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Ideas for Hulls and Overdrives!


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What about a medium-duration invisibility until you fire your turret or move onto a capture point? You could even do it when you have a flag, but it'd be kinda pointless since the flag can't turn invisible as well. If you take damage you briefly flicker back into visibility.

Kind of like the tanki x module? if so, then the tracks should be slightly visible

Edited by CAPiano

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I have another superb idea that I have in mind about an overdrive that can be implemented to the Hover hull. This overdrive would consist of a spinning "Disco Inferno" firing overdrive which would deal heavy damage to enemy tanks, regardless of their size and armor plates.

 

The idea came to my mind from the PlayStation 1 game called "Vigilante 8". This is from the Boogie character.

 

Read about the Boogie character on this page: http://www.projectv8.co.uk/v8arcade/characters/boogie/

 

Please take a good look at the video at 5:00 when Boogie uses his deadly weapon (Disco Inferno), (disco ball) at his enemies. Video here: https://www.youtube.com/watch?v=Zb_eOzuwcQQ

 

How the Disco Inferno overdrive would work in Tanki Online:

 

The Disco Inferno overdrive would work by firing a continuous string of bullets which would in turn deal heavy damage to enemies. The damage would vary depending on the player's hull modification. This overdrive could be a great one for the Hover hull. The Disco Inferno overdrive would pick up enemy tanks and send them into a barrel spin in the air. The Disco Inferno overdrive would also push enemies away from the shooter at close to close-medium range. The effect of this overdrive would last between 5 to 10 seconds, depending on the player's hull modifications and micro upgrade levels.

 

Overdrive's Voice:

 

The current overdrives don't have any voices yet. However, it would be so much fun to add a laughing voice to the Disco Inferno overdrive to warn enemy players about the danger coming.

 

Shot effects:

 

The default shot effect that would be suitable for the Disco Inferno overdrive would be pink. Take a look at the video's link I posted above at 5:00 and later. However, it would be a very ideal idea for developers to add cool shot effects to this overdrive.

 

Not a secondary turret:

 

The Disco Inferno overdrive is not a replacement of any turret, nor a secondary weapon. It's purpose is only an overdrive that players can activate when fully changed.

 

Automatic aim:

 

The Disco Inferno overdrive will automatically aim at any enemies that are in its radius. This overdrive would attack multiple enemies if they are all in the radius of the overdrive. Enemy tanks will fly and spin in circles are the sheer and repetitive firepower of this overdrive lifts and damages tanks whilst under attack of the overdrive. To understand more on what I mean, and how this overdrive is supposed to work, please take a close look at the YouTube video link, timed at 5:00 and later.

 

Hover hull and the Disco Inferno:

 

I speculate that the Disco Inferno overdrive would best fit the new Hover hull which is still in active development. The hover hull would look great with its hovering abilities, plus this shooting Disco Inferno overdrive which would help it fend off enemies at close range.

 

​Vigilante 8 ideas for Tanki Online:

 

Vigilante 8 is a PlayStation 1 game that has many weaponry and special overdrive weapons that can be used by developers to be inspired to implement superb and proper game mechanics for turrets, overdrives, and even supply boxes. Many of the weaponry and overdrive abilities used in Vigilante 8 are perfectly suitable for Tanki Online's game mechanics. Developers just need to make more research about Vigilante 8 and compare their weaponry and overdrive abilities to Tanki Online for analysis to help them develop fantastic turrets and overdrives to be used in Tanki Online so that Tanki Online can expand even more.

 

It is true that great ideas from other computer games such a PlayStation 1 games can be implemented to Tanki Online if they fit the Tanki Online criteria.

 

Vigilante 8 - Boogie (Part 1): https://www.youtube.com/watch?v=Zb_eOzuwcQQ

 

Vigilante 8 - Boogie (Part 2): https://www.youtube.com/watch?v=Wd9UcYVzH2M

 

Disco Inferno image:

 

maxresdefault.jpg

 

Take a look at the images here: http://www.projectv8.co.uk/secondoffense/characters/boogie/

 

This idea of mine is another original idea that is great for implementing overdrives. Please post your comments below and create new overdrive topics if you have amazing ideas in your heads.

 

Thank you reading and watching the videos I linked above, and closely look at the images I posted in the link and the one above. Many thanks.

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Ares already has an opening on the front, suggesting that its OD will fire something. Not sure if it will be what you suggest - I predict that it's more likely to be one big blast that knocks other tanks away, like Juggernaut's OD, but it can be used at range.

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Viking's manoeuvrability has great problems. When steering the Viking hull left and right, it always tends to have problems with the level of steering accuracy. Therefore, me and other players keep on driving into other players or crashing into walls or buildings.

 

This manoeuvrability problem only occurs with Viking. No other hull has this problem. This problem only comes with Viking because the centre of gravity for the steering motion of the hull is not correct. Viking needs a tweak only in its steering. Nothing else.

 

I have used Viking today, and it's terrible to drive around, especially on maps where there are different elevation levels on terrain or maps that have narrow passages.

 

Please re-balance the steering of Viking so that it's more like Hunter.

 

Thank you.

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After using Wasp with its Nuclear Bomb for quite some time now, I have found out that Wasps, Hunters and Even Viking run away from the radius of Wasp's bomb out of harm's way. Players even hide behind walls and buildings very quickly.

 

This problem is really problematic because I see many of my Wasp bomb overdrive being wasted away. The same goes for other Wasp players as well.

 

To fix this issue, the best thing to do is to double the radius of Wasp's overdrive nuclear bomb, not the damage. By giving the overdrive nuclear bomb 2x the radius, that would stop runaway tanks from escaping undead.

 

Please double the radius of Wasp's Bomb.

 

Thank you.

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I do drive backwards as well, but that does not improve Viking's maneuverability. Viking's steering is very bad, so it definitely needs a fix.

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Thanks Maf for being here and replying back to me.

 

The idea I took for the PlayStation 1 game, "Vigilante 8" would send enemy tanks flying in circles like the destructive motion effect of a tornado.

 

Please take a look at the first video link I posted above at 5:00 timing. (First 5 minutes on the video). This will help you understand better what I am talking about.

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There is a great video from Vigilante 8 Second Offence. This video features all the Special weapons which could be implemented for Tanki Online new hull's overdrives.

 

Please take a good look at this video from start to end carefully. Link here: https://www.youtube.com/watch?v=V_ve23hGPxQ

 

Many Special weapons that are available in "Vigilante 8" and "Vigilante 8 Second Offence" can be put to good use when developing new overdrives for new hulls. The two Vigilante 8 games have many mechanics that could work for when developing new turrets and new overdrives for new hulls.

 

I hope you like it.

 

Thanks for watching.

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Here's another video of all the "Characters Special Weapons" from "Vigilante 8". Video here: https://www.youtube.com/watch?v=8qgP6pNbcAI

 

Like I said before, many special weapons from those two Vigilante 8 games can be applied as overdrives when new hulls are developed. There are also some "special weapons" that are best suited for when developing turrets for Tanki Online.

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Not a bad idea.

 

Would the disco ball stay in the same place, or follow the tank? I think it should follow the tank so we can control it where it is, and so it's not like a Wasp bomb that stays where you drop it.

 

How high from the tank the disco ball would be? I think it should be very high to be able to fire at hiden tanks like hiden Magnums, or tanks that are on higher levels, like in Noise when you are in the blue team.

 

Or the OD could be like calling reinforcements that would drop bombs on enemy tanks... like bomber jets instead of a disco ball.

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I do drive backwards as well, but that does not improve Viking's maneuverability. Viking's steering is very bad, so it definitely needs a fix.

Just about every hull has problems with the level of steering accuracy. Sure it can be very annoying, but it's just one of those things that we'll jus have to deal with.

 

I think what Viking really needs is a weight buff because right now, it just gets knocked around too easily.

 

Plus a hornet of the same modification can easily push it with no problems.

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Larger radius would help, but devs actually had another idea - making Wasp's bomb throwable like the Rugby ball. I think that would help quite a lot and be a more interesting mechanic than simply increasing the blast radius.

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In my point of view, it is better to increase the radius range of Wasp's Bomb by 2x.

 

If Wasp's bomb becomes a throwable bomb, then it feels more like a turret, which would not make much sense at all.

 

It's better to have a grenade launcher turret instead that throws grenades at enemies dealing a good amount of damage. If you want Maf, I can create a new threat for a "Grenade Launcher Turret".

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You may be correct. It is possibly true that Viking would require a weight buff. I am not too sure on that. Mainly the problem is the steering that needs a buff for sharper turning and move the centre of gravity of Viking more towards the front of the hull.

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In my point of view, it is better to increase the radius range of Wasp's Bomb by 2x.

 

If Wasp's bomb becomes a throwable bomb, then it feels more like a turret, which would not make much sense at all.

 

It's better to have a grenade launcher turret instead that throws grenades at enemies dealing a good amount of damage. If you want Maf, I can create a new threat for a "Grenade Launcher Turret".

Did you ever throw a ball in Rugby? It barely flies - the range is nothing compared to any turret, but it would help to get the bomb just a bit closer to enemies to prevent them escaping easily.

 

We definitely don't need a new thread for that turret. Besides, magnum on low power is already basically a grenade launcher.

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I suggest that the Disco Inferno ball stays with the tank and follows you around like drones do. However, the Disco Inferno ball would attack multiple enemies when they are within its radius and cause enemies to barrel spin in the air whilst taking up damage. Enemies would spin in circles in mid-air like the destructive motion of a tornado. That's how this Disco Inferno ball is supposed to work as an overdrive.

 

You would still be able to properly control the Disco Inferno ball when you drive your tank towards enemies. No problem with that.

 

This Disco Inferno ball overdrive would very well suit the new Hover hull. Just think about it!!!

 

The height of the Disco Inferno ball would be at the same height of the platform you see on the Sandbox map. When activating the Disco Inferno ball overdrive, it would have a short-medium range firing distance so that it can manage to shoot and deal damage to enemies further away from you and also enemies that are on higher platforms. Take a look at the picture I posted above on my first thread.

 

Bomber jets are not suitable. It is more fun and original to use a shooting Disco ball that deals damage whilst picking up enemies and send them into a spin like a tornado does. Please take a good look at the first video on the first link on my first thread.

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I know that the ball in rugby mode barely flies. I agree with you on that. Yes, I did throw balls in rugby before. It does not fly very high.

 

I believe that a grenade launcher turret could come to good use one day.

 

Please make sure that developers pay their attention on this topic because Wasp's Bomb must have its radius increased by 2x to make it more effective.

 

Also, when Wasp's bomb goes off, enemies should be destroyed behind walls and buildings. It does not make sense for enemies to survive a nuclear bomb attack behind walls or buildings. To make Wasp's overdrive really effective in battles, it must destroy enemies hiding behind obstacles and must have double the range.

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Yes, of course, no problem! Titans and Mammoths would be launched into the air with this Disco Inferno ball. Also juggernaut would not escape this overdrive. Juggernaut too would fly in the air by the huge strong lifting force that would send any tank in the air by lifting it up from the ground whilst dealing damage.

Edited by RIDDLER_8

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A Wasp Bomb with a radius of 50 metres? For reference again, this is 50 metres:

 

From-here-to-that-wall.png

 

With an extended range, it means that the 9999 damage will be spread out evenly within that range. So it will deal even more damage at 25 metres, which is what you may want. But then I see myself getting 1000/2000 damage at the edge of the radius, so if it stays like that for this, then we'd have a big problem with your suggestion. Couple that with the fact that Wasp has the fastest charging Overdrive in the game, as well as obtaining 20% more charge for actions than the others, it would be insufferable. 

Edited by TheCongoSpider
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Did you ever throw a ball in Rugby? It barely flies - the range is nothing compared to any turret, but it would help to get the bomb just a bit closer to enemies to prevent them escaping easily.

I believe that the unexpectation of a Wasp planting its bomb gets it some of its kills. If the Wasps throw it, then the enemy would have more time to act, assuming that the timer is still 3 seconds when it lands. 

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The overall level of damage would decrease when the enemy is further away. However, that's not a problem because developers would find the best alternative to balance out how much damage the Disco Inferno ball would cause.

 

The overdrive's damage would depend on the player's hull modification and micro upgrade level.

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I believe that the unexpectation of a Wasp planting its bomb gets it some of its kills. If the Wasps throw it, then the enemy would have more time to act, assuming that the timer is still 3 seconds when it lands. 

I imagine the timer starting as soon as the bomb is thrown. Perhaps it could be increased by 1 second again to keep it balanced.

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