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(READ PLEASE)A list of suggestions, and yes, I am back


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I'm back.

 

As part of what I'm calling my 'comeback special' I'm feel like giving some suggestions for the Devs to mull over. I feel that these ideas will add diversity to the game. Flamers can leave now, please.

 

1: Equipment- Items that are either passively or manually used by the tank.

 

ADS (Active defense system)- A laser defense system capable of shooting down ten shells per minute. Can stop Smoky and Thunder rounds but since Railgun rounds move at hypersonic speeds they can not be stopped. Unlocked at for each tank individually, for example, 5000xp using a Mammoth, for a Mammoth ADS just for it, or 4500xp for the Viking etc.

 

EM field generator- Generates a magnetic field around the tank. Since ricochet and twins plasma projectiles are held together by magnetic forces this generator disrupts and weakens them, but does not stop them. Can cover teammates in the effect area.

 

Co-axial 20mm Autocannon- A HE cannon firing 20mm shells at 150rpm and dealing 10 damage per shot to all Wasps, Hornets to M2, Titans/Dictators to M1 and Hunters to M2. Can be fitted on Thunder, Railguns, Shaft and Ricochet turrets. Fires six shots before a reload.

 

'Bulldog' ATGM (Anti-Tank Guided Missile)- A 152mm ATGM launcher mounted on the turret that deals 125 damage. Tanks are only given a single missile.

 

Reactive Armor- Reactive armor bricks/slats that stop a single warhead (Smoky/Thunder/Railgun) from damaging the tank. A hit destroys the armor which takes the hit for the tank. Another attack to the same side will deal normal damage. Tier one tanks get this armor on the front, sides and rear. Tier two tanks only get side and rear protection.

 

2: Weapons

 

'Crippler' Pulse Cannon- an EMP (ElectroMagneticPulse) weapon that fires a burst of EMP at a target tank, slowing movement and locking down turret movement completley- the turret will be stuck in its last position. The weapon has splash damage which only slows other tanks.

 

M0 M1 M2 M3

Damage (Impact) 20 27 32 40

Damage (Splash) 5 8.5 11 14

Shots per Min 8 9 12 15

Range 70 72 75 80

Rotations per Min 20 30 35 45

 

'Polaris' Missile Battery- A turreted bank of 85mm rockets that can be stopped by ADS. Rockets have no splash. Missiles lose accuracy past 150.

 

M0 M1 M2 M3

Damage (Impact) 15 20 23 34

Damage (Splash) 0 0 0 0

Shots per Min 20 23 27 32

Range 200 200 200 220

Rotations per Min 30 31 32.5 35

 

Mag-Cannon- Shoots a special plasma projectile that goes through walls, gaining power as it does. It needs a charge up to fire and has a special scope enabling it to see through walls and obstacles.

 

M0 M1 M2 M3

Damage (Impact) 60 65 72 85

Damage (Splash) 0 0 0 0

Damage per Wall +5 +7.5 +8 +12.5

Shots per Min 10 11.5 13 15

Rotations per Min 7 9 11 15

Range 50 55 65 85

 

Feedback please

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Well, everything looks good except for the last one...1 kilometer is already a good distance considering ricochet's 80m having good range already, 1k range + gain damage through walls would be too op especially if the map has lots of cover...

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most creative ideas i ever seen in the forum :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup: :thumbup:

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the polaris' range is a bit too far...........make it like 350 or 400 ok?at that range it will,like cross the entire monte carlo map

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the polaris' range is a bit too far...........make it like 350 or 400 ok?at that range it will' date='like cross the entire monte carlo map[/quote']

 

Just had an idea, the missiles lose accuracy past 150 and go all over the place.

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i like the missiles battery thingy and lose it accuracy mean the missiles will drop randomly (uh..uhm...it shoot straigh or go like catapult?) . how about infantry support?

defense system ....a little bit focus on smoky and thunder too much , spread it out.

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Good ideas.

About the last gun, it loses power pssing trough walls, or it would be too strong. Just imagine a shaft in the blue base (silence) that is sniping and some one promptly starts to shoot him from the red base.

Imo, it would be nice like this: every time the shot crosses a wall, loses the half of his power.

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Good ideas.

About the last gun, it loses power pssing trough walls, or it would be too strong. Just imagine a shaft in the blue base (silence) that is sniping and some one promptly starts to shoot him from the red base.

Imo, it would be nice like this: every time the shot crosses a wall, loses the half of his power.

 

It looses power from range. Losing 5 damage every 5 metres past 35 metres. So the walls boost it but at the same time it loses power. Damage-Distance+Walls.

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Good ideas.

About the last gun, it loses power pssing trough walls, or it would be too strong. Just imagine a shaft in the blue base (silence) that is sniping and some one promptly starts to shoot him from the red base.

Imo, it would be nice like this: every time the shot crosses a wall, loses the half of his power.

 

It looses power from range. Losing 5 damage every 5 metres past 35 metres. So the walls boost it but at the same time it loses power. Damage-Distance+Walls.

 

So will it lose or gain damage after fired at the time of hit?

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