damage output from turrets such as Firebird and Artillery. The Ranged Healing Turret, meanwhile, could heal the Isida, and could heal any tanks harder for the Isida to reach, especially if the area was congested with the vast number of friendly tanks. We need a Ranged Healing Turret. If not the one stated above, at least some version able to counter the demolition of defenses by mode of Magnum.
  3. ShimwickXVI

    Episode 139 of the V-LOG is here

    I used to play tanki a lot, back in 2015. I made it up to m2's before stopping. Back then, if you were on the losing side of a battle, all hope would not be lost. You would be surrounded by enemies, being fired upon from all angles, but you would not be heedlessly massacred, and you could get some good plays in from time to time, and perhaps capture a flag or a point. Now, with the Overdrive, those enemies ringing you about and firing from all sides have double power, double armor, and nitro, and you last perhaps 2 seconds after spawning. I don't have a problem with overdrives like the see-through-walls one - it gives tactical knowledge, such as enemy position and health, which can be extremely useful. It gives no overpowering abilities, and can be worked around by the defense if necessary. Full-supply overdrive, on the other hand, effectively heals up all surrounding allies and doubles all stats. This is a non-tactical, brute-force advantage. It does not make the game more fun. The full-supply overdrive is just so much easier to use and so much more powerful than most other overdrives.
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