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Patch Update #430 - New Striker turret, new Alterations and decorations


theFiringHand
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another option for Striker would be a laser guided missile:

 

Normal/Arcande mode:

If you hit the Space bar a rocket is launched right away. If you release the spacebar withing 0,25sec this rocket flies straight.

 

Guided mode:

If you hit the space bar a rocket is launched right away. You keep the space bar down then after 0,25sec the laser lights up.  You can point at your laser at any target and the rocket will try to follow the laser point. If you release the spacebar before the rocked impacts, the laser is cleared and the rocket flies straight from now on.

 

The propability to hit a target in guided mode is almost the same like with a Thunder turret today. It sounds a bit easier but note that your target could move behind a wall whlie your rocket is in flight. You can not aim down on the floor next to the wall, as you have no up/down control of your laser. In order to work for different elevations the laser uses todays autoaim mechanism. Rememer that the rockets have only a limited manoverability.

 

Guided mode reload:

In guided mode the reload should starts after you released spacebar, so that you could fire less rockets in Guided Mode then you could in Normal/Arcade Mode.

 

--

I don't ask to get Striker changed away from salve mode to this guided mode.. but I had the idea and found it cool, so I wanted to share it and ask for feedback.

Edited by BlackWasp777
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OMG!!!! this really puts a burst of energy in the game. My fave turrent is the hammer but now it might need to compete with the >STRIKER<   :o. Darn its hot and cool at the same time :wub: .  Plus the new upgrades make the game more chalanging and epic. PS. LOVE the decor :wub:  :wub:  :wub:  :wub:  :wub: just can you people keep them up the whole year?    PLZ THANKS :rolleyes:  ;) 

 

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1) Striker is a pretty poor name. Please change it.

 

2) I wasn't expecting the alterations, so I'm pleasantly surprised.

 

3) Contest sounds good.

 

Hopefully this new Turret will inject some life into Tanki :)

Shut up u complainer its an awesome name and tanki has life in it if u dont like it stop playing gosh <_<  <_<  <_<

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Guided mode - I thought you were going to propose the Guided mode missile concept from Descent II.

 

Meaning that when you launch the rocket, you transfer nav control from your tank to the rocket. You have no speed control but can steer your missile/rocket toward enemies. Your tank is a sitting duck though since your virtual self is temporarily in the projectile, so consider that for balance. Transfer of control back to your tank occurs when the missile detonates.

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Shut up u complainer its an awesome name and tanki has life in it if u dont like it stop playing gosh <_<  <_<  <_<

Sheesh, you're taking his comment all wrong... Yiper is one of the nicest people in the forum, unlike you, apparently. Ever heard of constructive criticism?

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Maybe it should shoot one missile directly to where it is pointing the instant you release the space bar after a hold. If that makes it OP, then damage could be lowered and to compensate that maybe a shorter lock on time.

 

I think that should solve the problem with elevations, because when you activate the lasers the sensing angle is larger, am I right?

 

Also, maybe the few meters of the released missile/s should be a little bit slower so it can adjust better as it accelerates. Just guessing this could help.

 

The distance of your tank and the locked on target could also play a role in the behavior of the missile.

 

The angle of shooting (straight) should stay the way it is, IMO, because I like to hide (and sometimes shoot from) bellow the end of bridges. If it shoots upwards I'll hit the bridge.

Edited by r_carlo1234
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This "fire a single rocket if you interrupt lock-on" has to be looked into carefully, as it means that you can fire almost any missile you fire as a homing missile. But it would truely solve the elevation issue, if the vertical autoaim angle would be larger and a single missile could be released after interrupting the lockon.

 

@austen_pierce: descent 2 was awesome :) :) :)

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I also think that the Rockets should be able to fire and curve around corners. Right now it just barrels straight into the wall as if it wasn't there, and would have kept going toward the enemy.

 

Also, it's interesting to note the way the laser moves. The lasers for Shaft move smoothly, while the lasers for Striker jerk around. It's partly why they lose the target so much. Maybe the laser should have lock itself. :ph34r:

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Its a good turret, the damage is good but some of the mechanisms could be adjusted.  There are a couple of things I've noticed that I think will make it a more appropriate weapon.

 

1. Increase time off laser resume - the time an enemy falls off the laser is very short before it triggers relasering them in from the start.  Should be a little longer or else the laser use is not very valuable.

1 (option 2). Staged guided missiles - just like with shaft, the longer you are on laser the more destruction, so there should be four levels, releasing after a quarter gives 1 guided missile, half = 2, etc.

2. Increase the splash, a rocket should have more splash than a bullet from a thunder.

3. A little bit more chase to the guided missiles.

 

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I also think that the Rockets should be able to fire and curve around corners. Right now it just barrels straight into the wall as if it wasn't there, and would have kept going toward the enemy.

 

Also, it's interesting to note the way the laser moves. The lasers for Shaft move smoothly, while the lasers for Striker jerk around. It's partly why they lose the target so much. Maybe the laser should have lock itself. :ph34r:

Congratulations, you have found the difference between shafts laser and stikers so we do not need purple lasers antmore :D.

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striker rotation speed of the turret is 108 degrees /sec in M3

Shafts rotation speed of the turret is 27 degrees/sec in M3 (in sniper mode)

Thats why it's smoother.

But Striker turret rotations speed is fine, it's possible to get lockups once you get the hang of it.

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Its a good turret, the damage is good but some of the mechanisms could be adjusted.  There are a couple of things I've noticed that I think will make it a more appropriate weapon.

 

1. Increase time off laser resume - the time an enemy falls off the laser is very short before it triggers relasering them in from the start.  Should be a little longer or else the laser use is not very valuable.

1 (option 2). Staged guided missiles - just like with shaft, the longer you are on laser the more destruction, so there should be four levels, releasing after a quarter gives 1 guided missile, half = 2, etc.

2. Increase the splash, a rocket should have more splash than a bullet from a thunder.

3. A little bit more chase to the guided missiles.

Topic merged

(Original title: Buffing the Striker)

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Guided mode - I thought you were going to propose the Guided mode missile concept from Descent II.

 

Meaning that when you launch the rocket, you transfer nav control from your tank to the rocket. You have no speed control but can steer your missile/rocket toward enemies. Your tank is a sitting duck though since your virtual self is temporarily in the projectile, so consider that for balance. Transfer of control back to your tank occurs when the missile detonates.

I was thinking the same thing for a long time, it would be really cool. But it's so different from Striker it could be a whole new turret. There's room for both.

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Change the laser color/look for Striker so we can see the difference if it's a Striker or a Shaft...

You can see the difference in movement when it's crossing open spaces. When the laser is just sitting there (as in around a corner) you bet it's a Shaft. ;) A striker wouldn't have enough time for the lock.

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You can still see it in the reload bar, kind of like Railgun when it charges up.

thanks, I didnt noticed that.

When I focus on my target in order to trace it, I can not afford to look at the reload bar. So when I trace a target A with the laser, I can not estimate it it is almost done and I can finalize the lockon  /  or if it will not work out and I should start to focus on Target B right away.

 

edit:

but thinking through it.. I think we will learn the time it needs. We also learned to estimate other tanks railgun reload periods quite well. Still it was awesome for beginners to realise what they have to do.

Edited by BlackWasp777
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The aiming is truely more consistant now. If I locked on a Target A half the time, and then Target B crosses for a very short time, then I do not loose lockon of Target A. I like this, it's a good thing.

 

by the way, may I ask you something?

if I move my turret 90 degrees sideways and drive my tank forward, the camera will follow a little delayed, and my turret will not aim anymore to the center of my screen. When I stop my tank, the camera catches up with my tank again and the center of the screen is where I aim to.

Is there any way a player can change that camera behaviour, so that my point-of-aim is always in the horizontal center of the screen?

 

thanks :)

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Striker: I was really looking forward to it with high expectations, but I am quite disappointed about this gun. I would not advice anyone to purchase or buy it, as it is now. It is a lame sitting duck. Dev, please consider the following changes to this gun to make it better suited for battle. (1) remove the laser beam from this gun; (2) remove the timer from this gun. (3) instead, make it work like hammer with a clip of missiles of 4 or 6 in a clip, (4) to be fired at will by the tanker. Also, replace the double turrit with a single launcher in the centre. Now one has to turn to get each missile shot and one has to think from which side did I fire my last missile? (ow, right, then my next single missile is coming from the left side and I have to make a slight turn with my turrit not to miss my opponent). No, it is a great looking desing, the sound is awesome, but this turrit is not a worthy opponent on the battlefield as it is now.

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  • Developer

by the way, may I ask you something?

if I move my turret 90 degrees sideways and drive my tank forward, the camera will follow a little delayed, and my turret will not aim anymore to the center of my screen. When I stop my tank, the camera catches up with my tank again and the center of the screen is where I aim to.

Is there any way a player can change that camera behaviour, so that my point-of-aim is always in the horizontal center of the screen?

 

thanks :)

Last time I speeded-up camera this forum crucified me. Remember? That was over a year ago.

http://en.tankiforum.com/index.php?showtopic=268249

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Last time I speeded-up camera this forum crucified me. Remember? That was over a year ago.

http://en.tankiforum.com/index.php?showtopic=268249

Yeah I remember that. You for sure needed a bodyguard for this week :P

 

 

I'm not asking to change it in the whole game. The players are used to it.

I just want to know, if there is a way, that I can change it myself in the console. I could not find the correct parameter.

 

I guess there have to be two parameters, like maybe:

- "camera turning acceleration??", that causes a delay when I turn the turret)

- "camera horizontal acceleration??", that causes the delay when I drive sideways.

 

The second case (driving sideways) is what I like to change. I made a picture, to explain what I'm asking for

 

 

2hr3ghy.png

 

 

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