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Remove the "Melee" Range Class and Rework some Turrets' Range Classes


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I don't get why Firebird, Freeze, and Isida are "Melee Turrets" even though they have 20 meters of range at max level. I understand they "cut like a sword" but.....why?
In real life, 20 meters is very far. You can't even stab someone with a knife or melee weapon at a distance of 20 meters. And things like flamethrowers in real life are usually considered as ranged weapons.

 

So I'm thinking we should rework the turret classes.

Note: I'm not saying we should change their parameters, at least not now. The turret's actual ranges will stay the same, for the most part. It's only their class that changes

Here's my idea:

Short-Ranged Turrets - Turrets that work amazingly great on small maps like Island, Zone, or OG Sandbox, or on cramped maps such as Dusseldorf and Iran.

  • Firebird
  • Freeze
  • Isida
  • Tesla 
  • Hammer - Hammer may have the same maximum range as Twins and Ricochet, but let's be honest. After a certain distance, it greatly loses damage cause of the pellet spread. Most Hammer users tend to use Hammer only when they're relatively close to the enemies, unless they have Slugger or they have High Capacity Ammo Clip in which they can be a bit more lenient on their shots and accuracy. Since you must make sure you get all 3 hits to perfectly kill a medium hull, it's best to get up close to your enemies to ensure you get all the hits, or else you are forced to reload the clip.

Medium-Ranged Turrets - Turrets that are pretty versatile in all the Matchmaking maps we have now.

  • Twins - It may not have "infinite projectiles" but it can hold it's own in medium sized maps such as Polygon, Cross, and Aleksandrovsk. Plus, in exchange for lower range, it has a much higher DPS than most of the other turrets down this list.
  • Ricochet - Same with Twins. But in my opinion, I think Ricochet should get a range buff to emphasize the fact that it's projectiles travel faster and have higher impact force than those of Twins.
  • Smoky
  • Striker - Striker further emphasizes the fact that Twins and Ricochet are medium ranged turrets because a Striker only works effectively when enemies are somewhat closer to you and you have a clear line of sight. Usually, a Ricochet is on even grounds with a Striker. Otherwise, good luck getting rid of camping Smokies and Thunders with this turret.
  • Vulcan

Thunder

  • Can either go in Medium Range or Long Range....whichever one is nesseccary.
  • My opinion - I prefer for it to get a small damage range buff and be put into the Long-Range category (I'm not saying it should get a 1000 meter range though, just like 20, 30, 40 extra meters of range). The reason being is that Thunder feels like a long range turret. Compared to Smoky, it's got a bigger caliber (more damage, bigger explosion) and slower reload. And it works way better at long ranges than Vulcan and Striker can, especially since Thunder's projectiles move much faster than a Striker's and it can camp and take out Vulcans that have to chase down their targets in order to do sustained damage.

Long-Ranged Turrets - Turrets that do extremely well on maps like Stadium, Lost Temple, and Highways. In fact they kinda dominate these types of battles and unless you one of the long ranged turrets or at the very least, have a Smoky or Thunder, you can't play these maps.

  • Railgun
  • Magnum
  • Gauss
  • Shaft

 

Overall, we will have just three range classes. These classes are based on a turret's maximum effective range (and for obvious ones, their maximum ranges). So even though some of the turrets in the same class have vastly different ranges, I put them in that range class because it's when they work most efficiently. Hammer gets booted down to the same class as Firebird, Freeze, and Isida because it just can't compete against a Ricochet or Twins utilizing their maximum range, and Twins and Rico themselves get booted up to t eh same class as Striker and Vulcan because....they're not "short-ranged" at all. Sure, they work good in smaller ranges but get this - they have like 3 or 4 times the range of a Firebird. That's pretty long if you ask me.

 

Also, nothing in Tanki is "melee" except Mammoth's Overdrive.

That being said, we can maybe bring the "Melee" class back when tanki developers release a true melee turret in the future, like, I don't know, a turret that's basically a chainsaw or something like that.

Edited by Tanker-Arthur
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13 hours ago, Tanker-Arthur said:

I don't get why Firebird, Freeze, and Isida are "Melee Turrets" even though they have 20 meters of range at max level. I understand they "cut like a sword" but.....why?
In real life, 20 meters is very far. You can't even stab someone with a knife or melee weapon at a distance of 20 meters. And things like flamethrowers in real life are usually considered as ranged weapons.

Yes, 20 meters is very far. Just like a 5 meters, the length of viking. I didn't see a tank that shoots bouncing projectiles either. Nor a one that can repair and other tank. Tanki is not about being realistic, and the current classes are very logical:

meele: very close range

shor range: shorter range, but can fire quite far away, but it is harder to hit in longer distances due to the long projectile speed.

medium range: has infinitive range, but the projectile speed makes the turret less effective in very long ranges. Also, the damage decreases over distance.

long range: instant hit, same damage at any distance

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On 4/27/2021 at 3:23 AM, mjmj5558 said:

meele: very close range

They should've called it "Very Close Range" instead because "Melee" doesn't really fit. Melee is used for close-ranged, hand-to-hand combat.

On 4/27/2021 at 3:23 AM, mjmj5558 said:

long range: instant hit, same damage at any distance

Magnum? XD

On 4/27/2021 at 3:23 AM, mjmj5558 said:

Yes, 20 meters is very far. Just like a 5 meters, the length of viking. I didn't see a tank that shoots bouncing projectiles either. Nor a one that can repair and other tank. Tanki is not about being realistic, and the current classes are very logical:

I know Tanki's not realistic but it should be based on definition at least. Ricochet isn't realistic but we can know based on it's name that it shoots some bouncing objects.

Meanwhile I don't get how a flamethrower is classed as a melee weapon even though most flamethrowers in real life and even the one in Tanki will outrange someone using a knife or sword.

 

And Hammer seems to have a more similar effective range to Firebird and Freeze than it does with Twins and Ricochet, I honestly think it should be put with Firebird and Freeze due to this.

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On 4/26/2021 at 1:41 PM, Tanker-Arthur said:

I don't get why Firebird, Freeze, and Isida are "Melee Turrets" even though they have 20 meters of range at max level. I understand they "cut like a sword" but.....why?
In real life, 20 meters is very far. You can't even stab someone with a knife or melee weapon at a distance of 20 meters. And things like flamethrowers in real life are usually considered as ranged weapons.

 

So I'm thinking we should rework the turret classes.

Note: I'm not saying we should change their parameters, at least not now. The turret's actual ranges will stay the same, for the most part. It's only their class that changes

Here's my idea:

Short-Ranged Turrets - turrets that work great on small maps like Island, Zone, or OG Sandbox, or on cramped maps such as Dusseldorf and Iran

  • Firebird
  • Freeze
  • Isida
  • Tesla 
  • Hammer - Hammer may have the same maximum range as Twins and Ricochet, but let's be honest. After a certain distance, it greatly loses damage cause of the pellet spread. Most Hammer users tend to use Hammer only when they're relatively close to the enemies, unless they have Slugger. Since you must make sure you get all 3 hits to perfectly kill a medium hull, it's best to get up close to your enemies to ensure you get all the hits, or else you are forced to reload the clip.

Medium-Ranged Turrets - turrets that are pretty versatile in all the Matchmaking maps we have now

  • Twins - It may not have "infinite projectiles" but it can hold it's own in medium sized maps such as Polygon, Cross, and Aleksandrovsk. Plus, in exchange for lower range, it has a much higher DPS than most of the other turrets down this list.
  • Ricochet - Same with Twins. But in my opinion, I think Ricochet should get a range buff to emphasize the fact that it's projectiles travel faster and have higher impact force than those of Twins.
  • Smoky
  • Striker - Striker further emphasizes the fact that Twins and Ricochet are medium ranged turrets because a Striker only works effectively when enemies are somewhat closer to you and you have a clear line of sight. Usually, a Ricochet is on even grounds with a Striker. Otherwise, good luck getting rid of camping Smokies and Thunders.
  • Vulcan

Thunder

  • Can either go in Medium Range or Long Range....whichever one is nesseccary.
  • My opinion - I prefer for it to get a small damage range buff and be put into the Long-Range category. The reason being is that Thunder feels like a long range turret. Compared to Smoky, it's got a bigger caliber (more damage, bigger explosion) and slower reload. And it works way better at long ranges than Vulcan and Striker can, especially since Thunder's projectiles move much faster than a Striker's and it can camp and take out Vulcans that have to chase down their targets in order to do sustained damage.

Long-Ranged Turrets - Turrets that do extremely well on maps like Stadium, Lost Temple, and Highways

  • Railgun
  • Magnum
  • Gauss
  • Shaft

 

Overall, we will have just three range classes. These classes are based on a turret's maximum effective range (and for obvious ones, their maximum ranges). So even though some of the turrets in the same class have vastly different ranges, I put them in that range class because it's when they work most efficiently. Hammer gets booted down to the same class as Firebird, Freeze, and Isida because it just can't compete against a Ricochet or Twins utilizing their maximum range, and Twins and Rico themselves get booted up to t eh same class as Striker and Vulcan because....they're not "short-ranged" at all. Sure, they work good in smaller ranges but get this - they have like 3 or 4 times the range of a Firebird. That's pretty long if you ask me.

 

Also, nothing in Tanki is "melee" except Mammoth's Overdrive.

That being said, I put "for Now" in the title because we can maybe bring the "Melee" class back when tanki developers release a true melee turret in the future.

I see nothing wrong with "melee".

in this instance it just means "shortest combat range".  IMO using 1 word is better than using 3 words.

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On 5/6/2021 at 12:29 AM, wolverine848 said:

I see nothing wrong with "melee".

in this instance it just means "shortest combat range".  IMO using 1 word is better than using 3 words.

Idk, I mean 20 meters isn't really melee. 

Also, I looked it up online and "melee" means "A disorganized hand-to-hand combat in battles fought at abnormally close range with little central control once it starts". The key words are hand-to-hand, but I don't see hands in Tanki. All I see are guns (turrets). If there were hands (or at the very least in a tank game, robot arms), they would be grabbing something.

 

If we turn it to Short-Range and add Hammer in....than it's technically using one word lol.

Ricochet and Twins can be bumped up to medium range. In fact, all the Tanki guides I read all refer to them as either mid-ranged turrets or turrets that do good in medium-ranged combat or turrets that do good in medium maps.

Or just put Twins and Rico in their own class.... "Semi-Medium" or "Semi-Short" range. I mainly exclude Hammer from these classes because its damage isn't as sustained at further ranges as Twins and Ricochet's are.

Edited by Tanker-Arthur

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On 4/26/2021 at 1:41 PM, Tanker-Arthur said:

Thunder

  • Can either go in Medium Range or Long Range....whichever one is nesseccary.
  • My opinion - I prefer for it to get a small damage range buff and be put into the Long-Range category (I'm not saying it should get a 1000 meter range though, just like 20, 30, 40 extra meters of range). The reason being is that Thunder feels like a long range turret. Compared to Smoky, it's got a bigger caliber (more damage, bigger explosion) and slower reload. And it works way better at long ranges than Vulcan and Striker can, especially since Thunder's projectiles move much faster than a Striker's and it can camp and take out Vulcans that have to chase down their targets in order to do sustained damage.

 

Just an update from the most recent patch notes:

Lrthun.jpg

 

It looks like the developers have considered Thunder to be a long ranged turret. ?

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Firebird never ever shoot at 20 meters distance, maybe they said it in wiki or in the game but do you really think a flame thrower could reach this? In tanki, 1 meter is equal to 15 centimeters, so i would say it shoot at 3 real life meters, tanki count meters weirdly, so still it is a melee turret, it is just a problem of meters conception of them.

No one would ever say that viking's height is 5 meters, more like 2 meters at max. They should rework their scales.

So in theory, they aren't melee just like what you've stated, but technically they are melee.

Edited by numericable

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Just now, numericable said:

Firebird never ever shoot at 20 meters distance, maybe they said it in wiki or in the game but do you really think a flame thrower could reach this?

Screenshot-1057.png

By the way, 110 feet is equal to 33 meters. So uh, yeah, Tanki developers were actually holding back.

 

Just now, numericable said:

No one would ever say that viking's height is 5 meters, more like 2 meters at max. They should rework their scales.

No one ever said Viking's height was 5 meters.

People said Viking's LENGTH is 5 meters. Not the height.

Just now, numericable said:

So in theory, they aren't melee just like what you've stated, but technically they are melee.

No they're not.

Melee weapons are used for hand-to-hand combat, and the point of damage is CONNECTED to the attacker's limbs. It serves as an elongation of the limbs, essentially.

Flamethrowers are ranged weapons, not melee, because the point of damage is not connected to the weapon itself or too the attacker's limbs.

 

In fact, the only thing in Tanki that has the right of calling itself a "melee" weapon is this thing down here:

B0-NK.png

It doesn't shoot any projectile that flies away from the weapon. It's the tip of the hammer that does the damage and that tip never leaves the weapon.

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10 minutes ago, Tanker-Arthur said:

Screenshot-1057.png

By the way, 110 feet is equal to 33 meters. So uh, yeah, Tanki developers were actually holding back.

 

No one ever said Viking's height was 5 meters.

People said Viking's LENGTH is 5 meters. Not the height.

No they're not.

Melee weapons are used for hand-to-hand combat, and the point of damage is CONNECTED to the attacker's limbs. It serves as an elongation of the limbs, essentially.

Flamethrowers are ranged weapons, not melee, because the point of damage is not connected to the weapon itself or too the attacker's limbs.

 

In fact, the only thing in Tanki that has the right of calling itself a "melee" weapon is this thing down here:

B0-NK.png

It doesn't shoot any projectile that flies away from the weapon. It's the tip of the hammer that does the damage and that tip never leaves the weapon.

You didn't understand what i meant, i said yes a flamethrower can throw flames at 20 meters in real life, but the scale on the game is not a real 20 meters, even if wiki say so, the viking length is more like 2 meters, so in the game, 5 meters is equal to 2 meters in real life. So still a firebird that shoots at 20 meters isnt a melee but since the scale in tanki is very small therefore it makes it a melee range turret, moreover, we can't add chainsaw or knife in  tanks so having real melee weapon is impossible but dont get me wrong, i would love to see it happens so we would have more turrets but no one is gonna play them except for archipelago players so i dont think we will see real life melee weapon, in tanki, one day.

Edited by numericable

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This is my idea...

Super Short or Melee:

  • B0-NK

Short:

  • Tesla (shortest range with extendable function)
  • Isida (with new extendable function: maybe trowing balls)
  • Fire
  • Freeze

Medium:

  • Hammer
  • Twins
  • Ricochet
  • Vulcan
  • Smoky
  • Thunder
  • Gauss (move Gauss to medium because it doesn't have a laser, so it shouldn't be a long distance camper)

Long: (All long range turrets should have a limited distance. End to end in big maps is too much)

  • Magnum
  • Striker
  • Railgun
  • Shaft

Super Long:

  • Terminator
Edited by lssimo

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NO!

No way remove the melee range category, IMO, having melee range sounds logical since you can never reach far targets by freeze, fire, isida, tesla. thus setting them into the category of melee range is a must.

AND also. do not change any category of other turrets as well. they all are set in their right position.

Edited by SulfuricAcid

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