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Factory - mid \ long range swarm carrier turret. Can aim for ally and enemy. Factory has 4 bullets (swarms) that are constantly reloading (with good speed), and you have a medium fire rate. Short press sends 2d animated sprite of little robot swarm (like flies cloud) that move not really fast but can track nearest enemy to hit it, sit on enemy tank little time dealing damage over time (every instance can crit) and come back to you. If you miss, swarm will not come back, but if it deals damage to enemy it will fly of enemy and come back to you with ability to sit (and damage) another enemy tank if collides. Returning swarm goes in your factory tower and reloads 1 bullet (swarm). Long hold will send swarm on ally's tank. That support swarm will fly to enemy tank that you're ally has been attacked or attacks (that ally's swarm will fly on one enemy, then track beck to ally and leave it going back to you to reload you still having chance to damage on way back any other enemy like other swarm do). All swarm that are flying or on ally's will be destroyed when you're tank dead (except ones dealing damage to enemy, but after they done that, they will be destroyed). Main gameplay is to send as many swarms as you can out on different enemy (not beneficial to spam swarms on the same target due to the limitation that I explain later). While you are constantly reloading, you can have flying more than 6 swarms out. Priorities long range enemy to keep swarm flying and spend rest on closer enemy's, make sure to position yourself that way so you hit closer enemy's with returning swarms to max out damage. If you can't keep up, you can place them on ally's to not waste reload on downtime. Dealing with close range enemy will not benefit much (as it is with other my tower idea - Bouncer) as you will reload faster then you're fire rate is and limitation that only one of you're turrets swarm can deal damage on same target (swarm does stack on same target from different players). This turret is good to annoy any number of spreded enemies and secure kills on low health enemies. Alternative gameplay is to supply your attacking teammates with swarm using long hold without leaving the base. This weapon can have a unique appearance : toaster with four line shaped holes on top, swarm will send out not from front but from top of turret Pointer - long range support. Unlike Factory that is dive support, Pointer is camper support. Shoots an insta hit bullet with medium fire rate, low damage, no splash or impact force. Have large ammo, reload all time with slow rate. Dealing damage to enemy makes them visible thru walls and vulnerable to next shot for x seconds, that will deal +% bonus damage (this number shows to ally that shoot vulnerable enemy and you, but damage gives points only to you). This +% damage itself can't crit and don't respond to critical damage, treating as normal. Basic Pointer shots do not crit either, but shoots two times instead of one (better synergy with +% damage then just raw damage). Good in complbination with ally using great single hit weapon, like shaft ir railgun as % will be huge number. Useful with medium fire rate like smoky and thunder because they can constantly hit same target, but usless with firebird, freeze and twins as % will be to low numbers and you can't keep up with fire rate This weapon can have a unique appearance : a steering wheel with microphone on the center as gun barrel Charger - close / mid range. Starts with empty yellow ammo bar. Short press will fire hight rate fast bullets from 3 turret barrels. Dealing damage will fill yellow (ammo) bar. Ones ammo bar fully charged, hit long press attack to send huge projectile that will consume other enemy's projectiles if colided and deal massive damage. This weapon can have a unique appearance : 3 barrel twins pointing same direction with bell shape in center.
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Smit started following Ideas for Turrets! and Ideas for Hulls and Overdrives!
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Here some hull ideas for Tanki Online there is five 3d models along with existing hulls to compare (they all are land hulls) picture 1 picture 2 picture 3 picture 4 picture 5 video 1 video 2
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Blaster - long range sniper alternative. Long press attack (or space) to toggle sniper mode. In sniper mode you can move your aim as Shaft does and can't move tank (also scope does not zoom in that close like in shaft- more like first seconds of snipe mode). The difference is that Blaster shoots 5 insta hit (scanshot, has no travel time) laser bullets. Short pressing "attack" will shoot one bullet in sniper mode. First bullet can't crit, last bullet always crits, other three bullets in-between has progressing crit chance. Can only shoot in snipe mode, has laser to alert enemy's. You might use different strategies as to shoot out 4 bullets to use only crit one, or shoot 3 bullets and change position to fire next 2. Yes. Leaving snipe mode save current bullets load. Reload starts after all 5 bullets are out This weapon can have unique appearance : turret created with 5 magnifying glasses to focus beams. Every leans represent bullet and will move away. Idontcomeupwithnameyet - (mid or long range) this weapon efficient to control and defend paths from safe distances. Long press will create marker on ground before you and visible only to you (hold longer to move it further away from your tank). Long press second time erase marker. Short press - tower will shoot to that marker using smart projectile path to land exactly in middle with splash damage, has low reload (bullets looks like disks have travel time and arch trajectory). While marker is created, you can't manually rotate tower (left and right), because tower rotates to marker automatically and change barrel angle to shoot. (Bullet still can miss if collides with tall buildings). You can shoot pretty frequently with low reload, medium damage and large splash, but you tied to marker and can't rotate tower without long process of resetting marking new area to bomb. Idea is that this weapon shot up, bigger angles like Magnum all the time and have unique targeting This weapon can have unique appearance : a really wide barrel that with placed marker transforms - side parts of wide barrel move forward to create a longer barrel appearance. Please stop me, I can do this all day Slammer - (close range) can't turn tower, deals damage around tank. Short hold deal in large close range low damage with low reload time. Longer you hold fire button > longer will be reload, bigger damage and lower range. You can't delay shoots - ones yellow bar depletes to 0, Slammer will shoot automatically (so you have to time it well to deal max damage and be close enough). Spam low holds chasing enemy's, hold longer to jump on enemy's around corners. This weapon can have unique appearance : looks like hydraulic press that moves up and down with drums features.
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Echoshot - (mid range) loaded turret has 2 shots before full reload. Pressing space will shot them both with little delay. First shot has lower than smoky damage. Second shot is devastating. Main gameplay is to hit second shot, but it will be hard as there is delay from first shot and enemy can hide before you get chance. This weapon has no splash damage and have great punching power. Also damage will falloff in longer range as it is mid range weapon This weapon can have unique appearance : tower with two barrels that has different length on top of each other Bouncer - (any range, better in close combat). Has 1 bullet (that travels something like Twins shots and has large ball appearance) . That bullet will launch at target or location and when it hits surface, tank or fly out of map - change direction and go back right to you're tank (with tracking and maybe ignoring surface). Has no reload and will be counted as "ready to shoot again" only after Bouncer ball traveled back to tank. In close range is more efficient as travel time is super short This weapon can have unique appearance : large plasma ball with 3 mechanic holders stands vertically on hull. If shot has been done - that plasma ball at center will launch leaving turret leaving just holders alone to indicate that its not ready to shoot Comet - (long range). Has 1 bullet that has long trail like comet. After you shoot, turret goes in "guidance mode" and turning tower left and right will turn that comet shot trajectory to left and right, giving access to shot campers around corners. Reload starts right after shot, during "guidance mode" and pressing space to shot a new one will lock current bullet trajectory and fire new bullet This weapon can have unique appearance : satellite dish with weapon barrel at center. Antenna on back will emit pulses to indicate that you are in "guidance mode" Barricade - (close range). Yellow bar is durability of photon shield that is projecting where you aim. Space / shoot will toggle shield projection. This weapon will create cover for you and teammates as it will soak damage from that direction. If ally's bullet goes thru that shield - they will do more damage. Shield will lose durability and deal damage if collides with enemy tank. Barricade shield will repair only in toggle off mode and will automatically toggle off after durability reaches 0 This weapon can have unique appearance : little mechanical holder with hexagon like or squares shiny part that is creating shield
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