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More Realistic Vulcan


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Issue:

Currently Vulcan is in a state of confusion. The fire rate of the turret is unspecified and contradicts itself. The sound Vulcan makes when firing is only about as fast as 700 or less Rounds Per Minute (RPM) whereas the speed at which the turret spins is consistent of that of a gun that fires at 3000 RPM, and the amount of rounds you can see flying through the air would equal about 250 000 RPM. Also if you turn your Vulcan turret fast enough, you will notice that all the rounds move in the same perfectly straight line. Which means the rounds 100 metres away from you will fly several metres to the right or left when you turn your turret. Which is obviously, unrealistic.

Proposal:

My proposal is quite simple. This could be done in Tanki Online, or left as a feature for Tanki X, or done in both. It is to first of all fix the contradiction with the fire rate of Vulcan. Level it out to 5000 rounds per minute or around there, as that is an achievable rate. And second, as a fix to the latter problem, to make it so when every your Vulcan turret is moved, it "breaks" the bullet chain and that bullet chain will then disappear when the last bullet after the break hits the target. This would make it possible to "break" the bullet chain into multiple sections that all travel the same direction that they left the barrel at. So it would be more realistic. This could lead to lag but it would hardly be much considering Tanki can continue to function even when there are 20 Twins all shooting at once, making many more sprites.

I hope you take my ideas into consideration and vote for these changes to be implemented, or at least further research into the subject. You have done a good job with Vulcan so far, the only thing more I can ask for is up and down gyroscope action as well as "suspension" gyroscopic effects when you run over a bump. But thank you anyway.

25/6/2016 (DD/MM/YYYY)

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Under review.
Completed

[wpn][gmpl]

 

I see where you're going with this, and I appreciate the effort you're putting. But the "realisticness" of TO has been discussed on several occasions. Tanki is not meant to be realistic, it's a game after all. Besides, it's not like people are going to go out of their way to calculate the speed at which the barrels are rotating or how fast the gun is shooting, it just doesn't matter that much. Neither does the shooting movement of the bullets when turning turret.

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^^^ true .tank isnt exactly realistic (want realistic tank game? Play WoT nug ) like i dont think tanks have turrets that they use to heal eachother with nor do i think a giant shotgun would be effective to destroy a tank

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I do not really agree with this idea here, for the same reason lordmostafa mentioned - that Tanki is not meant to be realistic in any way. If it were, Tanki would be a much harder game to play. Imagine having to lead your shots with long range weapons...  :huh:

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There are a lot of things in the game that could be made to look more realistic and "correct", but due to simplicity of the Flash game engine many of the improvements you (and other players) suggest simply aren't possible to do in the current version of the game. Or they are possible, but would put a lot of unnecessary strain on the server. Basically, there is no point trying to "fix" such a minor visual error because it doesn't really affect gameplay. It would be much better if developers actually spent time on more important updates, like the much needed upgrade to anti-cheat or a system to remove mults.

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My understanding of how Vulcan is currently is that once the game determines that it's hitting a target, damage is dealt in very small ticks in a similar fashion to Firebird/Freeze/Isida. Increasing the rate of fire to 5000 RPM would necessitate that you make the ticks extremely small (~83 per second) and make the damage per tick tiny to compensate, which seems to be a needless use of resources since the current tick rate is fast enough to be practically imperceptible. If you're just talking about tweaking the sound effect to sound faster, then the sound more like a buzzsaw than a machine gun, which would be more annoying.

 

Your idea about "breaking" the chain sounds interesting and would be nice visually, but it sounds complicated to program. In addition, assuming you want to make the segments accurately reflect where the bullets are, it would remove one of Vulcan's key advantages over Twins/Ricochet (instantaneous velocity, no need to lead shots).

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My understanding of how Vulcan is currently is that once the game determines that it's hitting a target, damage is dealt in very small ticks in a similar fashion to Firebird/Freeze/Isida. Increasing the rate of fire to 5000 RPM would necessitate that you make the ticks extremely small (~83 per second) and make the damage per tick tiny to compensate, which seems to be a needless use of resources since the current tick rate is fast enough to be practically imperceptible. If you're just talking about tweaking the sound effect to sound faster, then the sound more like a buzzsaw than a machine gun, which would be more annoying.

 

Your idea about "breaking" the chain sounds interesting and would be nice visually, but it sounds complicated to program. In addition, assuming you want to make the segments accurately reflect where the bullets are, it would remove one of Vulcan's key advantages over Twins/Ricochet (instantaneous velocity, no need to lead shots).

Hmm for the fire rate issue, it is just fixing the sound, not the damage it does. And yes, leading shots would be required, but Vulcans rounds fly very fast, so it would not be too great a problem. This effect would also be cool because you could make patterns or zig zags by pressing z and x repeatedly. Yes it might be a fairly unneeded update, but the developers have already spent about a week trying to make railgun and Isidas visual effects more realistic, (or not electricity like for isida) so I don't see why Vulcan can't be next.

 

It would also make me happy to make the yellow sparks when you hit someone with hammer, stand out more

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What is that supposed to mean? You are considering the idea?

It means that the idea doesn't break any rules, and if Devs want it, they can implement it. It just means that the idea has potential.

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It means that the idea doesn't break any rules, and if Devs want it, they can implement it. It just means that the idea has potential.

:D :D Yay! But judging by the recent feedback, and the amount of other topics in this section, it it unlikely to be introduced :( ;(

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Vulcan is way OP. Tanki doesn't care the least bit about game balance though so I guess it's ok.

This is so not the topic

Vulcan is so not OP

And you are really bad a doing what you are doing, which is playing tanki. You are good at complaining.

 

Everyone said that tanki isnt reality, it would cause more lag, and the flash cant do it.

All true. But.... is there reason to complain that devs dont have the abbility to realisticly make the game? No. Its not a simulation game.

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On 4/24/2020 at 5:24 AM, Tanker-Arthur said:

Completed

Uhh... yeah, that thing

Vulcan now fires individual bullets.

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