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Turret suggestion: Trebuchet rocket artillery


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This is one of my turret ideas that I think is worth sharing. I thought an artillery type gun with a parabolic trajectory would make the gameplay much more diverse and dynamic, as those who sit still at the base and turn the game into a stalemate would be countered effectively with this gun.

 

The trebuchet(named after the medieval siege weapon) fires several high arching unguided rockets into an area, allowing it to fire over buildings and walls. The rockets together deal enough damage to destroy heavy tanks such as mammoth of the same modification, but they usually won't fall in the exact same spot, they'll be scattered around the center. Each rocket has a splash damage radius slightly smaller than thunder's, thus allowing each volley to cover a significant area. The trebuchet has a cartridge similar to ricochet, and you can fire either the whole cartridge of rockets, or a few at a time depending on how long you hold down space.

 

There are downsides to offset the high burst damage, though. You cannot rotate the turret, you can only elevate it up or down. Close engagements are deadly for you, since you can easily kill yourself with the splash damage. Loading time is also quite long, about twice as long as a railgun. And since you cannot see targets behind a wall, you will have to rely on teammates and your situational awareness to locate a target. The rockets are visible, and if your preys are attentive enough, they will see it coming. Firing also will expose your position as it creates a lot of smokes and flares. 

 

Concept(obviously not mine), the actual design is up to the developers though.

 

tn-ConsortiumRocketTurret.png

 

Gun reticle, the lines indicate where the rockets will land:

 

 

HeLg1Ii.jpg

 

 

 

 to show your support.

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I like the idea and dislike the idea at the same time. While it could end those stalemates it might bring more if one team had almost all of their players using this game. This artillery weapon should have a range, and maximum height to fly over buildings. Its range shouldn't be that far nor should its maximum height.

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I was thinking along the same lines.  Artillery prevents any position from being unassailable.  It is easy to defend against if you move enough, but deadly if you do nothing but camp.  As described, it is a reasonable anti-sniper weapon.  It should cover the entire map or it's useless.  roofed areas are protective.

 

It should open the game up a bit by preventing tanks from concentrating too much, such as bunching up around a flag to defend it and finding that perfect spot where it's really hard to take you out.  Especially on large maps.

 

I think it would be great if the splash zone was marked for friendly fire, but not enemy fire.  There is no reason that they need to see it coming, although the rocket fire would be really cool to watch.  Maybe though, they can hear it?

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I was thinking along the same lines.  Artillery prevents any position from being unassailable.  It is easy to defend against if you move enough, but deadly if you do nothing but camp.  As described, it is a reasonable anti-sniper weapon.  It should cover the entire map or it's useless.  roofed areas are protective.

 

I like the idea and dislike the idea at the same time. While it could end those stalemates it might bring more if one team had almost all of their players using this game. This artillery weapon should have a range, and maximum height to fly over buildings. Its range shouldn't be that far nor should its maximum height.

 

 

This gun has unlimited range, but since your trajectory is a parabola there are certain areas that are difficult to hit:

 

btB7mUC.gif

 

Another problem is, you can't really see tanks behind a wall as of now. Maybe switching the view to top down would work:

 

 

b21505bf22b38969d3e6dee82e78bb1c.jpg

 

 

 

 

I think it would be great if the splash zone was marked for friendly fire, but not enemy fire.  There is no reason that they need to see it coming, although the rocket fire would be really cool to watch.  Maybe though, they can hear it?

 Well the rockets are visible, but since most of the players don't have their cameras pointed toward the sky, it's usually too late by the time they see it.

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Another problem is, you can't really see tanks behind a wall as of now. Maybe switching the view to top down would work:

 

 

b21505bf22b38969d3e6dee82e78bb1c.jpg

 

 

 

 

 Well the rockets are visible, but since most of the players don't have their cameras pointed toward the sky, it's usually too late by the time they see it.

 

If you do this, you would need actual skill... and then we would be playing WoT with brighter colors and the ability to parkour.  Tanki is designed to have fun, not that much skill is needed...

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If you do this, you would need actual skill... and then we would be playing WoT with brighter colors and the ability to parkour.  Tanki is designed to have fun, not that much skill is needed...

Doesn't it takes skill to play, uh, just about any game? But I do agree that a top down view may not be as intuitive as it needs.

 

What about a side profile view, something like this maybe:

 

1I4goW9.jpg

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This gun has unlimited range, but since your trajectory is a parabola there are certain areas that are difficult to hit:

 

btB7mUC.gif

 

Another problem is, you can't really see tanks behind a wall as of now. Maybe switching the view to top down would work:

 

 

b21505bf22b38969d3e6dee82e78bb1c.jpg

 

 

 

 

 Well the rockets are visible, but since most of the players don't have their cameras pointed toward the sky, it's usually too late by the time they see it.

 

Yes, World of Tanks has something like this which is one of the reasons I dislike this.

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