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Everything posted by Uranato
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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!
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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!
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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!
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What if someone is attacking another at close range? The opponent will be blasted away in half a second :lol:
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Too OP.
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What if a Freeze approaches you from behind when your drone is far away from your tank?
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Do all micro-upgrades (10/10) take more crystals than one M-upgrade?
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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
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But now Hornets are targeted more :D
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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!
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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.
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F also drops flag ... we don't want to sacrifice flags to drop landmines ... :D
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valid Make Striker's laser different from Shaft's
Uranato replied to Mario3108 in Ideas and Suggestions
Strikers usually stay in sniping mode for a long time, while Snipers do their job in a second ... -
Sorry I can't get you.
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Air strikes take 3 seconds to execute, so an enemy will obviously run away if their is a laser pointer
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What about the other 4 types of air support?
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New Turret Idea ‘Serpent’ "As cold and deadly as the snake ..." The Serpent is a short ranged turret (0.75x that of Firebird) which shoots acid at the enemy. The acid has some effects on a tank, like: 1) If a player uses half or more of their turret's charge on an enemy, then the enemy's tank will experience the 'corrosion' effect (not 'afterburn' effect). In the 'corrosion' effect, the opponent's tank will tank damage equal to the Serpent's direct damage for 10 seconds after going out of range of Serpent. Thus, the Serpent's 'damage over time' is deadlier than its 'direct damage', as opposed to Firebird. 2) The corrosion effect also has other abilities. For the ten seconds, the victim's tank will have 25% less speed in everything (hull movement and rotation, turret rotation, turret cooldown). Even adding to that, the victim's tank will lose any drugs that it possessed at the moment, and also will not be able to take or use any drugs for the next 25 seconds. Strengths: 1) Special abilities will vastly weaken opponent's tank and make it easier to kill them. 2) The 'damage over time' of the corrosion effect is very effective. 3) If the corrosion happens with the Serpent armed with Double Power, then the 'damage over time' will also be doubled, inflicting seerious damage on the enemy. Weaknesses: 1) As the acid squirted by the Serpent is very dangerous, using 3/4 of the turret's charge nonstop will result in the user's own hull being damaged. The damage is equal to the turret's damage, and can be doubled by Double Power. 2) Long recharge time. 3) Short range. Please upvote if you like the idea!
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Perhaps their can be a drawback which will force the Radar to change positions. When calling an air strike, the Radar will continuously rotate and give off a bright blue glow, and also emit a particular sound, so that enemies can know its location and force it to move. Plus, Radar is useless in DM.
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See Weakness #6 @Maf. Please also discuss your opinion on Malware & Earthquake.
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Their is also a drawback in Radar that I'm going to add now ... wait a second ...
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Why would an enemy tank touch the Acid if they know it's harmful?
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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!
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Isn't Shaft also like a point-and-click turret where you camp (or hide) behind a building or barricade? And what if a Freeze or Firebird approaches you? All you can do is wait for death ...
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I think you're right. But shouldn't Tanki also have a weapon which can call air strikes?
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Please discuss your opinions for my two Turret suggestions!
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