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Turret: Rocket launcher Vs Artillery.


Viking4s
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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.

Seems to complicated. New players will have no idea what is going on

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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)

So the laser thing will not move off the Y-axis? That is a little sad. i think it should have about a 5 metre left and right spread. (4 lasers all facing forward on the 4 corners of the turret) anything in them is targeted

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Katyusha

 

I don't mind that name  :)

It doesn't work like that though. Katyusha launches a large barrage of rockets to cover a massive area, while these might be only 2-4 rockets at a time and they will be heat-seeking.

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It doesn't work like that though. Katyusha launches a large barrage of rockets to cover a massive area, while these might be only 2-4 rockets at a time and they will be heat-seeking.

So you say it won't be able to kill freeze when freeze is shooting and won't be able to kill frozen entities?

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It doesn't work like that though. Katyusha launches a large barrage of rockets to cover a massive area, while these might be only 2-4 rockets at a time and they will be heat-seeking.

Who cares, Vulcan doesn't work exactly like a real, "Vulcan" so you might as well call it Katyusha. Hammer doesn't do anything like what a real hammer does. Smoky doesn't make any smoke, Thunder isn't very loud, Shaft doesn't have much to do with shafts and Freeze is used in the wrong context. I don't think anyone else in the game knows what Katyusha does in real life, does it matter?  :P

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Who cares, Vulcan doesn't work exactly like a real, "Vulcan" so you might as well call it Katyusha. Hammer doesn't do anything like what a real hammer does. Smoky doesn't make any smoke, Thunder isn't very loud, Shaft doesn't have much to do with shafts and Freeze is used in the wrong context. I don't think anyone else in the game knows what Katyusha does in real life, does it matter? :P

Well yes it does. I know what is katyusha and its a turret in real life used to kill.

Have you ever seen gun called hammer? No.

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Well yes it does. I know what is katyusha and its a turret in real life used to kill.

Have you ever seen gun called hammer? No.

Guys don't fight over the name, it is just a name I gave for my drawings and the idea i had of the turret. It's not representative of the final turret. For the right name wait for the contest or go on the off topic forum with the topic regarding the name of the new turret.

Please carry on discussing the mechanism of the turret, what you like about it or what would be nice to have.

Edited by Viking4s
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Guys don't fight over the name, it is just a name I gave for my drawings and the idea i had of the turret. It's not representative of the final turret. For the right name wait for the contest or go on the off topic forum with the topic regarding the name of the new turet.

Please carry on discussing the mechanism of the turret, what you like about it or what would be nice to have.

Off topic is meant for topics not releated to TO. So we cant discuss it over there.

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Off topic is meant for topics not releated to TO. So we cant discuss it over there.

You have the choice to discuss the name into a dedicated topic (New name for the future turret ? off topic & creativity section) where you would find a good set of interesting suggestion or here, however here it is more for the mechanics discussion.

Edited by Viking4s

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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.

Good idea regarding towing it's an alternative option to the self aiming system (primary mode).

3 remarks:

* How do you activate the TOW mode?

* I would imagine that the TOW system needs 4 keys to be used (up, down, left & right) which means you would have to use the 4 keys that are normally used to steer the hull. Therefore you won't be able to move your tank (like thee shaft in scope mode). I thinks that is what the developers wants to avoid.

* I can see that people would play with the missile in TOW mode and not necessary have the missile hitting anything and would have it flies for ages. It's fun, but that not the current game play of Tanki.

 

Point 3 is actually not a shooting mode, it is a consequences of losing a target (destroyed by someone else, the target disappears behind a wall out of reach of the missile, you release the space bar before completing the target lock).

 

Changing target is also a good idea, I proposed the C key in the earlier post.

However:

* The number of target would depends of the size of the aiming window, currently the auto aiming window size and shape is rectangle: narrow in width (x-axis) and elongated in the vertical axe (y-axis), so you can aim at tank below, in front of you or on higher ground in the axe of your turret. Currently the computer, for the existing turrets, select one of the targets in the rectangle window, it would not be fair if the tanker owning the RL can select his target with too much precision, as opposed to other turrets.

* You don't have much time to do all of this, aiming, selecting a target, then keep the aim until target lock. Especially if your target is just in front of you.

 

Speed boost, increasing missile speed, that's a bad idea, owner of the ricochet and twins would ask the same feature to be added to their turret. However with the new TO feature Called Alteration there is possibility there to have an option to modify the speed of the missile. 

Edited by Viking4s

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Good idea regarding towing it's an alternative option to the self aiming system (primary mode).

3 remarks:

* How do you activate the TOW mode?

* I would imagine that the TOW system needs 4 keys to be used (up, down, left & right) which means you would have to use the 4 keys that are normally used to steer the hull. Therefore you won't be able to move your tank (like thee shaft in scope mode). I thinks that is what the developers wants to avoid.

* I can see that people would play with the missile in TOW mode and not necessary have the missile hitting anything and would have it flies for ages. It's fun, but that not the current game play of Tanki.

You can use mouse control for that turret.

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So the laser thing will not move off the Y-axis? That is a little sad. i think it should have about a 5 metres left and right spread. (4 lasers all facing forward on the 4 corners of the turret) anything in them is targeted

This is the current game play feature for all auto aimed turret (Vulcan, Railgun, Thunder,...), I don't know how wide is the rectangle window and if this is the same for each turret type. It requires the tanker to be accurate with the turret  to align the y-axis with the tank he want to shoot at. The system will then shoot any tank that is aligned with that axis with some room on the x-axis. It won't be fair for the other turret if RL has a wider target window (x-axis) for its self aiming primary mode.

 

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Good idea regarding towing it's an alternative option to the self aiming system (primary mode).

3 remarks:

* How do you activate the TOW mode?

* I would imagine that the TOW system needs 4 keys to be used (up, down, left & right) which means you would have to use the 4 keys that are normally used to steer the hull. Therefore you won't be able to move your tank (like thee shaft in scope mode). I thinks that is what the developers wants to avoid.

* I can see that people would play with the missile in TOW mode and not necessary have the missile hitting anything and would have it flies for ages. It's fun, but that not the current game play of Tanki.

You can use mouse control for that turret.

I already use my right hand to steer the hull, and I also use my right hand to control the mouse. Therefore you're asking me to have 2 right hands or use the right hand to control the mouse (and a big table) and steer the hull with my left hand.

Hum, unfortunately I don't like either option, 2 right hands or switching control!?

I won't be the only one. The mouse control is a good solution, but only for real gamer, which is not, to my knowledge, the mainstream TO player client. If we could play this game with a gamepad that would be much better (more button, more intuitive) but you won;t have the key from 1 t o 6 for the supplies.

 

Edited by Viking4s

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I already use my right hand to steer the hull, and I also use my right hand to control the mouse. Therefore you're asking me to have 2 right hands or use the right hand to control the mouse (and a big table) and steer the hull with my left hand.

Hum, unfortunately I don't like either option, 2 right hands or switching control!?

I won't be the only one. The mouse control is a good solution, but only for real gamer, which is not, to my knowledge, the mainstream TO player client. If we could play this game with a gamepad that would be much better (more button, more intuitive) but you won;t have the key from 1 t o 6 for the supplies.

 

So you are saying you havent ever played first person games? Such as CS and others where you must use "WASD" and mouse to play?

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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

Arty would probably have a sort of auto aim (not right or left but more a radius), once fired it will fall into a defined area if tank their then it falls on top of it (auto aim), if tanks more than 10 meter away, shell fall where is was calculated (bull's eyes, no deviation) and splash damages applies. If no tank in the splash damage area, then no tank is damages.

 

The other issues I see are:

 

* On existing turret you see what is infront of the gun. Here if the turret Arty goes up, does the scenery go down and you see the sky? If this is the case how can you estimate the angle as you will have a clean blue sky with no visual marker?

If the scenery do not move but the turret move up when you lift the turret, how can you estimate the angle, again no visual makers?

=> it has to be a fix scenery base don the tank direction and some sort of a vertical graduated line with degrees values: from - 45 deg (bottom of the scale), zero deg (middle of the scale, when you press C the turret go automatically back to 0 deg) and at the top of the scale + 45 deg.

 

* House roof are not finalized, some high building have square hit box, this would restrict the capability of this turret, instead of going smoothly around the house top roof they will hit an invisible wall.

 

* tanker using Arty will be hiding behind high wall, houses or small hill, they might not see where there shell had fallen. A mini map would actually help the tanker to see where the shell has landed. The mini map should not shoes enemy position or teammate, only the last 5 shoots (like other turrets shooting turrets). Yellow spot if you hit nothing, orange spot if you hit a tanks or a tank got splash damage and black spot if you kill a tank. This would help to use this difficult turret. Alternatively an obvious explosion/effect that can be seen across the map could be an alternative (see the gif below in te spoiler) and also will frighten the tank that is just about to get bombarded.

 

 

The ray of light that is narrowing/focussing onto the target combined with a Hissing noise of a shell falling would be quite dramatic

Akira_Tetsuo_satelite_laser_aiming.gif

 

 

* As the user of Arty turret would be hidden behind tall wall it would be good (fair) to actually see like a long fire/flame going out of their turret (5 to 10 meter long) so it, somehow, gives away their position. That would be their weakness (cons).

 

 

artillery_fire_turret.jpg

 

 

Edited by Viking4s

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So you are saying you havent ever played first person games? Such as CS and others where you must use "WASD" and mouse to play?

Nope, what a shame :ph34r: , ikr. I, actually, hate "wasd" and mousse control, it feels so un-natural and the mousse always get stuck somewhere on the table.

I prefer keyboard or gamepad.

Edited by Viking4s

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Nope, what a shame :ph34r: , ikr. I, actually, hate "wasd" and mousse control, it feel so un-natural and the mousse always get stuck somewhere on the table.

I prefer keyboard or gamepad.

Wow! TO is the only game where i use arrows cuz its easier for me to shoot and use turret+lift camera.

But when im using shaft mouse controls are OP cuz you can freeze turret but move kamera and im holding right and left buttons, search for enemy on full charge.. laser isnt pointing where i am watching cuz of that and i can strike player who has ran out of time to nitice something if he even notices it.

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Artellery:

 

Shot angles are very important as we plan to allow players to use anything between 0 degrees and 90 degrees.

Would be nice if the turret would swing from 0 to 180 degrees, so you can point it backwards.

Some mammuths would rather turn the turret all way backwards and adjust their hull a little, instead of turning all way around (imagine a defender at Serpuchov at flagpoint.. needs to aim at houses at both sides of the base).

Especially if you consider non-M4 stuff.

 

Will the shoting power (range, flight heigth) vary with the amount of seconds I keep space pressed?

 

 

ps: name proposal for that stuff: Valkyrie (reminds me about death from the skies; as those female worriors rode flying horses:

1) https://www.google.at/search?q=Valkyrie+wiki&client=firefox-b-ab&source=lnms&tbm=isch&sa=X&ved=0ahUKEwjckKW29IvPAhWHDywKHTRsC0QQ_AUICCgB&biw=1305&bih=831#tbm=isch&q=Valkyrie

2) https://en.wikipedia.org/wiki/Valkyrie)

 

Would also suit the Viking ;)

 

 

ps2:

Please display the current angle (in amount of degrees) the turret is pointing at at the bottom of the screen or below your health bar; so the users can use "memorized numbers" for some really hard longrange shots.

You know, with worms you saw you Bazoka from the side and you had time to aim... in tanki you will see it from behind and i think you have no way to give a good guess on its angle just by looking at it from this point of view.

Edited by BlackWasp777
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Oh my gosh i can see it now...  

 

Those 2 turrets will make lots of players happy, many players will get 1 or even both, and that means crystals spent, tanki is happy, and so are the players. These 2 turrets are great ideas. I hope they get into the game, cause i know i will get at least 1 of them immediately.

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Q: what do you think tanki will do for the rocket launcher?do you think they should make it like shafts zoom but multi lock on lower damage rockets? My answer: i think they should and the more you charge the more targets you can hit but lower range

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mabey they can call the rocket launcher Panzerschreck (lit. "tank fright", "tank's fright" or "tank's bane") was the popular name for theRaketenpanzerbüchse (abbreviated to RPzB), an 88 mm calibre reusable anti-tank rocket launcher developed by Nazi Germany in World War II. Another popular nickname was Ofenrohr ("stove pipe").[1]

The Panzerschreck was designed as a lightweight infantry anti-tank weapon. The weapon was shoulder-launched and fired a fin-stabilized rocket with a shaped-charge warhead. It was made in smaller numbers than the Panzerfaust, which was a disposable recoilless gun firing an anti-tank warhead. It was an enlarged copy of the American bazooka.[2] 9this was copy pasted so to me it lookes white and stuff..

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mabey they can call the rocket launcher Panzerschreck (lit. "tank fright", "tank's fright" or "tank's bane") was the popular name for theRaketenpanzerbüchse (abbreviated to RPzB), an 88 mm calibre reusable anti-tank rocket launcher developed by Nazi Germany in World War II. Another popular nickname was Ofenrohr ("stove pipe").

The Panzerschreck was designed as a lightweight infantry anti-tank weapon. The weapon was shoulder-launched and fired a fin-stabilized rocket with a shaped-charge warhead. It was made in smaller numbers than the Panzerfaust, which was a disposable recoilless gun firing an anti-tank warhead. It was an enlarged copy of the American bazooka. (this was copy pasted so to me it lookes white and stuff..)

For the format you can use the icon that looks like a rubber and the button which looks like broken chain to remove the hyper link. You can edit your post an do it so it doesn't look like to bright.

 

 

one of those

Panzerschreck

or

Ofenroh?

i dont know how to set up a vote XD

Please suggest this on the following topic : New name for the future turret ?

Lots of people already suggested some name.

Only the person that created the topic can create a poll. You need to find a name more related to the TO Universe.

Edited by Viking4s

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