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Ideas for Turrets!


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A low caliber cannon, with shells                

smaller than even smoky, which 

was designed from salvaged parts

from Smoky and Thunder turrets

off of Hulls destroyed in the defense

of a giant battleground deemed 

"Madness" by Tankers. The idea fora low caliber auto-loading cannon was

born when the Tank Design and Engineering association or TDEA 

realized they were outnumbered on all three main battle fronts and needed

a turret with the ability to fire several consecutive shots in a short amount

of time. Due to its success in Silence, Serpuhov, and Deathtrack

it has been used in many configurations on light hulls for almost ten years. 

However the cost for the increase of damage as the gun was modified to

higher calibers such as M0 to M3 was that the Heavier shells took slightly

longer to load. Due to its brilliant ability to overwhelm enemies with superior

rate of fire it was nicknamed the "Conqueror" by some who were assigned to

tanks armed with the gun. The secret to it's success is a ten round magazine 

fed to the gun by a designated loader. The drawback of the earlier prototypes was that even 

though the gun was given a system that forced it to wait one second before firing a follow-up 

shell, the gun if fire immediately after another shell was loaded had a small chance to jam which

would in turn force a crew member to open the breech and replace the magazine,this process would 

take about six seconds as the rounds are all loaded into a single box. This saves the crew a lot of time

replacing the magazine due to the much simpler design compared to guns fed by belts of ammunition.

The shells are standard and due not sport the special abilities upon impact that less conventional 

ammunition does, such as the projectiles fired by Railgun and Thunder.

 

 

The reloading process was without doubt the main weakness of hulls armed with the Conqueror is that after all

ten shots were fired the gun would take about a half minute to reload leaving the tank vulnerable. This was later fixed by

tank models designed to have a secondary gun, usually a Smoky or Vulcan prototype, on the front of the hull. However most

current hull models do not yet feature a secondary gun because very few use the Conqueror project. Due to this extra demand, the Smoky and Thunder series was never fully replaced and is still frequently modified to suit changing conditions on the war fronts. 

 

Some of the main features that set it apart from its Smoky and Thunder counterparts is that unlike smoky it has no muzzle so the

turret is forced to deal with the full recoil of the gun and its barrel is a couple inches shorter, so the shells

 tend to veer a few inches off target occasionally. However an experienced tanker can resolve this issue by

 aiming at the broadside of an enemy hull so that even if a shell shifts track it will likely still hit. Since this

 problem was so easily taken care of and no operations were jeopardized due to it the TDEA dodged a

 possibly fatal blow to its reputation for successful turret technology and the turret did not demand

 design reworking. This design eventually led to the birth of the automatic loading system on the Hammer 

turret prototype, a shotgun inspired blueprint that was designed four years later by one of the company 

head-administrators. This use of this turret as a weapon of choice on light recon hulls like Hornet and 

Wasp shows no sign of faltering anytime soon. 

 

However, in a few years the TDEA felt that they needed to find a way to boost its performance further so

several ideas were considered to give its shells a special effect on enemy vehicles like the Smoky 

counterpart's critical hits. After several months of debate and tests the TDEA could not find a way to

increase the effectiveness. Since their turret prototype had no unique ability that only it had tankers

began to question its necessity on the battlefield. Some said that since Smoky takes only ten percent

of the time Conqueror needs to load, does more damage to enemy hulls, can critical hit, and is much more

reliable mechanically, why do we need Conqueror? 

 

The TDEA felt like if they did not find a way for Conqueror to stand out they would face crippling 

financial issues and a damaged reputation. So TDEA designers went back to the blueprints. Three

months later the TDEA came up with an idea to add a newly developed aiming system. A type one

experimental aiming mechanism was added to the front of the turret. The aiming system would use laser

scanning and calculation to show a laser shell prediction line with green circle at the end. The line shows

the approximate path the shell would take and the shell would impact somewhere within the green circle.

In addition TDEA altered the shell type so that the damage for shells would not decrease over distance

unlike Conqueror's Smoky and Thunder counterparts. Thus, TDEA dodged a second blow to its reputation

and Conqueror was then used much more broadly for its updated aiming methods.
Edited by micah3

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Here's an Idea:

 

It's not enough that M4 Thunder has 2k damage on DD but the bloody splash damage is 297.65 (for M3 0/50)

 

This is the NOOBES turret ever now days!! Even Twins now is more Pro than Thunder.

 

HOW to play with Thunder:

1. Aim anywhere you want and kill your enemy. W.H.F?!

 

REDUCE THE SPASH DAMAGE OF THUNDER!!!! 

Edited by Domminion

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Here's an Idea:

 

It's not enough that M4 Thunder has 2k damage on DD but the bloody splash damage is 297.65 (for M3 0/50)

 

This is the NOOBES turret ever now days!! Even Twins now is more Pro than Thunder.

 

HOW to play with Thunder:

1. Aim anywhere you want and kill your enemy. W.H.F?!

 

REDUCE THE SPASH DAMAGE OF THUNDER!!!! 

Thunder splash is not as broad as you think. The damage decreases at a very fast rate the farther from point of impact. 

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hey tanki

my tank idea is called the arker

the arker shoots poisonous fumes from a 360 degree radius

Cheers

Santaclaus123

Nice idea! The Arker would be a noob gun, does not require ANY aim Becuase of its 360 shooting radius.

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If player could control magnum's shooting power by simply using numpad it would make controling easyer and more realistic.

And to "pay" for it just reduce movement speed of it's tube and add a delay after magnum shots. After a shot - tube would be knocked back few degree of angle (just to stop space bar clicking non-stop and do something else, for example return tube to it's previous position or something...) also knocking the tank back from all force it makes when shoting.

And meabe adding a hull for magnum to stop tank's knockback. To make it work just make it heavy, strong, not slow like mamoth and add a control key to "root" tank but not prevent it from turning (if enemy hits the rooted tank, it doesn't turn- only if pilot wants to).

Sniper could use this too because of all knockback it takes from smoky and thunder.

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That is true... Just a random idea...

Please think about what you post here. Make it relatively realistic and put some deep thought into it.

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Please think about what you post here. Make it relatively realistic and put some deep thought into it.

What's up with people thinking rails are lasers  :lol:

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Hades cannon:

We have Vulcan so why not Hades? Name actually doesn't matter but here's the idea:

 

Like ricochet and twins the projectile could be dodged. It would look much like a slow moving mass of darkness. It would only be as fast as a wasp, or a wasp on speed but would be devestating. Instead of having a energy blast the "shadow ball" is actually sucking in matter and energy like a small black hole or something. It has about as much damage as either a railgun or a thunder but it also has a special effect, it draws an enemy closer and can greatly throw off aim by lifting the tank partially as if it had just suddenly tried to drive away in space mode. It probably would reload at the same rate as thunder or rail depending on damage chosen.

 

 

Also a knights turret (terrible name yes)

This turret would not actually shoot but would rely on the speed and power of your tank to inflict damage at close range. It would not need to reload but instead need you to get away and then drive again. Enemy speed also contributes to damage. Next is its special ability which allows it to decrease damage coming from the direction the turret is facing, like armor drug. Of course plenty of disadvantages would come from its relying on your speed and power but it would b espcially usseful for camping or just charging an enemy.

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Hades cannon:

We have Vulcan so why not Hades? Name actually doesn't matter but here's the idea:

 

Like ricochet and twins the projectile could be dodged. It would look much like a slow moving mass of darkness. It would only be as fast as a wasp, or a wasp on speed but would be devestating. Instead of having a energy blast the "shadow ball" is actually sucking in matter and energy like a small black hole or something. It has about as much damage as either a railgun or a thunder but it also has a special effect, it draws an enemy closer and can greatly throw off aim by lifting the tank partially as if it had just suddenly tried to drive away in space mode. It probably would reload at the same rate as thunder or rail depending on damage chosen.

 

 

Also a k nights turret (terrible name yes)

This turret would not actually shoot but would rely on the speed and power of your tank to inflict damage at close range. It would not need to reload but instead need you to get away and then drive again. Enemy speed also contributes to damage. Next is its special ability which allows it to decrease damage coming from the direction the turret is facing, like armor drug. Of course plenty of disadvantages would come from its relying on your speed and power but it would b espcially usseful for camping or just charging an enemy.

I think it's better to focus on long-distance turrets.

Edited by Electra

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Hmm Guess The Developers Don't look at Ideas??? :huh: :huh:

 

My Ideas are On 24 , 106 , 109 so Far Check Them Out :D :D :D Page 24 Has epic Ideas Check Them Out Please

 

 

 

More Ideas Coming Soon :-D

Edited by GENERALSpidy

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I would like to adress this issue that I currently have with Magnum.

The splash damage radius doesn't follow a circular pattern but cuts down at the same angle of the surface where the shell landed.

 

If you fire Magnum, and the shell lands on a surface causing splash damage; it won't affect the enemy target under a certain angle. The splash damage is following the exact angle of the surface. The real issue here comes when you have a very steep slope or when the shell lands exactly at the top of a wall, causing an incorrect field of splash damage.

 

I'm not sure how to put this so I tested my paint skills and drew something:

 

3493ura.png

 

Above displays what is currently happening and under is how it should be IMO.

 

My suggestion is to fix the radius of splash damage by developing a system code that detects all objects in range of the splash radius. 360 degrees around the shell and not a fixed axes determined by the surface...

 

977bxy.png

 

 

Can one forsee any problems writing such a code?

Edited by splitterpoint

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I would like to adress this issue that I currently have with Magnum.

The splash damage radius doesn't follow a circular pattern but cuts down at the same angle of the surface where the shell landed.

 

If you fire Magnum, and the shell lands on a surface causing splash damage; it won't affect the enemy target under a certain angle. The splash damage is following the exact angle of the surface. The real issue here comes when you have a very steep slope or when the shell lands exactly at the top of a wall, causing an incorrect field of splash damage.

 

I'm not sure how to put this so I tested my paint skills and drew something:

 

3493ura.png

 

Above displays what is currently happening and under is how it should be IMO.

 

My suggestion is to fix the radius of splash damage by developing a system code that detects all objects in range of the splash radius. 360 degrees around the shell and not a fixed axes determined by the surface...

 

977bxy.png

 

 

Can one forsee any problems writing such a code

 

The issue is the fact that if the shell hits an object right in front of its target that does not fully cover the tank silhouette even then the burst radius is simply nonexistent. Rip. 

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1.Missile Launcher ! 

shoots a missile that target locks and follows the tank targeted. reload is almost thunder's.but never hits walls only follows the tanks. ( not like striker, hitting walls simply, and destroying the tanki properties )  ;)

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2.Miner !

when u shoot it places a mine down, if any tanks goes over it, the tank will get stuck on it. and after 3 seconds the tank blasts.If the tank which placed the mine is destroyed, the mine vanishes ( almost a mine but interesting fun )  B) the reload is like smoky.

Vote me if u like this gun.

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3. Cleaner !

very good gun with no shooting power but is interesting and useful.

tanki should celebrate world cleaning day ;). then this gun will be help full.

garage preview: it cleans the environment by cleaning the splash ashes caused by thunder magnum or any other turret and repairs the poor walls which are nailed by railguns.

if u like this gun then why not vote me?...... i mean like my gun . ;)

B)

Edited by l3iG_GUY

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I would like to adress this issue that I currently have with Magnum.

The splash damage radius doesn't follow a circular pattern but cuts down at the same angle of the surface where the shell landed.

 

 

If you fire Magnum, and the shell lands on a surface causing splash damage; it won't affect the enemy target under a certain angle. The splash damage is following the exact angle of the surface. The real issue here comes when you have a very steep slope or when the shell lands exactly at the top of a wall, causing an incorrect field of splash damage.

 

I'm not sure how to put this so I tested my paint skills and drew something:

 

3493ura.png

 

Above displays what is currently happening and under is how it should be IMO.

 

My suggestion is to fix the radius of splash damage by developing a system code that detects all objects in range of the splash radius. 360 degrees around the shell and not a fixed axes determined by the surface...

 

977bxy.png

 

 

 

Can one forsee any problems writing such a code?

 

 

the point if impact is a point - zero area, zero volume.. a point.

And then the damage spreads out linearly from this point, which makes it to be cut off by the surface of the object you've hit.

 

Your proposal to increase the point to a sphere and bypass anything that is within the spere, and have the damage only blocked by objects outside this sphere, would render small walls useless, even if you hit them right from the front.

 

I think a tweak that could work, is if

> you determine the flight path

> calculate the point of impact on the object (tank, wall, tree, house, house corner)

> trace the flight path backwards from the point of impact for about 20cm

> and make the shell explode there in midair, right before the object (except you are now within an object, like your own turret, then use the same logic as today).

 

It looks like the same, but you get way better results if you hit close to corners or close to edges.

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the point if impact is a point - zero area, zero volume.. a point.

And then the damage spreads out linearly from this point, which makes it to be cut off by the surface of the object you've hit.

 

Your proposal to increase the point to a sphere and bypass anything that is within the spere, and have the damage only blocked by objects outside this sphere, would render small walls useless, even if you hit them right from the front.

 

I think a tweak that could work, is if

> you determine the flight path

> calculate the point of impact on the object (tank, wall, tree, house, house corner)

> trace the flight path backwards from the point of impact for about 20cm

> and make the shell explode there in midair, right before the object (except you are now within an object, like your own turret, then use the same logic as today).

 

It looks like the same, but you get way better results if you hit close to corners or close to edges.

Thanks! You're right, it's calculated from the shell which makes walls completely useless, I didn't see that.

You're saying that all the shells that you fire will explode 20 cm from the ground?

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Thanks! You're right, it's calculated from the shell which makes walls completely useless, I didn't see that.

You're saying that all the shells that you fire will explode 20 cm from the ground?

That's what I proposed.

If you make the shell explode 20cm from the ground, the splash damage will have way better chances to spread.

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