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Ideas for Turrets!


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Just now, asem.harbi said:

Honestly it's my first time to know... That remembers me of Twins(turret) plasmas. So the sun is a big Twins

Pretty much XD

Since Twins' plasma balls aren't as big as the Sun, then after traveling just a few meters than the balls cool quickly and seemingly "dissipate" into the air.

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18 minutes ago, At_Shin said:

I understand the theory behind railgun as described in science fiction. What I am saying is that the Tanki-version of railgun does not fire a super-fast bullet but instead it fires a hit-scan laser.

A railgun is a railgun, it fires an electrically conductive projectile between metal rails. Railguns use two sliding contacts that allow a strong electric current to flow through the projectile. This is subjected to a Lorentz force due to the strong magnetic field due to the current through the rails and is thus accelerated. Because of this, the projectile is fired with massive energy and travels through the air incredibly fast. 

Basics of how a railgun functions. If it does not then it is not a railgun. It does not fire a laser beam, it fires a projectile with high velocity and there are no other variations or possibilities. A flamethrower that shoots snowballs is no flamethrower either. 

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46 minutes ago, At_Shin said:

I understand the theory behind railgun as described in science fiction. What I am saying is that the Tanki-version of railgun does not fire a super-fast bullet but instead it fires a hit-scan laser.

They would have called it something else if it worked the way you think it works.

It's not just a description in science fiction.  It's how rail-guns work in just about every other game that includes rail-guns.

And then there's that small matter of the description on the WIKI... where it states that it actually is a bullet.

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Railgun have projectiles, ours doesn't. It's just spawn a ray that deals damage. So it's a raygun. Case solved)

But if you willing to call ray a gigantic light-emitted rail as a joke, then it's a Railgun)

Edited by The_Voltage

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41 minutes ago, The_Voltage said:

Railgun have projectiles, ours doesn't. It's just spawn a ray that deals damage. So it's a raygun. Case solved)

But if you willing to call ray a gigantic light-emitted rail as a joke, then it's a Railgun)

According to Wikipedia, a regular Railgun is able to fire projectiles with a velocity of 2500m/s. On the site of Military & Aerospace Electronics it is also stated that such bullet can reach 5400 miles/hr which equals appr. 2400m/s. All in all it is safe to assume that projectiles from railgun are given enormously high velocities. Looking at the largest map (regarding length and width, not total props) being Berlin, it's length reaches 74 props which according to map dynamics in Tanki Online equals 74 * 5  = 370 metres length. This means that it would take a Railgun's projectile (370 / 2400 =) 0,15416_ seconds to travel from one side to the other - almost one tenth of a second - which indicates that this would be the longest time for such projectile to reach its target in long-ranged fights. In close to mid-ranged combat, however, this traveling time would be negligible. 
In the extreme scenario where one would fire a Railgun's shot from the northwest corner to the southeast corner of Berlin - imagining that all buildings and entities are being removed or the tank is elevated to the highest possible height - this would give √(742  +552) ≈ 92 length of props which in turn gives 460 metres diagonal distance between the two spots. Calculating traveling time gives 460/2400 = 0,1916_ seconds which is 20% of one second and slightly more than the first calculation. 

So there is a certain velocity of a Railguns projectile, but this includes such extremely high speed that the bullet projectile is not visible. Apart from theoretical thoughts it would not be any practical nor would it be noticeable to implement such velocity for Railgun

Edited by BloodPressure
spelling errors
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16 minutes ago, BloodPressure said:

So there is a certain velocity of a Railguns projectile, but this includes such extremely high speed that the bullet projectile is not visible. Apart from theoretical thoughts it would not be any practical nor would it be noticeable to implement such velocity for Railgun

Meh. We have Smoky aug that makes projectile flies with insane 1500 m/s. 33% of the second (if we use Berlin without houses). But it's still projectile, not a ray. Railgun is a railgun, but in Tanki it's a bit approximated)

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22 minutes ago, At_Shin said:

Exactly, and that is why The Railgun in Tanki does not fire a bullet - because it is simply not practical to give it a bullet when a hit-scan laser works much much more efficiently. 

Also, I thought the concept of railgun was to fire the projectile at near the speed of light. Now I realize that I might have been wrong.

Would not say that it does not fire a bullet, try to perceive it as an incredibly fast traveling projectile. Does not change much, but the principle behind it is different regardless. 

To add, the concept of a railgun is to fire a projectile by making use of electromagnetism. The barrel of the gun consists of two 'rails' that are connected to an energy source, the projectile is conducted through these rails building up kinetic energy and increasing speed every millisecond until fired. The force that causes the projectile to blast away is called the Lorentz force and is the result of the magnetic field in the weapon and the flow of electric energy. The longer the barrel is, the longer the rails are, the more kinetic energy is built up and thus the more powerful the shots are.
The force that causes the projectile to shoot away can become quite big but is not unlimited. According to Newtons third law if a certain object A exerts a force on another object B, then object B must exert a force of equal magnitude and opposite direction back on object A. So the force with which the projectile is fired is also exerted on the railgun itself. It is even possible for the gun to tear itself apart if the force becomes too big; this is one of the big issues of the weapon and also the reason why the railgun-project is not finished yet

Edited by BloodPressure
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On 4/18/2021 at 6:57 PM, At_Shin said:
On 4/18/2021 at 5:49 PM, asem.harbi said:

1000m/s for Gauss? Ok I will tell you, the farthest distance between two points in Tanki is in Berlin map and it's 461m.

Thank you for providing this statistic

You're welcome

but I came to correct it.. The farthest distance between two points is in Lost Temple which is 462.7m . The second is Berlin 461m

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yes I made another topic for this in game discussion some time before but in my opinion, is much needed. so we got all these new features which makes Freeze's freezing ability no longer unique to itself (same with firebird) so I say to buff the turret rotation slowdown rate upto 60% which is a very acceptable rate (not upto it's original 90%  or even maybe 75% or so which I suppose would raise angry screams by most non-Freeze users). But this should apply to only the freeze effect dealt by Freeze, not to the freezing effect dealt by Dict OD, smoky crit hit, etc. And so, Freeze has a separate special characteristic to it.  

Edited by E_polypterus
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On 4/29/2021 at 6:15 PM, E_polypterus said:

 

Topic merged.

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Hello Tanki,

The idea of tanks having more HP was a very good idea but you should have increased the damage for turrets as well and allow us to make our own turret combo like juggernaut. That would make the game more interesting. Of course, Juggernaut damage and HP would be a lot higher. As they say, the bigger the better.

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Firstly, for my dear wiki editors, update the vulcan wiki, damage per second doesn't collide with bullet damage, (800/44 = 18.18 ballets per second? Average doesn't exist, just put the correct damage )

Secondly, these changes are to encourage people to take an interest in the vulcan, which has now become a disappearance after the emp being launched in the last challenges, and also how the augment turret became the new highlight of the challenge, as marketing logic it is interesting to adjust the characteristics to search more players attention, since it's disappointing to play with this weapon they call a machine gun, due to its fire, projectile speed, damage per second penalties, which makes it difficult to pick up on this challenge.

_____________________________________________________________________________________________________________________

Introduction: vulcan is a machine gun, as said, and a medium range turret, but it's terrible in this function, as the shot is considerably slow, plus each bullet does a maximum damage of 44, the most of the battles I see have high speed light hulls,that dodge easily, so therefore, in order not to ruin the "machine gun" name, it will keep its fire rate, however, the fire speed should increase from 250.0 to something like 350.0 or 400.0 . 

_____________________________________________________________________________________________________________________

So far there is no augment to it that increases the shooting speed, so as a joint suggestion a new one: Micro-Accelerators of
pellets
This augment will speed up shooting speed by 40% and decrease damage by 25%, and that's it.

_____________________________________________________________________________________________________________________

 

General changes in vulcan augments (characteristics of augments that were not mentioned remain unchanged):

Shooting speed regulator> Unchanged
Reinforced aiming transmission
> Turret turn slowdown: - 80%

incendiary band
> Projectile speed: -65%

Rubberized rounds>
Maximum number of projectile bounces: =7

One more new feature (optional): Due to the bullets' hyper speed, they now deal 1m splash damage for auto-damage and/or multiple enemies within a 1m radius (Note: Incendiary band > fire can hit itself)

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14 hours ago, pocrettttt said:

Firstly, for my dear wiki editors, update the vulcan wiki, damage per second doesn't collide with bullet damage, (800/44 = 18.18 ballets per second? Average doesn't exist, just put the correct damage )

Please user our Wiki Hub to report outdated info you find in the Wiki.

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15 hours ago, pocrettttt said:

Firstly, for my dear wiki editors, update the vulcan wiki, damage per second doesn't collide with bullet damage, (800/44 = 18.18 ballets per second? Average doesn't exist, just put the correct damage )

There is a 0.055s reload between shots.

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16 hours ago, pocrettttt said:

One more new feature (optional): Due to the bullets' hyper speed, they now deal 1m splash damage for auto-damage and/or multiple enemies within a 1m radius

No thanks, vulcan us already powerful enough. Also it's still popular.

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Page 167 has some of my Ideas for New weapons

page 136 , 138 , 143 and  page 148  in Augments for Turrets , 

Posts for at least 6 to 10 turrets so far 

Page 97 in , ideas-for-supplies-and-drones

Turret Idea - Grenadier or (Slingshot) or maybe call it

Slingshot Grenadier 

medium to long  range Grenade launcher, with a slingshot Mechanism for firing them

quick reload speed  of grenade 10% slower than twins, but 1-4 second delay before using firing mechanism due to it loads into the firing mech similar to Hammer

Hold the fire button to increase tension to launch further, similar to Magnum firing mechanism

Basic Damage- 200-325 damage per grenade, blast range is length of wasp +15% extra , medium reload time , 1 in 4 chance to throw a critical grenade which adds 100-200 extra damage and bigger explosion 1 in 5 chance for explode on hitting enemy without delay after detection

5 -10 sec delay when grenade hits enemies as it detects enemies and releases Pin electronically, if no enemies are hit it waits 5 secs before starting the 5-10 second timer

-Pro-  -Advantages- Plus.png   can  hit multiple Tanks in blast, 

-Con-  -Disadvantages Minus.png      Cannot fire over wall properly unless it bounces , low damage , needs Precise firing or you'll miss target  , damage is spread if multiple hit , delay in grenade exploding sometimes , Double Damage Is disabled For this Turret 

Augments for this Turret are listed in page 138 of augments 

Check page  135   ,  for persons below

  Crossbone <-- check new overdrive ideas from user

142 ,140 has none may been shifted elsewhere 

Edited by GENERALSpidy

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Everyone dies at some point, even magnum players aren't immune to death. But making the turret angle reset is just unnecessary and quite inconvenient. I think it shouldn't reset every time you respawn.

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On 8/21/2015 at 12:47 PM, RIDDLER_8 said:

Hi. I would like the developers of Tanki Online to create more hulls and turrets. I want a turret that can fire very powerful long range guided rockets (like a war plane). Secondary a very fast and powerful, super strong hull that is much stronger than Mammoth. Mammoth is too weak even upgraded to M3+.

 

Please ask the developers of Tanki Online to add this wonderful update.

 

Thank you.

Lol you predicted Striker

 

and kinda predicted Juggernaut.

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Pin on Star Wars Xwing 

I was thinking this should be a new turret it launches these mines and it'll have a shockwave effect like Wasps N-2 bomb and the sound effect will sound something like this 

Seismic Charge / Sonic Mine Sound Effect - YouTube 

and the damage output would be as powerful as wasps N-2 bomb as well 

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On 7/17/2021 at 12:24 AM, Crossbone said:

Everyone dies at some point, even magnum players aren't immune to death. But making the turret angle reset is just unnecessary and quite inconvenient. I think it shouldn't reset every time you respawn.

Well, all the other Turrets reset when we are destroyed and re-spawn, so why not also Magnum?

Also, if you want to make it stay convenient, simply remember what angles you have of Magnum before you are destroyed.

For Magnum, I mostly like 3 degrees vertical because of Harpoon Augment. For the horizontal, I just adjust to where enemies are. It's pretty fun with Harpoon, and not too vertically high up.

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Sounds like a cool idea, but the damage shouldn't be as powerful as wasp's N-2 bomb.

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