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Ideas and suggestions!


semyonkirov

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So, you're trying to compare close-range turrets to a buffed-up version of Twins? Wow.

 

Firstly, all those close-range turrets can run out of charge, some quicker than others, which means they'll be rendered powerless. Twins however, and the buffed up version of it that this person has suggested does not run out of charge. He's even acknowledged it himself - "unlimited ammo"

 

By saying that, it seems as though you didn't bother to think about the other aspects which made those turrets not-so-overpowered. 

Well, I was just stating that if 12 damage per second--unlimited ammo--was OP, then 30 damage per second even without unlimited ammo could be over-powered. 12 DPS doesn't sound OP to me, imho.

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Well, I was just stating that if 12 damage per second--unlimited ammo--was OP, then 30 damage per second even without unlimited ammo could be over-powered. 12 DPS doesn't sound OP to me, imho.

Yeah, sure - if you exclude all the advantages the long-range guns have. At M0 to M2, 12 DPS is overpowered. If I recall, 12 DPS doesn't fall much shorter than the current M2 Twins. With 6 barrels, it could be even more OP.

 

More barrels = more knockback rate

 

Two barrels' knockback rate is as bad as is - what do you think would happen with SIX?

 

The problem is that you're only thinking about the damage aspect which, despite what you say, is still overpowered in my eyes. You're not thinking about the other statistics which make the turrets good.

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Yeah, sure - if you exclude all the advantages the long-range guns have. At M0 to M2, 12 DPS is overpowered. If I recall, 12 DPS doesn't fall much shorter than the current M2 Twins. With 6 barrels, it could be even more OP.

 

More barrels = more knockback rate

 

Two barrels' knockback rate is as bad as is - what do you think would happen with SIX?

 

The problem is that you're only thinking about the damage aspect which, despite what you say, is still overpowered in my eyes. You're not thinking about the other statistics which make the turrets good.

Okay, okay, you win/convinced me.

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I think Rico recoil should be less so it can be applied on a wasp.

Actually that's kind of what makes it more fun :D :D :D

 

but here's some advices:

 

i)   don't go in games against anything bigger than a hunter (vik and dict are ok as long as the other tanks around it are light)

ii)  DO NOT USE IF SLEEPY !!! (Take it as a doctors formal warning to not operate heavy machinery)  .. i tried that the other day,,, major facepalm night .

iii) For seriousness use at a sobriety level of > 90% B)

iv) For pure fun, anything under < 90%  :lol:  :lol:  :lol:  :lol:

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I think it would be nice if you can sell your product kits for 40crystals for example and please just reset one more time so you lose all your upgrades and paints but get all your crystals back just one more time I think many players will love that :)

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You'd still be able to take hits in your hull if only your turret had a shield. Working under the assumption that this shield would cover your whole tank, I can easily see ways of abusing this idea. People would soon start sending a line of tanks behind a shield-generating gun down chokeholds to form an undefeatable assault force. Also, this gun would effectively nullify the tactic of using available cover such as buildings and ramps, as a mortar could simply bombard you at will. Another problem is aiming. How would you come even remotely close to your target by simply eyeballing elevation and windage adjustments? You would need an overhead scope, which would make it too accurate.

 

Commando, you really shouldn't design weapons when your Rail can already obliterate everything, including me, on the field.

I know this and all ideas have flaws.

 

That's why I asked for replies. The Tanki team and I could adjust this. And the shield would only help in not getting your aim knocked off. It's armor would only add to the hull's a small amount, and I don't exactly have an idea of how much it would add but it wouldn't be much,that's for sure. The shield would only cover up your mortar's barrel . This weapon would also need to tilt forward and backward,not just side to side, so you would use some additional keys for aiming. You'd also have the choice to fire a 2nd shell in one go depending on the enemies' combos and their numbers. I am looking forward to other ideas and replies,so keep them coming! :)

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The best idea I have is for game stats. Each player would have stats from their entire tank career, such as total kills, total deaths, overall KDR, flags captured, crystals earned, and even gold boxes caught. This would be a fun feature to compare with other players, and for players to track their progress in the game.

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I know this and all ideas have flaws.

 

That's why I asked for replies. The Tanki team and I could adjust this. And the shield would only help in not getting your aim knocked off. It's armor would only add to the hull's a small amount, and I don't exactly have an idea of how much it would add but it wouldn't be much,that's for sure. The shield would only cover up your mortar's barrel . This weapon would also need to tilt forward and backward,not just side to side, so you would use some additional keys for aiming. You'd also have the choice to fire a 2nd shell in one go depending on the enemies' combos and their numbers. I am looking forward to other ideas and replies,so keep them coming! :)

Works for me.

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Firstly, JB's "excellent" point has been dismantled in my previous posts.

 

I think that's an unrealistic example when you look at the turrets already in the game. Why on earth would you have a turret with 100 barrels?

 

What it comes down to is the fact you've unexplained it properly. You haven't specified what the damage will be at each modification will be. Therefore, I have to go with assumptions. Either way, whether it's M0 or M2, in your case, 300 shots per minute from 6 barrels is overpowered. You can say it's underpowered to defend your "unique" turret (even though, in my eyes, it's a horrific idea anyways, OP or not and let's not forget it's unoriginal) but I think it is in fact OP and in order to prevent me from getting such thoughts, EXPLAIN YOURSELF.

 

But you're right in saying the turret won't be added because I doubt they'd add an unoriginal, more overpowered version of Twins especially with the post promoting it being so unelaborative so I probably shouldn't have said anything.

From reading page 56, I see you seem to have convinced JB.

Why would you have a turret with a hundred barrels? To prove a point, of course.  I'm not sure how one is supposed to unexplain something properly, so I going to work on the assumption that you did not mean to add the un- prefix. The reason I have not provided damage specifications for each given modification level is because this is all just an idea. It is not being put into the game tomorrow. It is not being put in the game before Christmas. Most likely, it will never be an item in the game. You do not seem to grasp the fact that the number of barrels present does nothing to a turret in Tanki. In a Gatling gun, six barrels are required to remain cool enough to stay accurate under tremendous fire rates. This is not the case in the game. You could have one or six barrels on a gun, and since Tanki is not real life, have the same rate of fire. You seem to be assuming that this gun will have long or unlimited range. Once again, this is not the case. This gun, if ever made, would not be accurate enough for trench warfare assuming that the projectiles would actually go that far. I see no reason to call this gun unoriginal. I have not gone through 56 pages of ideas and plagiarized what I wanted. if my concept gun resembles others, this is coincidence.

 

Why is it that every time I go to bed, there is an entire page waiting when I wake up?

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Yeah, sure - if you exclude all the advantages the long-range guns have. At M0 to M2, 12 DPS is overpowered. If I recall, 12 DPS doesn't fall much shorter than the current M2 Twins. With 6 barrels, it could be even more OP.

 

More barrels = more knockback rate

 

Two barrels' knockback rate is as bad as is - what do you think would happen with SIX?

 

The problem is that you're only thinking about the damage aspect which, despite what you say, is still overpowered in my eyes. You're not thinking about the other statistics which make the turrets good.

You are convinced that this gun will be long range. Not so. If made, this gun would possess  equal or less range than the Twins turret.

As I said in my previous post, the number of barrels does not matter in a game. I agree that Twins has too much recoil for light tanks. This is not real life. Twins is made from thousands of lines of code. It would not be difficult to reduce recoil. I have stated that the gun would fire 300 shots a minute, with 1-2 damage, depending on range. 6 revolving barrels would simply be to make it look like its real life counterpart, the Gatling gun. Also, you have erred in your calculations. At 2 damage per shot, the weapon would do only 10 damage per second, not 12. At distance, meaning 1 damage per shot, it would only have 5. I am not sure where you came up with 12. 1-2 damage would be for stock, or M0. Damage would go up by perhaps about one each upgrade, maybe being 2-3 per shot, 3-4 per shot, or 4-5 per shot at M1, M2, and M3 respectively. You also messed up your Twins M2 calculation. From my finding, you would actually get over 38 damage per second minimum. Twins M2 can nearly pull off 3 shots a second, with 13 damage minimum.

 

From now on, I'd recommend you check your math before using it as proof of something.

 

Don't give up, JB! I'll win this yet!

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I know this and all ideas have flaws.

 

That's why I asked for replies. The Tanki team and I could adjust this. And the shield would only help in not getting your aim knocked off. It's armor would only add to the hull's a small amount, and I don't exactly have an idea of how much it would add but it wouldn't be much,that's for sure. The shield would only cover up your mortar's barrel . This weapon would also need to tilt forward and backward,not just side to side, so you would use some additional keys for aiming. You'd also have the choice to fire a 2nd shell in one go depending on the enemies' combos and their numbers. I am looking forward to other ideas and replies,so keep them coming! :)

I'm going to make a more detailed follow-up to my other post. So the shield would not add much health to your tank, just prevent the aim from getting knocked off? I see what you mean, however there is a problem. Couldn't your enemies just shoot the hull to spin your whole tank, or would the shield function as kind of an anchor? Your weapon would probably have to aim with a sight like a Shaft, which would give it a large advantage. The solution would most likely be to have a large drop radius, meaning a large circle in the reticle where the shell would fall. You would also have to eliminate blast damage, so only a direct hit would do damage. Otherwise, it'd be too easy to just camp in a safe spot and lob shells onto enemies waiting on a ramp, like in Silence.

 

Other than aiming issues, nice weapon! Keep improving it!

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No replies yet? Jeez.

 

Admins, feel free to delete this post...

This topic is made for collecting ideas, not answering to each of them.

If your idea is good, it will be studied by game designers.

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You are convinced that this gun will be long range. Not so. If made, this gun would possess equal or less range than the Twins turret.

As I said in my previous post, the number of barrels does not matter in a game. I agree that Twins has too much recoil for light tanks. This is not real life. Twins is made from thousands of lines of code. It would not be difficult to reduce recoil. I have stated that the gun would fire 300 shots a minute, with 1-2 damage, depending on range. 6 revolving barrels would simply be to make it look like its real life counterpart, the Gatling gun. Also, you have erred in your calculations. At 2 damage per shot, the weapon would do only 10 damage per second, not 12. At distance, meaning 1 damage per shot, it would only have 5. I am not sure where you came up with 12. 1-2 damage would be for stock, or M0. Damage would go up by perhaps about one each upgrade, maybe being 2-3 per shot, 3-4 per shot, or 4-5 per shot at M1, M2, and M3 respectively. You also messed up your Twins M2 calculation. From my finding, you would actually get over 38 damage per second minimum. Twins M2 can nearly pull off 3 shots a second, with 13 damage minimum.

 

From now on, I'd recommend you check your math before using it as proof of something.

 

Don't give up, JB! I'll win this yet!

In what way? If there's 6 barrels, and the shots are 1-2 at M0 (which you've now said) tell me how that's not 12 DPS maximum and 5 DPS minimum. Then, you can also tell me how M1 doesn't have 18 DPS minimum or 30 DPS maximum. I could go on to M2 and M3 (which I don't think you mentioned) but there's no point. If I have got it wrong, then that's not down to me. It's actually down to you for not elaborating properly. Even after making a few posts talking about how it's unelaborative, if I still can't understand it (that's if I've got it wrong) then you haven't explained it properly. Until now, I never knew Twins M2 could get to around 3 shots a second because you never said so.

 

If I'm correct in this (in which I may not be) Twins M2 has 13-15 damage. So, this Gatling gun at M2 is going to do 13 damage minimum but have more barrels. This would mean your Gatling gun M2 is just like Twins M2 but more overpowered... Also, if your finding is correct and you get over 38 DPS then that is OVERPOWERED.

 

Good luck with trying to convince me, kipk. Once I've established a strong viewpoint, it's almost impossible for it to change.

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From reading page 56, I see you seem to have convinced JB.

Why would you have a turret with a hundred barrels? To prove a point, of course. I'm not sure how one is supposed to unexplain something properly, so I going to work on the assumption that you did not mean to add the un- prefix. The reason I have not provided damage specifications for each given modification level is because this is all just an idea. It is not being put into the game tomorrow. It is not being put in the game before Christmas. Most likely, it will never be an item in the game. You do not seem to grasp the fact that the number of barrels present does nothing to a turret in Tanki. In a Gatling gun, six barrels are required to remain cool enough to stay accurate under tremendous fire rates. This is not the case in the game. You could have one or six barrels on a gun, and since Tanki is not real life, have the same rate of fire. You seem to be assuming that this gun will have long or unlimited range. Once again, this is not the case. This gun, if ever made, would not be accurate enough for trench warfare assuming that the projectiles would actually go that far. I see no reason to call this gun unoriginal. I have not gone through 56 pages of ideas and plagiarized what I wanted. if my concept gun resembles others, this is coincidence.

 

Why is it that every time I go to bed, there is an entire page waiting when I wake up?

It wasn't hard. I just made him think about what makes the melee weapons not-so-overpowered and the statistics in this turret that make it overpowered. Moving on, saying that you'd have a 100 barrel turret to prove a point is nonsensical. It didn't prove anything anyways. I recall saying what you said was unelaborative, rather than asking you to "unexplain" something.

 

You heard the man himself - if the idea is good, the game designers will study it. Just because it's unlikely, it doesn't mean you shouldn't elaborate as much as possible to get the game designers to like your idea. It's a bad excuse. If you're going to present an idea, present it properly or there's no point. You never know, if you fix it up, the game designers may study it. Whether they add it next week or tomorrow is irrelevant. While I'm happy it most likely will never be an item in the game, if you want it to be there (which you clearly do) then do it right.

 

Alright, enough on that. Let's move on. I'm not assuming that it's long-range or unlimited but I am assuming, however, that the range is like Twins. If I did assume it were long range, I'd think the gun is even worse than it already is. You have 6 barrels - there should be no problem with accuracy. If I can resemble it to Twins so substantially, then it's unoriginal. Sure, it may not be plagarized from other suggested turrets but it's way too much like Twins triple the turrets.

 

This is an opportunity for people to get their ideas put into the game - you can only expect many replies.

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My idea would be a new rebalance, many tankmans are at a disadvantage because they can not buy kits

I think unfair to people who cannot afford to buy crystals always missing by not having kits

one second rebalance could be the solution to these tankmans

Thanks for reading

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