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Turret: Rocket launcher Vs Artillery.


Viking4s
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artilley would look good on mamoth and hronet. mammoth because if your slow hull its good to fir far or on buildings like if your on ground in sandbox you can aim in the center of the map. hornet because then your fast and grenading people, drive by and grenade people a hit and run tactic. dictator and viking look like a rocket launcher would look good on them. viking is like militaryish and dictator is like pridefull and deadly.

rocket launcher should look like this but connects right to hull not that thing at the bottom that keeps it up so not like how viking connects to hull but how thunder connects to hull.

aaa9b511e936ad6c766240d56b24c8f3.jpg

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artilley would look good on mamoth and hronet. mammoth because if your slow hull its good to fir far or on buildings like if your on ground in sandbox you can aim in the center of the map. hornet because then your fast and grenading people, drive by and grenade people a hit and run tactic. dictator and viking look like a rocket launcher would look good on them. viking is like militaryish and dictator is like pridefull and deadly.

rocket launcher should look like this but connects right to hull not that thing at the bottom that keeps it up so not like how viking connects to hull but how thunder connects to hull.

It would look sick but... too tall at the same + it would be extremely laggy. Dont ask why, i just KNOW that, no i dont think it will lag, i know it.

If used by hornet it would flip in almost every turn.

 

Just... Try to make this model simple okay? Its WAY too complicated for TO.

It could fit TX not TO.

Edited by DageLV

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The artillery should fire shell or grenade like the alien ships in battleship movie.

Sounds like from starwars. Wich starwars movie gave u this idea? Edited by DageLV

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This one is tricky. I want to try long range missiles. As they will be slow there is not a big deal to avoid them, but this will add another difference to Twins and Ricochet. Naturally missiles won't be able to go to infinity, due to engine constraints (hehe).

 

This one is tricky. I want to try long range missiles. As they will be slow there is not a big deal to avoid them, but this will add another difference to Twins and Ricochet. Naturally missiles won't be able to go to infinity, due to engine constraints (hehe).

I think that it should only move very long range in self aiming mode(basically a sort of heat seeking?tracking sight method) other than that make it where it either has twice the range of twins/Rico or make it like the thunder where the further the distance the weaker damage other wise it will be to hard to shoot long range and hit enemies without useing the sight system and to easy to fight close range with it in the sight system

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Why is "which will require more skill" one of the questions? its almost as if your implying that some turrets require more skill than others. If that is the case, than is the game really balanced? and will adding 2 more turrets only make it worse?

Edited by NatchGa

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Why is "which will require more skill" one of the questions? its almost as if your implying that some turrets require more skill than others. If that is the case, than is the game really balanced? and will adding 2 more turrets only make it worse?

Let me ask you 2 simple questions.:

Which current do find easy to use?

Which one you have more difficulty to master?

 

I can already answer looking at your profile, it's seems that you feel more comfortable with isida but can't fire with a railgun.

So it goes with the 2 turrets proposed. People will assume that it is difficult to use one more than the other. It's a simple question which you try to find malice behind (for which purpose?).

 

And to your last question, no the game is not balanced. And the obvious fact is this is why they keep re-balanced it !! THEY don't seem to get it right.

 

What makes the game worse is the lot of people which complain endlessly instead of playing.

Edited by Viking4s

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Worth noting that developers still have a lot of major technical problems for these turrets and whether or not they will come up with solutions to the problems will decide if the turrets will be added or not. So basically, the V-log announcement wasn't a case of "There will definitely be these two turrets", but more like "Depending on circumstances, it's likely that these will be the next turrets in the game".

Seeing the descriptions, the "Artillery" turret is stupid. you cant turn it left and right, meaning you have to turn your tank which will become annoying in circumstances like on monte carlo when peeking out from cover. It's also just a worsened, uglier version of the UP Thunder....and the rocket launcher...MISSILES being slower than already slow moving orbs?

 

"Oh look, the guy shot a missile at me! I only have...a minute before it hits me, I'm SOOO frightened!"

 

The devs are losing it.......is somebody slipping something into their coffee?

Edited by Epic_Space_Mango18

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Seeing the descriptions, the "Artillery" turret is stupid. you cant turn it left and right, meaning you have to turn your tank which will become annoying in circumstances like on monte carlo when peeking out from cover. It's also just a worsened, uglier version of the UP Thunder....and the rocket launcher...MISSILES being slower than already slow moving orbs?

 

"Oh look, the guy shot a missile at me! I only have...a minute before it hits me, I'm SOOO frightened!"

 

The devs are losing it.......is somebody slipping something into their coffee?

Or you are wrong not devs?

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Or you are wrong not devs?

Not at all. I can't be wrong for stating an opinion. :P

 

How let's say in general they ARE doing a good job, I can still state my opinion that they're still messing up.

Edited by Epic_Space_Mango18

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Seeing the descriptions, the "Artillery" turret is stupid. you cant turn it left and right, meaning you have to turn your tank which will become annoying in circumstances like on monte carlo when peeking out from cover.

What if I told you that with the Artillery turret you don't have to peek out from cover and can shoot right over the obstacle you're hiding behind.

 

I'm not sure why you're comparing either of these turrets to existing ones at all. Both of them are completely new concepts unlike any other turret currently in the game. Sure, Thunder also has splash damage and Twins also has slow projectiles, but that doesn't make the new turrets unoriginal. It's like saying that all 11 Tanki turrets are the same because they all have a reload bar and deal damage to enemies.

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Seeing the descriptions, the "Artillery" turret is stupid. you cant turn it left and right, meaning you have to turn your tank which will become annoying in circumstances like on monte carlo when peeking out from cover. It's also just a worsened, uglier version of the UP Thunder....and the rocket launcher...MISSILES being slower than already slow moving orbs?

 

"Oh look, the guy shot a missile at me! I only have...a minute before it hits me, I'm SOOO frightened!"

 

The devs are losing it.......is somebody slipping something into their coffee?

The idea of the artillery turret is that you don't necessarily need to step out of cover to fire, which would make the non-turning part less of a problem, and in fact a way to balance it. From what I can tell, you're not supposed to peek out of cover like you would with Railgun; the concept is that you set up shop in a safe area where you can orient your tank and adjust the firing angle, then lob shells and bombard areas at your leisure while not exposing yourself much, if at all. This is a great advantage in itself. If somebody ambushes you from an inconvenient angle, you will (most likely) have to reset the elevation of the turret and then try to attack with direct fire, which is complicated by the inability to turn the turret. This would discourage people from using it primarily as a direct-fire weapon and would give it a disadvantage up close, similar to Shaft's arcade shots being weak.

 

I think it's a bit early to call the rocket launcher stupid or underpowered before, you know, we've seen any statistics. Twins projectiles can be easily dodged at a distance, but a large part of the problem is that they lack any sort of course correction. Homing capability would make the rocket launcher's missiles significantly more difficult to dodge on open ground. And there will also be 4 of them. Who knows, if the target lock can be held after acquisition while not directly looking at the target, users might be able to fire missiles upwards (giving them a height advantage) to make them harder to dodge.

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The idea of the artillery turret is that you don't necessarily need to step out of cover to fire, which would make the non-turning part less of a problem, and in fact a way to balance it. From what I can tell, you're not supposed to peek out of cover like you would with Railgun; the concept is that you set up shop in a safe area where you can orient your tank and adjust the firing angle, then lob shells and bombard areas at your leisure while not exposing yourself much, if at all. This is a great advantage in itself. If somebody ambushes you from an inconvenient angle, you will (most likely) have to reset the elevation of the turret and then try to attack with direct fire, which is complicated by the inability to turn the turret. This would discourage people from using it primarily as a direct-fire weapon and would give it a disadvantage up close, similar to Shaft's arcade shots being weak.

 

I think it's a bit early to call the rocket launcher stupid or underpowered before, you know, we've seen any statistics. Twins projectiles can be easily dodged at a distance, but a large part of the problem is that they lack any sort of course correction. Homing capability would make the rocket launcher's missiles significantly more difficult to dodge on open ground. And there will also be 4 of them. Who knows, if the target lock can be held after acquisition while not directly looking at the target, users might be able to fire missiles upwards (giving them a height advantage) to make them harder to dodge.

Either way I still think they're stupid...not to try and sound rude but I just dislike the idea.

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What if I told you that with the Artillery turret you don't have to peek out from cover and can shoot right over the obstacle you're hiding behind.

 

I'm not sure why you're comparing either of these turrets to existing ones at all. Both of them are completely new concepts unlike any other turret currently in the game. Sure, Thunder also has splash damage and Twins also has slow projectiles, but that doesn't make the new turrets unoriginal. It's like saying that all 11 Tanki turrets are the same because they all have a reload bar and deal damage to enemies.

Well in the description it compared the rocket launcher to twins on projectile speed, saying the rockets will be slower which I think is dumb. So I didn't compare at all, I was making an opinion on the already existing comparison.

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Well in the description it compared the rocket launcher to twins on projectile speed, saying the rockets will be slower which I think is dumb. So I didn't compare at all, I was making an opinion on the already existing comparison.

The turret needs to be balanced. Twins has faster projectiles, but it still has no lock-on, so it will end up missing a lot of the shots anyway, especially against faster hulls. For the rocket launcher, the rockets will follow the target so it will be harder to miss with them despite the lower speed.

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The turret needs to be balanced. Twins has faster projectiles, but it still has no lock-on, so it will end up missing a lot of the shots anyway, especially against faster hulls. For the rocket launcher, the rockets will follow the target so it will be harder to miss with them despite the lower speed.

Unless the player goes behind a wall, or if you can manage to get the missiles to be smart enough to go around obstacles...but that would be overpowered....

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OP amended with information from the V-log 111 (from 0:28 to 1:50), which provided an update on the advancement on the Rocket Launcher and precise the turrets secondary shooting mode (the active mode).

Edited by Viking4s

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Let me ask you 2 simple questions.:

Which current do find easy to use?

Which one you have more difficulty to master?

 

I can already answer looking at your profile, it's seems that you feel more comfortable with isida but can't fire with a railgun.

So it goes with the 2 turrets proposed. People will assume that it is difficult to use one more than the other. It's a simple question which you try to find malice behind (for which purpose?).

 

And to your last question, no the game is not balanced. And the obvious fact is this is why they keep re-balanced it !! THEY don't seem to get it right.

 

What makes the game worse is the lot of people which complain endlessly instead of playing.

so because the game is not currently balanced, than some turrets must be better than others.

 

back to my statement, adding 2 more turrets is not going to help, and might sabotage gameplay entirely..

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so because the game is not currently balanced, than some turrets must be better than others.

 

back to my statement, adding 2 more turrets is not going to help, and might sabotage gameplay entirely..

Who said it wasn't balance?

We said it is diversified, all turret have pros and cons. Use it the right hand it become more pros and then you might say OP. In the wrong hand then it becomes UP.

 

It's a matter of expertise, control and strategy.

In contrary 2 new turrets (by the way it's one or zero currently), will in contrary increase more diversity in the game, each turret will be diluted more in the game.

 

As you can see OP turret never stay OP too long and UP as swell: Update 428 — Parameter tweaks and more

Edited by Viking4s

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...

In contrary 2 new turrets (by the way it's one or zero currently), will in contrary increase more diversity in the game, each turret will be diluted more in the game..

 

Which will make strong 3-weapon modules even more pointless and weak and not worth the price, as opposed to weaker 4-weapon modules (35% each)

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