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Reinventing the tank cannons - Printable Version

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Reinventing the tank cannons - k-bones - 2008-08-22

I mentioned it before but don't you think the TC is a waste of xp? Normally I take it only at lvl1 to creep up that bit faster to lvl2, later it's rather a must because you have all ur skills maxed (on this tank level). If there is a different passive in Titan, why not make it a bit different and worth investing in all tanks above 3k? For example Thunder has a good passive (aura) which is a great skill. Some suggestions:
-poison cannon
-splash
-machinegun (creep only)
-multi-cannon
-slow (freeze) gun (slight decrease, keep it reasonable)
-burn cannon (immolates units around target)
etc
etc.


Re: Reinventing the tank cannons - Morkardar - 2008-08-23

Why do you think that 300 dps at lvl 13 is not worth the XP?
I take it very often with first tank.
At lvl 7 is better than any weapon you buy at that time.

Your idea is nice, but changing this could imbalance the game very much.
And I like the skill the way it is.


Re: Reinventing the tank cannons - VanHelsing222 - 2008-08-23

k-bones when you play demolisher its the only hero-attacking weapon you have, and 180dps(TC lvl3) at general lvl 7 is not low (ex. Fan of Knifes do 196dps)
Many players think TC is weak, but it only seems so. I killed many times with TC as I played more Demolisher.


Re: Reinventing the tank cannons - k-bones - 2008-08-23

My idea is to change cannons in all the best tanks, because really, TC in infernal is ridiculous. Can't kill a single creep with that.


Re: Reinventing the tank cannons - TKF - 2008-08-23

What about a infernal stone cannon xD Does have 3x cooldown, but 3x the damage!


Re: Reinventing the tank cannons - k-bones - 2008-08-24

Why not even delete the cannon and add another passive like in Titan?


Re: Reinventing the tank cannons - AntiLEGION - 2008-08-29

Or an ability with that you can choose a weapon from all stores and this is your Tank Cannon (the choosen item isnt anymore in yout inventory then).


Re: Reinventing the tank cannons - SirJoghurt - 2008-08-29

AntiLEGION Wrote:Or an ability with that you can choose a weapon from all stores and this is your Tank Cannon (the choosen item isnt anymore in yout inventory then).


this is a nice Idea, but should it be "removeable" again or not ? that´s one question

and when this ability should be can used ? above Level 10 for all Tanks ? dont´t know ^^

greetz


Re: Reinventing the tank cannons - k-bones - 2008-08-29

maybe just stick to replacing TC's in stronger tanks, so they fit to the tank cost and other abilities.


Re: Reinventing the tank cannons - AntiLEGION - 2008-08-29

I think above lvl 10 is good and the weapon is per ability-lvl removable and you dont need to buy this weapon.

may it is like this:
lvl 1: weapon costs 0-6000
lvl 2: weapon costs 6000-12000
lvl 3: weapon costs 12000-18000
lvl 4: weapon costs 18000-24000
lvl 5 : weapon costs 2400-30000

But you cant ubgrade the weapon (because then it isnt so imba and then it isnt like a 7th inventory place)


Re: Reinventing the tank cannons - TKF - 2008-08-29

Stop whining, you know that tank cannon is the strongest ability ingame why do you want it to be stronger....


look

Chaos wave does 2250 dmg - ability has 40 sec cooldown and cost mana

Tank cannon do 12000 damage during that time, so IT OWNS!!!! Instead what about nerfing the tank cannon.


Re: Reinventing the tank cannons - AntiLEGION - 2008-08-29

It´s only an idea....... :wink:


Re: Reinventing the tank cannons - Gammagulp - 2008-08-29

Chaos wave is sometimes used when 12 troops, 2 tanks, and 2 Buildings are near, so it deals 16x2250dmg

= 36.000 damage - and deal damage at once and not randomly targets you maybe dont want to hit, like bunker.

AND, the killed troops by the wave are instant death and dont fire back then, the tank cannon needs time to kill, so the troops fire back.


Re: Reinventing the tank cannons - k-bones - 2008-08-30

Yup yup. Silly math of yours, TKF Smile


Re: Reinventing the tank cannons - TKF - 2008-08-30

I'm not wrong. It does 300 * 40 = 12000 damage!

Still it's strong enough. And gives the tank a free 4k weapon, why should the tank deserve a stronger weapon?


Re: Reinventing the tank cannons - AntiLEGION - 2008-08-30

The new ability then is stronger. May the new ability is only for Frost Tank and above.


Re: Reinventing the tank cannons - k-bones - 2008-08-30

TKF Wrote:I'm not wrong. It does 300 * 40 = 12000 damage!

Still it's strong enough. And gives the tank a free 4k weapon, why should the tank deserve a stronger weapon?

because it costs 18k. Big Grin notice that other abilities also do more damage per level, so why not TC too? I say let it be not the last picked skill.


Re: Reinventing the tank cannons - TKF - 2008-08-30

k-bones Wrote:... so why not TC too? I say let it be not the last picked skill.
I skill this skill to level 5 whatsoever tank. Highest priority skill, it's difference between life and death. This is better than the passive infernal skill imo. Lv1 tank cannon is worth more than the light tank itself.

Must exo come here and say his opinion? I'm not against several unique tank cannons, but they must have same strength as tank cannon imo.


Re: Reinventing the tank cannons - Exodus - 2008-08-31

TKF Wrote:Must exo come here and say his opinion?

Ok, now you've done it, I'm here saying my opinion again! This is what you get when you make ... erm, suggestions ... and stuff. I'm reading every post anyway, but most of the time I don't feel like posting, so you can discuss that yourself and I take the result of it. If no ones replying or discussing a topic, it's obviously not worth changing. But here we have some activity.

We already mentioned our opinion about the tank cannon several times, and here we go again. It's true that the tank cannon on more expensive tanks seems less efficient, than on the first ones. But is there really a need to change it? Do you feel the tanks are too weak because of their tank cannons? It's one of those cases, where I think that the work is not worth the trouble. And to the suggestions the op made, there won't be effects like splash or slow for phoenix fire based weapon (so every weapon in game), because of performance reasons. It is possible, but at the cost of performance. In 8.20 you could see what happens, when you add content that weaker PCs can't handle.


Re: Reinventing the tank cannons - k-bones - 2008-08-31

Okay, performance is a strong argument and I'm not going to oppose that. But if we discuss changing Titan's shutdown "because it's boring" or sth like that, why not do it with TC's? Of course this won't change the game, but it can slightly fit to the tank's character just like scout sniper does. For example:
infernal - inferno cannon (slow rate of fire)
fortress - MG or even a new passive (similar to Titan's, chance to affect all targets near the killed one)
earth robot - shorter range

If you don't feel like making such insignificant changes - ok, but I think it's all in the details for an almost-complete game like this Big Grin