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Suggestions for 3 New Turrets


New Turrets  

12 members have voted

  1. 1. Which of the suggested new turrets would you like to see?

    • Flame Bomb
      3
    • Cluster Bomb
      1
    • Electromagnetic Bomb
      0
    • All of them
      7
    • None of them
      1


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Hello,

I'd like to suggest the addition of the following turrets to the game:

 

 

1. Flame Bomb (Flomb): This is a long-range flame bomb (fire ball) that explodes when hitting a surface (tank or anything else). Once the bomb explodes, any enemy tank within a specific radius of damage will be affected by impact damage (say 120hp when the bomb explodes) and fading burn damage (similar to firebird's burning effect).

 

2. Cluster Bomb (Clomb/Hailgun/Raingun/Showergun): A long-range projectile, which when exploded releases a number of submunitions (say 10-20) that spread across a specific radius. Each submunition that hits an enemy tank will explode dealing moderate damage (say 20-30hp per submunition). Any unexploded submunition will stay active on the ground for 10 seconds (or so) during which it can explode if contacted by an enemy tank. The initial projectile explodes and releases the submunitions in one of two cases:

 

  • When it hits a surface.
  • When it reaches its max range it explodes in the air and showers submunitions, but this is a bit tricky because the user can roughly control the distance the projectile travels by holding down the space button for certain amount of time and then releasing it. When holding down the space button a range bar (similar to the reload bar) will start filling and if the user releases the space button before the range bar is completely filled then the projectile is released and it travels a distance less than the weapon's max range (determined by how much of the range bar was filled) before exploding.

 

3. Electromagnetic Bomb (Electromb/EBomb/EGun): This weapon shoots a long-range electromagnetic wave (or ball) which disables the enemy tank's firing power (i.e. it won't be able to shoot but will still be able to move) for a specific amount of time (say 10 seconds), and also deals little damage (say 20-30hp per shot). This weapon has a sniping mode (similar to shaft's), and when an enemy tank is hit by it an electric charge will appear around it (similar to the one that appears after a smoky critical shot but with different color/shape). Additionally, if an enemy tank (regardless of the hull used) is hit 5 times by an electromagnetic bomb (from the same enemy tank or different ones) within 1 minute then that results in fatal electronic damage and the tank is destroyed.
 

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EMB seems OP, but nice Idea. I also had  nice idea, a corrosive gun, which I named Cobra. I didn't name it actually, but I saw it in another game.

 

Basically, it's an acid gun. It throws out acid. It's special ability can be of two types (Choose the one you like):

 

1. Acid pool: The ground will temporarily become acidified. It will corrode any enemy tank that comes in contact with it. If friend fire is enabled, this applies to allies too. It can be there for 10-15 seconds.

 

2. Acidifying effect: Any enemy tank will start corroding, losing, say 5-10 hp, per second. You can make firebird's afterburn shorter but stronger, while this will take a long time to end but will deal lower damage per second than fire.

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Very nice, this is the first time I have seen someone suggest a weapon that wouldn't unbalance the game. I love all the ideas for these new weapons and  I think Tanki should consider them. the eletric wave thing needs some work because the way you described it, it would be hard to get a kill, but otherwise great ideas

 

Douginator

+1

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Thank you all for your feedback!

For those who think the weapons are overpowered allow me to remind you with two things; first, the suggested numbers are tentative and can be balanced after testing, and second, you are not taking into consideration the reloading time which can crucially affect the weapon's effectiveness. More details for each gun below:

1. The Flame Bomb releases a single shot with a reloading time close to that of railgun's, so it won't be firing like ricochet. In contrast, a single railgun (m3) shot deals a damage of 109-165hp.

 

2. The projectile of the Cluster Bomb will first explode releasing the submunitions that spread across a specific radius, and after the submunitions are on the ground then they explode if contacted by an enemy tank. So even if the projectile directly hits an enemy tank not all the submunitions will explode, unless the tank runs all over them! Thus it will be unlikely to destroy a tank with one shot. This gun would be useful when an enemy tank is camping behind a barrier and you cannot directly shoot it, but you can "shower" it with this weapon.

 

3. The Electromagnetic Bomb reloads slowly (something like shaft) and the turret turns slowly. Once an enemy tank is hit by this gun and is unable to shoot, it should normally hide or try to move away from this weapon's sight, so practically it won't be easy to hit the same tank 5 times within 1 minute, unless your enemy is a noob who's just standing there and taking it! This gun may not be very effective in DM battles, but it will be very useful in CTF battles where skill and teamwork are more important. So if the enemy has this gun and you go for their flag alone, you'll have little chance of making it out of there on your own if your firing power is disabled. This is where strategy, skill and teamwork can be tested, which is what CTF battles are supposed to be about in the first place, instead of a single drugger snatching the flag while his teammates are collecting crystal boxes!
 

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