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New turret: Autoloader


What do you think of this turret?  

16 members have voted

  1. 1. How often would you use this turret?

    • All the time
      3
    • Most of the time
      5
    • Sometimes
      5
    • Rarely
      2
    • Never
      1
  2. 2. What do you think of it?

    • It is well balanced and a great tank
      2
    • It is well balanced but not very competitive
      5
    • It is overpowered
      6
    • It needs to be buffed
      3
  3. 3. How do you think it'll change gameplay?

    • Gameplay will stay the same
      6
    • Gameplay will become better and more people will play
      3
    • Gameplay will go south fast
      7


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In real life, there's this type of tank gun which can fire 12-ish rounds in a drum magazine in quick succession then have to wait a painfully long time to reload it all. In this game you could have a gun with thunder damage per shot and smoky fire rate but it only lasts for about 3 or 4 shots before you have to wait 8+ seconds to reload.

 

It would be able to do a devastating amount of damage in a short time, letting you brawl with any one of the fast tanks and come out on top. It would be balanced with that long reload limiting it to fight with only one tank at a time. This turret would be a fun high-risk, high-reward tank with a different level of gameplay.

 

I would enjoy this turret so much and I'd like to know what you guys think of it. I reckon it should look like one of these two turrets;xTY12Fs.pngCBh0y1y.png

 

And this is a totally legit ingame screenshot of the autoloaderH7J0505.jpg

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The design looks interesting.

Though the idea I do not like. A Thunder's damage at Smoky's rate of fire. That sounds so broken.

Furthermore, I know you added the reload, etc. to attempt to balance it, but that's just dumping it in the same category as all the things we have already, Shaft or Railgun. Just without a charge.

 

It sounds like an insta-kill, even without drugs on. Perhaps this would be the only gun with a paint protection that exceeds over 50%. LOL.

I think you should review your ideas and tone them down. They're overpowered.

 

The central idea I like. I suggested something alike a while ago. It's just it's easy to go overboard. (overpowered.)

A fast-shooting gun that lasts for a short while, with a longer reload. Kind of like a machine gun . . .thing. . . .

 

I voted that I would use your gun all the time.

Why? -> It's OVERPOWERED.

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It'll kill light tanks in one go and would be able to seriously damage medium tanks. And that's exactly what it is in coughworldoftankscough. Overpowered for a short time and a free kill very vulnerable for the next 50 seconds (Yes it did take that long to reload an autoloader in that game). To balance it, you'll need to give it the same range as the thunder which will prevent it from sniping. And a reload which'll hold it back when used on the front lines. To do full damage, you'll need to expose yourself for longer and take a few hits yourself.

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I have two questions that will hopefully show you what you propose..

 

First: How would you feel if, playing a CTF game, you see two of your opponents coming your way (having this turret on one hornet and one viking)?

Honestly.

Second: let's suppose that you know from before that those two will come for you, and you have time to prepare. What hull / turret would you take for confronting them?

 

Answer honestly and you will know what is this you propose..

(for academic purposes, try to imagine the same for DM and TDM...)

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I have two questions that will hopefully show you what you propose..

 

First: How would you feel if, playing a CTF game, you see two of your opponents coming your way (having this turret on one hornet and one viking)?

Honestly.

Second: let's suppose that you know from before that those two will come for you, and you have time to prepare. What hull / turret would you take for confronting them?

 

Answer honestly and you will know what is this you propose..

(for academic purposes, try to imagine the same for DM and TDM...)

If I saw two of them with those combos, I would bring my hornet and railgun. The reason for the rail is because this autoloader would be the king of trading shots, and I would be able to take pot shots and minimize the damage taken. I also chose the hornet and not any of the big ones because there's really no point trying to absorb the damage from these monsters, and I could run in the other direction to let the hornet follow me and leave the viking way back. This would let me two-shot the hornet and snipe the viking  from far away where he really pays the price for his crappy range. Another tactic would be to tempt them to try and hit me at impossible angles and after they've used up all their rounds, I can just go in there and have a nice turkey shoot.

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LOL You're either very optimistic or very skilled pilot....

I'm a world of tanks player and in world of tanks, tactics are worth more than player skill. So I try to apply that to this game as well and it generally works most of the time.

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The gun is way too overpowered. No doubt. To be honest the turret would be very annoying to conquor because there are gonna be people killing u easily and when they have to reload they will just hide... it's basically like rail but more annoying :/

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The gun is way too overpowered. No doubt. To be honest the turret would be very annoying to conquor because there are gonna be people killing u easily and when they have to reload they will just hide... it's basically like rail but more annoying :/

I'm glad you like it because it's going to be added into the game.

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