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Everything posted by Blutaar
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Got bored and decided to make this. Enjoy yourself some digital images fused together that are supposed to form a wallpaper I'm aware that the quality may not be too great but it's a first post so I do not care too much
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There is no need to reinvent the wheel. Some topics may have already discussed the concerning question/debate/issue, so in general it's best to comment under these topics or read through them a bit if you have a question regarding it
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cant access the test-servers at this moment. What kind of new sounds did they implement?
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Nice analysis you got there. But it is true that Healing Emitters still deal damage to enemies even though the augment's description says otherwise; whether this is a mistake or is implemented intentionally we will have to see
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New augment for Isida in the test-servers. Disables healing your alles but allows you to consume HP from the enemy subsequently healing yourself. If it were to be implemented this would make Isida a solo turret rather than team-oriented.
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New augment for Shaft in the test-servers. Disables damage dealing but allows you to heal allies from distance.
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Would not say that it does not fire a bullet, try to perceive it as an incredibly fast traveling projectile. Does not change much, but the principle behind it is different regardless. To add, the concept of a railgun is to fire a projectile by making use of electromagnetism. The barrel of the gun consists of two 'rails' that are connected to an energy source, the projectile is conducted through these rails building up kinetic energy and increasing speed every millisecond until fired. The force that causes the projectile to blast away is called the Lorentz force and is the result of the magnetic field in the weapon and the flow of electric energy. The longer the barrel is, the longer the rails are, the more kinetic energy is built up and thus the more powerful the shots are. The force that causes the projectile to shoot away can become quite big but is not unlimited. According to Newtons third law if a certain object A exerts a force on another object B, then object B must exert a force of equal magnitude and opposite direction back on object A. So the force with which the projectile is fired is also exerted on the railgun itself. It is even possible for the gun to tear itself apart if the force becomes too big; this is one of the big issues of the weapon and also the reason why the railgun-project is not finished yet
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According to Wikipedia, a regular Railgun is able to fire projectiles with a velocity of 2500m/s. On the site of Military & Aerospace Electronics it is also stated that such bullet can reach 5400 miles/hr which equals appr. 2400m/s. All in all it is safe to assume that projectiles from railgun are given enormously high velocities. Looking at the largest map (regarding length and width, not total props) being Berlin, it's length reaches 74 props which according to map dynamics in Tanki Online equals 74 * 5 = 370 metres length. This means that it would take a Railgun's projectile (370 / 2400 =) 0,15416_ seconds to travel from one side to the other - almost one tenth of a second - which indicates that this would be the longest time for such projectile to reach its target in long-ranged fights. In close to mid-ranged combat, however, this traveling time would be negligible. In the extreme scenario where one would fire a Railgun's shot from the northwest corner to the southeast corner of Berlin - imagining that all buildings and entities are being removed or the tank is elevated to the highest possible height - this would give √(742 +552) ≈ 92 length of props which in turn gives 460 metres diagonal distance between the two spots. Calculating traveling time gives 460/2400 = 0,1916_ seconds which is 20% of one second and slightly more than the first calculation. So there is a certain velocity of a Railguns projectile, but this includes such extremely high speed that the bullet projectile is not visible. Apart from theoretical thoughts it would not be any practical nor would it be noticeable to implement such velocity for Railgun
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Old screenshot and cant remember posting, but tabs may tell different
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I mainly use long ranged guns hence my opinion is already detemined in advance and I cannot have a different opinion, seems about right. I am not going to deny that I am a long-range player, reason being that I prefer to have distance between enemies and me plus I generally try to avoid close-ranged encounters. I know what kind of equipment I use and I think objectively and realistic about their overall performance in battle. I am well aware that Gauss is overpowered and that Heavy Capacitors can be the worst. Even so I can still be sceptical about the idea of reducing damage over distance for long-range turrets. To say, camping is a 'strategy' that is being adopted by other turrets as well with which I mainly refer to Railgun and Magnum, both of which are (easily or through skill) capable of succesfully camping and can be extremely annoying to deal with. How do you perceive camping regarding those turrets? Should they have a damage drop-off over distances as well? My first thought about your suggestion, decreasing a long ranged gun's performance at long ranges seems odd, the entire purpose of long-rangers is that they excell at combat over large distances while lacking capability to deal with enemies up close. On one hand I can see what you are trying to get at, on the other hand I am wondering why you are convinced that damage-reduction is the solution for above problem. My second thought would be why you've chosen for the radius of 80 metres. The max. range of Ricochet is already 70 metres and that is a close-range gun. Cutting down the max. damage radius for Shaft/Gauss to 80m will punish either turret for sniping targets at close-mid ranges. Third point I wanted to make which has mostly to do with me not fully understanding you: are you referring to a one-time damage-reduction or do you mean a continuing reduction over distance? Lastly I would like to remind you of the existence of Owl and Eagle. Especially against turrets with high-damage shots modules are really effective.
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A railgun is a railgun, it fires an electrically conductive projectile between metal rails. Railguns use two sliding contacts that allow a strong electric current to flow through the projectile. This is subjected to a Lorentz force due to the strong magnetic field due to the current through the rails and is thus accelerated. Because of this, the projectile is fired with massive energy and travels through the air incredibly fast. Basics of how a railgun functions. If it does not then it is not a railgun. It does not fire a laser beam, it fires a projectile with high velocity and there are no other variations or possibilities. A flamethrower that shoots snowballs is no flamethrower either.
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Long range turret losing its functionality at long range..
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Even without those two drones it is still an overpowered hull. It's mainly the relatively high speed and strafing that makes Hopper annoying and disturbing to fight against, not to forget the detonation jump and corresponding status effects. I often use the hull with Magnum AGLM and Booster, occasionally with Gauss EMS without drone or Shaft APS. Nerfing Hopper is being waited for since it's very release, but finding a suitable and realistic approach for doing that is rather hard.
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No you are not right in assuming so. Even though the turret appears like a laser a railgun is an electric rifle that shoots an electrically conductive projectile between metal rails. Subsequently, developers changed railgun's firing animation accordingly, with which I mean the trail left by the fired projectile. The projectile used to leave a straight trail, now the trail is rather wavy
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https://en.wikipedia.org/wiki/Speed_of_light: "The speed of light in vacuum, commonly denoted c, is a universal physical constant important in many areas of physics. Its exact value is defined as 299792458 metres per second (approximately 300000 km/s, or 186000 mi/s)" "(...) Einstein showed that nothing that has a mass can ever reach the speed of light (...)" (Sutter, P., 2017. retrieved from https://www.nbcnews.com/mach/science/time-travel-isn-t-possible-or-it-ncna797736). ~Speed of light: 299792458 metres per second equals 299.792 km/s < 300.000 km/s
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With the large amount of status-inflicting augments in the game nowadays, to what extent would it be practical to suddenly remove all status-immunity augments?
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How many topics have we had so far that concern EMS Gauss? I've lost count
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I think that would be a lot of visuals for a skin, animations for most HD and UT skins are rather minimal and are limited to mostly the barrel of the turret. It would become very precise for developers to implement such visuals. Not saying that I am against your idea, in fact I think it would look awesome!
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But then I cannot fly and capture flags or score points. If I have to play fair then there's no guarantee that I will win...
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But... but how am I supposed to win CTF and RGB battles then? ;-;
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Striker UT looks awesome. The turret has not received much attention in a very long time, glad to see that it will be the very next turret to receive a new skin. May even want to use Striker again if I were to get my hands on the new skin. Also really excited for the new Tesla turret, mechanics look cool and refreshing!
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Truly honest, I dont care about PR skins. I have always found them serving an awkward spot in the list. Most PR skins are not even that appealing in my opinion. I don't understand the dislikes towards Hunter UT either, I like both skins but I do not find Hunter UT ugly in any way ((
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Ultra skins are basically Prime skins with higher definition and resolution, so best bet is to assume that PR-skins are being deleted. Alternative skins such as the XT-series and Firebird DC are going to be updated as well. Not too sure how exactly this conversion will affect the Legacy series because of the nostalgia and concept of the series, but since visuals and graphics have to match with each other I guess they will update the LC-skins a little bit so that they have more polygons while still resembling the original skins
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I do not, and I am convinced others as well, do not want to wait for a 20 years for an update. Unless you come up with an alternative method to rework all previous skins I'll stick to the current approach. Updating flat skins to HD skins with more polygons is a task that consumes a lot of time, I don't mind having only 1 type of default skin if that means that the job will be finished quicker
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I said slower than no heat resistance, not when. Also, I think it makes sense for heat damage to be dependant on the user's hull augment; when heat-immunity prevents your tank from burning then IB should not be able to function. Similar principle should be applied to heat resistance, when the burning process of your tank is slower then the opponent should get burned less faster
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