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Specialization of Guns


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There are 11 turrets, and players use them a lot more different ways. However, some players use their guns with just some special ways. For example, some ricochet players use heavy tanks, camp and kill opponents with bouncing.

Some others use them with light hulls and generally prefer direct shots. Another example is for shafts. Some shaft players prefer camping on one spot and kill everyone which enters camper sight area, some others move with scouts and do front support. Some players are not playing DM, some others CTF...

 

But they all have the same gun even with these specializations. Why not make also guns special?

 

When you get any gun with M3 grade, you will be able to make one gun special. This special version is a bit diferent than original one, but they are balanced. You will just be able to ONE GUN special, others will be still their original version. To make one gun special, you have to collect 400.000 experience points with this gun. If you want to return to original version and change your specialization to another gun, you will need another 400.000 experience points.

This is same if you want to change the same gun's specializaion.

 

 

Okay, lets look at examples

I have made examples for shaft, smoky and twins, which I have some ideas about

 

NOTE: Examples are just to shot what I mean, they, of course, don't have to be like that.

 

 

SHAFT

 

1."Bertha" shaft

A shaft which for camping with heavy hulls...

 

-A lot more damage, at least 300

-Quick reload, but low consumption, also very high energy per arcede shots

-great impact force for arcede and sniper mode

-high laser at first, but after a time, laser starts to disappear and gun lose a bit damage

-high turning speed

-too much recoil, so can't be used with even hunter, just good with heavy hulls

 

 

2."Roller" shaft

 

A shaft which for KS DM players

 

-Low damage, at most 240-250

-Extremely quick reload, high consumption, low energy per arcede shots

-Low impact for sniper mode, high for arcede shots, but not as high as bertha

-Starts to burn after 6 seconds entering sniper mode.

-gyroscope effect

-laser

-high turning speed

 

3."Ballistic" shaft

 

A shaft which for players like assassinations

 

-A lot high damage, one hits nearly everythink

-high reload time, low consumption, but low energy per arcede shot

--One snipe and one arcede kills everythink

-No laser, high quake, also low turning speed

-After hit, a big explosion sound and an vesual explosion on the "ballistic" appears

-high recoil, hard to play with light hulls

 

4. "Crank" shaft

 

A shaft for who wants to play everywhere in the map

 

-No arcede or sniper mode, a special mode between them

-Permanent, very visual laser, a "sight" on the screen, shots like smoky.

-Ouick reload, RELOADS WİTH MOVİNG

-Has more DPS than smoky, thunder, basically everythink FOR LONG RANGE, but loses its damage when the opponent is near

-Good impact force

-CAN'T SHOT WHİLE NOT MOVİNG FOR AT LEAST  8 METERS WİTHOUT STOP.

 

TWİNS

 

1.Harvester

 

A twins for who prefers short range battle with light hulls

 

-Like current twins, low maximum range and minimum range

 

2.Dominator

 

A twins for who prefers heavy hulls

 

-Has a lot faster bullets, long maximum and minimum damage range,

-Medium turning speed

-Very good damage, but loses when the opponent is near

 

3.Catchy

 

A twins for who likes "chase"s

 

-Like dominator, but doesn't lose its power when the opponent is near, has lower damage, and makes opponents hulls slower.

-Has better fire angle than other twins

 

Smoky

 

1. Gamble

 

A smoky for who likes being unpredictable

 

-Totaly random damage between 0 and "X"

-Totaly random impact force between 0 and "Y"

-Have current range

-If it hits more than 0.70*X, the next shot will be with half reload time, this can be stacked

 

2. Cannon

 

A smoky for who wants to be predictable and definite

 

-Totaly opposite of "Gamble"

-A bit lower damage with bigger range

-After every 2 successful hit on the same enemy, It will get reduced reload time, but will lose its range

 

3. Thrust

 

A smoky for who likes knockaim

 

-Have the an avarage DPS with the others, but no reload skill

-Has a great impact force, but if it waits for 2 reload time without shot, it gets double impact force

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Having only one specialised gun for every 400k points you earn will ruin the diversity for players. What if I like playing with two or three guns, or all of them? Do I have to just choose one and abandon the rest because they become weak?

 

I like the idea of gun specialisation, but it needs to be implemented into the game in a different way, so that all other guns in a player's garage remain playable.

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Okay let me explain again.

These guns are not OP versions, they are just som effective versions for some situations.

Original version is balanced, and you can still use it for other guns.

 

For example, if I both want to camp and front support, original shaft would be better than others

 

These guns will show your "professions". If you want to be a master of something, that's a great chance. This is why they are after 400.000.

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My friend, from real life, that plays Tanki had an idea close to this before. He said on some sort of special occasion, there should be a customizable gun that you can only use for a set period of time. The higher you set the parameters, the more it cost.

 

But you have to keep in mind that you only get it for a day or two.

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This would be great to increase the diversity but:

1) The specialized variants would have to be balanced with the vanilla versions

2) It is hard enough to balance the regular turrets well without making it three times harder

3) The amount of effort involved for the devs would not be much better than tripling the number of turrets.

4) Certain builds would be more effective, more fun, or easier to play and players would heavily favor them.  You would end up with a ton of options that are hardly ever used.

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That'll cause disrupts in the game's balance as the 'special' version of a turret would definitely be bounded with in-game currency(i.e. crystals). Meaning we'd need to buy the customized version of an m3 turret with our crystals. Buyers would buy crystals and dominate in battles with more damage or HP etc - just as that of how it happens with drugs. Buyers buy drugs and have an advantage in-game in comparison to those whom have fewer or no drugs at all.

 

Second thing - required experience on one turret wont change the matter. The buyers whom manage the fixed amount of experience points would gain advantage as specified above.

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That'll cause disrupts in the game's balance as the 'special' version of a turret would definitely be bounded with in-game currency(i.e. crystals). Meaning we'd need to buy the customized version of an m3 turret with our crystals. Buyers would buy crystals and dominate in battles with more damage or HP etc - just as that of how it happens with drugs. Buyers buy drugs and have an advantage in-game in comparison to those whom have fewer or no drugs at all.

 

Second thing - required experience on one turret wont change the matter. The buyers whom manage the fixed amount of experience points would gain advantage as specified above.

I was planning special versions would be free, just with exp. Instead of getting more buyers directly, keeping bored and complained players and plan to buyers for a long period ;)

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