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Turret: Rocket launcher Vs Artillery.


Viking4s
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?=missiles will go after the enemy themselves

 

That's what I understand. If that's not what you mean, I don't get you. :p

Yes, that's what I ment. I missed "self aiming missiles" part...I don't know how, my mistake. Thank you. Edited by Phoenix.Raised
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The rocket launcher almost seems like a more advanced Hammer, only with fewer shots and a guaranteed hit if you aim with scope mode. It will be interesting but it might be too similar for my taste. At least right now all guns are completely different.

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The rocket launcher almost seems like a more advanced Hammer, only with fewer shots and a guaranteed hit if you aim with scope mode. It will be interesting but it might be too similar for my taste. At least right now all guns are completely different.

Firebird and Freeze are quite similar on the way they work.

 

You're welcome. :*

Yes, yes I love you too :D Edited by Phoenix.Raised
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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.

Ooo well, That sounds cool... 

 

I'm pretty sure I will try to have it in my own garage ...

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Hazel-Rah

 

so what your saying is that the new turret ( one of them ) will be similar to the Vulcan on loading time then it will only shoot two shoots..

 

in this case we will be having to have a wait time about 10 to 15 seconds so it can load but once loaded it will now like the rail and the Hammer on loading to shoot ..

 

did i understand correctly ..??

 

also would you know what the cost or any info .. also when shots are shooted will it be similar to rico on re-bouncing or more like hammer ..

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While we at it, let me add some facts about that artillery nonsence as well.

 

Atrillery introduction is a bit misleading too. Who would've known! But when you think of Atrillery in a tank game you will most likely think of World of Tanks atrillery, naturally. You know, that eye-in-the-sky one shot imba crap. I got a nice video that describes general consensus over that Artillery, here it is: (18+)

 

 

 

As you can guess we are not going to add this stuff to the game. No no. Will there be an aiming scope or something? Nope. You will have to operate it manually. Will you have to stay in one place to shoot? Nope. You will be able and will have to move around.

 

If you want to picture Artillery then you have to NOT think of it as a mere Artillery cannon. Think of it as of ordinary tank cannon, that shoots projectiles... and that's it. Really. Just a cannon, that shoots projectiles. The catch is that projectiles are going to fall down as they do in real life. To work with this you will be able to set shot angle and control projectile speed.

 

Shot angles are very important as we plan to allow players to use anything between 0 degrees and 90 degrees. You can shoot straight forward and you can shoot straight up. With projectile speed control you are going to get really versatile weapon in your disposal. You can shoot it over walls, you can shoot across entire map and you can shoot it straight to enemy's face. All in one turret.

 

Probably, someone also guessed where did this come from. Everybody knows Worms, right? Yup, the BAZOOKA from Worms works similar to this Artillery system. And if you do know that game you know that to be godlike with bazooka you need some neat skills. This might be one of the most skill demanding turrets in our game. Working with shot angle, hull turning and shot power at the same time to intercept with killing blow a light tank — that is going to be on hell of a challenge. I hope we will be able to achieve this.

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Thanks for all this useful informations.

Hazel-Rah's videos is more for the state of mind (than real information) when you use the turret :P .

Edited by Viking4s

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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.

May i ask what "RnD" stands for ?

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The rocket launcher almost seems like a more advanced Hammer, only with fewer shots and a guaranteed hit if you aim with scope mode. It will be interesting but it might be too similar for my taste. At least right now all guns are completely different.

Too similar to Hammer? That is interesting. There is literally nothing about that turret can be linked to Hammer. But ok, that is an interesting way to imagine it.

 

May i ask what "RnD" stands for ?

Research and development.

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While we at it, let me add some facts about that artillery nonsence as well.

Wow! Much hype! Definitely buying this one when it comes out.

 

 

7fa6b0be9d5614e6e8aa57089f47c718ec462a46

 

 

 

Any release dates you may predict? Sometime around 2020?  :D

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For artulery how you are planning to aim easy?

Like if camera stays like this, as now it may be hard to control it.

But if camea would follow like mentioned in this idea: http://en.tankiforum.com/index.php?showtopic=292929

It could be easier to aim with. (Button in options)

because camera follows Z axis but it could move verticaly too.

3c92N4.gif

 

+ i can see everyone from red team using it in silence map and everyone from blue team using it in noise  :D

Edited by DageLV

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but i hope that the damage with the rocket and the artillery??? (if i spelled it right correct me if not) would be a batter damage then they turret they have like 90% of there health

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:excl: Attention!  

 

I just had to hide 25 more off-topic posts in here. Please continue all your conflicts and arguments in PM if you don't want to stop them in the first place, but let's keep this topic clean. Thank you.

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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.

 

 

ok for this one ..i hope to understand .. if the tanki is in a stationary spot the projectile can hit dead on.. but if the tank is moving would you then have to shoot before the tank, to get it on target .. just like  shaft and rail  ...you have to move the scope to keep up with moving target .?

 

the shooting idea might be a little tricky unless its a faster loader ..then you can get two rounds on target faster .. similar to ricochet and twins when they first start shooting .. ? its a faster loader , then rico slows down ( in my books to reload if you don't wait for it )

Edited by frozen_heart

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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
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_
_
 

missile_M123.png

Katyusha_gig.gif
Destroy those noobs! Edited by Viking4s
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