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Let's Discuss Ares!


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What do you think about Ares?  

12 members have voted

  1. 1. Which gaming style do you prefer when playing with Ares?

    • Attack
      4
    • Defence
      6
    • Support
      5
    • Parkour
      1
  2. 2. Which game modes do you prefer to play in when using Ares?

    • TDM (Team Death Match)
      2
    • CTF (Capture the Flag)
      6
    • CP (Control Points)
      6
    • ASL (Assault)
      2
    • RGB (Rugby)
      4
    • TJR (Team Juggernaut)
      5
    • SGE (Siege)
      9
    • DM (Death Match)
      1
    • SJR (Solo Juggernaut)
      1
  3. 3. Which skin for Ares do you prefer?

    • Standard
      4
    • XT
      10


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Also, let us not forget that Ares is still being tested and the final version that would be released might be different in mechanics as to one in the test server. 

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4 hours ago, E_polypterus said:

so u can turn the turrert with ares?

I have seen player doing it, maybe it was a bug (20% probability) or bad programming (80% probability). The 2 key (Z and X) which are normally allocated to turn the turret were actually used to rotate the hover hull - so in total you have 6 keys to drive it instead of 4 for other hulls. If this remain the case player will need a time for adaptation and think as the turret being attached to the hull. That is weird, but it cannot be help, I won't mind an alteration to remove the sliding left and right against the option to turn the turret.

unknown.png

Edited by Viking4s

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I had fun pushing Ares' off the edges in Archipelago with Hunter, even though I couldn't damage them with my turret

Edited by SporkZilla

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You are making just hover higher. For the rest it behave the exact same way. It does not tilt and sway that much, Ares is more stable.

Edited by Viking4s

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Use either Twins + Heavy Plasmagun / Striker + Cyclone or Uranium and Defender on Ares, thank me later when it drops on the main servers.

Edited by Azonyx

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No, I tried the ares in test server. Hull does not feel like it's hovering. 

Mines do affect it, wasp can  drive below it and mammoth sitting on top of ares doesn't change anything in how it hovers. Nibbles, I  even specified, not excatly the same as I made my hull almost half a year ago, but something similar, so the hull feels like it hovers

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Everyone I spoke to wwho tried ares said they don't like it. 

If the hull is being tested, then isn't that the best moment when to take in ideas? 

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1 hour ago, DageLV said:

 

I think it just has a skill curve on it...I personally enjoy using it, but I can see where others might not like it. Give these people some time though, and they will probably turn to like it, or at least think of it decently.

1 hour ago, DageLV said:

If the hull is being tested, then isn't that the best moment when to take in ideas? 

Not necessarily; the testing is to make sure all the fundamental dynamics are okay, then the Developers can focus on tweaking minor problems as time progresses. Just simply increasing the distance the hull hovers off the ground is probably as simple as typing in a larger integer in the coding for the hull.

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1 hour ago, Mr.Nibbles said:

I think it just has a skill curve on it...I personally enjoy using it, but I can see where others might not like it. Give these people some time though, and they will probably turn to like it, or at least think of it decently.

Not necessarily; the testing is to make sure all the fundamental dynamics are okay, then the Developers can focus on tweaking minor problems as time progresses. Just simply increasing the distance the hull hovers off the ground is probably as simple as typing in a larger integer in the coding for the hull.

I personally don't like that the new controls  basically  force me to use mouse controls. That if you're zoomed out with q, you can't  drive up any slopes, and so on. One for sure, the hulll is nowhere near ready for release

 

Yes, making the hull hover a lol bit higher wouldn't take much effort, probably just moving the object higher up in auto desk and then checking how far till the ground,, 

But the thing is, ares is too rigid. When it collides with something, I expect to see the momentum of the hull slamming whatever it hits... To do anything. Now it acts identical to as if you used brakes. 

Maybe from seeing the video it looks like my ares is identical to tankionline ares, but in testing it, it's not

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1 minute ago, At_Shin said:

How did you design your Ares? 

 

How is this possible?

There are ways to do it... After all, Tanki managed to do it! ?  (looks like an awesome software)

@DageLV clearly is an excellent programmer... I myself was awed, and mind-blown... Great work, Dage!

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Your tank do not hover like a real hovering machine, if it was it should be able to go sideways, in fact it just drives like a normal tank, the only difference you made is that it goes up and down like he is on an invisible elevator. And it is less stable than a normal tank, it tilt too much.

It is because it goes sideways that it requires 6 buttons to drive it, they use the turret keys to make the hull rotate left ot right. For going up and down what did you do? you needed 2 more keys to do that too. 
If you really want to go up and down too with sliding capability you would need 8 buttons. I prefer the sliding coampre to going up and down like a chopper.

Edited by Viking4s

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22 hours ago, DageLV said:

Now ares doesnt feel like its hovering and the turning system isnt the best either. 
So, maybe make the hover hull more hovery? 
This is quite old video when i was adding ares to my project.
I dont mean make it excatly like i did, but somewhat like i

 

Topic merged

Let's wait for it to be released on main servers, and if its physics aren't improved by that time, feel free to post the same suggestion in the official news topic.

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Ares is REALLY cool in my opinion, especially in parkour fights. If you are flipped, then you can literally drive around the entire map, planting mines. You can upright yourself against props, and it's almost easier to control! It's really funny to watch, too. 

Edited by tankicola
  • Haha 1

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1 hour ago, DieselPlatinum said:

It was the hulls first prototype (I think) make by the devs themselves.

Guy called Oskarax made the model/textures based off of the video they showed

2 hours ago, Viking4s said:

Your tank do not hover like a real hovering machine, if it was it should be able to go sideways, in fact it just drives like a normal tank, the only difference you made is that it goes up and down like he is on an invisible elevator. And it is less stable than a normal tank, it tilt too much.

if the hover craft has to push itself off the ground, and propellant is pushing it forwards, then my hull works like hover craft would. I am allowing user to turn turret, because its better for the gameplay. And no. On the video u can see the blue ball. The ball in code travels downwards. If it hits something, it pushes the hull up. So, its not rly like an elevator. Yes, it is less stable than a normal tank... Because its suspended in mid-air... And i have to repeat again. I told to add something SIMMILAR, not coppy code letter by letter.

2 hours ago, Viking4s said:

It is because it goes sideways that it requires 6 buttons to drive it, they use the turret keys to make the hull rotate left ot right. For going up and down what did you do? you needed 2 more keys to do that too. 
If you really want to go up and down too with sliding capability you would need 8 buttons. I prefer the sliding coampre to going up and down like a chopper.

... What? im using WASD/Arrows to move, ZXC/<>? to turn turret.

^ guys comment above this also proves that ares is quite broken. If thrusters are pushind down, then if the hull is flipped, the thrusters shoud accelerate the hull downwards, not let it hover upside down.

Edited by DageLV

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DageLV's Model of flying tank make more sense to me since its using jet thrusters. The reason is if you want to lift a huge piece of metal tank(or any heavy dense material) it can not be lifted by few small fans it would require flying system something like helicopter, and Current ares is a heavy tank.

A hovering craft is supposed to be light weight, fast and easy to maneuver.

11 hours ago, Viking4s said:

Your tank do not hover like a real hovering machine, if it was it should be able to go sideways,in fact it just drives like a normal tank, the only difference you made is that it goes up and down like he is on an invisible elevator. And it is less stable than a normal tank, it tilt too much.

It is not necessary for hovering system to go sideways, Its depends on mechanics of propellers and programmed controls. it can also move with normal tank movement (WASD).

note: flying system use roll, yaw, pitch to go left right or up

Edited by Mirza7

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3 hours ago, Mirza7 said:

DageLV's Model of flying tank make more sense to me since its using jet thrusters. The reason is if you want to lift a huge piece of metal tank(or any heavy dense material) it can not be lifted by few small fans it would require flying system something like helicopter, and Current ares is a heavy tank.

A hovering craft is supposed to be light weight, fast and easy to maneuver.

It is not necessary for hovering system to go sideways, Its depends on mechanics of propellers and programmed controls. it can also move with normal tank movement (WASD).

note: flying system use roll, yaw, pitch to go left right or up

Then it wouldn't be a hovercraft now, and more towards how a jetpack and rocket would function.

If Ares was made a lightweight, it would be too fast to control it.

I don't know about you, but Ares seem to move in a speed that's similar to that of dictator if not faster, at least from what I've seen from test server videos.

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I cannot get over how incongruent Ares is with regards to the rest of the hulls, which have similar controls, mechanics, and visual design. It sticks out like a sore thumb, and I don't see what the motive for adding it was. Is there something meaningful that it contributes to the game?

I believe that though there is nothing wrong with adding new game mechanics, these mechanics should not be realized through hulls, but rather through turrets, game modes, drones, etc. The purpose of a hull, in my opinion, is to supplement or clarify the gameplay role of a turret, and not supply some gameplay role on its own. For example, the choice of equipping a light hull or a medium hull with Railgun allows the player to choose between a more active hit-and-run playstyle or a more passive support role. Hull choice definitely influences gameplay, but note that the focus of gameplay is on the turret. Ares shifts the focus to the hull - to the driving mechanic, to the hovering mechanic, when really the focus should be on shooting and positioning. It's tanks online, and not hovercrafts online.

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14 hours ago, DageLV said:

[...]

if the hover craft has to push itself off the ground, and propellant is pushing it forwards, then my hull works like hover craft would. I am allowing user to turn turret, because its better for the gameplay. And no. On the video u can see the blue ball. The ball in code travels downwards. If it hits something, it pushes the hull up. So, its not rly like an elevator. Yes, it is less stable than a normal tank... Because its suspended in mid-air... And i have to repeat again. I told to add something SIMMILAR, not coppy code letter by letter.

... What? im using WASD/Arrows to move, ZXC/<>? to turn turret.

^ guys comment above this also proves that ares is quite broken. If thrusters are pushind down, then if the hull is flipped, the thrusters shoud accelerate the hull downwards, not let it hover upside down.

At the start of the part about your "hovercraft" video it goes up like an elevator. After when you shot it goes completely berzerk, almost in a willie. You should add compensator so it doesn't overreact. If something similar, then Ares is already ballpark, that is perfect. ARES is more like this: a cross over between real hovercraft and futurist glider:

KixZEtY.gif - MPJJuCy.gif

Going up and down is not good for gameplay, these gives too much leeway for the player, you make it more like a drones that a hovercraft, but event drone can go sideways, this specific is missing from our proposal. 

Ha, i got mislead because in your video, the spawning is from the above, so it doesn't go up and down.

so in your model it should do the same, right!?

Edited by Viking4s

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On 6/25/2020 at 2:01 PM, Mr.Nibbles said:

We already have no clue how mines will impact this tank, but I will assume it will go one of these two ways:

  • The user will be able to completely ignore mines, driving right over the top of them
  • The mines will do damage when being driven over, but not have an impact on the hull's drive/flight path

Both of these are correct. You do not hit the mines while driving normally but if a part of your hull touches a mine while jerking/driving up a ramp you get hit. The impact is less but it's still an impact.

Also the only way to turn your turret with Ares is to use mouse controls. However the hull automatically starts to slowly center to wherever your turret is facing when you turn it.

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18 minutes ago, Hexed said:

Both of these are correct. You do not hit the mines while driving normally but if a part of your hull touches a mine while jerking/driving up a ramp you get hit. The impact is less but it's still an impact.

Also the only way to turn your turret with Ares is to use mouse controls. However the hull automatically starts to slowly center to wherever your turret is facing when you turn it.

Can it turn with keyboard when using RGC magnum?

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56 minutes ago, Hexed said:

Also the only way to turn your turret with Ares is to use mouse controls. However the hull automatically starts to slowly center to wherever your turret is facing when you turn it.

There's a catch, the turret stops turning once you die and respawn, even if you use mouse controls. Kind of lame.

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