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well u got us!

Have you seen bot jugs running towards enemy teams and dying instantly?

The enemies were controlling the tank

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I would always choose the player who has the most UP combo in tanki online, hopper-crisis and capture like 3-5 flags in the turn.

My 4000th reply. It took me 2 years to go from 3000 to 4000 and one year from 0 to 3000.

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On 10/3/2023 at 7:33 PM, JustBlackWolf said:

laughs in isida

Hahaha, now that I took over the soul of your teammate I have decided to not heal you for the next 15 seconds. Try to take on that !!

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On 10/5/2023 at 10:10 AM, Blutaar said:

Hahaha, now that I took over the soul of your teammate I have decided to not heal you for the next 15 seconds. Try to take on that !!

Wait, I see this happen in game already, does that- that means this ability already exists. :trolldespair:

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Hello, you may know me as some dedicated healer on the battlefield, but we're not here to talk about me, we're here to talk about a "feature" (if that's what we can call it?) that seems to affect Isida and certain turrets/augments/hulls.

I will attach one video to explain what i'm talking about, however, let me use text first.

I've been keeping an eye on this for quite a while, i've always noticed something was off when a teammate i was healing took a lot of damage in a very short period of time, and today with this video i got the final proof and i'm here to ask for this to be changed, improved, reworked, or, given the amount of bugs i've encountered lately, FIXED!

If a player that is being healed by an Isida takes an immense amount of damage in quick succession (no i'm not talking about chaos damage), the game will prioritize the damage dealer over the health giver, interestingly enough, this seems to be countered by healing with critical hits, probably because the amount of health given surpasses the damage taken, thus taking priority, i wonder if it gives priority to what deals the highest damage? Idk if the code considers "health" as damage done to friendly tanks.

Here is a detailed video that shows what i mean:

Opinions are welcome

And finally, my suggestion: FIX THIS!

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On 10/23/2023 at 3:21 AM, JustBlackWolf said:

And finally, my suggestion: FIX THIS!

This is more of a bug report than a suggestion. Besides, I'm not so sure that what you're describing is what's actually happening. Faust augment fires rockets so fast, that each one hits a tick after the next one, or even faster. This means that every time the tank's health is calculated, it takes a sum of all incoming damage and healing. So if you heal 400 HP and the enemy rocket deals 1200 HP damage, the health goes down by 800 HP with no healing visible.

In your video, it seems that you managed to do 400 hp of healing, but the Striker shot his salvo so fast, that your teammate died before the server could register any more healing ticks. That checks out with the fact that you have 50 ping, so the last two rockets hit before your healing could register. There's also server lag causing the visual discrepancy of the tank's explosion. You can see that the first two rockets even look like they missed, when they actually hit.

Anyway, I don't think there's any kind of logic with giving priority to damage over healing. Most likely it's just lag.

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On 10/23/2023 at 10:23 AM, Maf said:

This is more of a bug report than a suggestion. Besides, I'm not so sure that what you're describing is what's actually happening. Faust augment fires rockets so fast, that each one hits a tick after the next one, or even faster. This means that every time the tank's health is calculated, it takes a sum of all incoming damage and healing. So if you heal 400 HP and the enemy rocket deals 1200 HP damage, the health goes down by 800 HP with no healing visible.

In your video, it seems that you managed to do 400 hp of healing, but the Striker shot his salvo so fast, that your teammate died before the server could register any more healing ticks. That checks out with the fact that you have 50 ping, so the last two rockets hit before your healing could register. There's also server lag causing the visual discrepancy of the tank's explosion. You can see that the first two rockets even look like they missed, when they actually hit.

Anyway, I don't think there's any kind of logic with giving priority to damage over healing. Most likely it's just lag.

Thanks for explaining the obvious, i know all of this already. Faust is just one example and honestly i doubt that a rocket would deal 1200 hp with double armor on the receiver. 50 ping is really low, and i explained the lag thing at the end of the video, still, "lag" isn't a valid enough reason to prevent my inputs from taking action over other players ones, I've been witnessing this phenomenon for a good while and my client was always on the losing side. 

That's why i believe it's related to damage vs heal.

If this is considered as a bug report well just forward it to the devs, support nanobots is already underpowered enough.

On top of that I don't see how this should be tagged as a "merge" i don't think anyone has ever suggested something similar.

Edited by JustBlackWolf

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On 10/23/2023 at 1:43 PM, JustBlackWolf said:

On top of that I don't see how this should be tagged as a "merge" i don't think anyone has ever suggested something similar.

Once again — it's not a suggestion, but a bug report. "Merge" tags are given to topics, which thematically fit into larger category topics, but we keep them as standalone threads for a few days to provide an opportunity for feedback and discussion.

We'll report this to devs so that they can investigate the issue.

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Yes, you should see an increase in the tank's health at least for some millie seconds, especially that you have slowed the video and you have 60 fps. I don't think your healing haven't registered, I think it's only visually not appearing.

On 10/23/2023 at 12:43 PM, JustBlackWolf said:

Thanks for explaining the obvious, i know all of this already. Faust is just one example and honestly i doubt that a rocket would deal 1200 hp with double armor on the receiver. 50 ping is really low, and i explained the lag thing at the end of the video, still, "lag" isn't a valid enough reason to prevent my inputs from taking action over other players ones, I've been witnessing this phenomenon for a good while and my client was always on the losing side. 

In this case it may affect either the damage dealer or the healer. But as we don't have an obnoxiously strong healing augment like damage augments, the game-lagging Faust would always be the winner. 

Edited by firety31
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Definitely a lag issue. And no, it not on your end, its on tanki's end. Its causing many other turrets to not work properly. Mainly causing the dreaded no damage \ healing bug.

 

For me, the lag happens just when my shots are about to hit, which is the usual cause for the no damage bug. I have had so many of my shots go unregistered due to this.

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By ideas, do you mean mechanics turret only or also the graphic aspect? In the second case, I'd like to see the magnum turret in a infernal or demonic version. ?

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Turret Name:
Thorn/Posion

Description:
The thorn turret is a mid to short range turret. The design of this turret is to shoot out poison from the selected pattern. The weapon will operate like the Scorpion and the Magnum turret but will have the looks of the Striker turret. This poison will shoot out and land on the ground forming a poison puddle. This isn’t like any of the turret you see in Tanki but it will be a great addition. When the poison hits the ground and forms a puddle, this puddle remain for around 10 seconds and will deal 150 damage per second. Although lots of damage, there will be a slow fire rate/reload. The point of the Thorn/Poison turret is to stop people from staying in one spot and camping. When you’re in the poison puddle, you slowly take damage and you will move slower. Not only stopping camper but depending on the patterns you choose, you can stop other tankers from going in a certain direction and forcing them to where you want them otherwise they will have to pay the consequences and go through your poison. This turret will also be the first turret to where you can switch the way you shoot. These three patterns can be switched in game. The first pattern is the Rectangle which will form a six-pack look on the ground with puddles. The second pattern is the Circle which forms a circle pattern on the ground with the puddles and will have a hollow center. The final pattern is the Angled. It’s an angled piece where two wall of three puddles come together and for a 90 degree angle with the angled piece pointing straight out from your tank.And augment also was suggested to me and I’m going to name it Puddle Savior. The augment with heal ally tanks when there in the puddle and won’t make them move slow.

I hope you enjoyed this concept and I have pictures/scetches but I can get them into here. I did post on Reddit with the pics so you can go there to see them.

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Hello, I would like to talk and suggest few changes for Isida turret  

 

Isida as a whole  and its problem

One and biggest problem for isida is:  very common problem which happen in almost every combat  situation is when I am shoting  an enemy and  beam effect is clearly visible but am not dealing any dmg while my energy is consumed just like I would attack him and deal dmg but it is not happening. Because of  this  I usually lose 1/3 of my energy bar just for this no dmg issue. 

 Broadband radiator seem to have this issue a lot  better and manageable (it still happens, but not that often and I do not lose 1/3 of my energy)  I know its probably due to server delay or ping - where I am shooting player hitzone but he is in fact elsewhere but my energy is wasted. Its exactly same situtation as if server would  lag and I attack enemy (energy is used just like for attack) but in reality am not dealing any dmg and in fact not even attacking player... 

To fix this issue I would like to suggest general buff for isida, 

Increase or buff horizontal spread angle for isida so this wont happen that much. (Not cone angle like broadband radiators have (200 % in cone angle) But like 100 % horizontally. Because of this Situation with game delay or lag It wont happen that much and players wont waste their energy during "false" attack.

Nanomass reactor 

Worst augment which suffer from this "issue" most is Nanomass reactor  and its literally unplayable... the amount of situations I was screw up because of that is astonishing, energy is drained very quickly because it have increased consumption by 50 % when we combine it with this  issue  then its almost impossible to kill someone in just one go. I am usually forced to stop because my energy is gone and because of that I will die, it does not make sense to be it this way.   

Additionally to  horizontal  angle buff I would either change -  energy consumption increased  by 50 % to 25 %  or make it so that regeneration of energy is  increased at least by 25 %, and lastly I would  make it legendary augment just like berserk for rico or adaptive reload for hammer are. (because obviously it will be better than it is now)

Or there is second variant to this augment and It would be: 

energy consumption increased  by 50 %  - removed

 Energy regeneration -25% (or 50% but that seem to be too much)

Broadband radiator

Broadband radiator would have same buffs as it have now and I would remove range -25 % disdvantage, to make it worth.  I just dont understand why isida has to suffer by weak cone angle (in comparison to firebird or freeze and maybe even tesla) and yet it does not have any long range agument like all the meele turrets have, and when I want to diminish one disadvantage by broadband I will increase other one by decreasing my range...  Isida still do attack only one target unlike all the other meele turrets and suffer the most on energy levels. 

Support nanobots

To made things a little fair, with increased  angle for isida I would change support nanobots.  I would keep horizotnal angle as it is now (no 100% buff for horizontal angle) but because of that It wont have good spread angle I would change dmg reduction by 50 % to 25 % (possibly 30 %) If thats too much then additionaly decrease  range (only for attack mode) by 25 % but dmg reduction would be only -25 %

 

New Augment for Isida

LongRange Radiators 

As name itself tells it would be isida for long range.

Range + 50 % (30m) Possibly + 100 % (40m range)

Cone angle - 25 % (isida as it is now and additional -25% cone angle) 

Dmg reduction  -25 %

Critical Healing - removed

Thank you, please do something with isida, as it is now is just unrewarding and not funny at all. 

Edited by Tekken8

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New shaft rework idea:
Shaft no longer has increased damage for sniping mode(damage is same for arcade and sniping)

Shaft no longer has the laser pointer when in sniping mode

Shaft no longer zooms in over time when in sniping mode, rather it instantly goes to max scope

Shaft can use scope at any time however can only shoot when reloaded

Shaft can move even when using the scope

However when an enemy shaft is pointing their turret at you, a blurry really dim white border forms around the tank of the sniper(similar to the hornet overdrive except it's not as easy to see) - this makes us for the removal of the laser pointer

Summary:

Shaft is a turret that can only shoot arcade shots

Shaft can use scope whenever wanted and move around freely while using the scope

Shaft no longer has a laser pointer

Shaft uses right click to enter scope(shift for keyboard users), and left click to fire

 

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Currently without augments the scorpion is just a better railgun. It fits the role of sniping capable high damage per shot. It also has an "anti camping" ability that the railgun does not though it causes a new camping problem. The scorpion shoots right away unlike the railgun. I propose a scorpion nerf/railgun buff maybe both. Don't kill the scorpion and don't overbuff the railgun. Railguns could have a built in armor ignoring value to bypass some double armor for guaranteed damage on top of the damage calculated after protecton+armor supply. Railgun in MM is horrendus even with augments. No I don't want a new augment to ignore armor... No more augments to fix weapon power issues....

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I dont see this as needed. Railgun can penetrate through multiple targets + has no ( = infinite) projectile speed. That makes it distinguished enough in my opinion.
Smaller balance changes are always on the table though, of course.

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On 3/1/2024 at 2:07 PM, CaffeineCaffeine said:

Currently without augments the scorpion is just a better railgun. 

This would have been correct in 2022 during the iteration where Railgun had a 1.6 second shot delay. During that period their damages were identical. Both having 1,250 normal and 1,500 critical damage. Both having a 30, 0, 5, 10, 15, 20, 25, 30 critical hit scheme. With Scorpion being more practical because of the almost instant arcade damage delivery as well as a salvo that could be used during the cooldown of arcade shot. 

 

However, things have changed since then. Railgun got a big damage output buff since then as well as the resurfacing of Large Calibre Rounds and Round Destabilisation as powerful augments in their own ways. Stock Railgun no longer has the long 1.6 seconds shot delay and both the normal and critical damage is higher and breaks more barriers than Scorpion by itself and with damage enhancers. 

 

On 3/1/2024 at 2:07 PM, CaffeineCaffeine said:

Currently without augments the scorpion is just a better railgun. 

You also have to be aware that the Stock turrets are vessels for the augments to work off of, each with their own design philosophy from the Devs. You have turrets whose power is concentrated around the Stock turret like Firebird, Freeze and Vulcan and you have those with a variety of augments that change their damage output in different ways like Thunder and Smoky. You have those that are thematic around a specific firing mode, like Shaft, Scorpion and Striker. 

 

Railgun has been the clearest example of this since the introduction of critical damage. It has gone through a number of iterations of the Stock and the augments working off of that Stock turret in that iteration. As such, certain augments would become more practical than others in certain iterations. The current iteration favours Large Calibre Rounds, for example. Whereas in previous iterations, LCR was consistently one of the worst. 

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My idea is for a turret that shoots a boomerang, which is thrown from the tank and returns to be captured again by the player, to be thrown again. The turret is very powerful but the boomerang is tricky to use, since it doesn't automaticly home in to the tank to return, or just home in weakly, so the player as to move the tank to make sure he doesn't miss capturing it.

It's a medium ranged turret but can be used at very long ranges too, but that makes it more difficult to capture the boomerang again and more risky. The boomerang can bounce into things and change direction like ricochet. If it bounces too many times it stops moving and lies on the ground. The player can then either pick it up or wait until his tank has "made" a new boomerang, which has a very long reloading time as a punishment for dropping the boomerang.

If the turret doesn't have a boomerang it can still damage enemy tanks with the throwing mechanism, but it's a close range weapon that does less damage than all the real close ranged weapons.

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