Tank Destroyer Stats & Features.

Discussion in 'Feedback' started by VulcanStorm, Jun 13, 2016.

  1. VulcanStorm

    VulcanStorm Developer Staff Member Moderator

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    So here's a dedicated discussion thread regarding the stats and features you think a tank destroyer should have.

    I was thinking:

    Armour: 6,3,3,2
    Weapon: 5 slot cannon.
    Seats: 2

    Fixed tower with barrel at the front. Not a rotating turret.

    Discuss!
     
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  2. flasche

    flasche Member Staff Member Moderator

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    5 slot as in you could have a 3slot and a 2slot or two 2slots?
    or even 5 1slots?

    also lol at the armor.
     
  3. VulcanStorm

    VulcanStorm Developer Staff Member Moderator

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    Strangely, You can only have 1 cannon, regardless of the size on all tanks. Correct me if I'm wrong. But yes, you can use any cannon you like :)
     
  4. Ranger

    Ranger Member

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    Why 5 slot? Will there be a 4 slot too?
     
  5. flasche

    flasche Member Staff Member Moderator

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    oh so its for all cns not only for 6shooter heavies?

    i still am not convinced of all this tank destroyer thing and how it is supposed to fit into the game.
    nf would actually need a missile TD or they need extra research for useable ones.
    i mean ok, additional research, but it would need be for both factions.
     
  6. VulcanStorm

    VulcanStorm Developer Staff Member Moderator

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    I figured I'd just skip 4 slot, 5 slot really says it means business. So not a 4 slot cannon as such, but then there is space for one if people want ;)

    yeah. There isn't any real benefit to having cannon options, except for maybe equipping HE when there is no tank to kill... But as far as I can remember, you can only have 1 cannon in each slot, same with MG... Missile is an exception though.
     
  7. flasche

    flasche Member Staff Member Moderator

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    yeah i remember tripple std mg :D
    also tripple std gl ...

    anyway. i expanded on my previous post in the meanwhile.
     
  8. Lazybum

    Lazybum :D Staff Member Moderator

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    Derp, I posted in wrong thread apparently. I made a comment about making 5 or whatever slots work for tank destroyer, it would be easy and require no dev support.

    Also you can have as many cannons as you want in a slot really, it works just like missile slots. The only reason you don't see that is because be heavy was limited to just 2 actual cannons, meds 1 cannon, but you can change that if you really want to.
     
  9. VulcanStorm

    VulcanStorm Developer Staff Member Moderator

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    I was under the impression that both teams would have similar functioning tank destroyers... AKA... massive cannons. Something available to both teams to specifically deal with tanks.
    A tank destroyer is to a tank, what an artillery is to a base.

    I was going to leave the mega missile launcher for a different idea. Such as an NF speciality chassis, or as an Anti-Air option...

    But would missiles work here? and what would they have to be like if they did?
     
  10. Ranger

    Ranger Member

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    I like this thing. It would give an advantage to BE to counter NF heavies that are "OP" as some believe. And then 4 slot cannon may be some lighter cannons with awesome firing modes like burst or rapid fire =OOOOO

    I'm actually quite impressed this idea is being implemented. I'm not sure about TD either but I'm happy to see it going.
     
  11. VulcanStorm

    VulcanStorm Developer Staff Member Moderator

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    Interesting thought... Burst shotgun cannon?

    And yeah, the first part of getting something implemented is getting a model done to use. Then code support can be done for it.
     
  12. Lazybum

    Lazybum :D Staff Member Moderator

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    I thought tank destroyer weapon was going to have some special property that allowed it to hit hull directly? I mean if it was just a normal cannon I see less of a reason to have it.
     
  13. VulcanStorm

    VulcanStorm Developer Staff Member Moderator

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    It would still be a "cannon", so shown in a red outline. But obviously would need some special properties... Hull damage sounds good certainly, but it'd need to damage the outside too.
    Say deals 20% of max hull health per hit? And deals normal damage to the outside.
    Tanks with no armour left would obviously take much more damage as a result of this, making it all the more deadly.
     
  14. Ranger

    Ranger Member

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    Well not shotgun. It just fires one shell after the other. I have made such one slot cannon for the light tank.

    "45mm Burst Cannon" //10
    {
    "Name" "45mm Burst Cannon" //name given when selecting weapons
    "HUD Name" "45mm BCN" //name displayed in the weapon area of the vehicle HUD
    "Description" "A small caliber cannon that fires a burst of three 45mm shells using an autoloader." //description given when selecting weapons
    "Icon" "vehicles/gui/weapons/cn_std_sml" //icon drawn in the GUI
    "HUD Icon" "vehicles/gui/weapons/cn"
    "Size" "1" //number of slots required when selecting weapons
    "Type" "1" //0=machine gun, 1=tank cannon, 2=artillery cannon, 3=missile launcher, 4=grenade launcher, 5=aircraft bomb bay
    "Cost" "85"
    "Team" "ALL" //team that can use this "NF" or "IMP"
    "Research" "" //name of research item that must be researched before using
    "Sound Firing" "Vehicle_CN.Fire"
    "Sound Impact" "Vehicle_CN.Impact"
    "Sound Reloading" ""

    "Damage Type" "Kinetic"
    "Ammo Type" "0" //for mguns only, 0 = nonarmor penetrating (no effect on armored vehicles), 1 = armor penetrating (hurts armored vehicles)

    "Damage" "50" //damage done by projectile
    "Speed" "3300" //speed of projectile
    "Gravity" "0.5" //effects of gravity on the projectile, only for projectiles
    "Heat" "8" //heat added per shot fired (100 total heat added to vehicle puts it in an overheated status).
    "Weight" "75" //weight in terms of effects on engine and weight restrictions for chassis
    "Cycle Time" "-0.1" //time between shots (all weapons other than MGs have limits of 0.1 as lowest)
    "Clip Size" "3" //ammo loaded per reloads
    "Total Ammo Clips" "12" //max ammo clips carried (0 is the same as not using clips)
    "Unlimited Ammo" "0"
    "Reload Time" "2.0" //time to load one clip
    "Reload Amount" "3" //number of projectiles gained per reload "tick" if not using clips
    "Projectile Spread" "1" //only applicable to machine guns at the moment
    "Heat To Target" "0" //heat added to target on hit (a small amount of heat is also added to the target based on damage, this is defined within the armor script)
    "Inertia" "1.5" //actually reverse to inertia, only applicable to cannons, artillery cannons, and grenades; affects how the speed of the vehicle affects the momentum of the projectile (higher inertia = vehicle speed will affect the trajectory of the projectile possibly causing it to veer off from a straight line or shoot farther or shorter)
    "Explosion Radius" "300" //radius of damage sphere to hurt surrounding entities
    "Explosion Force" "100" //force of explosion
    "Explosion Sprite" "1"
    "Muzzle Flash" "muzzle_std_cn"
    }
     
  15. Lazybum

    Lazybum :D Staff Member Moderator

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    What a ridiculously strong cannon.
     
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  16. VulcanStorm

    VulcanStorm Developer Staff Member Moderator

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    True... It wouldn't limit it to only 1 weapon. But hey, choice is good right?... If you don't use the TD cannon, then your tank is only as effective as a standard heavy with 1 cannon. So you might aswell use one of those instead.

    That is a valid point... Maybe it should have its own class of weapons...
     
  17. Ranger

    Ranger Member

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    I don't see why a TD isn't allowed to be effective against Infantry and Buildings. First of all I suppose there will be 5-slot High Explosive, Ranged Cannon, Rail Gun and Plasma Cannon for the TD. Maybe some of them could be 4-slot. You can't expect people to like TD cannons to be shit against everything but tanks... So why not use the smaller cannons if they want to?

    I know, you should see the other scripts lel. It's very fun on BE heavies but it heats a lot. At some point I decreased heat by two to have some fun with it in Vehicle Training lel
     
  18. VulcanStorm

    VulcanStorm Developer Staff Member Moderator

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    This is not a super-weapon. It was intended to be an alternative specialist chassis (like arty). And used for a specific purpose. It shouldn't replace the heavy tank, but should be most effective in stalemates or when defending. As then it can remain stationary and deal a lot of damage.
     
  19. flasche

    flasche Member Staff Member Moderator

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    is it really that hard to add a new slot type? and when i was saying it i was under the impression i was joking ^^

    but why, a med can stay stationary, turn 360° and has an addition mg and missile slot. 2 layers of armor more isnt going to change much if you dont dodge.

    if its supposed to counter heavies its needs to be special or its outclassed by actual tanks.
     
  20. Donald Trump

    Donald Trump Member

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    Id vote 6-7 plates of armor on the front, then 3-4 on side then 1-2 max rear armor. Main downside of this tank is lack of maneuverability so it needs heavy front armor. As for the weapon, a new cannon that deals straight hull damage instead of armor damage along with dealing almost no splash damage (Not good vs infantry) and almost no building damage (Maybe good vs walls?). This would allow it to be very specialized in taking out tanks, and it should take them out rather quickly allowing for more combined arms to be in this game.
     

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