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Everything posted by GENERALSpidy
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Built-in laser systemLegendary augment for Gauss << it doesnt say anything about snipe shots it just says Advantages - Damage: +35%- Critical Damage +35%Disadvantages - Laser shown when scoping So i presume its Normal damage Only increased?
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Wave Force artillery - https://cnc.fandom.com/wiki/Wave-Force_Artillery similar to the railgun it attacks longe range cannot fire while moving decreases energy through tanks at 50% second tank and 25% or less for any other tanks in blast medium reload time Shogun- https://cnc.fandom.com/wiki/Shogun_Battleship use a weapon similar to the weapon on the battle ship in tanki tri shot weapon long range shots of energy blast- 300-500 per shot damage Future Tank Alpha ?? - 3:47 - https://www.youtube.com/watch?v=IBZX5kqdJvM&list=RDCMUCZir-qs326Daam6dDBoo0YA&index=1 Battlemaster- https://cnc.fandom.com/wiki/Battlemaster_tank regular tank weapon Medium range- -Nuke Augment- on it adds a nuke to shell leaves a small amount on ground 5 secs it vanishes but units who move it it get a 100-200 points of damage autoloader Augment - adds 2 additional shots to it so fires 3 shots per reload flame shell Augment - small explosion of fire with regular shot Shatterer weapon - https://cnc.fandom.com/wiki/Shatterer 0:20 make a Turret similar to This one? above In Vid link? uses Sonic Blasts Magnetron weapon - cannot deal damage , If tank drops from certain height in air stuns any hovering hulls when they drop from a certain Height for 2 secs lifts up Light and medium Hulls from a medium to longish range cannot move hull if using weapon , heavy hulls are affected by decreasing their hull speed by at least 25% Press M to stop turret 5-10 delay before you can use your turret again https://cnc.fandom.com/wiki/Magnetron 0:43 shows how weapon works -Pro- - can lift an enemy towards it , enemy turrets are less effective , even heavy hulls are Effected but Heavy hulls cannot be Lifted Only Slowed by at least 30 to 50% -Con- - cannot lift Heavy hulls , can only lift one tank at a time , it cannot deal damage to anyone https://cnc.fandom.com/wiki/ECM_tank Ecm - weapon (Electronic Counter Measures) Tank to support its attacking tank legions. It utilizes a soft-kill jammer designed to deflect incoming projectiles in a small radius around the vehicle. This vehicle-based suite of electronic countermeasures protects advancing Chinese columns. A multi-frequency jammer effectively disrupts guided missile and rocket attacks, which can cause them to miss their targets. Its directed beam can also disable the electronics of vehicle units.[1 would be cool to have a random non kill weapon right? lol Uses a (looks like a Radar Dish like object) and Disables a Target , if target is Disabled it Auto beams on it until the Fire Button is Pressed again to turn it off , if not in use it has a second ability to (listed Above ) that Deflects any Projectile in s Small radius around the Hull, user can still take minmal damage if it Deflects a Thunder shot or any splash damage , second abilty doesnt Effect Firebird or Freeze ---- Tesla and isida can attack you still but its 40 to 80% less damage that veers it to the side -Pro- - Can Jam a Enemy Tank from Moving or Attacking -Con- - Does No damage , Its secondary ability is Disabled if main Weapon is active , a Single target is disabled, anyone With Protection from you takes longer to shut Down , User must remain still with Hull or main turret is Turned Off , Minimal Xp gained mostly if not in a team match , not Suitable in Dm Inferno cannon- CandC generals for idea - basially a weapon that shoots out mini fire projectiles in a arc cannot rotate weapon (kind of like magnum) 2 to 3+ inferno cannons can shoot at same spot to explode it into fire deals massive damage to players who drive through it (including self) (its special ability Is to Stack with other Inferno cannon Shots on ground including your own) Toxin Turret - https://cnc.fandom.com/wiki/Toxin_tractor uses toxins to attack - low damage like fire or Freeze - leaves trails on ground to damage opponents-, its tanks are double or even Triple of the Firebird and Freeze , its Toxins cannot last Long like the Firebird or Freeze Turret can , 5 to 15 damage per second -Pro- - toxin can damage multiple tanks , can attack for longer time than Firebird Or Freeze -Con- - Quite Low Damage , second mode does more damage but disables hull , double damage is Disabled as well as Hull movement if second mode is active Secondary Mode, Can Leave Lingering Toxins on the ground to leave a big amount of toxin for a long time, but it takes at least 5 seconds to switch modes Press M to switch to second Mode which disables Double damage and Movement of Hull , press M to switch back Weapon Turret , Laser - basically like generals Zero Hour general townes Laser Tank >> https://cnc.fandom.com/wiki/Laser_tank https://cnc.gamepedia.com/File:Generals_Laser_Tank.jpg Small to Medium range turret I posted all the Turret ideas all together here well almost all of my idea posts, just picked the ones i wish tanki could add some day
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Turrets that should be Added from my posts, (check page 176 , 177, and 167 , also check 137 138 or 140, 141, 143 and 148 in augments for some Augment ideas for Existing / New Turret posts Grenadier / Slingshot is on a Dfferent page (176) Water Hazard , Shatterer weapon ---- Toxin --- Battle master ? - Laser , E.C.M , Magnetron , these are names i guess of about 7 Turrets developers could look and add i reposted after this , The Turrets listed in this Post
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Defence Solos - each player is given a base a shield dome generator and a base shield generator between 8 to 12 players (Base) Dome Generator (Base shields) take out other players Dome defence which shields that player like a Titan Dome take out Base Shield to be able to attack their base once their base / point of respawn is destroyed they are out of that Round after they are eliminated once more , funds are Given out to all players at the end of the match points are given to players if they destroy a base , destroy a player , destroy a shield or player shield Generator Collect Repair Crate that make your tank slower when collected take to either Generator you own to fix if they have been damaged , by at least 20 to 25% they repair unless at 15% or less , trying to fix a nearly broken one will drop the repair crate instead using titans overdrive stops the Defence shield you have by the base , after titan dome expires the base after 10 to 15 seconds will redeploy the shield
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TEAM Defence Points 2 , This Version has less players and Less base areas 8 to 12 players Per Team 1 Titan dome at back base section to protect the Team from attacks 1 Dome power Grid , destroy it to take out the Player Shield , 1 base point To Protect and 2 base Shield power grids , teams Protect Base Power Shields number 2 to make Base impossible to be attacked Titan Dome overdrive cannot be placed near any existing Non player domes / shields The Base shields only Protect the base and The Dome Generator Shield only protect Players , , repair crates appear in middle and can repair the Generators if they are 20% or higher and the Player shield generator if higher than 30% (pick up the crates to take them to the base generator to fix Repair crates for generators make players lose their speed boost speed decreased by 10 to 20% and disable it until crate is used or drop them for someone else to take , Base sheild 2 prevents all damage to base and any attacks to it deflect into the ground map diagram below? shows a Teams Base Red base ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- --------------------- I """" << Base Point to Protect I ( ) < Base Point shield 1 , to it protect from half of damage I { } << base shield 2 to protect all damage to base -------------- <<player shield dome to protect team members from most damage Base Point Power Grid 1 [ ] player Dome power Grid { } Base Point Power Grid 2 [ ] ---------------------------------- above here is a shield at 50% from power grid 1 and the other shield 50% is from power grid 2 here, if B P P G 1 is taken out it halves the damage shield in the middle protects , to remove the dome generators power , destroy bother base power point Grids to remove Dome power grids entire shield shutting off Base Power 1 allows you to lower defences on base point player dome generator (middle) base point 2 power grid shields the Base Point 100% and base point power 1 shields 50% if only base 1 is off base takes no damage still due to second shield stopping all damage , shield 1 is a damage reducer shield and Shield 2 is a Damage stopper Shield legend = base power 1 protects half damage of Base and half of Dome power generators shielding base power 2 shields The base 100% and shields the Dome shield generator by 50% to make it easier to understand Destroy Base Power 1 (Optional) Destroy base Power 2 (Must) destroy Player Shield Dome Generator to make it easier to take out the Base Point Defenders (optional)
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Dodgeball mode--- could be a Event mode each team starts on opposite sides , to knock out opponents throw a ball and it deals half of your regular Turret damage unless caught , if a ball is thown at you you must try n click a button on screen 5 times )it is random location each time) otherwise u take damage if you click the buttons in time you catch the ball , it deals half of the damage at the thrower instead of you , Destroyed Players are Benched on a section surrounded by walls at the back of enemy side map there is 1 hoop in there and if your teammate somehow throws ball in it 1 player respawns back on the map behind enemy , if any ball lands in walled section it will respawn outside of it Throwing the ball when you're over the line , makes your thrown ball do nothing , go over the second line to far on enemy map side will self destruct you If you catch the ball and you eliminate a player one of you're teammates respawn From the Bench behind the Enemy teams Field and now must drive back to its Side of the Map , if it is hit before it makes it it has a 50 - 50 chance to take the Full damage of the ball throwers turret, catching a ball gives that Player Either Repair Kit , Speed Boost or double armour that is dropped on your teams side at a random location on each team at start of round a Random player on each team is given the ability to drive anywhere even past the danger lines excluding the walls section , that player can pick up the ball use repair kit like normal and can try to throw ball in hoop to bring back a random teammate , if this player is eliminated it chooses another player on team that is in play , after 20 seconds at least it chooses a player to gain this ability, this selected player if it hopper can choose to try n jump into hoop if it fails it gets stuck until its Overdrive is charged again , if this happens and is last player it respawns instead of being stuck on edge of wall back in Map area 2 or 3 balls are scattered on middle of map , there is a 2 second timer before you can throw it , balls cannot be picked up if they arent still ( *benched/ eliminated* players don't gain score) there Score is kept till end of round and doesn't change ,unless they get back in the match Knock Out the Enemy team and you Finish the Round, Knock out the other team to Win , anyone who drops golds can but its scattered randomly anywhere on map as 100 crystal boxes instead (10 per gold Dropped) you can pass the ball by throwing it to another , it skips not being able to pickup it unless it hits the ground You May Stay in middle section but staying there to long or just not moving , will freeze you and make you Slow Players are locked out of garage for the Round unless you get respawned, or at the very start of a match all Supplies but the Speed Boost is disabled , also in this Mode pressing the Space bar throws the ball (turrets are disabled) The map is as follows on end a Bench / walled area , similar to Below is the diagram walls+hoop death line Red team line section Middle ball Area BLUE team line section death line wall+hoop ( o ) { I I I } ( O )
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TEAM defence points Mode-- , defend your teams shields and power Grid for the shields of your base / Crates and player shields , or attack the enemy , 20 to 30 per team , team battle which is a Long battle Mode it seems teams have 2 to 3 shields and 3 points to Protect, destroy the shield Power grid , Shield dome generators and the Base Points to win , Destroy the crates/ points in the enemy base to win , also it has a long battle Timer or no Timer depending if timer is to short Point Shields Protect base Points from damage until shut off , Titan Dome generator Protects any teammates from Damage like a titans Dome but its on until the Defence shield Generator is destroyed Titan Hull overdrive cannot be used in this mode mammoths Overdrive deals 10% of its damage to generators and base points if used on it Middle of map is a giant repair kit / Crate anytime it Drops take it to a Generator if its damage is minimal unless its at 20% or less and it repairs it 10 to 25% back , or if you think you cant make it with item attack it to try destroy the repair instead (has 8 to 10k points of damage before it is destroyed) can also be used to repair a unprotected Base point by 20 to 25% if shields are down (Base points Only) Points are rewarded to players Either by destroying enemies attacking the generators or Dome generators power source or by destroying enemy Points , generators or shield generators 10 to 20 points per enemy you destroy 100 to 150 if you destroy a generator or defence shield Generator and 200 to 400 if you destroy their Base Point Map items also , buildings , 1 to 4 tunnel systems , 1 or 2 single entry tunnel for hiding in , a Minefield on Left side middle , 5 Flame Pits which set anyone On fire if they fall in and Ignores heat immune , right Side in middle of map a Freeze Turret that shoots with no damage at anyone to freeze them also ignores freeze immune , a middle Building with a few ramps and a way to go through it, a tunnel close to middle of map with a metal grate to see through it like on Future map?? 2 big Bushes 1 on each side of team base next to the shield point , a section scattered with Trees Map layout can have buildings This part Of map is 1 Team , i guess RED TEAMS BASE ( as it is to big ill make half map ) by looking at My idea its a Huge MAP below is a example of the basic stuff i guess ( ) < is the shields { } = Shield Power V Edge of map >>> --------------------------------------------------------------------------------------- I I I I ( Point 1 ) ' Titan Dome 1 " Dome 2 ( Point 2 ) I " I ' I ' " I ' ( Point 3 ) I / \ Defence Shield 1 generator if destroyed shuts off Defence shield 1 / \ Defence Shield 2 generator if destroyed shuts off Defence shield 2 { } Shield Power Generator { } Shield Power Generator 2 if destroyed shuts down point 1 if destroyed shuts down point 2 ----------------------------------------- ------------------------------------------------ half shield generator shield stops you from attacking Generator 1 and 2 by 50% as it surrounds it like Titans Dome { } Shield Power Generator 3 shuts off Point 3 also shut if off to also shut off half shields from point 1 and point 2 shield generators
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category Ideas for Supplies and Drones!
GENERALSpidy replied to Ilia.ArchangeI in Ideas and Suggestions
Ghost Drone- or (phase drone ) when used allows your tank to phase and become transparent for 10 to 15 seconds or until you have moved through a enemy / enemies tank, uses batteries , at least 3 to 8 per use and 1 speed boost , speed boost only gives a 10 to 40% boost instead of normal boost , has a Voive clip of (Phased) maybe make it for only Nearby tanks hear the voice when its used by user? cooldown is 15 to 25 seconds -Pro- can bypass a enemy tank , multiple if next to other enemy , phase wears off in 2 to 4 seconds when your not phasing through enemies -Con- cannot phase through teammates , and can only phase through enemy tanks and not walls or building , disables all but your repair kits when in use, adds a 5 to 10 second cooldown to other supplies (excluding golds) , when you're Phased you cannot collect supply drops or Goldboxes , all supplies cant be used when drone is used, drone shuts off all other supplies and you Turret is 50% less effective- 2,761 replies
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category Ideas for Supplies and Drones!
GENERALSpidy replied to Ilia.ArchangeI in Ideas and Suggestions
Hologram Drone, when used makes a fake tank of you moving forward from ur last location then it stops to stay in 1 place to fake fire on a enemy tank also use it to dupe a enemy when ur escaping with a flag , when it dupes an enemy tank if player has got a flag it shows it has flag and you dont show on field with flag also the hologram tank when you fire your turret , if not already firing turret , it makes a no damaging hologram that fires but deals no damage, if hologram is attacked it takes 8 to 10k points of damage before vanishing in a puff of smoke, or after 20 to 50 seconds it vanishes , also when its activated the player is highly transparent for 10 to 20 seconds , uses batteries and speed boost , drone becomes invisible until 50% damage to the hologram tank -Pro- used to dupe a enemy to following the hologram instead of you , resets your speed boost and uses 1 automatically with a 10% extra boost for 10 seconds , -Con- being hit 3 or 4 times when transparent makes you visible quicker, your double damage is disabled while hologram is active and damage is at least 10 to 20% less than normal , using turret makes you visible sooner , cannot use repair when in use player has to wait till drone flys back to you before it can start its cooldown , drone stops until player is respawned before startin to move back to player as it doesnt respawn at same spot as the player- 2,761 replies
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Gauss Augments- Below is Similar to a Striker augment i posted Smart targeting System augment- uses a Smart Upgraded Target Lock System, it Ignores Other Players if its Locked on a Target , turret is less Effective at Damage and Loses Splash damage for its Drawback also it has a laser pointer to show User the Target (it only shows User the first laser pointer ) , and a secondary laser for showing locked on for other players -Pro- -Advantages- Can target and stay locked even if a Player drives in front of you, Neutral- Rounds cant pass through others and can be hitting another Enemy instead of your Target -Con- -Disadvantages Splash Damage Removed , at least 10 to 30% less damage, at least 50 to 80% locked a Laser pointer activates to show where its Locked On to the *enemy* player (enemy player can see a Yellow Triangle indicator and a Black ! on it , as well as anyone seeing the laser pointer) , Piercer Augment- Uses a Energy Accelerator to shoot through tanks explosive rounds have been switched with other Rounds, at least 10 to 15% reload time increase, 10 to 20% more time before Shot is Fired after a Lock , sniping mode decreases damage , normal damage is also decreased ( so if one is Hit at 100% damage it decreases 20 to 50% each time , if 4 are hit the First takes full damage and it decreases beyond the 1st, can hit up to 4 tanks in a row) -Pro- -Advantages- Can Hit Through Tanks , (can hit up to 4 tanks in a row in Sniping Mode and 2 if Regular shooting) -Con- -Disadvantages Splash damage Removed , damage reduced by at least 10 to 20% in sniping mode and normal shots are decreased by at least 20 to 30% , reloads Slower, takes a bit longer to shoot in both modes of shooting Below added (1/9/2021) Bounce Shells Augment- Uses Bounce shells instead of splash rounds which bounce once ( if round bounces it doesnt go far explodes if it hits something ) Damage of a Exploded Shell is 10 to 25% less than Stock Gauss (Impact damage is 100 to 150 + Normal damage of the shot) -Pro- -Advantages- Shells can bounce to hit targets out of range , Bounced rounds can deal damage Has a 10% chance to explode on impact instead of bouncing Sniping mode time decreased ( by 10 to 20% ) of stock Guass -Con- -Disadvantages Splash damage reduced by at least 20% , doesnt do much damage on impact at least 100 to 150 damage Rounds that have bounced Once explode after 5 to 10 seconds or if it hits something and can miss 10% slower firing rate
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a Burst Stream water turret that can shoot n push at enimies Douse , with 2 modes Stream steam burst and a Ice water stream for puttin out a Firebirds flames on a Team tan all it after a ben 10 alien < water hazard ah and it also can weaken Firebirds by 50% augment - strong Burst , adds 25% to its tank loses its Icy water for 10 to 20% more Push and range work out it tommorow
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-Magnum Augments- Scattershot augment- uses Cluster Shots that break apart when closer to the impact of ground and scatters in a big area- -Pro- -Advantages- can hit more targets then a regular magnum can , 25 to 50% bigger area of affect -Con- -Disadvantages Decrease in damage by 30 to 50% due to shots being like hammers spread rounds Precise aiming Augment- augment gives user full rotation of turret , default is up / down press m to switch to left / right and m again for full rotation , press m again goes back to up/ down (2-4 second delay to switch Mode -Pro- -Advantages- rotation is in any direction -Con- -Disadvantages Both damage and rotation speed is decreased (10 to 20% rotation decrease and 10 to 25% damage reduction) Rapid Projectile reloader augment- shoots 3 shots instead of 1 at a time, hold the fire button to fire like regular magnum , 1-2 sec later it reloads and you have to be quick to match previous shot 2 additional times or as close as previous , then after all 3 have been shot it reloads 10 to 20% slower than the Stock Magnum -Pro- -Advantages- You get 3 shots , -Con- -Disadvantages Damage is reduced by at least 20 to 30% due to smaller shells , cannot shoot 1 and save it it auto reloads and prepares to fire again with the 2 next shells , splash damage reduced by 10% (maybe) not new idea due to new turret Tesla turret but still , Magnum Zap (or Magnum Electric Rounds) augment - low damage rounds that zap anyone in blast range, the main player hit in Centre of blast takes all damage and anyone else gets a arc zap damage due to zap rounds being electric , magnum resistance has no effect to players , due to being Zap rounds players must instead use Tesla weasel to take less damage instead , 300 to 500 damage to centre hit player and 250 to nearby enemies in range if no one is centre hit its halves all damage to anyone in blast -Pro- -Advantages- can hit multiple enemies , if a player in centre of blast is hit it increases its damage to anyone else in range, -Con- -Disadvantages Shells dont explode and are replaced, quite low damage , if noone is in centre of blast it deals even less damage to anyone else there Glue rounds/ Magnet?? Augment- shoots out Glue/ magnets to Slow or Stop Enemies, Quite Low Damage -Pro- -Advantages- Stops or Slows anyone Hit -Con- -Disadvantages Enemies turrets are at least 10 to 20% Slower Rotation and attack, but can still use Turret , Minimal Damage probably gonna happen but post anyway - Stun Rounds - Stuns Enemies making it hard for them to attack or Defend, for at least 8 to 10 seconds , with Minimal Damage the person in middle of blast is stunned , anyone else in blast is stunned 4 to 6 seconds instead , 2 in 4 chance for a minimal stun if youre not the main Hit, and 2 in 4 chance for 50% slowness and 10 to 30% increase of reload time Instead of a stun -Pro- -Advantages- Can Stun a Enemy hit , anyone in blast not main Hit can still be stunned or slowed -Con- -Disadvantages . only the main middle Hit is Fully Stunned , Minimal damage and or Emp rounds?
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category Ideas for Hulls and Overdrives!
GENERALSpidy replied to Ilia.ArchangeI in Ideas and Suggestions
Alternative Overdrive augment Section for : Hulls ------Wasp------- Freeze Bomb- replaces explosive bomb with a freeze bomb Pro (+) Freezes any enemy tank in blast , ignores Cold Immunity , 10-20% range increase of the bomb , 10-15% increase of reload time for any frozen tank Con (--) cold immune unfreezes 25-50% faster , 5% increase reload time for cold immune Flame Bomb- Replaces Explosion with Flames instead that deals 200 direct damage to players in blast and 1-50 damage per second Pro (+) Flames Burn enemies in blast , Flames remain for 5-15 secs before it extinguishes and can set alight to enemies Con (--) Less effective to players with Fire immun/resistance (25-50% less effective) Stun Bomb- Emp Bomb- ------Hopper------ freeze, teleport , ------Hornet------- ------Viking------ 14secs od , less damge ------Hunter------ no ideas yet , ------Crusader------ triple ,icey ------Titan------ damge dom, movedome, health dome wtih health, stundome, ------Mammoth------ deflector/speed , , damage deflect, finish another time on ideas, -
category Ideas for Hulls and Overdrives!
GENERALSpidy replied to Ilia.ArchangeI in Ideas and Suggestions
New Hull Idea - Speed Clamper - Hovering Hull with a clamp at the front for grabbing at enemies decreasing their speed by 50-75% , best use of hull is Team battles other than Jugg -Medium Hull- technology/engineering made it possible to deliver a Medium Hull with alot of speed and due to a errors double overdrive , hovering and wheels 5 sec delay by pressing m hull goes mobile and hovering feature deploys into 6 wheels , w = turn left s = turn right a = turn left d = turn right a+d = forward w+s = backward , Clamp isn't big enough to grab jugganaught though wheels have 1 motor per side , hovering cant deploy to wheels if clamp is closed Pro (+) can use Clamp to hold tanks to slow them down , Clamp disables Turret rotation of Enemy , wheels speed forward is 25% faster than wasp and hovering speed is 10% faster than wasp (Neutral) has 2 overdrives but it randomly picks one Con (--) Speed of hull makes it unable to slow down quickly , clamp is only short range and can sometimes not clamp if enemies arent close enough , wheels dont all move together skid steering , speed backward is 50% less Turret loses 25% damage if clamp is in use , clamp less effective when Hovering is still in use due to having hovering feature , wheels , and the clamp and 2 overdrive systems, double damage is disabled for the user Overdrive is Randomly selected Below a 15-25 second Deployment of a leg like feet at the back for stopping both a clamped player and the user from moving hull also enemy turrets speed decreases or 15% extra speed boost rockets at back for speeding fast forward for 10-15 seconds 2 Hull Alterations available one has only rocket overdrive , other one has only the back foot clamps -
Hammer Time - also can be Only for Events instead of a game Mode Hammer Vs Bonk on the Low gravity Map with very High platforms , Ctf Mode or Rugby , with Gold meteorites Replaced With falling Anvils or a giant wooden mallet/hammer or Gold hammer that , still drops 1k crystals but acts like how meteorites do 1 team has only hammer turret and one team has Only Bonk weapon Flags in Ctf can be replaced by a Hammer to steal or a anvil or a flag with a hammer picture on it , maybe even add drones in event and it uses no batteries or supplies of your garage and give everyone Crisis drone , miner drone or Engineer randomly selected for the entire round you can pick any hull, overdrives all disabled all overdrives now become Hoppers overdrive without Burn or stun, but Only Jump 30% hammer protection and 30% bonk protection (60%) prot if Bonk is still the same damage as arms race event and 25-50% mine protection for all players Or disable damage on mines completely
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Check Page 167 or 176 in turrets for *new* turrets , or page 97 of ideas of *Drones* Finish post later im wondering if any of my ideas will be noticed and added xD Speaking Of Turrets , here is some or alot Of Augments for (Grenadier Or SlingShot Turret idea i posted in Turrets page 176 - (maybe add a second slot to use 2 of these turret augments during battle due to the many augments for this Turret) has a 5 to 15 second cooldown to switch to the 2nd augment , if only 1 is picked it only uses the one picked, default one when starting a battle is the one augment in slot 1 , Stun Grenade- 1 in 3 chances to throw a stun Grenade , range of blast is Hopper length +15-20% longer Pro (+) can throw a stun Grenade, any enemies hit get stunned Con (--) loses critical chance regular damage is low , stun grenade damage is 100 Tesla Grenade- 1 in 2 chance to throw a Tesla Grenade Pro (+) can hit multiple enemies in blast+ can arc to hit enemies out of range close to hit target/s , Con (--) loses Critical chance from regular grenade, 100 -250 damage to each target hit 100-150 damage to enemies our of range hit Armor piercing Grenade- 1 in 3 chances for a.p grenade1 in 3 critical grenade or 1 in 3 for regular grenade, a.p grenades that hit enemies give the armour Piecing effect for 10-15 secs Pro (+) armour piecing can help turret destroy enemies quicker , any target hit gets the armour loss , a.p grenades have a 2 second delay when they hit ground or enemy before exploding Con (--) self damage is possible if to close and a.p has 25-50% chance to target self if hit, critical Grenades are 30-50% less chance Remote Explosive Grenades- Cannot be Exploded by throwing , press M to change to regular grenades, single grenade reload is long , regular grenade 2-4 sec delay on exploding when hitting something, no critical grenades , max 6 remote Grenades can be active at a time , 300-500 damage per Remote grenade press B to detonate last one placed or n for all at once Pro (+) can be detonated by the Player , chain reaction when close to other placed grenades exploding Con (--) self damage if near any of turrets grenades/explosives , remote explosives are visible and can be fired upon, 6-8k damage to detonate it , Freeze Turret can Freeze it to disable it if frozen alot sometimes can disable it completely , critical grenades disabled Sticky Grenade/magnetic Grenade- magnetic grenade attaches to closet enemy in range of the grenade, it can magnetise to enemies close to it if target was destroyed also it sets off the Pin mech to explode in 3-6 secs after magnetise to enemies 1 in 5 chance to throw a bigger grenade (still magnetised) that explodes after 7-15 seconds instead moves slower by 30-50%, Pro ) Quicker Reload , magnetised grenades easier to hit enemies than Stock Grenades Con ) grenade does less damage then normal ones , damage is 200-250 Floater Grenade- --- Spider Grenade- these Grenades look like spiders and walk about to find nearby enemies to explode on Press M to explode all at once or n to explode 1st one placed Pro (+) cant explode until either enemy is near it or self detonate by the player Con (--) max 6 at a time , throw 7th and the first 1 explodes , self damage can happen, spiders can fall upside down if near edges Bouncy Grenade- bounces and rolls when it hits the ground, if no enemies hit it has a 10 to 20 sec delay before it activates Splitter Grenade High Explosive Grenade- 10-20% more damage than regular , damage range of explosion is big , Flame Grenade- Freeze Shock Freezer ( upgraded Freeze grenade)- Flash Grenade- (Crystal/gold Grenade- sight grenade/radar- Paint Grenade- Implosion Grenade- Mortar augment- Randomiser augment-
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category Ideas for Supplies and Drones!
GENERALSpidy replied to Ilia.ArchangeI in Ideas and Suggestions
mine Ideas are lost or i forgot which page New Mines section New Drones section- (-Defense drone-) (Light Defender) light defender used by the lightest hulls to help survive in battle flys around the front of the hull , back of hull or a full circle b= back n = front m = full circle , 2-5 sec delay to switch postion of drone Default is at front of tank light defender drone , uses a small dome generator like titans overdrive to deflect and absorb most damage Pro (+) shields all or some of damage done by enemies Con (--) cannot be used in Ctf , Cp , seige or rugby Only be used on light Hulls Hornet , Wasp or Hopper Firing your own turret can hit into drones shield blocks it and can self damage. weaponizer converter Drone- (has a scanner to scan enemy turret it destroyed) repairer Drone- Gold box section-- 2,761 replies
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@Crossbone some of these augments for overdrives seem great , like on the hopper one
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Fire Bird augments- Twin Flame Augment - reconfigured weapon Look to have 2 flame throwers and 2 separate tanks of fuel , a single tank of fuel is larger than a normal firebird by at least 25 to 35% Default is set to Both on , can select fire left fire right or fire from both at once , press b n m b= left n = right m= both press space bar to start firing and it auto fires until space is pressed to stop , Press L to reload cannot use turret if reloading or if 1 side isnt depleted, will have a animation when reloaded (drops out empty canister on ground), can drop out a half full canister that can blow up or be ignited to set players alight, comes with risk of setting yourself alight though. 1to 4 second delay when refiring weapon -Pro- -Advantages- wider flame range than regular firebird due to 2 barrels , can hit more than 1 tank at a time , depletes 10-20% slower than regular firebird , also has 25 to 30% more fuel tank than normal firebird, 10 to 15% extra range compared to Stock -Con- -Disadvantages less damage than regular firebird , takes a while to heat up targets 10-25% slower than normal , cannot fire both at once if one side is depleted Wont be able to reload if you're still firing turret Below from Wiki is a Look on what Augment Could look like -------------------------------------------------------------------------- Wall of Fire or wall of flame augment- adds secondary mode of firing , remodel firebird to add the second tank or fuel section press shift key , than press space to fire , moves turret left / right in a U shape leaving a fire wall around half of tank automatically , press space again to stop , Wall fire fuel tank is triple regular firebird fuel amount and depletes 20-50% slower than normal regular firebird tank is 15-30% less than its usual amount and deals 10-30% less damage -Pro- -Advantages- enemies caught in wall of fire starts to burn and heat up of enemy is 10-20% quicker than regular firing mode -Con- -Disadvantages disables Hulls ability to drive , cannot use regular fire mode if using wall of fire , damage is 5-25% less than regular firebird , 2-5 secs delay when switching to regular fire mode and back ---------------------------------------------------------------------- Napalm augment - better fuel makes firebird shoot further than normal firebirds with bluish flames -Pro- -Advantages- increase range by 15 to 35% further reach , damage and heat up time 10-20% faster than regular firebird -Con- -Disadvantages flames are 20 to 40% smaller in width makes targeting harder faster depletion due to 10 to 30% less fuel size ------------------------------------------------------------------------- liquid flame augment - adds a flammable liquid tank instead of shooting fire and secondary mode burst a small ball of fire to ground to ignite the flammable liquid , if ignighted does 100-300 damage if tank has run over fluid can deal additional 100-150 damage , 1/12 critcal hit can damage 30-50%% of enemy health -Pro- -Advantages- liquid stays 10-30 seconds on ground and can be run over and get on tanks treads -Con- -Disadvantages can be ignited by explosions close to it and other firebirds can set it alight cannot distinguish team from enemies properly and can hit be ignited by team mates , slow reload and ignite function has 1-4 sec delay and can misfire liquid cant be directly put on enemies freeze can freeze it to make it a slippery surface for 5-10 secs before it melts away was last edited Oct 2021 , 18 -19 / 6 /2022
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Page 167 has some of my Ideas for New weapons page 136 , 138 , 143 and page 148 in Augments for Turrets , Posts for at least 6 to 10 turrets so far Page 97 in , ideas-for-supplies-and-drones Turret Idea - Grenadier or (Slingshot) or maybe call it Slingshot Grenadier medium to long range Grenade launcher, with a slingshot Mechanism for firing them quick reload speed of grenade 10% slower than twins, but 1-4 second delay before using firing mechanism due to it loads into the firing mech similar to Hammer Hold the fire button to increase tension to launch further, similar to Magnum firing mechanism Basic Damage- 200-325 damage per grenade, blast range is length of wasp +15% extra , medium reload time , 1 in 4 chance to throw a critical grenade which adds 100-200 extra damage and bigger explosion 1 in 5 chance for explode on hitting enemy without delay after detection 5 -10 sec delay when grenade hits enemies as it detects enemies and releases Pin electronically, if no enemies are hit it waits 5 secs before starting the 5-10 second timer -Pro- -Advantages- can hit multiple Tanks in blast, -Con- -Disadvantages Cannot fire over wall properly unless it bounces , low damage , needs Precise firing or you'll miss target , damage is spread if multiple hit , delay in grenade exploding sometimes , Double Damage Is disabled For this Turret Augments for this Turret are listed in page 138 of augments Check page 135 , for persons below Crossbone <-- check new overdrive ideas from user 142 ,140 has none may been shifted elsewhere
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-Striker Augments- - Double Blast - (duplet reload speed) from hammer -Pro- -Advantages- - shoots 2 missles instead of one from both barrels at once -Con- -Disadvantages Missile damage is 25-50% less of normal single shot , slowish reload speed -------------------------------------------------------------------------- Splitter- tap the fire button when rocket is in air and it splits in 2 in V formation forward (spread shot) -Pro- -Advantages- can hit multiple targets , slight faster reload than regular striker 5-15% faster -Con- -Disadvantages 30-60% less damage per small rocket cannot fire another rocket till small rockets has exploded 10-15% less damage on Salvos , Salvo missiles cannot split ---------------------------------------------------------------------- Guided Missile- replaces normal attack with guided missile that when fired camera follows it and it can be controlled by wasd -Pro- -Advantages- Can make it go around a corner -Con- -Disadvantages Cannot move hull or see your tank when missile is used , cannot fire another rocket till rocket has exploded ------------------------------------------------------------------- Figured name >> 19/6/2022 >> Rocket Pod Augment (Mini strike<< previous Name)- uses Mini Missiles instead of regular , 5 shots instead of one missile , Missiles all fire one after another from one side tap space and it launches all 5 shots one after another Also its Salvo is Replaced with a Barrage of 10 mini rockets (5 from each barrel) Both barrels fire barrage at same time 5 rockets in each barrel are launched until empty and is 5-15% slower than hunter striker augment Medium-short range -Pro- -Advantages- Mini missiles shot is like hammer and spread out randomly , rarely can hit 2 -3 players if close -Con- -Disadvantages Missiles do light damage (50 to 150 damage per rocket) , cannot reload till all 10 rockets have been used ---------------------------------------------------------------------- default its set to fire from Both barrels B = Both n = Left side and M = Right side -Pro- -Advantages- Can use 2 missiles at once , Has Red indicator light on Weapon to show active Barrel to User -Con- -Disadvantages Longer Reload , Modes lock the Missiles so you cannot reload unless that side is in Active mode , 15 to 35% Less damage than stock per rocket ------------------------------------------------------------------------ Firework Compound - Uses fireworks instead of missiles that stun and blast light in enemy tanks hit random colors Small to Medium range fireworks do 100-150 damage stuns for 2-4 secs and blinds enemy for 2 -5 secs making it harder to see -Pro- -Advantages- stun and blind enemies , salvo is faster than standard striker by at least 5-15% -Con- -Disadvantages Weaker missiles then regular striker Salvo is replaced with firework missiles x4 that go faster then regular and cannot home on target , lock on enemy and it launches 4 missiles at where enemy was located last , salvo is slightly faster than normal striker by 5-15% ------------------------------------------------------------------------ below is similar to tomahawk turret idea in turret ideas that i posted U shot augment- Barrels are slightly upward instead of normal , missiles launched in this and salvo mode go upward in a U then crash down into the ground ( Changes Striker from Medium range to Short range / Melee ) -Pro- -Advantages- Can hit tanks behind walls if it hits them -Con- -Disadvantages Shorter range than regular striker ------------------------------------------------------------------------- Shifter augment- allows barrels to move up/down by pressing keys n and m , rotating turret is like normal -Pro- -Advantages- Can fire downward if turret barrels are lowered -Con- -Disadvantages Slower rotation speed of turret by 5-20% ------------------------------------------------------------------------- idea based on Emeraldcat345 post idea V my idea added down below OutBurst Augment- allows the user to launch surprise barrage of missiles , you'll be able to charge up your Salvo without needing to point at an enemy , hold space to load salvo for a few seconds takes 2-3 secs for each missile to load then release to launch it , missile damage is 250-500 per rocket -Pro- -Advantages- Can launch a salvo of missiles like its instantly -Con- -Disadvantages Homing missiles in salvo removed , holding salvo can backfire if near wall if you release too early , Focus Laser can still give away your location as it doesn't turn off when rockets are firing and 3-6 secs after launch or holding space button , if you don't fully load before firing it wont have 3 missiles , must hold turret fire button to hold the salvo upgraded Outburst augment or alpha outburst augment- upgraded outburst augment , makes it so you don't have to hold fire button continuously for salvo , allows the user to launch surprise barrage of missiles , you'll be able to charge up your Salvo without needing to point at an enemy , press M to charge salvo takes 6-8 seconds to load , press fire button to focus laser forward , it launches after acquire a target for 3 seconds and launches at that players last location -Pro- -Advantages- Can launch a salvo of missiles like its instantly, doesnt Require you to hold turret firing button , missile speed increased by 10% -Con- -Disadvantages Homing missiles in salvo removed , holding salvo can backfire if near wall if you release too early , Focus Laser remains , 3 rockets instead of 4 , focus laser appears when you launch Salvo at an opponent takes 2 secs to launch and has 3 seconds for it to focus ------------------------------------------------------------------------ Pursuer accelerator Augment- , or stalker accelerator augment accelerates and by using homing on rockets makes this augment effective Rockets speed up when near an enemy by 10-35% more speed and home on the enemy near it, rocket has a laser pointer on the front section of it , 1 to 2 seconds lock on before it speeds up towards the target close by the rocket -Pro- -Advantages- Increases speed on Regular missile shot , Regular shots replaced by homing on Missiles , the replaced missiles can home on targets close by the rocket if target is destroyed before rocket gets to destroy that opponent (neutral) targeted enemies get a triangle notification which is yellow and a black ! -Con- -Disadvantages Salvos have reduced speed and replaces homing missiles from salvo with regular rockets , 2 rockets per Salvo and damage reduced (5-25% less damage), ------------------------------------------------------------------------- Smart targeting augment- some features of striker have been changed but by adding a smarter target lock it makes it easier to target, with a drawback of slower missiles (at least 10 to 30% slower than normal) servo is faster than stock , but has only 2 missiles -Pro- -Advantages- If you're target locked on a enemy it ignores anyone else till Salvo is used , 10 to 20% extra laser area (laser is bigger) -Con- -Disadvantages . Lesser damage , slower rockets had to be added , also 2 less rockets in Salvo -------------------------------------------------------------------------- Mini Spitter augment- ( Added to post 1/9/2021 this augment idea and one below ) A augment which is similar to the Bounce shells of Thunder augment i posted Rockets appear to Bounce off solid Objects , what really happens is if main rocket is about to hit something it launches a mini rocket from it which makes it look like main rocket has bounced , -Pro- -Advantages- Main rocket will shoot out a mini rocket to the ground close by it which could do the extra damage to take out a enemy -Con- -Disadvantages Salvo loses 2 rockets , Mini missiles do lesser Damage (100 to 200 damage max) ,and can miss hitting anyone, mini rockets are not in salvo shots --------------------------------------------------------------------- Sonic boom / sonic doom rockets augment- Equips striker with faster rockets that can push back enemies , just not as effective as juggernaut overdrive though -Pro- -Advantages- Faster speed rockets than stock , can push back enemies to move backwards and sometimes flip a target if its near a edge -Con- -Disadvantages Salvo is Slower at firing by at least 10 seconds , Salvo reduced to 2 rockets , Normal firing mode takes 5 to 10 seconds longer than stock striker
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yes Telsa Augment ideas Some came from same Telsa weaponery seen in the links , they seem ok to use right? like when on yt if you like the vids for the uploader to, Tesla Augments Name - Electro-Magnetic Disruptor. replaces secondary firing mode shuts down any enemies in area of effect Press M to activate secondary mode press M again to change back has 2 to 4 second delay to switch back , enemies remain disabled for at least 5 to 7 seconds , also their supplies cooldown starts after they are out of the electric field -Pro- -Advantages- has a static electric field around it disables any enemy in it completely 1:54 -Con- -Disadvantages - disables damage of your Turret and use of hull movement also ------------------------------------------------------------------- Stasis Ray augment - replaces secondary firing mode uses a electric stasis ray to stun an enemy from moving its hull for as long it is active, has at least 2 to 4 second between switching mode, press the R to use m if R is used already , it auto lock at the enemy in range / in front of you , -Pro- -Advantages- -Stops a tank from moving its hull , medium range ray , slows enemy turret from moving 50% , reload speed of enemy is Slower by 10% to 30% , Disables double damage of Target , and 25% chance to disable Speed boost -Con- -Disadvantages -Single tank disabled , doesn't stop enemy from using turret firing , unable to use main weapon when Stasis Ray is used , slight delay in using it , must have a enemy directly in front of ray or it misses 2:28 to see how it works and would look in Tanki, like vid if you liked the uploaders Vid (its from You-Tube) ------------------------------------------------------------------------- Electric shock augment - replaces use of secondary firing mode creates a small to medium ring of electric energy around tank that damages enemies in it, press the space bar when its charged to use has a longer reload than electric ball of normal teslas -Pro- -Advantages- - damages multiple tanks in the blast of electric around you -Con- - Disadvantages - reload speed slow of secondary mode , has 2-4 sec delay before it fires , unable to use regular firing when E S Augment is going off , weasel can protect the enemies from some of the damage 0:13 to see what it would look like in Tanki sort of -------------------------------------------------------------------------- Double Coils- replaces normal firing mode with 200-400 damage per barrel Rework the telsa Look like the one in this Telsa tank down below , for this augment technical aspects were changed to make it double the coils , reload speed is slightly faster than Duplet for hammer but not much - shoots one barrel then the other one one shot per barrel (in same manner as striker) as its weaponry was changed it no longer can fire Electric balls of its own, can use other tesla balls around map though to its advantage somewhat -Pro- -Advantages- - Can damage twice in a row, 10 to 20% extra range for its Melee -Con- - Disadvantages , Melee cannot arc that much as normal tesla can its 86 to 92% less range of Arcing , its Second Mode is Removed , (ABOVE THIS ^ ) See Right darker area of Gif Tank For what it would look as a Tesla Augment 5:13 on the right Video Removed changed it to Gif 22/6/2022 The JB was the source Yt vid , i found way to cut vid then Gif then the Tank part from Vid ------------------------------------------------------------------------ Purple Energy augment , Replaces Teslas Main electric melee with a Purple zapper , holding the Fire button does quite weak damage but there is no delay , 2 to 4 seconds delay if you stop firing , has a battery , that reloads after its out of battery (not garage supply battery but a medium one) , ejects used batteries before it reloads a new one, you cannot fire it when reloading , also its energy of electricity is lower than a standard Tesla , has a heat meter/ meter if you overuse it or use it non stop ( dont stop holding fire button after 2 batteries have been used / reloaded it will overheat its weapon and it shorts out for a few seconds) its damage is less than a isida but is similar to its firing/ damage output , has a battery supply of 2 , has to reload longer if both have been depleted , 1 depletes at a time damage is 100 per second 125 to 150 if firing on any electric ball -Pro- -Advantages- -Can constant Fire its weapon to attack enemies without delay , it can effect tesla balls but minimal -Con- - Disadvantages Cannot fire if you stop firing has a delay before you can use it again , its damage is lower that a normal Tesla , slow reload when battery is depleted, can overheat , can arc but it cannot arc to more than 2 enemies , lesser damage if attacking 2 enemies at once, a longer reload after 2 batteries have been used , https://www.youtube.com/watch?v=HLc3cfdUWCs check this video on technically how this turret would fire / look like Gif >> Tried to get Gun shooting as example ------------------------------------------------------------------------ SuperCharger Augment- superchargers its Bolts to hit better when Firing Melee damage its Melee is changed to weaker melee bolts that arc slightly from the impact area at least 3 to 5 bolts instead of normal arcing but is better at hitting the enemy , its drawback it is slower firing rate than normal when using secondary mode -Pro- -Advantages- - its Melee firing rate is increased by at least 10 to 20% faster , Bolts now arc from the impact area like Lightning instead of normal, Melee range is 10 to 20% further , firing on any electric balls still applies its Lightning arc like its Melee can -Con- -Disadvantages Its second Mode is Slower at firing , by at least 10 to 20 seconds longer , 30 to 50% less damage from its Balls when they hit anyone , balls have a 5% extra speed than Normal , can only arc from a Single ball in its range Check link i guess to at least try to see what i meant by lightning arc down Below, Check at Around 0:38 ------------------------------------------------------------------------- Idea i Had for Tesla Augment 18/6/2022 Below maybe found a name for It curvature. Augment Tesla Weapon is Slightly upward instead of Its Normal look also it shoots a Electric ball whenever it Fires Normal firing mode but with a Extra charge for long range (Main turret attack Fires the Ball First then its main Turret fires a few seconds after (after it reaches enough over wall) Electric Ball is bigger but Power had to be sacrificed from its attack and its secondary Mode to have this ability -Pro- -Advantages- - Turret Angle and its Tesla attack shoots a Tesla Ball giving it the Ability to attack from behind short Walls , Slightly More range than Normal due to 10-15% Tesla ball size Increase -Con- -Disadvantages Lower damage , Secondary Mode shoots Smaller 10-20% smaller electric balls , Secondary mode Electric balls are Faster than Its melee fire up time making Electric chains from its Own secondary Mode impossible Picture edited Shows how it Works (done in paint on a Tanki map picture To show How it Works ) to add later either that or have it have a button to change its Turret Angle Up/Down (Like some magnum augments)
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new weapon well one of my old ideas , Other Ones near bottom of Post have been reposted same with Below Tesla - looks like red alert 2 yuris revenge or red alert 2 tesla tank- has 2 barrels - special abilty to arc over walls slightly to shoot out electric zapper energy https://cnc.fandom.com/wiki/Tesla_tank_(Red_Alert_2) (idea Above is now as a augment in Augment Post instead , as (Tesla) is in game already sticky grenade - launches sticky explosives that explode after a while (check Raze on kongregate for the idea on weapon - has a clip of 10 i Tomohawk missle - https://cnc.fandom.com/wiki/Tomahawk_launcher uses a missle to launch at enemys in a arc - medium range - medium reload 1:11 Machine Gun - machine Gunner- has a machine gun mounted slightly downwards so short range machine gun weapon Missle Launcher- changed to alteration in Augments of striker Grinder - uses a close range Grinder weapon to attack enemies https://cnc.fandom.com/wiki/Grinder_(Uprising) https://cnc.fandom.com/wiki/Grinder_(Uprising)?file=Grinder.jpg Disc exploder - shoots (medium range) discs of metal and explosives (looks like frisbee) does 300-600 damage per shot has a load of 10-15 shots before reloading Acid - or corruptor - medium range like firebird and freeze shoots out green acid at opponents and leaves a small amount on ground deals 100-200 damage to enemies who go in it vanishes in 5-15-secs 1:00 https://www.youtube.com/watch?v=AnRAFN-FgAI Disruptor - medium to long range https://cnc.fandom.com/wiki/Disruptor 1.43 Wave Force artillery - https://cnc.fandom.com/wiki/Wave-Force_Artillery similar to the railgun it attacks longe range cannot fire while moving decreases energy through tanks at 50% second tank and 25% or less for any other tanks in blast medium reload time Shogun- https://cnc.fandom.com/wiki/Shogun_Battleship use a weapon similar to the weapon on the battle ship in tanki tri shot weapon long range shots of energy blast- 300-500 per shot damage Future Tank Alpha ?? - 3:47 - https://www.youtube.com/watch?v=IBZX5kqdJvM&list=RDCMUCZir-qs326Daam6dDBoo0YA&index=1 Battlemaster- https://cnc.fandom.com/wiki/Battlemaster_tank regular tank weapon Medium range- -Nuke Augment- on it adds a nuke to shell leaves a small amount on ground 5 secs it vanishes but units who move it it get a 100-200 points of damage autoloader Augment - adds 2 additional shots to it so fires 3 shots per reload flame shell Augment - small explosion of fire with regular shot Shatterer weapon - ? https://cnc.fandom.com/wiki/Shatterer 0:20 Magnetron weapon - cannot deal damage unless tank drops from certain height in air , stuns hovering hulls when they drop for 2 secs lifts up Light and medium Hulls from a medium to longish range cannot move hull if using weapon , heavy hulls are affected by decreasing their hull speed by at least 25% Press M to stop turret 5-10 delay before you can use your turret again https://cnc.fandom.com/wiki/Magnetron 0:43 shows how weapon works Pro (+) can lift an enemy towards it , enemy turrets are less effective Con (-) cannot lift Heavy hulls , can only lift one tank at a time https://cnc.fandom.com/wiki/ECM_tank Ecm - weapon (Electronic Counter Measures) Tank to support its attacking tank legions. It utilizes a soft-kill jammer designed to deflect incoming projectiles in a small radius around the vehicle. This vehicle-based suite of electronic countermeasures protects advancing Chinese columns. A multi-frequency jammer effectively disrupts guided missile and rocket attacks, which can cause them to miss their targets. Its directed beam can also disable the electronics of vehicle units.[1 would be cool to have a random non kill weapon right? lol Inferno cannon- CandC generals for idea - basially a weapon that shoots out mini fire projectiles in a arc cannot rotate weapon (kind of like magnum) 2-3 + inferno cannons can shoot at same spot to explode it into fire deals massive damage to players who drive through it (including self) (its special ability Is to Stack with other Inferno cannon Shots on ground including your own) Toxin Turret - https://cnc.fandom.com/wiki/Toxin_tractor Uses toxins to attack - low damage like fire or Freeze - leaves trails on ground to damage opponents-, its tanks are double or even Triple of the Firebird and Freeze , its Toxins cannot last Long like the Firebird or Freeze Turret can , 5 to 15 damage per second -Pro- - toxin can damage multiple tanks , Anyone with the Toxic Effect can cause damage to nearby Teamates of that Player , can attack for longer time than Firebird Or Freeze , -Con- - . Quite Low Damage , second mode does more damage but disables hull , double damage is Disabled as well as Hull movement if second mode is active Secondary Mode, Can Leave Lingering Toxins on the ground to leave a big amount of toxin for a long time, but it takes at least 5 seconds to switch modes Press M to switch to second Mode which disables Double damage and Movement of Hull , press M to switch back weapon turret , Laser - basicially like generals Zero Hour general townes Laser Tank https://cnc.fandom.com/wiki/Laser_tank https://cnc.gamepedia.com/File:Generals_Laser_Tank.jpg medium range turret
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category Ideas for Supplies and Drones!
GENERALSpidy replied to Ilia.ArchangeI in Ideas and Suggestions
When someone uses a repair drone or repair kit use the symobol thing from command and conquer generals zero hour Gla team repairing thing to show when someone uses a repair kit- 2,761 replies
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category Ideas for Supplies and Drones!
GENERALSpidy replied to Ilia.ArchangeI in Ideas and Suggestions
make Black gold boxes happen on night maps or on halloween make them drop random amounts of 1000 or less crystals just like regular gold boxes- 2,761 replies
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