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Uranato

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  1. Uranato

    Ideas for Turrets!

    New Turret Idea ‘Earthquake’ "Quake alert! Quake alert!" The Earthquake is a medium-short ranged turret which deals damage to all enemies in a certain circular area. It deals high damage and massive knockback, enough to clearly blast a tank off a platform, be it a heavy or light hull. It attacks in the following manner: 1) It also has a massive recoil, enough to send your own tank tumbling out of the screen. However, the recoil has no effect, even on a Wasp. How? Because the shockwave emits from all directions of the tank. So, the recoil occurs from all directions of the tank. As a result, all the recoils cancel out each other, leaving the tank completely stable. 2) All tanks (including you) experiencing the shockwave blast will experience a 'screen shake'. 2) No effect on allies (except screen shake). Strengths: 1) Extremely high knockback can even push a Mammoth out of a wide bridge. 2) High damage, enough to crumple a Wasp or Hornet, and severely damage other hulls Weaknesses: 1) Low range 2) Long recharge time (though not as much as Shaft). Please upvote if you like the idea!
  2. Uranato

    Ideas for Turrets!

    New Turret Idea ‘Radar’ "Death from the skies!" The Radar is a weapon that calls air strikes from fighter planes and helicopters on the enemy. There is a special ‘radar mode’ in it which gives a zoomable top view of the map. The Radar can call five types of air strikes on the enemy: 1) Mortar Strike: A heavy artillery strike is lobbed on a particular place on the map. It deals heavy damage and knockback (tanks will be knocked away from the center of the explosion). It has a decent AOE (2x that of a Striker projectile) and takes full charge of the Radar. 2) Barrage: A barrage of 3 mini-bombs each is dropped on three different places on the ground. Each mini-bomb deals 1/9th of the damage dealt by a Mortar. All the mini-bombs can be concentrated on one area to deal as much damage as a Mortar, but they are not as accurate. Each mini-bomb has slightly less AOE than a Thunder projectile. Barrage also takes full charge of the Radar. 3) Gunfire: A volley of bullets is shot from a machine gun on a particular spot on the ground. It deals low damage and is not very accurate. Gunfire takes one-fourth of the charge of the Radar, and can be launched from different angles so that opponents under cover can also be hit. Gunfire can be launched four times in succession. 4) Radiation: Harmful radiation is targeted on a large spot on the ground (AOE is 4x that of Mortar Strike). It disables the victim(s)'s turret(s) for 2 seconds (at M0) and lowers their speed by 25% for 15 seconds (also at M0). Radiation is most effective in disabling enemy defensive lines when a teammate is going after the flag. It takes half of the charge of the Radar, but can't be hit twice in succession. 5) Repair Kit: A Repair Kit is dropped anywhere on the map. It takes full charge of the Radar, and is only available after every 1 minute. Strengths: 1) A player can camp in a safe place in their team's area and launch devastating attacks on the enemy at unlimited distances, and also provide support to their allies. 2) Enemy defensive lines (protecting a flag or a point) can be easily cleared and allies approaching the flag or point can also be given aid. 3) The Radar is also effective in Team Death Matches as Mortar Strikes and Barrages can be targeted on enemy Shafts/Strikers/Vulcans/Magnums and also other Radars to clear out problematic campers. 4) Radiation and Repair Kit can be used in conjunction to achieve tough goals (like a Wasp bypassing two disabled Mammoths and taking the flag). Repair kit can also be use to repair oneself. 5) Gunfire can be used to clear out weak/damaged opponents. It also can be launched to create a warning for enemies approaching a flag/point. 6) The Radar view can also be used to seek out hidden campers. 7) One can attack the enemy from above without them knowing. This trait is useful against campers. Weaknesses: 1) Most of the attacks from Radar cannot targets enemies under cover (under roofs, houses etc.). The Radar is almost useless in maps like Esplanade. 2) Launching attacks is dangerous and one should never attack oneself. Also, when launching attacks in 'radar mode', it is not shown whether the target is an ally or an enemy. Repair Kits dropped by a Radar can also be used by enemies. 3) The recharge time of the Radar is also the highest in the game (even more than Shaft), and Mortar Strikes and Barrages take a lot of time. 4) Apart from Mortar Strike, the Radar is not very accurate. 5) The tank is completely vulnerable to enemy attacks when in Radar mode. The tank is immobile and immovable when in the mode, and can be easily destroyed by enemy attacks. Plus, if an enemy attacks the Radar directly (and not the hull) for an extended period of time, then the Radar view is obscured and the air strikes are very inaccurate. 6) All air strikes (excluding Gunfire, which takes 0.5 seconds) take 3 seconds to successfully land on the target on the map. Thus, Radar is not very useful against moving targets (except Gunfire). Repair Kit takes 10 seconds to successfully land on the map, while Radiation take 2 seconds. Please upvote if you like the idea!
  3. Uranato

    Ideas for Turrets!

    New Turret Idea ‘Bat’ The Bat is a very special turret designed for reconnaissance and infiltration. It is designed to locate enemies behind cover and even hidden in buildings, so is very useful in seeking and taking out hidden foes. For attacking, the turret emits a frequency equal to that of the tank, thus effectively shattering it. It emits sound waves and creates a perfect map of the area, including tanks hidden behind walls and other things. However, its normal visibility is poor and it can only project an image of sound waves which bounce back from objects. Its frequency gun turret deals good amounts of damage to enemies, but has a low range and knockback. The frequency gun turret has a slight chance (5%) of paralyzing its enemy. Pros: Made for espionage and assassination, the Bat specializes in taking out hidden enemies. It can attack its foe on unawares and totally catch its enemies off guard. The sound waves generated can seek out even perfectly hidden enemies easily, and the map can be broadcasted to team members, thus effectively nullifying the enemies’ campers. The frequency gun turret can be used to immobilize enemies and escape from dangerous conditions. Cons: Despite having a very good system of seeking out opponents, maps created by the Bat have poor visibility and are only a set of received sound waves. If there are multiple Bats in a single battle, then their combined sound waves can disrupt the image of other Bats. The frequency gun has a very short range and is not always useful for escaping enemy zones. The immobilizing chance is also very low. Please upvote if you like the idea!
  4. Uranato

    Ideas for Turrets!

    What if someone is attacking another at close range? The opponent will be blasted away in half a second :lol:
  5. Uranato

    Ideas for Turrets!

    What if a Freeze approaches you from behind when your drone is far away from your tank?
  6. Do all micro-upgrades (10/10) take more crystals than one M-upgrade?
  7. Uranato

    Let's Discuss Shaft!

    Players in my rank stop dead in their tracks if a Shaft is pointing at them ... they don't even try to run away :D
  8. Uranato

    Let's discuss Wasp!

    But now Hornets are targeted more :D
  9. Uranato

    Ideas for Turrets!

    We could remove/decrease the slow down and increase the damage caused by others to the victim's tank. Thanks for the appreciation and feedback!
  10. A simple answer to health risks and lag problems is this: Instead or 'Flashbang Mine', we can call it an 'Optics Disabler' or a 'Blackout Mine'. Everything will be the same as the Flashbang Mine, the only difference will be when the Mine in detonated, it will 'black-out' the victims' screen, instead of a white flash. Good idea after all, should be added in Tanki.
  11. F also drops flag ... we don't want to sacrifice flags to drop landmines ... :D
  12. Strikers usually stay in sniping mode for a long time, while Snipers do their job in a second ...
  13. Uranato

    Ideas for Turrets!

    Sorry I can't get you.
  14. Uranato

    Ideas for Turrets!

    Air strikes take 3 seconds to execute, so an enemy will obviously run away if their is a laser pointer
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