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Turret: Rocket launcher Vs Artillery.


Viking4s
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My vision of the Rocket launcher: Hull Hunter with Turret Katyusha

Having a female name for this Turret would be good.

 

 

 

RL_Turret_Katyusha_2.png

 

 

 

RL_Turret_Katyusha_w_R_3.png

 

Edited by Viking4s

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In normal mode RL might work similar to Twins. You got two launchers and you shoot missiles one by one in straight line. Difference to Twins should be slower projectiles (maybe), slower rate of fire, more damage and of course splash damage.

 

In secondary mode you hold you space button and targeting laser turns on. Note that this will not be Shaft's aim mechanic. You will be able to move freely and aiming will not be first person. All you need to do is to point your turret at your enemy, see as laser pointer stays on target and keep it that way for a few seconds. If you successfully manage to do that you'll launch a barrage of self-aiming missiles. Self-aiming is a problem that require some RnD but we'll get there, I hope.

In normal mode does the pool of energy is for one shot, like smoky so you have to press the space bar for every missile and wait for reload between each?

Or the pool of energy is more like Hammer, and you would have 2 - 4 rockets to shoot by pressing the space bar 3 - 4 time and then it reload?

Or like you press one time, one rocket goes, the pool of energy decrease but if you don't shoot after a while it reload? But the pool is big enough to get 2 - 4 rockets.

 

In secondary mode: How many rocket constitute the barrage? 2 - 4 rockets launched in a quick sequence like in the video?

The video shows 3 rockets on the gun, all 3 goes in quick sequence. The TO RL got only 2 launchers, so technically it should be only 2 rockets launched at the same times, unless you have 2 rockets per launchers.

 

 

 

 

 

2 launchers with 2 rockets:

real_missile_launcher_4_rockets.jpg

 

Once the target is lock a barrier of rockets is launched:

lock_missile_2_gif.gif

 

 

Also if you have more than one tank in front of you, can you choose which one to target? maybe by pressing "C" you can change acquired target?

 

This model has more humf:

 

 

 

Turret_rocket_launcher_5.png

 

 

2 rockets launchers each loaded with 3 rockets, launch one and then the launcher rotate. The self aiming and laser target system in the middle.

Edited by Viking4s
3 posts merged, please avoid multi posting.

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Rocket launcher: Code name: Turret Katyusha

What color for the rocket level M?

M0: Green

 

M1: Light Green

 

M2: Light red

 

M3: Red

_

_

_

 

missile_M123.png

Katyusha_gig.gif

Destroy those noobs!

 

The answer is no. 

 

I don't like this name, due to the fact it being used in armies around the world.  (Edited).

 

  

Edited by delnina2
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https://en.wikipedia.org/wiki/Katyusha_rocket_launcher

 

Anyway. Patriot is a bad name either. Used by some anti air system or whatever (sarcasm). Should look for more tankish name.

Umm you're right, thank you for correcting me :)

 

Yes, you're right... It should have a tankish name ! What about Rockder ?  (Rocket + Thunder) . 

 

Anyway I'll change the above post. 

Edited by delnina2

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Yes, you're right... It should have a tankish name ! What about Rockder ?  (Rocket + Thunder) .

This brings up another big question of how should we name it. We got no consistent pattern of naming in or game. There are Freeze and Ricochet alongside with Thunder and Vulcan. It would be great to find a suitable name for Rocket Launcher.

 

There should be another naming contest happening on this. But first, we need to make a turret, so tankers can see what they going to name.

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Does the pool of energy is for one shot, like smoky so you have to press the space bar for every missile and wait for reload between each?

 

How many rocket constitute the barrage? 2 - 4 rockets launched in a quick sequence like in the video?

Also if you have more than one tank in front of you, can you choose which one to target?

As long as prototype is underway I can share some specific information.

 

In normal mode you reload after each shot. Best reference is Twins, which I mentioned above. You also reload after each shot, but every shot is from different barrel.

 

In secondary mode you launch several rockets in a quick sequence. Now many rockets will be launched is not yet finalized. And I never said there going to be only 2 launchers.

 

Best reference for targeting is Vulcan shooting targets. RL's laser targeting will mimic Vulcan's shooting behavior (obviously, RL's laser will not damage anything)

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As long as prototype is underway I can share some specific information.

In normal mode you reload after each shot. Best reference is Twins, which I mentioned above. You also reload after each shot, but every shot is from different barrel. Cool

In secondary mode you launch several rockets in a quick sequence. Now many rockets will be launched is not yet finalized. And I never said there going to be only 2 launchers. Ok. You're right, you never said only, you said "You got two launchers and you shoot missiles one by one in straight line". It's not important the number of launchers, I said if it looks like 2 launchers like I draw it, then it looks like a less imposing turret.

Best reference for targeting is Vulcan shooting targets. RL's laser targeting will mimic Vulcan's shooting behavior (obviously, RL's laser will not damage anything). I got the (invisible) laser tagging from the start. Would be cool for the tanker to see "a square crosshair" around the target that the RL is looking at, that would give a missile target system like current missile system.

Thanks for sharing.

Primary mode: Twins tankers put a brick on the space key to keep the twins firing, so it's not the best comparison, that why i got confused in the first place. Smoky like shooting still and reload seems more appropriate for comparison (reload time and shooting triggering).

 

RL crosshair idea for secondary mode:

 

RL_acquiring_n_destroy.pnglock_missile.gif

RL_Sequence_launch_mode_2.png

 

 

Regarding the contest, only you and the CM can start something (see the fuss when we try to make a poll here).

Btw, where the name "Isida" come from ?

I can understand Thunder, Freez,...

Edited by Viking4s
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The answer is no. 

I don't like this name, due to the fact it being used in armies around the world.  (Edited). 

Just a name I gave which had some reference to this type of weapon (I have better name, but I'm keeping them for the contest), i do prefer the exocet-missile. And yes armies use weapons and gives them names (politically correct or not). A rocket launcher called Destroyer or Delnina, it's still a rocket launcher that kill people.

Edited by Viking4s
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RL crosshair idea:

 

RL_acquiring_n_destroy.pnglock_missile.gif

RL_Sequence_launch_mode_2.png

 

That's exactly how I imagined it. Thanks for making the pics :)

I actually tried to find a GIF of how this works in GTA games, where you have to wait until the rocket is locked onto the target and then fire the heat-seeking missile.

 

Perhaps this could be adjusted slightly in Tanki, where instead of not having the rocked guide itself towards the target at all if fired before it got locked on, the strength of locking on would increase up to a certain degree the longer a player aims at another tank. So for example if you fire instantly, the rockets go in a straight line; if you fire after aiming for 1 second, the rockets turn a maximum of 20 degrees and then go in a straight line; if you aim for 4 seconds and reach the maximum target lock, the rockets turn up to 90 total degrees to adjust to the target's trajectory.

 

I think it would result in some very skilled gameplay form both, the RL and the tank they are aiming at. The RL would have to balance between time spent on locking and amount of locking necessary for the target, while the target would need to find a way to take cover or break line of sight.

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Thanks for sharing.

Primary mode: Twins tankers put a brick on the space key to keep the twins firing, so it's not the best comparison, that why i got confused in the first place. Smoky like shooting still and reload seems more appropriate for comparison (reload time and shooting triggering).

 

RL crosshair idea:

 

RL_acquiring_n_destroy.pnglock_missile.gif

RL_Sequence_launch_mode_2.png

 

 

Regarding the contest, only you and the CM can start something (see the fuss when we try to make a poll here).

Btw, where the name "Isida" come from ?

I can understand Thunder, Freez,...

 

These pictures explain really good... Nice !!! I like it :)

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Thanks for sharing.

Primary mode: Twins tankers put a brick on the space key to keep the twins firing, so it's not the best comparison, that why i got confused in the first place. Smoky like shooting still and reload seems more appropriate for comparison (reload time and shooting triggering).

 

RL crosshair idea for secondary mode:

 

RL_acquiring_n_destroy.pnglock_missile.gif

RL_Sequence_launch_mode_2.png

 

 

Regarding the contest, only you and the CM can start something (see the fuss when we try to make a poll here).

Btw, where the name "Isida" come from ?

I can understand Thunder, Freez,...

What about artillery, any pics for that? Btw, these are pretty neat.. Well done..
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That's exactly how I imagined it. Thanks for making the pics :)

These pictures explain really good... Nice !!! I like it :)

What about artillery, any pics for that? Btw, these are pretty neat.. Well done..

Thanks guys, I do spend a lot of time on those, thanks for your support and feedback. :)

 

Arnav, WIP from my side regarding Arty (the Artillery turret), however in the meantime you can also contribute too. 

What do you think about it? How do you imagine it? Why would it be appealing for you, or How to make it more appealing? :P

Edited by Viking4s
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Thanks for sharing.

Primary mode: Twins tankers put a brick on the space key to keep the twins firing, so it's not the best comparison, that why i got confused in the first place. Smoky like shooting still and reload seems more appropriate for comparison (reload time and shooting triggering).

 

RL crosshair idea for secondary mode:

 

RL_acquiring_n_destroy.pnglock_missile.gif

RL_Sequence_launch_mode_2.png

 

OP against shafts or other tanks who are hiding in bushes or using paints to blend in.

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OP against shafts or other tanks who are hiding in bushes or using paints to blend in.

Without a guiding (search and lock) system this turret will truly not be a rocket launcher. Every turret has both an OP and a UP side. It is up to you to smartly take advantage of the turret asset and minimize its downside.

 

If you have a Vulcan turret and you turn slowly your turret while firing, you can already do a quick scan of your surrounding area and rat out hidden tanks (smoky, railgun, thunder and shaft).

Also as wisely said in this topic It's Time To Excel In: Silence: "As of the previous major update, paints hold no protections at all. They are more like status symbols. That leaves us with camouflage. Well, camouflage has been ruined. A single tap at the "V" key or the "R" key will show the attackers all of your positions - he can then pass this information onto the defenders. If you do really want to stand out in battles, and especially in Silence, here are three paints that look terrific!".

Edited by Viking4s

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Also as said in this topic It's Time To Excel In: Silence: "As of the previous major update, paints hold no protections at all. They are more like status symbols. That leaves us with camouflage. Well, camouflage has been ruined. A single tap at the "V" key or the "R" key will show the attackers all of your positions - he can then pass this information onto the defenders. If you do really want to stand out in battles, and especially in Silence, here are three paints that look terrific!".

Not in distance.

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Not in distance.

As per the information shared, the rocket will have a slow locomotion (slower than twins powerballs), therefore the further you are from the RL, the more time you have to hide. The square crosshair is, presumably, only for the secondary mode, it will, I suspect, shows up only if you maintain the space bar (like for shaft and the scope mode). Also by the time the turret lock on during the secondary mode (time required to lock on the rocket on the target) you can still shoot and kill the RL before it shoots at you.

 

Of course well organize team can use this long distance RL capability and share with the rest of the team (the same as having someone going to the enemy base and use R&V key). OP come with skills, brain and organisation.

 

Introduction of every new item in the game will change somehow the current game play and you would have to adapt.

Edited by Viking4s

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Thanks guys, I do spend a lot of time on those, thanks for your support. :)

 

Arnav, WIP from my side regarding Arty (the Artillery turret), however in the mean time you can also contribute too.  What do you think about it? How do you see it? why would it be appealing for you, or make it more appealing? :P

Well, IMO, Artillery is like a Howitzer Cannon.. As per those Pics on the 1st  page, (Represented very nicely by @pa-go XD ), It can't turn sideways while firing while u can adjust ur angle.. and power.. The pic on the first page is how I imagined it when I heard of the turret. I simply fell in love with the fact that it's a HOWITZER :D!! I hate RL for some reason :P But my imagination hints at the pic on the 1st page... :)

Hmm, making it more appealing: It shud have a reload of 3 sec, along with a FIXED DMG OUTPUT dependent on RANGE. 1 Shot at close range must be enugh to 1 shot a wasp.. That'd make things neat ;} XD

EDIT: Pa-Go is TO's Turret Drawing artist :D :) XD According to some vlog before in late 2015.

Edited by arnav0506
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Damn hell....

I don't like this. It's not original, and too boring. I mean, who likes a bunch of rockets shooting out of turrets? Something creative must be made, like a poison turret, netgun turret, backstab(as in TF2) turret, etc...

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Damn hell....

I don't like this. It's not original, and too boring. I mean, who likes a bunch of rockets shooting out of turrets? Something creative must be made, like a poison turret, netgun turret, backstab(as in TF2) turret, etc...

0kay. Thanks for voicing your opinion. But.. Making those kinda turrets is gonna be harder than you imagine bruh...

We must move step by step. Introducing basic turrets, having a real good base, will finally lead to some new, original turrets.

And BTW, Backstab is already there in a game like these 2 new turrets to be introduced are. Nothing can be framed as original.

New ideas are what we see in this workd of games :P A completely original things rare...A netgun also, is used to trap stuff, not to damage it.

Tanks are damaging things, not used to trap stuff..

And tanks DO NOT release poison XD

Edited by arnav0506
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I find it lame that this topic is about it's poll, rather than turrets discussion. So I'll jump in to add some facts so you can discuss new turrets instead :)

 

Rocket Launcher introduction is a bit misleading. Currently we are plan this turret with two shot mechanics. Just like Shaft got two, but it doesn't mean it will work as shaft's sniper scope. In normal mode RL might work similar to Twins. You got two launchers and you shoot missiles one by one in straight line. Difference to Twins should be slower projectiles (maybe), slower rate of fire, more damage and of course splash damage.

 

In secondary mode you hold you space button and targeting laser turns on. Note that this will not be Shaft's aim mechanic. You will be able to move freely and aiming will not be first person. All you need to do is to point your turret at your enemy, see as laser pointer stays on target and keep it that way for a few seconds. If you successfully manage to do that you'll launch a barrage of self-aiming missiles. Self-aiming is a problem that require some RnD but we'll get there, I hope.

 

If this mechanic sounds familiar to you than you probably played Unreal Tournament, which got some awesome guns indeed. I see there might be some comments of not-originality-of-this-idea but there are hardly any original ideas about any TO's turrets. Taking best what we can find and adapting it to this game seems a better idea, rather than making fancy new mechanics. Crazy mechanics might be good for singleplayer as Serious Sam games, but for multiplayer you better keep it adequate.

YES YES YES!!! I was hoping it would fire self-guided missiles! that would be the best tank imaginable. It seems very coincidental, i was getting into the idea of self-guided missiles and TOW missiles, immediately before this idea came out, THANKS TANKI!

 

But i do have a contribution, instead of the first fire mode being like twins, i think it should have two/three fire modes...

 

1. Self-Guided rockets like you suggest

 

2. TOW Missile. If you don't know what these are they are the first type of guidable missile ever invented. Look it up, they use a wire and light + censors to change the trajectory of the missile. You would fire and the missile would follow where you are pointing your crosshair (as long as you don't do sudden movements.

 

3. Non-guided. This would be achieved just by firing before the guided missile lock on has initiated. 

 

Other ideas. Relocation of target. Just say you fired a guided missile and the target you are aiming for has been destroyed. Wouldn't it be cool if you could lock onto another target and that same missile would go their? 

 

Speed boost effects rocket trajectory speed.

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The idea of not being able to adjust the Artilleries' horizontal aim would end up with horrendous results. you would be pushed by your own team when trying to aim, and unless it had some kind of aim assist you would never be able to hit anything. (you try aiming an arch with only turret movement as your guide) the only way to fix this is to make it the other way to the current auto aim for this turret.

 

Regular turrets have auto up and down, and you have to do side to side

 

Artillery turret had auto side to side, and you have to do up and down

 

we need more info on this turret

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