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micah3

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Everything posted by micah3

  1. micah3

    Ideas for Turrets!

    Thunder splash is not as broad as you think. The damage decreases at a very fast rate the farther from point of impact.
  2. micah3

    [Forum Game] The Ban Game

    Player Micah3 has been banned for an hour (Reason: Insults/Language) See rules: 1.1
  3. micah3

    Ideas for Turrets!

    A low caliber cannon, with shells smaller than even smoky, which was designed from salvaged parts from Smoky and Thunder turrets off of Hulls destroyed in the defense of a giant battleground deemed "Madness" by Tankers. The idea fora low caliber auto-loading cannon was born when the Tank Design and Engineering association or TDEA realized they were outnumbered on all three main battle fronts and needed a turret with the ability to fire several consecutive shots in a short amount of time. Due to its success in Silence, Serpuhov, and Deathtrack it has been used in many configurations on light hulls for almost ten years. However the cost for the increase of damage as the gun was modified to higher calibers such as M0 to M3 was that the Heavier shells took slightly longer to load. Due to its brilliant ability to overwhelm enemies with superior rate of fire it was nicknamed the "Conqueror" by some who were assigned to tanks armed with the gun. The secret to it's success is a ten round magazine fed to the gun by a designated loader. The drawback of the earlier prototypes was that even though the gun was given a system that forced it to wait one second before firing a follow-up shell, the gun if fire immediately after another shell was loaded had a small chance to jam which would in turn force a crew member to open the breech and replace the magazine,this process would take about six seconds as the rounds are all loaded into a single box. This saves the crew a lot of time replacing the magazine due to the much simpler design compared to guns fed by belts of ammunition. The shells are standard and due not sport the special abilities upon impact that less conventional ammunition does, such as the projectiles fired by Railgun and Thunder. The reloading process was without doubt the main weakness of hulls armed with the Conqueror is that after all ten shots were fired the gun would take about a half minute to reload leaving the tank vulnerable. This was later fixed by tank models designed to have a secondary gun, usually a Smoky or Vulcan prototype, on the front of the hull. However most current hull models do not yet feature a secondary gun because very few use the Conqueror project. Due to this extra demand, the Smoky and Thunder series was never fully replaced and is still frequently modified to suit changing conditions on the war fronts. Some of the main features that set it apart from its Smoky and Thunder counterparts is that unlike smoky it has no muzzle so the turret is forced to deal with the full recoil of the gun and its barrel is a couple inches shorter, so the shells tend to veer a few inches off target occasionally. However an experienced tanker can resolve this issue by aiming at the broadside of an enemy hull so that even if a shell shifts track it will likely still hit. Since this problem was so easily taken care of and no operations were jeopardized due to it the TDEA dodged a possibly fatal blow to its reputation for successful turret technology and the turret did not demand design reworking. This design eventually led to the birth of the automatic loading system on the Hammer turret prototype, a shotgun inspired blueprint that was designed four years later by one of the company head-administrators. This use of this turret as a weapon of choice on light recon hulls like Hornet and Wasp shows no sign of faltering anytime soon. However, in a few years the TDEA felt that they needed to find a way to boost its performance further so several ideas were considered to give its shells a special effect on enemy vehicles like the Smoky counterpart's critical hits. After several months of debate and tests the TDEA could not find a way to increase the effectiveness. Since their turret prototype had no unique ability that only it had tankers began to question its necessity on the battlefield. Some said that since Smoky takes only ten percent of the time Conqueror needs to load, does more damage to enemy hulls, can critical hit, and is much more reliable mechanically, why do we need Conqueror? The TDEA felt like if they did not find a way for Conqueror to stand out they would face crippling financial issues and a damaged reputation. So TDEA designers went back to the blueprints. Three months later the TDEA came up with an idea to add a newly developed aiming system. A type one experimental aiming mechanism was added to the front of the turret. The aiming system would use laser scanning and calculation to show a laser shell prediction line with green circle at the end. The line shows the approximate path the shell would take and the shell would impact somewhere within the green circle. In addition TDEA altered the shell type so that the damage for shells would not decrease over distance unlike Conqueror's Smoky and Thunder counterparts. Thus, TDEA dodged a second blow to its reputation and Conqueror was then used much more broadly for its updated aiming methods.
  4. micah3

    Ideas for Turrets!

    So this urks me because now there is a shaft/thunder/twins in the game but they refuse to add a classic single-shot howitzer. Rip tanki society
  5. micah3

    Ideas for Turrets!

    For some reason I think the developers got lazy and took my idea and merged it with some other person's idea by the way Striker is already the worst turret idea ever it may sound good in the forums but it has already proven itself as broken and in need of removal
  6. micah3

    Ideas for Turrets!

    Congrats your'e ignorant
  7. micah3

    Ideas for Turrets!

    Yes the "Howitzer" turret was my idea.
  8. micah3

    Ideas for Turrets!

    don't forget paints with protection
  9. micah3

    Ideas for Maps!

    Your claim is invalid
  10. micah3

    Ideas for Maps!

    But why did they remove such a popular map instead of fix the gravity i miss moonsilence desperately :(
  11. micah3

    Ideas for Maps!

    You guys already have a good map that has never been added. The tutorial map when you first start out. It is a great map and deserves to see action in the actual game :3
  12. micah3

    Ideas for Turrets!

    Yes but a combination of a heavy hull for high hit points and this turret and you get up close you eliminate recoil increase hit chance significantly and cant take a beating from many turrets. Also a burst function would be a good idea but if it has only 3 shots and a 3 round burst function this turret would have lots of trouble playing functionally and if a turret was added that can one clip almost all hulls at its level it would cause a lot of complaint.
  13. micah3

    Ideas for Turrets!

    A turret of this type has existed for quite a while does "freeze" sound familiar to you? :3
  14. micah3

    Ideas for Turrets!

    Yep but the reload is only 2 seconds longer than that of Railgun and you get 3 times as many shots allowing you to deal 750-1200 damage compared to 450-700 damage and High recoil is easily fixed with heavy hulls. Also you are taking characteristics from Railgun but if the game gets a new turret it needs to be unique in special characteristics. The idea however of a semi-auto gun in tanki online is genius i will give you that. But tanki online's priority isn't a turret that is good for parkour this would throw off the balance of the entire game :|
  15. micah3

    Ideas for Turrets!

    All i heard was "three shot railgun"
  16. micah3

    Ideas for Turrets!

    Yep, but penetration doesn't matter in Tanki Online. Also would you stop comparing to world of tanks it's not like they own the howitzer
  17. micah3

    Ideas for Turrets!

    I understand this but in world of tanks to understand you should try using Cruiser MK. II with the 3.7 inch howitzer
  18. micah3

    Ideas for Turrets!

    Thanks for the clarification, however the scope is not an aerial view or one that zooms but much more like an iron sights on a handgun and the shots do not arc
  19. micah3

    Ideas for Turrets!

    Say an enemy tank is like 300 meters away so the shell would take 3 seconds to reach the target. Of course this can be debated and tweaked but it is very simple in mechanics.
  20. micah3

    Ideas for Turrets!

    You are still not getting this. The shells can be incredibly fast say 100 meters per second if you wish but it simply refers to the fact that shells do not come into contact with targets instantly
  21. micah3

    Ideas for Turrets!

    Maybe, but Tanki Online has already has thunder for a few years and it has similar features. The whole concept of Howitzer is to be a very complex hard to use weapon, that when used right, can be very reliable.
  22. micah3

    Ideas for Turrets!

    You are over thinking this. The shell velocity is roughly 5 times the speed of an M3 Wasp and because of that with proper use shells can easily hit and with proper skills can be easily dodged. As for max damage it must be high because most maps are very large and damage decreases by 4 for each meter the user is from a hit target (basically very similar to the smoky damage calculation) so even at just 10 meters distance M0 will do only 79 damage and so on. therefore the chances of near max damage are completely dependent on range also even if it is overpowered up close, with its long reload, it is at the mercy of the three close range turrets.
  23. micah3

    Ideas for Turrets!

    You don't get the point of "slow velocity speed" it is simply called slow because it does not hit targets instantly but instead travels mid-air at roughly 5 times the speed of a M3 Wasp
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