The matches featuring the Tornado are the exact reason why I believe that each tank should have pathing AI with strategies that benefit their primary weapon. The Tornado's fatal flaw is that the bullets aren't intangible to the arena boundary, and this would ultimately cause the defeats of both Tornados. Here's what I imagine the optimal strategies would be: Bubble Cannon: I believe that this weapon is best suited for area control. It should try and maintain short-to-medium range against opponents to maximize its damage while also minimizing damage taken (just in case a Concentrated Fire is the opponent). Bounce Cannon: This tank is a cozy camping coward. It should avoid confrontation at all costs and allow the bouncing shots to whittle away at the opponent. Grenade Launcher: This one's a little complicated. If the grenade connects with the opponent, it's devastating, but if the grenade hits a barrier, the shrapnel can still cause damage. I think the best strategy is to try and force the opponent into tight spaces and reap the rewards. Bomb: My idea for this one is centered around the fact that the explosions can penetrate walls to cause full damage. It should abuse cover and punish opponents for being too close to walls. Triple Cannon: The range of this weapon is, for all intents and purposes, the distance to the closest tangible thing in the line of fire. The strategy should be about lining up shots on the opponent from safe distance. Landmine: The mines are perfect for trapping opponents. The tank should favor tight spaces and force opponents to run into the traps. Laser: The mere fact that the laser is intangible to the obstacles in the arena gives rise to a very nasty tactic. This tank wants to abuse the arena to the fullest and let the laser hit opponents from safety. Concentrated Fire: The weapon with the shortest range, but also the weapon with the highest potential damage of any primary. The plan is simple and clear, get up close and personal with opponents and shred them to pieces. Gatling Gun: In line of sight at close range, this can unleash hell. This tank wants to force opponents away from cover and keep them close. Spread Gun: My idea for this is to get into cover in such a way that the spread hits the opponent while they have trouble hitting back. Arena abuse is in vogue here. Homing Missile: If they don't hit something else first, these will live up to their billing and hunt the opponent down. The way the missiles should be used is to imagine an infinite line from the center of the volley that intersects each missile and try to have it intersect with the opponent. Charge Cannon: The king of cannons, the weapon of death that absolutely devastates opponents in the line of fire. This tank should run away like a coward until the charge is full and then unleash hell upon its victim. Tornado: The main reason why this comment exists, the bullets this tank swirls around are intangible to all but the opponent and the boundary of the arena. It should stay away from the boundary and establish control over the middle of the arena. Proliferation Bullets: Should these not hit anything immediately, the bullets will rapidly proliferate into a deadly mass of oh hell no. The strategy is to maintain a wide distance from the opponent to allow the proliferation to kick in.
What if you redid the bubble launcher to be a flame thrower? That would be much more intiminating, especially for a legendary tank commander. Perhaps reduce the damage slightly to add a fire damage over time effect :D Anyway, excellent tournament as always!!
The matches featuring the Tornado are the exact reason why I believe that each tank should have pathing AI with strategies that benefit their primary weapon. The Tornado's fatal flaw is that the bullets aren't intangible to the arena boundary, and this would ultimately cause the defeats of both Tornados. Here's what I imagine the optimal strategies would be:
Bubble Cannon: I believe that this weapon is best suited for area control. It should try and maintain short-to-medium range against opponents to maximize its damage while also minimizing damage taken (just in case a Concentrated Fire is the opponent).
Bounce Cannon: This tank is a cozy camping coward. It should avoid confrontation at all costs and allow the bouncing shots to whittle away at the opponent.
Grenade Launcher: This one's a little complicated. If the grenade connects with the opponent, it's devastating, but if the grenade hits a barrier, the shrapnel can still cause damage. I think the best strategy is to try and force the opponent into tight spaces and reap the rewards.
Bomb: My idea for this one is centered around the fact that the explosions can penetrate walls to cause full damage. It should abuse cover and punish opponents for being too close to walls.
Triple Cannon: The range of this weapon is, for all intents and purposes, the distance to the closest tangible thing in the line of fire. The strategy should be about lining up shots on the opponent from safe distance.
Landmine: The mines are perfect for trapping opponents. The tank should favor tight spaces and force opponents to run into the traps.
Laser: The mere fact that the laser is intangible to the obstacles in the arena gives rise to a very nasty tactic. This tank wants to abuse the arena to the fullest and let the laser hit opponents from safety.
Concentrated Fire: The weapon with the shortest range, but also the weapon with the highest potential damage of any primary. The plan is simple and clear, get up close and personal with opponents and shred them to pieces.
Gatling Gun: In line of sight at close range, this can unleash hell. This tank wants to force opponents away from cover and keep them close.
Spread Gun: My idea for this is to get into cover in such a way that the spread hits the opponent while they have trouble hitting back. Arena abuse is in vogue here.
Homing Missile: If they don't hit something else first, these will live up to their billing and hunt the opponent down. The way the missiles should be used is to imagine an infinite line from the center of the volley that intersects each missile and try to have it intersect with the opponent.
Charge Cannon: The king of cannons, the weapon of death that absolutely devastates opponents in the line of fire. This tank should run away like a coward until the charge is full and then unleash hell upon its victim.
Tornado: The main reason why this comment exists, the bullets this tank swirls around are intangible to all but the opponent and the boundary of the arena. It should stay away from the boundary and establish control over the middle of the arena.
Proliferation Bullets: Should these not hit anything immediately, the bullets will rapidly proliferate into a deadly mass of oh hell no. The strategy is to maintain a wide distance from the opponent to allow the proliferation to kick in.
yeah I think the ai is why I lost the 2nd round (again)
Excellent suggestions! Positioning is king in this kind of game.
What if you redid the bubble launcher to be a flame thrower? That would be much more intiminating, especially for a legendary tank commander.
Perhaps reduce the damage slightly to add a fire damage over time effect :D
Anyway, excellent tournament as always!!
i like these additional battles
YOU video is good
well I'm just a little late... but better late than never I guess 😅
this was fun to watch, especially like the title holder system :)
yeah bubble gun be like flamethrower ha as fastest fire rite it make high damaged
I coulda sworn I had the upper hand this time
GG to me, i can't believe it
Epic job is done!
Is it the Tank Commander the guy "tax returns" (previous tournament winner)?
No but don't use it anymore
tripe canon king ?
Hi RIDEN 👋
Hi!
@@raiden458 i'm glad you replied to my message!thanks
Hey RAIDEN, I want to make a tournament of tank battle in Algodoo because I have Algodoo. But how to make this tournament?
Hi.
It's not easy to explain, because I spent a lot of time making this.
Can I participate in #3?
If you come to my Discord server, you can request to be included in the event when I announce it!
discord.gg/kfAVqDJYXJ
hi
1st :)
not the winner of the tournament, the first to comment
@@fortun8diamond Of course I know.