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Increase impact force and recoil/decrease hull weight at higher modification levels


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As the upgrade level increases, using your turret's impact should become increasingly effective. An m0 wasp, shot by an m0 rail, should jump a little, but not a whole lot (maybe 60% of what it does now). An m1 wasp, shot by an m1 rail, should jump around 90% of the current average amount, so just slightly less. An m2 wasp, shot by an m2 rail, should be knocked around 130% of its current amount, so just about a third more. An m3 wasp, shot by an m3 rail, should lurch 150-160% of its current amount. And an m4 should jump, when shot, up to 175-200% as much as it does now. These changes could be carried out by decreasing the hulls' weights, more and more at higher modification levels.

Railgun used to have enormous impact, and was able to flip tanks easily. I would love to see this brought back at high ranks with all guns through the decreasing of hull weight.

This would take lots of skill, and would take lots of time to get used to, and so a shot's effect on a hull should be lower at lower ranks to facilitate this. It should be relatively easy to flip a tank (and yourself with recoil) at m3. This would:

  • Require skill: Instead of dealing just damage, you are also delivering high impact force and can use it to your tactical advantage, shooting tanks at their least stable moments (when driving up ramps, shooting, etc) to maximize flipping potential. This would make XP/BP more exciting as well. Railgun used to have incredible impact force, and be able to flip tanks easily. I would like to see this brought back at high ranks.
  • Counteract the "supplies beats skill" effect: Supplies would not increase or lessen the impact force, and so a larger part of the effect of the gun would be the same for druggers and non-druggers alike. You can flip druggers without drugging yourself, even though you probably couldn't have killed them otherwise.
  • Make gameplay more interesting, exciting, and intense as you rank up and progress: Instead of merely exchanging damage (borriinnggg), you would be trying to flip your enemies, gradually adding a new dimension to the gameplay. At high ranks, tanks should be batted about like flies.
  • Make parkour more interesting/powerful (I don't need to elaborate).
  • Allow non-impact weapons to be buffed: Fire, Freeze and Isida could all be buffed, because their aim and driving would keep getting knocked off without their being able to retaliate in that manner. With Isida in particular, it would be extremely difficult to maintain beam contact with an enemy tank with an impact gun. Isida could be buffed, and it would require more skill, but the results would be worth it.

Shaft would have to receive a gyroscope while in scope mode to maintain its current capabilities. The outer barrel spins near the tip perhaps, and the turret behaves like Vulcan while scoped in, making it harder to knock off its aim. It would be about as easy to knock off its aim as now. But this is optional and could be added later.

 

The impact force of some guns (Rico, Twins and Smoky come to mind) might need to be tweaked if the weight of all hulls, more so at high ranks, were decreased.

I think that making the tanks react more to the impact of guns would make the gameplay more exciting, challenging, and skillful. Does anyone else think so?

 

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May I state one figure to oppose this proposal:

 

Beeing flipped over more then 400 times in one month.

 

And yes, I counted them. This was, when Rail was used to have a very, very high impact force and the turrets got their own hitbox. Gameplay was a drama. Even purchasing my M3 Wasp on my main back then, did not relieve me of that pain.

The flipover rate of a Wasp is pretty good now as it is imho

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It makes no sense to make such a drastic change just to help one turret. Mammoth would end up losing popularity due to being flipped so easily and yet is still slow.

 

 

But go ahead and do it on dictator, it needs it really badly :ph34r:

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