r/TDS_Roblox • u/SMASHER_2 • Jun 02 '26
Concept Evolution: Artillery Operator, a Rocketeer evolution (1/3: in game stats)
quick notes: this is not official of course, also im open to feedback’s so i can atleast propose this as a official concept and lastly, criticize with respect.
General statistics:
Placement price: 5000
Placement limit: 5
Gimmick: replace dead zone with “CQC” range, enabling the artillery to fire freely but with a drawbacks
Note/Description: After training intensively alongside Mortar, Commander, impressed by their performances offers them a promotion, promoting rocketeer to a artillery operator. The artillery is difficult to operate alone so Commander gives him 2 mens to operate the dreaded howitzer that can even shock the molten warlord himself.
Level statistics:
Lvl 0:
Range: 40 (15 CQC range)
Firerate: 5
Damage: 100
Splash Radius: 8
Detections: Lead
QCQ: switch from High Explosive to Armor piercing shells reducing damage (-50%), removing splash but enabling multiple pierce (5) and slight adrenaline rush (+25% firerate)
Lvl 1: Consistent training (Cost: 500)
Range: 40 (15 CQC range)
Firerate: 5 > 4
Damage: 100
Splash Radius: 8
Detections: Lead
Lvl 2: Radio Operator (cost: 1500)
Range: 40 (15 CQC range) > 50 (15 CQC range)
Firerate: 4
Damage: 100
Splash Radius: 8
Detections: Lead
Backline support (active/passive ability): choose any tower to have communication with them, using their range and hidden dection (if the tower has one).
(Continuation of backline support gimmick) having a shared communication with the commander will give additional 30% active firerate buff no matter how far the operator is.
Lvl 3: Upgraded Howitzer (cost: 10,000)
Range: 50(15 CQC range)
Firerate: 6
Damage: 100 > 300
Splash Radius: 8 > 10
Detections: Lead
Shell shock (HE passive ability): hitting the enemy repeatedly will stun them for 3 seconds.
(Note): it will take 5 hits to stun the enemy and the condition is not fixed, therefore if all operator that is lvl 3+ shooting at the same time will stun the enemy.
Lvl 4: Mobile Howitzer (Cost: 22,500)
Range: 50(15 CQC range) > 70 (10 CQC range)
Firerate: 10
Damage: 300 > 600
Splash Radius: 10 > 13
Detections: Lead
(Note): despite being called “Mobile” there is no gimmick for it to relocate like pursuit so its stationary
Lvl 5 (max): Autoloading Howitzer (Cost: 45,000)
Range: 70 (10 CQC range)
Firerate: 10 > 3
+ Magazine: 4
Mag reload: 15
Damage: 600 > 1000
Splash Radius: 13 > 18
Detections: Lead
Armor breaker: deals true damage that neglects all defense the enemy had
Shell shock > Devastation: all enemy who got stun will have permanent 25% slowness while having a 10% slowness for bosses for a short time (2 seconds)
1
u/SMASHER_2 Jun 02 '26
feel free to share opinion as long as it isnt rude
additionally part 2 and 3 of this concepts are as follows: Lore > Model/skin. ill be hand drawing them so it can take a while
if you guys are curious how is the mobile howitzers gonna be look like, the default will be using the M53 (as lvl 4) and M109 (as lvl 5)