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Look, I am just telling you the facts. The fact is that a skilled player who isn't using drugs is buried for the wrong reason in this game.. If you are so skilled why you use drugs? You can do the job without it. But the fact that you are Generalissimo and you still play this game makes me understand your case... Typical. You guys ruin game at the top ranks, you make us use drugs too to keep up. :rolleyes: And again, try to be more dialectic men. Drugs don't add something magical to this game. ;)

Drugs make magic.

There are so many things that would never happen without drugs. Have you ever beem hit by 2 railguns on DP while using wasp hammer and while going up a ramp shooting someone?

 

Again:

I am wasp hammer and going up a ramp in sandbox shooting as I go up.

2 enemy railguns on DP simultaneously hit me. Do you realize how crazy I flipped. Things like that highlight battles.

 

Drugging makes the battle more strategic and predictable.

 

Want to hear the best battle of my life?

It happened last weekend.

 

Me and a DoW player drugged hard in a 1vs1 island ctf. It took 20 minutes to kill each other. For twenty minutes we drugged hard and no one was dying. (We were isidas hhhh) that epic battle was detirmined by skill. The fact that SCD was on and we were both M4 made the battle require more skill than a pro no drug- none MU

magic....

 

I hope you didnt think i said that druggers have no skill, dont need skill, isnt a skill, or that you must drug to havr skill.

 

Drugging is a skill

drugging doesnt negate skill

skill exsists even with out skill.

Edited by A_R_A_K_E_L_Y_E_N

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Drugs make magic.

There are so many things that would never happen without drugs. Have you ever beem hit by 2 railguns on DP while using wasp hammer and while going up a ramp shooting someone?

 

Again:

I am wasp hammer and going up a ramp in sandbox shooting as I go up.

2 enemy railguns on DP simultaneously hit me. Do you realize how crazy I flipped. Things like that highlight battles.

 

Drugging makes the battle more strategic and predictable.

 

Want to hear the best battle of my life?

It happened last weekend.

 

Me and a DoW player drugged hard in a 1vs1 island ctf. It took 20 minutes to kill each other. For twenty minutes we drugged hard and no one was dying. (We were isidas hhhh) that epic battle was detirmined by skill. The fact that SCD was on and we were both M4 made the battle require more skill than a pro no drug- none MU

magic....

 

I hope you didnt think i said that druggers have no skill, dont need skill, isnt a skill, or that you must drug to havr skill.

 

Drugging is a skill

drugging doesnt negate skill

skill exsists even with out skill.

Ok then, the only thing im saying is that a good drugger forces someone to use drugs, just to keep up with him. If a skilled player looses by a noob just because the noob uses repair kits like maniac, this isn't frustrating? The only thing that bothers me. Of course it needs skill to use drugs, for example you can't cap a flag at noice without repair kit and double armor ok, but I am talking about druggers like that: After they respawn, immediatelly double attack. When the time ends, immediatelly double armor. And when health ends, then repair kit. This isn't skill, anyone can do it. But some people haven't that much crystals to spend on. :)

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Look, I am just telling you the facts. The fact is that a skilled player who isn't using drugs is buried for the wrong reason in this game.. If you are so skilled why you use drugs? You can do the job without it. But the fact that you are Generalissimo and you still play this game makes me understand your case... Typical. You guys ruin game at the top ranks, you make us use drugs too to keep up. :rolleyes:  And again, try to be more dialectic men. Drugs don't add something magical to this game. ;)

So when you finally reach Generalissimo after months, maybe years of hard work, you will quit the game? You also expect everybody else to do so? 

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So when you finally reach Generalissimo after months, maybe years of hard work, you will quit the game? You also expect everybody else to do so? 

Men, if you don't play battles doesn't mean you quit the game. But when you have reached the top rank, there is no point on playing this account any more. Try a new one account then. :)

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Men, if you don't play battles doesn't mean you quit the game. But when you have reached the top rank, there is no point on playing this account any more. Try a new one account then. :)

How boring, just chatting or whatever. Playing with m3s at Generalissimo or doing parkour is not as boring as it may seem. You can continue to buy m3s, XT, MU, etc. Just because you have reached the highest rank does not mean you can't have fun playing battles.

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How about a weight or power boost supply?  It would be helpful when fighting for Gold Boxes.  ;)

 

Maybe a minesweeper?  Remove up to 5 mines is an area around your tank, long cool-down, would make Save the Gold more challenging  :)

 

Also, wouldn't a smokescreen be kool?  I saw a flashbag idea at the beginning of the topic, but i think that would lag a lot of ppl.  A smokescreen also would pose as much of a burden to my eyes.  B) lol jk, just thought it might be an interesting idea.  A variant could be a poison mine, releases poison gas, doing minor damage and providing a smoke screen.

Edited by scralnax849

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Anti Drug supply. When activated there are no buffs to your tank but it makes you tank invincible to drugs. When you have this drug activated if someone tries to shoot you with double damage it will only do normal damage. If you shoot someone using double armor the extra armor will not protect them and your turret does normal damage. Unfortunately this supply won't affect self repair or speed boost. The purpose of this supply is to counter druggers who can ruin a entire match. This supply prevents their drugs from affecting you so you can have a fair fight and to stop those 1 shot K/O drugging rails. Is it me or are rails the most irritating turret them me what you think. 

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Anti Drug supply. When activated there are no buffs to your tank but it makes you tank invincible to drugs. When you have this drug activated if someone tries to shoot you with double damage it will only do normal damage. If you shoot someone using double armor the extra armor will not protect them and your turret does normal damage. Unfortunately this supply won't affect self repair or speed boost. The purpose of this supply is to counter druggers who can ruin a entire match. This supply prevents their drugs from affecting you so you can have a fair fight and to stop those 1 shot K/O drugging rails. Is it me or are rails the most irritating turret them me what you think.

 

you practically said "a drug that combines DA and DP and is effective on druggers only
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How boring, just chatting or whatever. Playing with m3s at Generalissimo or doing parkour is not as boring as it may seem. You can continue to buy m3s, XT, MU, etc. Just because you have reached the highest rank does not mean you can't have fun playing battles.

Yeah, yeah have fun drug the hell out just to survive. Gizmo battles are a drug party. Parkour can do anyone, and XT you can buy without being a gizmo. See??

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Nope, i dont.

Take part in clans, in official tournaments, or... just play because its fun.

Why do I keep playing standard battles at generalissimo? And why do others? Its fun. I dont need that rank stereotyped idea to have fun.....

drug parties are good ;)

Edited by A_R_A_K_E_L_Y_E_N

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They could make a camoflauge supply, lasts for a few minutes, 150 crystals each, doesn't make you completely invisible, it would be great for shafts...

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Me (deadtoyou) and my friend @AmmoMan9898 came up with a new drug called the Flashbang mine.

This would be in the 6th slot, and you would lay a Flashbang on the ground just like a mine, but you can remotely detonate it, (using the 6 key again) causing all tanks within a certain radius to see white screen for about 3-4 seconds, impeding ability to aim and drive effectively. It would have the same detection radius as the normal mine, meaning that tanks will still be able to see it, However, this drug is ONLY remotely detonated, if a tank drives over it, it will not detonate automatically. The recharge for this new drug would start right after detonation.

The color of the mine would be white to distinguish it from the regular mine.

NOTE: This mine would not cause damage.

 

Pros:  B) 

This drug would be useful for quick getaways with the flag from 4-5 enemies.

It is a good defense against huge hulls, such as Mammoth or Titan.

You can detonate the Flashbang 1 second after placing it.

You can detonate the Flashbang from anywhere in the map.

 

Cons:  <_< 

The drug would cost about 100 crystals. (changed from 125, we decided that was too much.)

You can only have 1 Flashbang active at any given time.

Tanks driving over the mine will not detonate it, you have to manually detonate it yourself.

You can lose points by hitting yourself or your teammates with the Flashbang. (Or, it wouldn't affect them altogether.)

The Flashbang would not cause damage. (this is because the mine might be too OP, however, we could add 10-15 damage.)

 

Problems revealed and/or pointed out by the community.   :)

 

 

 

After reading this, we agree, during the Gold Box, the mine should be disabled, or the drop zone disables the mine automatically, just like how the Flag disables regular mines.

 
 

Yes, that is a valid argument, however, the smoke/flash effects would work in the new Unity version of Tanki Online, and if it's implemented in this version, smoke/flash effects could be diminished, we were thinking more along the lines of a very small white flash around the mine itself.

 
 

The white screen would not be that bright, just enough to block your vision.

 

Thank you guys for all the feedback, and if you see any other problems, don't hesitate to point them out.  :)

 

 

 

Frequently Asked Questions:

 

 

What is the use of the mine if there is no damage? 

The main effect is to blind the enemy, adding more than 30 damage would make the mine too OP

 

What if my keyboard is too big? I already have problems reaching the other supply keys. 

A possible solution is adding alternative keys to all the supplies, not just the Flashbang

 

Wouldn't this cause severe lag, especially with older PCs? 

Possibly, however, if Tanki Online servers are able to handle muzzle flashes, shell/projectile impacts, explosions, and other effects, then we think they can handle a small white flash around the mine.

 suggested a setting to turn the effects off, making the lag far less. (If any)

 

Shouldn't this idea wait for the Unity version?

What good thing is worth waiting for?  :) But yes, we think it should be in the Unity version, but it would be a good idea to have it in this version, if nothing else, to see what players think of it.

 

Wouldn't the screen be too bright?

The brightness level would be moderated to block out your screen, but not too bright as to hurt your eyes.

 

Why would I use this instead of a normal mine?

The Flashbang blinds enemies, but doesn't cause too much damage. Useful ways to use this include: Fast getaways with enemies' flag, blinding Heavy Hulls while killing them (R.I.P drugger Mammoths), defense of CP points, and Gold Hunting. 

 

Would there be any defense against this mine?

No, this mine is like the regular mine in that aspect, the best defense is to avoid them.

 

What is the effective range of the mine?

The range would be random, the smallest effective range would be about as long as a Railgun is long from back to front, and the longest effective range would be about as far away in each direction as a Firebird's flame. (This is just for visualization.)

 

 

 

I originally created a topic for this, but I decided to also post it in the main thread for new supply ideas :)

This would only work if the white was within the game...but if the creators were to find a way to do this, it would be a great idea

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Me (deadtoyou) and my friend @AmmoMan9898 came up with a new drug called the Flashbang mine.

This would be in the 6th slot, and you would lay a Flashbang on the ground just like a mine, but you can remotely detonate it, (using the 6 key again) causing all tanks within a certain radius to see white screen for about 3-4 seconds, impeding ability to aim and drive effectively. It would have the same detection radius as the normal mine, meaning that tanks will still be able to see it, However, this drug is ONLY remotely detonated, if a tank drives over it, it will not detonate automatically. The recharge for this new drug would start right after detonation.

The color of the mine would be white to distinguish it from the regular mine.

NOTE: This mine would not cause damage.

 

Pros:  B) 

This drug would be useful for quick getaways with the flag from 4-5 enemies.

It is a good defense against huge hulls, such as Mammoth or Titan.

You can detonate the Flashbang 1 second after placing it.

You can detonate the Flashbang from anywhere in the map.

 

Cons:  <_< 

The drug would cost about 100 crystals. (changed from 125, we decided that was too much.)

You can only have 1 Flashbang active at any given time.

Tanks driving over the mine will not detonate it, you have to manually detonate it yourself.

You can lose points by hitting yourself or your teammates with the Flashbang. (Or, it wouldn't affect them altogether.)

The Flashbang would not cause damage. (this is because the mine might be too OP, however, we could add 10-15 damage.)

 

Problems revealed and/or pointed out by the community.   :)

 

 

 

After reading this, we agree, during the Gold Box, the mine should be disabled, or the drop zone disables the mine automatically, just like how the Flag disables regular mines.

 
 

Yes, that is a valid argument, however, the smoke/flash effects would work in the new Unity version of Tanki Online, and if it's implemented in this version, smoke/flash effects could be diminished, we were thinking more along the lines of a very small white flash around the mine itself.

 
 

The white screen would not be that bright, just enough to block your vision.

 

Thank you guys for all the feedback, and if you see any other problems, don't hesitate to point them out.  :)

 

 

 

Frequently Asked Questions:

 

 

What is the use of the mine if there is no damage? 

The main effect is to blind the enemy, adding more than 30 damage would make the mine too OP

 

What if my keyboard is too big? I already have problems reaching the other supply keys. 

A possible solution is adding alternative keys to all the supplies, not just the Flashbang

 

Wouldn't this cause severe lag, especially with older PCs? 

Possibly, however, if Tanki Online servers are able to handle muzzle flashes, shell/projectile impacts, explosions, and other effects, then we think they can handle a small white flash around the mine.

 suggested a setting to turn the effects off, making the lag far less. (If any)

 

Shouldn't this idea wait for the Unity version?

What good thing is worth waiting for?  :) But yes, we think it should be in the Unity version, but it would be a good idea to have it in this version, if nothing else, to see what players think of it.

 

Wouldn't the screen be too bright?

The brightness level would be moderated to block out your screen, but not too bright as to hurt your eyes.

 

Why would I use this instead of a normal mine?

The Flashbang blinds enemies, but doesn't cause too much damage. Useful ways to use this include: Fast getaways with enemies' flag, blinding Heavy Hulls while killing them (R.I.P drugger Mammoths), defense of CP points, and Gold Hunting. 

 

Would there be any defense against this mine?

No, this mine is like the regular mine in that aspect, the best defense is to avoid them.

 

What is the effective range of the mine?

The range would be random, the smallest effective range would be about as long as a Railgun is long from back to front, and the longest effective range would be about as far away in each direction as a Firebird's flame. (This is just for visualization.)

 

 

 

I originally created a topic for this, but I decided to also post it in the main thread for new supply ideas :)

I really do like this idea, but honestly, the idea for a Flashbang mine is... well, kinda weird. I realize that flashbangs are common in most FPS games nowadays, but that's when you're playing as a person. Tanks simply don't get flashed...

 

An alternative would be the Shock Mine, which shorts out the driving and turning mechanisms, and cuts the movement speed, turn speed, and turret turn speed of nearby tanks in half (including whoever detonated it, if they're in range).

 

Just a thought. ;)

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