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Range on Turrets doesn't really mean anything


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           Hello, fellow citizens of TO!

       I'm sure we've all noticed that odd number that doesn't really make a difference in our turret's statistics. It's all my opinion, but the Range on a turret doesn't really mean much; I mean, all you do is compare Smoky's range to a Fire's range, and base your estimate off of that, but there's no real number.  

       What I'm suggesting is that the Developers bring to the game an extra number above each enemy/fellow tank's head, showing how far each teammate or enemy is. The distance of how far away you would be able to see a tank's range would be the maximum range of your turret, excluding Shaft and Railgun, which would be limited. Some of you might complain that the screen is certainly cluttered enough; we don't need this. That is why there is a Settings bar, isn't it? 

 

       So, if you like the idea, give it a thumbs up and post your opinion.

Thanks,

Geevuh/NotANewb/Adversary

 

 

A picture of what it would look like;

 

 

The green number is how far away the enemy robot is.

       

 

 

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[intf]

I like this idea. I do agree that at the moment it's really hard to judge distance and particularly when you use Hammer, Smoky or Thunder, it's nearly impossible to tell if you are damaging your opponent or not. But if there was a number to show range and maybe even a colour scale (green to red, where more red = less damage you will deal), then it would be much easier to play.

 

P.S. at the moment there is a way to calculate distances using the tiles on the floor, where each square = 5 metres. But obviously it's a very inconvenient method, as you don't often see the individual squares and usually don't have time to count them.

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I thought, the ability to judge that was supposed to be skill.. which comes by time.

But ok.. as I play either shortrangers or Railgun, I did not run into this issue by now.

But what I can tell from beeing a wasp, is that high rank Hammers know _exactly_ how close the have to come, to take me out.

 

I think more of a problem is this:

in Tanki the name and rank over enemy tanks fades out if they are "too far" away. This makes it easier for snipers to hide and for ninjas to sneak. With an introduction of a range display, this possibility to hide would be gone.

I suggest you think about a solution for this.

 

Besides, didn't Tanki say they want to give damage indication numbers over the enemies that you hit?

Those could teach you range as well

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           Hello, fellow citizens of TO!

       I'm sure we've all noticed that odd number that doesn't really make a difference in our turret's statistics. It's all my opinion, but the Range on a turret doesn't really mean much; I mean, all you do is compare Smoky's range to a Fire's range, and base your estimate off of that, but there's no real number.  

       What I'm suggesting is that the Developers bring to the game an extra number above each enemy/fellow tank's head, showing how far each teammate or enemy is. The distance of how far away you would be able to see a tank's range would be the maximum range of your turret, excluding Shaft and Railgun, which would be limited. Some of you might complain that the screen is certainly cluttered enough; we don't need this. That is why there is a Settings bar, isn't it? 

 

       So, if you like the idea, give it a thumbs up and post your opinion.

Thanks,

Geevuh/NotANewb/Adversary

 

 

A picture of what it would look like;

 

 

The green number is how far away the enemy robot is.

Is that halo ;0

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I thought, the ability to judge that was supposed to be skill.. which comes by time.

But ok.. as I play either shortrangers or Railgun, I did not run into this issue by now.

But what I can tell from beeing a wasp, is that high rank Hammers know _exactly_ how close the have to come, to take me out.

 

I think more of a problem is this:

in Tanki the name and rank over enemy tanks fades out if they are "too far" away. This makes it easier for snipers to hide and for ninjas to sneak. With an introduction of a range display, this possibility to hide would be gone.

I suggest you think about a solution for this.

 

Besides, didn't Tanki say they want to give damage indication numbers over the enemies that you hit?

Those could teach you range as well

It's a good question that I am not able to answer as of now, but I'll think about it. However, one solution would be placing a Position on each tank; before you join the battle, you either have to choose Attacker/Defender or Sniper. Snipers would not be able to cross into the opposing team's base or a section of the enemy's base, with the benefit of not being "targeted" until you enter the normal distance. Attackers/Defenders would be able to be seen depending on your turret's range, but would have the ability to cross over into the enemy's base. You would be able to switch what Position you are playing in-game. This part of the update would be clumsy, but I'm quite sure the TO Team would be able to think up a better idea than me :lol:. 

 

Yes, it would be possible, but for Railguns and such turrets, it would simplify the game, and I believe that as of now that is part of TO's mission for the players.

 

 

I also forgot to add that Fire, Freeze, Isida and Hammer would be given longer sights than their natural range.

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I thought about that V-key too; but even pressing the V key does not reveal enemies out of your "name is displayed" range.

And.. I think that the range information is only necessary for targets outside this range.

 

I have not yet meassured it, but I guess this name display range is somewhere around 75 meters.

Which weapons would benefit from it, except Hammer, Rico and Twins? (their damage really gets zero beyond range).

 

 

If I have to choose between two targets, I anyways have to chose the one, that is tactically more clever to shoot at.

If I want to shoot at the closer target, I can tell easily which one is closer then the other (looking distance on floor, knowing the map) so that this would not be usefull here.

 

In all other cases (smoky, Thunder and Vulcan shooting at single and only available targets at long range) I dont care if I do much or less damage.. I simply do damage there, because no better target is available.

Rail has infinite range anyways and I doubt that a shaft would care. But.. in shafts scope mode you would have space for a distance-meter at least :)

 

The only usecase that i see is Rico, Twins and Hammer - all at max range.

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There is a planed update a bit like this that was mentioned in a V-Log. When you damage an enemy a " - X damage " will appear above the tank. It will be helpful for turrets like Railgun, but not really Twins.

 

Its not hoe far away you are from your enemy, but the damage you deal should indicate whether you need to move forward or not.

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There is a planed update a bit like this that was mentioned in a V-Log. When you damage an enemy a " - X damage " will appear above the tank. It will be helpful for turrets like Railgun, but not really Twins.

 

Its not hoe far away you are from your enemy, but the damage you deal should indicate whether you need to move forward or not.

Well, it's also still helpful, as BlackWasp said, for Fire, because you won't be able to see how much damage you're dealing because you can't even hit the guy.

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Firebirds see the immediate effect as the enemy hull starts to turn red.

Freezers note the tanks slowing down.

 

The damage of a firebird fades out with increasing range to zero.. but the heatup effect has full impact within range, no matter of its distance (therefore the firebird alternation is too overpowered today.. but have patience.. they will "balance" it for sure after enough players have spend crystals on it).

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Firebirds see the immediate effect as the enemy hull starts to turn red.

Freezers note the tanks slowing down.

 

The damage of a firebird fades out with increasing range to zero.. but the heatup effect has full impact within range, no matter of its distance (therefore the firebird alternation is too overpowered today.. but have patience.. they will "balance" it for sure after enough players have spend crystals on it).

The Firebird alteration seems to be the perfect counter against a high-level Isida.

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Under review

[intf]

I like this idea. I do agree that at the moment it's really hard to judge distance and particularly when you use Hammer, Smoky or Thunder, it's nearly impossible to tell if you are damaging your opponent or not. But if there was a number to show range and maybe even a colour scale (green to red, where more red = less damage you will deal), then it would be much easier to play.

 

P.S. at the moment there is a way to calculate distances using the tiles on the floor, where each square = 5 metres. But obviously it's a very inconvenient method, as you don't often see the individual squares and usually don't have time to count them.

I heard the distance for the hammer was as long as 11 wasps bumper to bumper

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The Firebird alteration seems to be the perfect counter against a high-level Isida.

if you are a firebird you have to get close up (damage incresse with range) while the isida shall stay at the edge of the range (as it's damage does not decay with range). If you come up close you have at least an afterburn kill in todays setup.

Fire works even better it he puts a 1sec blast and inflicts burning damage.. hides and comes back a few seconds later to blast out all energy at max damage range (close up).

 

So today it sounds leveled to me.. at least at M3 level

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