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-_- There go my hopes and dreams of being able to cap the flag on Massacre without being killed.

Also, terrain damage technically is possible in flash, but it's very difficult and requires some very good programming skills to implement... not to mention if you were to actively destroy Flash terrain, there would need to be a program to make sure the terrain render doesn't become too unstable for the system to handle, etc.

But then what if you destroy the pillars of a bridge? Would the bridge just float, or would it crash down? :Lol:

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The reload is after all rounds are spent, like hammer.

Ok, i didnt see the post it was an extension to but my point still stands that its useless. Gun jams taking a minute to fix? Thats 1/15 of a battle, you might as well self destruct, and moving a wasp 3-4 meters a shot? At 3 shots a second that would be enough to make it fly off the map. And thats just recoil, think of what effects it would have on an enemy tank. 

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Howitzer

 

A classic world war two era turret. This turret features a reload somewhat longer than that of railgun and very unpredictable damage due to high damage range. The shells travel slow through the air meaning one must predict the enemy's movements. M0 can deal anywhere from 50-119 dmg but the chances of it reaching its max damage are very low. The damage is decided by the following equation: 119 - 4m or to put it simple deals 119 damage minus 4 damage for each meter the user is from a hit target. This is overpowered because point blank firing does 100+ damage? Not necessarily, just like railgun it is at the mercy of close range weapons like firebird, freeze, and isida because of its long reload. So high possible damage is balanced with slow shell velocity and longest reload in game. All turrets have a feature that makes them special. Howitzer's special feature is that it has a small iron sights on the barrel that when used can help the user aim more efficiently. The scope, however, cannot zoom in like Shaft does. Here are some basic stats:

 

M0 damage: 50-119  reload time: 11.86 seconds   impact force: 50      rotation speed:  22.55

M1 damage: 66-142  reload time: 11.42 seconds   impact force: 80      rotation speed:  25.60

M2 damage: 75-180  reload time: 11.09 seconds   impact force: 110     rotation speed:  30.05

M3 damage: 84-205 reload time:  10.96 seconds   impact force:  140    rotation speed: 34.80

 

I hope you guys like this idea and support it I put a lot of thought into the characteristics. And of course if anything seems unbalanced Tanki can always tweak it. 

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Ok.. for those who want to see this in terms of health after the last update:

 

Howitzer:

M0 damage: 500-1190

M1 damage: 660-1420

M2 damage: 750-1800

M3 damage: 840 2050

 

Compared to Viking's armor:

M0 armor: 1176

M1 armor: 1588

M2 armor: 2176

M3 armor: 2529

 

And Mammoth's armor

M0 armor: 1505

M1 armor: 1818

M2 armor: 2831

M3 armor: 3376

 

Looks like the Howitzer is designed to be the bane of heavy hulls, since their slow movement makes them easy targets, even over max range. Buff the minimum damage slightly, nerf the max slightly, and you've got a very well thought out and balanced weapon. If players are skilled enough to land hits on a Wasp, good for them, but in general I don't see this thing hitting light hulls enough for the crazy high damage to matter. To make sure that this won't be abused, the recoil should be very high, to prevent light hulls from running around and taking out campers with ease. I like this idea a lot, and I think slower shells with high damage is a currently unexplored concept in Tanki.

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Ok.. for those who want to see this in terms of health after the last update:

 

Howitzer:

M0 damage: 500-1190

M1 damage: 660-1420

M2 damage: 750-1800

M3 damage: 840 2050

 

Compared to Viking's armor:

M0 armor: 1176

M1 armor: 1588

M2 armor: 2176

M3 armor: 2529

 

And Mammoth's armor

M0 armor: 1505

M1 armor: 1818

M2 armor: 2831

M3 armor: 3376

 

Looks like the Howitzer is designed to be the bane of heavy hulls, since their slow movement makes them easy targets, even over max range. Buff the minimum damage slightly, nerf the max slightly, and you've got a very well thought out and balanced weapon. If players are skilled enough to land hits on a Wasp, good for them, but in general I don't see this thing hitting light hulls enough for the crazy high damage to matter. To make sure that this won't be abused, the recoil should be very high, to prevent light hulls from running around and taking out campers with ease. I like this idea a lot, and I think slower shells with high damage is a currently unexplored concept in Tanki.

i hope i am not the only stupid 1 who didn't understand anything from what i read you said that this turret cannot be controlled "cannot be predictable " predict the enemy movements.i hope you know that silly cause you won't ever be able to hit anyone

Edited by yonatanthesuper

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Ok, i didnt see the post it was an extension to but my point still stands that its useless. Gun jams taking a minute to fix? Thats 1/15 of a battle, you might as well self destruct, and moving a wasp 3-4 meters a shot? At 3 shots a second that would be enough to make it fly off the map. And thats just recoil, think of what effects it would have on an enemy tank. 

I'll explain the mechanics a little bit better like this: The gun CAN jam but is not always going to jam. The length of time the jam lasts depends on many factors, the foremost of which is which modification the weapon is. M0 jams very frequently and a jam tends to last somewhere between 30 seconds to a minute, whereas M3+ will rarely jam and when it does tends to last anywhere between 5-10 seconds, due to technological advancements in the turret. The recoil is severe yes, but it would be similar in a way to Railgun and Smoky's recoil combined and then slightly lessened, making it jump 3-4 meters, yes, but also allowing time for correction between rounds for the user. If I had my way, I would make it so that this weapon was exclusively for the heaviest hulls (i.e. Mammoth, Titan, Dictator, Viking) as all other hulls would have issues with the recoil.

 

The reload is after all rounds are spent, like hammer.

Actually, the reload functions like that of Vulcan, where firing reduces the ammunition, and continuous firing results in jams and other issues. It has no definite ammo count, but it has severe limitations compared to vulcan, due to inability of an Isida to simply heal it to fix heating (part of the reason for jamming compared to self heating, as jamming is an unfixable issue for Isidas vs self heating, where 3 seconds from M0 and you're back in action)

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Ok.. for those who want to see this in terms of health after the last update:

 

Howitzer:

M0 damage: 500-1190

M1 damage: 660-1420

M2 damage: 750-1800

M3 damage: 840 2050

 

Compared to Viking's armor:

M0 armor: 1176

M1 armor: 1588

M2 armor: 2176

M3 armor: 2529

 

And Mammoth's armor

M0 armor: 1505

M1 armor: 1818

M2 armor: 2831

M3 armor: 3376

 

Looks like the Howitzer is designed to be the bane of heavy hulls, since their slow movement makes them easy targets, even over max range. Buff the minimum damage slightly, nerf the max slightly, and you've got a very well thought out and balanced weapon. If players are skilled enough to land hits on a Wasp, good for them, but in general I don't see this thing hitting light hulls enough for the crazy high damage to matter. To make sure that this won't be abused, the recoil should be very high, to prevent light hulls from running around and taking out campers with ease. I like this idea a lot, and I think slower shells with high damage is a currently unexplored concept in Tanki.

Yes, you're right. However, if this weapon were to function similar to a howitzer in real life, or even World of Tanks for that matter, the ammunition would have to be explosive, therefore granting it the ability to hit light hulls without hitting them with direct shots. This would make for very camper-ish gameplay, especially on maps such as Massacre, Berlin, or all XL and large maps. It would also warrant a fitting counter weapon, something that could easily defeat this weapon and its user.

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 The recoil is severe yes, but it would be similar in a way to Railgun and Smoky's recoil combined and then slightly lessened, making it jump 3-4 meters, yes, but also allowing time for correction between rounds for the user. If I had my way, I would make it so that this weapon was exclusively for the heaviest hulls (i.e. Mammoth, Titan, Dictator, Viking) as all other hulls would have issues with the recoil.

 

 

The only way in hell that would work is if it had a gyroscope, your only option for aiming would be to not turn your turret at all, and who wants that? And i dont think you understand how much 4 meters a second is.

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The only way in hell that would work is if it had a gyroscope, your only option for aiming would be to not turn your turret at all, and who wants that? And i dont think you understand how much 4 meters a second is.

12* meters a second, do your math, is the same as the muzzle velocity of ricochet, or in layman's terms, how fast a ricochet bullet moves. Arming this weapon with a gyroscopic targeting system IS IN FACT the only way to land consistent shots on target, I agree with you. Your other options for aiming could also include, as I said, making use of a heavy, stable hull, such as Titan or Mammoth so that you can weather the recoil. At higher modification, the recoil remains constant due to an algorithm designed exclusively to predict the distance the turret would the hull being used, meaning at M3+, wasp would no longer jump 3-4 meters, but instead anywhere between .5-1 meter, meaning on an M3+ heavy hull recoil becomes nonexistent. Also, I forgot to mention this, but M3+ modification's impact force compared to M3+ railgun is that of a child lightly slapping you. It is in fact lower than M0 Thunder, so you are safe from being flipped in your M1 Hornet.

Edited by GunslingerMongoose

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12* meters a second, do your math, is the same as the muzzle velocity of ricochet, or in layman's terms, how fast a ricochet bullet moves. Arming this weapon with a gyroscopic targeting system IS IN FACT the only way to land consistent shots on target, I agree with you. Your other options for aiming could also include, as I said, making use of a heavy, stable hull, such as Titan or Mammoth so that you can weather the recoil. At higher modification, the recoil remains constant due to an algorithm designed exclusively to predict the distance the turret would the hull being used, meaning at M3+, wasp would no longer jump 3-4 meters, but instead anywhere between .5-1 meter, meaning on an M3+ heavy hull recoil becomes nonexistent. Also, I forgot to mention this, but M3+ modification's impact force compared to M3+ railgun is that of a child lightly slapping you. It is in fact lower than M0 Thunder, so you are safe from being flipped in your M1 Hornet.

Take a hornet, look at how long it is. Thats about meter in this game. I dont know what you think a meter is but it sure as hell isnt right. 

3 bullets a second pushing the wasp back 4 meters each would have it flying off the the far side of esplenade in a matter of seconds, and this is only recoil. Impact force is about 3x the recoil so even a mammoth would be pushed off the map easily. Even against a m4 hull, with 2.5 meters a second recoil this thing would quickly push a mammoth off the map and flip every hull in existance. 

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Ok.. for those who want to see this in terms of health after the last update:

 

Howitzer:

M0 damage: 500-1190

M1 damage: 660-1420

M2 damage: 750-1800

M3 damage: 840 2050

 

Compared to Viking's armor:

M0 armor: 1176

M1 armor: 1588

M2 armor: 2176

M3 armor: 2529

 

And Mammoth's armor

M0 armor: 1505

M1 armor: 1818

M2 armor: 2831

M3 armor: 3376

 

Looks like the Howitzer is designed to be the bane of heavy hulls, since their slow movement makes them easy targets, even over max range. Buff the minimum damage slightly, nerf the max slightly, and you've got a very well thought out and balanced weapon. If players are skilled enough to land hits on a Wasp, good for them, but in general I don't see this thing hitting light hulls enough for the crazy high damage to matter. To make sure that this won't be abused, the recoil should be very high, to prevent light hulls from running around and taking out campers with ease. I like this idea a lot, and I think slower shells with high damage is a currently unexplored concept in Tanki.

Thanks for your opinion. 

 

 

M0 60-106

M1 77-128

M2  90-150

M3  102-174

 

how about these?

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Take a hornet, look at how long it is. Thats about meter in this game. I dont know what you think a meter is but it sure as hell isnt right. 

3 bullets a second pushing the wasp back 4 meters each would have it flying off the the far side of esplenade in a matter of seconds, and this is only recoil. Impact force is about 3x the recoil so even a mammoth would be pushed off the map easily. Even against a m4 hull, with 2.5 meters a second recoil this thing would quickly push a mammoth off the map and flip every hull in existance. 

Sorry, but you are about to be proven incorrect.

 

A hornet is 5.2 meters long. So is Viking, Hunter, and most of the other hulls are around that.  A "prop" which is a unit used in the mapmaking system, is 5 meters long. A hornet is slightly longer than a prop. There is even a direct quote in the wiki where it says "Viking is 5.2 meters long" and despite it being counter-intuitive, hornet and viking are the same length.

 

So being pushed back 5 meters is only being pushed back about the length of a hull.

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Sorry, but you are about to be proven incorrect.

 

A hornet is 5.2 meters long. So is Viking, Hunter, and most of the other hulls are around that.  A "prop" which is a unit used in the mapmaking system, is 5 meters long. A hornet is slightly longer than a prop. There is even a direct quote in the wiki where it says "Viking is 5.2 meters long" and despite it being counter-intuitive, hornet and viking are the same length.

 

So being pushed back 5 meters is only being pushed back about the length of a hull.

I remember a staff member specifically staying that a prop is 1 meter long.

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i hope i am not the only stupid 1 who didn't understand anything from what i read you said that this turret cannot be controlled "cannot be predictable " predict the enemy movements.i hope you know that silly cause you won't ever be able to hit anyone

You don't get the point of "slow velocity speed" it is simply called slow because it does not hit targets instantly but instead travels mid-air at roughly 5 times the speed of a M3 Wasp

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You don't get the point of "slow velocity speed" it is simply called slow because it does not hit targets instantly but instead travels mid-air at roughly 5 times the speed of a M3 Wasp

congratulations you broke the yesterday's tanki world record for worst idea ever posted on forum

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Ok.. for those who want to see this in terms of health after the last update:

 

Howitzer:

M0 damage: 500-1190

M1 damage: 660-1420

M2 damage: 750-1800

M3 damage: 840 2050

 

Compared to Viking's armor:

M0 armor: 1176

M1 armor: 1588

M2 armor: 2176

M3 armor: 2529

 

And Mammoth's armor

M0 armor: 1505

M1 armor: 1818

M2 armor: 2831

M3 armor: 3376

 

Looks like the Howitzer is designed to be the bane of heavy hulls, since their slow movement makes them easy targets, even over max range. Buff the minimum damage slightly, nerf the max slightly, and you've got a very well thought out and balanced weapon. If players are skilled enough to land hits on a Wasp, good for them, but in general I don't see this thing hitting light hulls enough for the crazy high damage to matter. To make sure that this won't be abused, the recoil should be very high, to prevent light hulls from running around and taking out campers with ease. I like this idea a lot, and I think slower shells with high damage is a currently unexplored concept in Tanki.

You are over thinking this. The shell velocity is roughly 5 times the speed of an M3 Wasp and because of that with proper use shells can easily hit and with proper skills can be easily dodged. As for max damage it must be high because most maps are very large and damage decreases by 4 for each meter the user is from a hit target (basically very similar to the smoky damage calculation) so even at just 10 meters distance M0 will do only 79 damage and so on. therefore the chances of near max damage are completely dependent on range also even if it is overpowered up close, with its long reload, it is at the mercy of the three close range turrets.

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You are over thinking this. The shell velocity is roughly 5 times the speed of an M3 Wasp and because of that with proper use shells can easily hit and with proper skills can be easily dodged. As for max damage it must be high because most maps are very large and damage decreases by 4 for each meter the user is from a hit target (basically very similar to the smoky damage calculation) so even at just 10 meters distance M0 will do only 79 damage and so on. therefore the chances of near max damage are completely dependent on range also even if it is overpowered up close, with its long reload, it is at the mercy of the three close range turrets.

no matter what it won't work out if a turret shoots slow it won't be able to ever hit anyone

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Yes, you're right. However, if this weapon were to function similar to a howitzer in real life, or even World of Tanks for that matter, the ammunition would have to be explosive, therefore granting it the ability to hit light hulls without hitting them with direct shots. This would make for very camper-ish gameplay, especially on maps such as Massacre, Berlin, or all XL and large maps. It would also warrant a fitting counter weapon, something that could easily defeat this weapon and its user.

Maybe, but Tanki Online has already has thunder for a few years and it has similar features. The whole concept of Howitzer is to be a very complex hard to use weapon, that when used right, can be very reliable.

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no matter what it won't work out if a turret shoots slow it won't be able to ever hit anyone

You are still not getting this. The shells can be incredibly fast say 100 meters per second if you wish but it simply refers to the fact that shells do not come into contact with targets instantly

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