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Turret Tragedy - How the Vulcan has become the worst turret in the game. Whenever a new turret comes out there's a great hype associated with it, ideally we assume it's going to change the 5 turret meta ( Smoky, Thunder, Freeze, Firebird, Railgun ) - which you will mostly see the majority of turrets in any game. And though it's arguable the other turrets have had a better balance in the game even though they aren't played as much, i have a feeling it's less to do with player skill and more with that these turrets are finicky, unbalanced, difficult to understand and most people don't want to invest in that curve - And that sort of fits how tanki is because for most players, it's a fast paced rapid game where the roles of each turret and hull should be pre-determined and understood. I mostly think the turrets in particular deserve to be made simpler, what's the point of making these elaborate turret designs and mechanics if no one ends up playing them. The Vulcan i thought was the exception, it had a simple enough learning curve and it fit well with the " Sentry " role - but with recent updates it has objectively become the worst turret in the game - A combination of a painfully slow charge up time between firing - a self damage mechanic that sets in way too rapidly and can do worse to you than any firebird would a turret traverse that essentially means any one can get out of the spray with ease, it doesn't matter if you lock on since the turret won't traverse enough to maintain it and the damage drop which means the turret is useless at range - All these things combined mean the Vulcan is useless at doing what it was supposed to do - being a sentry, providing fire support - Part of the reason i think is, that due to the vast meta being of five turrets, the player who use them positively hate anything that disturbs the meta - any disruption or change to that is unwelcome and they will bombard the team to nerf a perfectly good system. Some turrets and hulls are supposed to be defensive, they are supposed to stop and camp - even in real life that's what tanks do, they stay hull down and fire from a safe position - and if a camping spot is too good then the problem exists with map design not the turret. The Vulcan was perfect, was balanced, was a good turret to invest in - but it was victimized because of that - now you're lucky to see a vulcan in game, and just feel sorry for whoever is playing it. It needs to be brought out of that, these new turrets actually need buffs so we'll start to see more of them in game.
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Tanki Ideas - Turrets and Hulls
r_T-100MS0 replied to r_T-100MS0 in Tanki Ideas - Turrets and Hulls Archive
So this is just a general discussion forum - imaginative fun so to say so here are my ideas and you post yours Turrets - Kyuket- A Jacked up Isida with better range , 360 degree effect , and the ability to leech multiple targets anything around this turret will suffer , plus the 360 degree radius makes up for effective healing and effective damage especially good for team battles or rushing into horde of enemies making multiple damage Samostrel- Introducing the concept of an artillery weapon - the samostrel is a howitzer and has a unique aim ability like the shaft - when aiming the players screen zooms out and a grenade aim ( Something like Gears of war grenading ) appears - this gun is destructive since it can hit enemies behind cover and also has splash damage - however the samostrel has a really long reload time and is also vulnerable at close range - also it's not too good with moving targets. Singe- The Singe combines the prospect of Thunder and matches it with the firebird - essentially creating a poison sheller having the ability to fire radioactive munitions that damage the enemy after they are shot - it reloads slower than a normal thunder but it's worth it having the ability of splash damage coupled with long term effect. Shieldus- A Turret with the ability to emit a horizontal shield for a certain period of time , blocking away any enemy attack however as the enemy attacks the shield bar keeps going down however if the enemy pauses this bar will recover - the shieldus has a short attack radius , if an enemy should push into it's shield it will be plowed forward and take damage - the shieldus turns slowly and only covers a single direction if flanked it could be in deep trouble. GROZA- A tank turret equipped with 2 ATGM rockets rather than a gun - which means that this turret is versatile and can deliver brutal damage , it's purpose was to even in on the height difference , making it easy to target ground targets from a high height and also attack high targets from a lower position - which is often otherwise problematic - a good weapon for a camper and almost necessary for clearing out sentries and snipers. Hulls- Chameleon- Name says most of it , a turret made for snipers and sneak killers the Chameleon is fast and has the special ability to cloak itself for a period of time away - though essentially the Chameleon has weak armor stats and once sighted it won't take much to kill one. Grinder- A Beastly hull with good armor stats and a fair speed - a grinder can damage enemy tanks by charging into them and it also has a mine plow so it can deactivate mines as well and also push and topple other tanks - particularly light fast ones - which makes it a good combination for close quarters combat.
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