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Tanks take damage from collisions


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one of the main things about driving a tank is.. well.. being able to drive it properly..

most people here can't drive properly and keep banging their teammates..

so i suggest that we make tanks take damage from force too..

according to some science guy "for every force, there is an equal and opposite force" so if i crush an enemy beneath me i will take the same amount of damage as i deal to him.

so when some noob teammate bangs into me we're supposed to both take damage.. but because in standard battles friendly fire is off so only he takes damage (like thunder teammate shooting at me and only he takes damage)

damage will always be based on force applied, this force will be calculated based on the momentum which is calculated by the mass of the tank as well as the speed when it hits... for vertical fall we just use normal gravity in normal mode and come up with some figure for space mode.. when it's betwee 2 or more tanks then the force will be distributed but when it's between a tank and a wall then the tank absorbd the full force


this can also eliminate noobs who can't drive propery by making them kill themselves when they bump into walls or other tanks..

this can also filter out the mentally challenged people (it should as stupid people whouldn't be allowed to drive tanks)


i really think this idea should be part of the game as i have seen tanks pushing each other in real tank battles.

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Valid

 

I've seen variations of this idea multiple times before. It makes sense, but I'm not sure if it fits in with Tanki's gameplay dynamic, where the gameplay seems to encourage "rekless driving" so that you can do various flips and tricks.

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Under review

 

I've seen variations of this idea multiple times before. It makes sense, but I'm not sure if it fits in with Tanki's gameplay dynamic, where the gameplay seems to encourage "reckless driving" so that you can do various flips and tricks.

Oh gee.... I wonder where they got that from....

 

 

 

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Under review

 

I've seen variations of this idea multiple times before. It makes sense, but I'm not sure if it fits in with Tanki's gameplay dynamic, where the gameplay seems to encourage "rekless driving" so that you can do various flips and tricks.

encourage reckless driving?

 

more like encourage "who's the stupidest of us all" the way i see it -_-

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I suppose blocking your teammates is an even better mult strategy now, since they will take damage trying to push you out of the way.

you'll just have to push them against a wall and...

 

you rather be against mults you can at least cause them to take damage or..?

 

you rather one mult your team constantly needs a few people to keep him busy or one mult everyone can just make him take damage to get himelf killed over and over again?

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can we not have this. It would massively nerf close-range weapons since all you need to do to fight back is bump them. 

 

Also this would make it easier to sabotage your team and that's not good. 

read properly or get out.

 

you are the reason we need something like this to filter the stupid out of this game

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So what did i miss then? 

for every force, there is an equal and opposite force

 

this means bumping at close range turrets won't help to fight them

 

figure the other part out yourself

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for every force, there is an equal and opposite force

 

this means bumping at close range turrets won't help to fight them

 

figure the other part out yourself

Gonna use M0 stats here because i felt like it. 

 

High burst damage (such as Railgun) gets a head start on high DPS (Firebird). This means that even though a Firebird will beat a Railgun, for the first 2-3 seconds or so in the encounter, the Firebird has LESS HP THAN THE RAILGUN, since Railgun can deliver up to 800 damage instantaneously, while Firebird will need to wait some time to deal that same amount. THIS IS 2-3 SECONDS THAT THE RAILGUN CAN RAM THE FIREBIRD AND WIN. 

 

This is why. 

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Good thought, but the first thing that comes into my mind? Bugs. Let's be honest, I don't want to die while standing or lagging and I'm aware that this would happen for sure. First, let's hope for a functional kill-counting website...

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Gonna use M0 stats here because i felt like it. 

 

High burst damage (such as Railgun) gets a head start on high DPS (Firebird). This means that even though a Firebird will beat a Railgun, for the first 2-3 seconds or so in the encounter, the Firebird has LESS HP THAN THE RAILGUN, since Railgun can deliver up to 800 damage instantaneously, while Firebird will need to wait some time to deal that same amount. THIS IS 2-3 SECONDS THAT THE RAILGUN CAN RAM THE FIREBIRD AND WIN. 

 

This is why. 

you are full of rubbish..

 

this only applies to m0 firebird, this doesn't apply to m0 freeze, m0 isida m4 fire, m4freeze etc.. ONLY m0 fire after they nerfed DPS and made most of it's damage come from burning.. so fire is now more about burning and running away to let them burning to death

 

you said "nerf close range turrets" plural.. may i know other than fire (at low modifications) what else is there?????

 

and if we go by M0 that means hulls have low acceleration and mass... and for a close range battle how much momentum can you gain to deal sufficient damage??

 

 

 

your example might only apply to your particular case and NOT "close range turrets" as you said.

 

I am not here to listen to you make up fairy tales just to save your face after you realized the nonsence you just sprouted.

 

 

 

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Gonna use M0 stats here because i felt like it. 

 

High burst damage (such as Railgun) gets a head start on high DPS (Firebird). This means that even though a Firebird will beat a Railgun, for the first 2-3 seconds or so in the encounter, the Firebird has LESS HP THAN THE RAILGUN, since Railgun can deliver up to 800 damage instantaneously, while Firebird will need to wait some time to deal that same amount. THIS IS 2-3 SECONDS THAT THE RAILGUN CAN RAM THE FIREBIRD AND WIN. 

 

This is why.

 

However, if the railgun misses, he's gonna have to wait 4 or 5 seconds of reload, plus the 1.1 seconds of delay before firing the actual shot.

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you said "nerf close range turrets" plural.. may i know other than fire (at low modifications) what else is there????? 

Any close range turret that deals considerably less burst damage than a Hammer/Railgun of the same modification

 

 

I am not here to listen to you make up fairy tales just to save your face after you realized the nonsence you just sprouted. 

No one's forcing you to be here  ;)

 

However, if the railgun misses, he's gonna have to wait 4 or 5 seconds of reload, plus the 1.1 seconds of delay before firing the actual shot.

Well that happens already

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Any close range turret that deals considerably less burst damage than a Hammer/Railgun of the same modification

hammer already pwns close range turrets in 1V1...

 

stop making up your pathetic stories

 

 

No one's forcing you to be here  ;)

you're right, no one's forcing le to waste my time on your rubbish so i won't anymore.. i though i would wake you up but no, you just started acting stupid so I'm done with you

 

off to go behave like the clown you are in real battles now.. hopefully a stupid filter of some sort will get imoplemented someday

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