Jump to content
EN
Play

Forum

Ideas for Turrets!


 Share

Recommended Posts

 

 

Recently I've been having a lot of problems with campers, especially on maps that

are pretty much designed to be played using Shaft and nothing else(Those are large maps, adapt and those maps are also good for Railguns.), the endless

"sniper-a-thon" as I mentioned somewhere earlier. Earlier on this post somebody

suggested a Cannon Turret, which would be the first Tanki Online Turret that fires

in an arch instead of a straight line, and oddly enough, I had a similar idea.

 

Maybe implementing an ARTILLERY / MORTAR Turret would help us break these

Shaft addicts(Those "Shaft Addicts" you're referring to are the ones that know which turret to use on certain maps. Smart for them, huh?) from streaming out battles into a single tight lane. It would be strictly

a long range weapon and you could fire it only when standing outside, meaning you

can't use it from within buildings, obviously. It would deal serious damage, but would

be also very difficult to use, it would require precision and an efficincy, and a helpful

and co-operative team.

 

Forgive me for not providing a design picture for this idea, I haven't been in the mood

to draw it, not to mention that my drawing skills are practically ZERO, even with 

MS Paint.

 

How would the aiming work? Well, first you have to hit the fire button and you get an

overhead blueprint of the battlefield. Then you decide where you want to deliver the

hit, navigate your aim on the blueprint using your movement commands(Wait, so you go into some kind of birds eye view and target that area? I hope that all tanks would be invisible or showing a visual of tanks 5 seconds ago.), hit the fire

button again and your Mortar will use energy the same way Isida does to prime up

the charge for 5 seconds, then fire. After the shot, you need to wait 5 more seconds

for the Mortar to reload (energy to recharge) so you can try to fire again.

 

When fired, the projectile would launch from the turret, but if you are within a building,

it will hit the ceiling and make you look like an *****. But in the open, the projectile

would launch like a rocket way above anybodies line of sight, and after 5-10 seconds

it would impact the intended area, depending how far the target area is from the launch

point. Those close to the area will have a small window of opportunity to get away,

because they will hear that recognizable whistling sound that's louder the closer

they are to the impact zone. 

 

PROS:

 

 - Allows the player to target ANY area of the map without leaving cover, perfect

for targeting predictable camping spots and preventing campers from sitting too

long on their favorite spot without providing them any chance whatsoever to stop

you from doing so. So it reveals the positions of tanks? That's like a radar that the Developers will never add due to the fact that it gives a unfair advantage.

 

 - It's a non-upgradeable Turret, because it one-shots EVERYTHING it hits,

doesn't matter if you have an M0 Wasp or an M3 Mammoth. Too OP for the reload. Make reload 15 or 30 seconds long. No excuses.

 

 - Because the time between visualising the impact area and actually hitting

that intended area is 10 seconds minimum, the Mortar is useless to campers.

 

CONS:

 

 - Because of it's sheer power, it would be limited to high ranks, so it wouldn't

be present in low ranked battles.

 

 - Because it uses a map blueprint for firing, the Mortar cannot be used to fire

down a line of sight, so basically Mortar is defenceless and has to be protected

by friendly tanks. If you see somebody coming your way, the best thing you can

do is run like a sissy if you don't have anybody to hide behind.

 

 - Because it uses movement controls to target on the blueprint, the Mortar

cannot move while aiming. Also, while aiming, the Mortar is practically blind

to everything around him, and can be killed off without notice.

 

 - 5 seconds priming and 5 seconds recharging means the minimum time between

shots is 10 seconds, which is too long for repeated fire. If you are firing blind, it

is most likely you are wasting your shots. To maximize your effect, you need to

have eyes and ears outside your line of sight, meaning your teammates have to

tell you where to hit for you to make a certain kill.

 

 - The impact zone would be large enough to kill three tanks, but only if they would

be parked next to each-other conveniently. Considering how large some maps are,

that's a pretty small impact area.

 

 - Since it fires from above, the Mortar is unable to attack within buildings, meaning

as long as you are indoors, you don't have to worry about the Mortar.

 

 - After firing, the projectile would be launched sky-high and leave a trail of black

smoke in it's wake, that way you are basically showing EVERYBODY your location.

Conclusion of my feedback: Too OP because short reload and one-shot killing everything like some "GOD".

 

Share this post


Link to post
Share on other sites

Responce to PowerStrike1.1, one red line at a time. But before I start,

thanks for the responce so we can start working out the details :)

 

1.) It's rather impossible to precisely line down your rail on a large map,

because you don't have a scope, and due to the hit detection that sweetspot

on such a distance is just over a pixel wide. Still, for those who can use the

Rail on such maps and actually compete with Shafters, great respect for their

skill, because I sure can't do that...

 

2.) No, I'm talking about players who CONSTANTLY rely on Shaft, even on Cross

and other smaller maps, they still use it relentlessly. To add insult to injury, it gets

even worse with druggers, because a drugger Shaft can pretty much one-shot

anything when fully charged...

 

3.) No, when you enter the targeting mode, you get a simplified blueprint of

the map you are playing, no player positions, no flags, no control points, no

nothing, just a raw map drawing with your cursor as the target indicator. At no

point will you be seing anything else on the blueprint other than your indicator.

If you can understand the composition of the map, you can figure out your

current position, and probably the enemy positions...

 

EDIT: When you enter targeting mode, you might be seeing something like this,

but without all the symbols on it, just a barren blueprint of the map, but even more

simplified than this picture here, because it should be strictly two-dimensional:

2qld73t.png

 

4.) No, as said in line 3, all you see is the blueprint, but if you are smart, you

can figure out on which spots the enemy ussualy camps, so you just target

those areas blind, or wait for a teammate to tell you where they are roughly,

so you can make an educated guess...

 

5.) I honestly don't know about the reload, those numbers were just on top

of my mind. 15 seconds might seem reasonable, 5 seconds to prime and

10 seconds to charge, but 30 sounds a bit too much. You must take the

impact area into affect, the larger the map, the lesser the chance of hitting.

Maybe if the impact area increases, maybe 30 seconds sounds reasonable.

Or it is to be more powerful, like a localized air-stike / carpet bombing, then

the reload definitely has to be longer. Maybe including an option where the

size of the impact area depends on how long the Mortar has been laying

idle, I honestly don't know, it's way too soon to speculate about it, more

feedback is required, especially from the devs and mods who understand

the mechanics required to implement such an idea better than us...

 

=== Edit, added the first overhead picture I could find...

Edited by ArgentHellion
  • Like 2

Share this post


Link to post
Share on other sites

New Turret: Seeker

 

-Mid-range missile (hot seeker)

-Shoots target with damage varying depending on the distance from target

-2/3 the damage of Shaft's damage in "Scope Mode"

-Due to this turret having a hot seeker missile, the projectile follows its closest target...if the target moves left or right, the Seeker's projectile will explode at a certain distance from when the target outruns its range

-Range of max rotation for turret's projectile: 95-100 degrees before exploding when launching to target

-Reloading speed is 25% longer than Railgun's reloading speed

-Same range as Ricochet 

 

This turret is one that must be skillfully used and can be very efficient in certain battles. Imagine a hybrid turret between Vulcan and Shaft.

 

 

 

 

Share this post


Link to post
Share on other sites

what about Bomber?. One click leave a bomb somewhere, second click - 300 pts of damage to everything in 10 meters (including bomber ) ?

 

another one, Stemhead - it wouldn't fire but make a big damage to anythings it rides at

Share this post


Link to post
Share on other sites

what about Bomber?. One click leave a bomb somewhere, second click - 300 pts of damage to everything in 10 meters (including bomber ) ?

So what;s reload? Should be like 20 seconds.

another one, Stemhead - it wouldn't fire but make a big damage to anythings it rides at What does it do specifically?

Share this post


Link to post
Share on other sites

Take care that the idea of the granade laucher / mortar tower / artelery is not the next shaft like thing, that makes two people frustrated:

- the one that was hit out of nowhere

- the one that uses it frequently and never learns how to do close and medium range fighting

 

I think it is a good idea and variation to the game. But the perameters and side effects have to be watched carefully.

 

 

 

 

1.) It's rather impossible to precisely line down your rail on a large map,

If you practise.. you can learn that as well.

Hunting down enemy shafters with my rail is in fact my most favorite sport in tanki :)

- I take them either out af a distance (they never know by which of the two corners of the building you show up and shot them)

- Or I sneak up until I am right next to them and headshot them with the rail at close distance (not always possible... but soooo great :) )

 

 

Share this post


Link to post
Share on other sites

 

what about Bomber?. One click leave a bomb somewhere, second click - 300 pts of damage to everything in 10 meters (including bomber ) ?

So what;s reload? Should be like 20 seconds.

another one, Stemhead - it wouldn't fire but make a big damage to anythings it rides at What does it do specifically?

 

20 seconds seems a bit too long, 10-12 should be fine

Steamhead would just punch another tanks to make damage

Share this post


Link to post
Share on other sites

Take care that the idea of the granade laucher / mortar tower / artelery is not the next shaft like thing, that makes two people frustrated:

- the one that was hit out of nowhere

- the one that uses it frequently and never learns how to do close and medium range fighting

 

I think it is a good idea and variation to the game. But the perameters and side effects have to be watched carefully.

 

 

 

 

If you practise.. you can learn that as well.

Hunting down enemy shafters with my rail is in fact my most favorite sport in tanki :)

- I take them either out af a distance (they never know by which of the two corners of the building you show up and shot them)

- Or I sneak up until I am right next to them and headshot them with the rail at close distance (not always possible... but soooo great :) )

 

 

 

The thing about the Mortar is that it's intended for stationary targets, those include

extensive Shaft campers and defense flooders, you know, the ones who just sit

next to the flag, and whenever somebody grabs it, they rush out of cover and

gang up on the enemy. Considering the priming time, and the time it takes for

the projectile to land, it's next to impossible to predict where the moving enemy

would be to effectively kill him, especially when he is rushing ahead...

 

Besides, the Mortar would be best suited to brake apart those stalemates when

both teams have taken the enemy flag and are now just sitting around in their

bases waiting for someone else to return their own flag so they can score. I've

seen countless battles suddenly crawl to a halt when that happens, barely anybody

moves out of the base because capturing the enemy flag is a much higher priority

than returning your own...

 

 

 

Regarding the Rail, no thanks, I bought it, tried it once and realized I genuinely

suck at it. The Shaft however is another thing, at first I thought it was complicated,

but after two rounds of using it, after I convinced myself to act like a selfish dimwit

for once, I realized it's the easiest sniper in gaming history, since the targets are

practically slower than in any other game and the overhead viewpoint allows you to

see and track them from a safe cover and just peek out when you need to shoot, with

minimal exposure time required... This is especially true when sniping enemy snipers,

and this community takes it to a whole new level. I've seen countless snipers that

are too stupid to reposition after somebody landed a hit, they just move back a bit,

wait 10 seconds and move back up, just in time for me to charge my shot and blast

them apart before they even figure out where my shot came from...

 

If I didn't have an extensive healer conscience, I would definitely be one of the most

nightmarish campers Tanki Online has ever seen, using a Shaft+Titan combo and

barely ever moving away from my spawn...

 

 

 

=== Edit, added spoiler tag

Edited by ArgentHellion

Share this post


Link to post
Share on other sites

I see the benefits you explain.. and I see the disadvantages it brings.

If a tank has this wepon equipped, the enemy will simply learn to change its position at least all 10 seconds.. and render it useless.

 

But I still like the idea... so what do you think about, if the mortar is not a weapon.. but a supply?

For 50 crystals you get 5 shots.

So you can drive around with your primary weapon.. and if the battle gets stuck you can decide to spend one moretar supply on erasing a flagcamper and his guardians.. and get the battle moving again.

 

This is then some kind of a secondary weapon.. like mines are today.

 

 

edit: ps: I never intended to talk you into rail.. I just wanted to show up that this long rankge aiming skill becomes "natural" once you use rail more often. So your argument about it works only in lower ranks.

Edited by Rohrmeister

Share this post


Link to post
Share on other sites

At least near my rank, most players are practically braindead to conceive

what true warfare looks like, as I mentioned before they refuse to reposition

even after being exposed, they barely ever alter their tactics if they worked at

least once, and they absolutely never move from their campspot until they are

literraly forced away by rushing enemies, or killed off one too many times to

realize the time has finally come to leave that campspot and get another one.

Flag flooders are even worse, practically laying idle until somebody yanks their

flag, as if they were all asleep and somebody suddenly shoved a lightning bolt

down their exaust pipe to jumpstart them as soon as the flag warning siren

came on...

 

Since I'm a freebie player, I would definitely refuse to suggest the Mortar as

a supply, but that's not the only reason. If it is turned into a supply, players

could abuse it easier, especially team players who can all decide to fire one

off at the same time and practically turn an entire section of the map into an

instant deathzone, literally scorched earth where even the grass dies off.

The Mortar is all about hitting your enemy with precision and tactic, not about

blindfolded carpet-bombing.

 

That's the main reason why the reload time and the impact area are the most

vital stats of the Mortar, but like I said, they cannot be discussed until the

matter is taken seriously and someone actually decides to start including

this weapon into our arsenal.

 

PS EDIT:

Yes, this might turn a player into a one-shot superweapon, but considering

it practically leaves you wide open to most casual strategies, I would reckon

it's a fair trade-off... and unlike any other Turret in Tanki Online, having more

than one or two of them in a team is actually a handicap, not a benefit...

Edited by ArgentHellion

Share this post


Link to post
Share on other sites

Hi every 1...

I have an idea about a turret that looks like the Sonic gun in Recoil game (if u played before).  :P

It can shoot sonic ring pulses that are able to flip enemy tanks easily rather than the damage it makes.

it is important to have such a turret cause it depends on flipping over tanks and that will be cool for sure..

I think it might be possible to be accomplished as we already have a punch effect parameter in other turrets.

Please Please DO NOT ignore my idea and i wish all support me  :D :D :D

Best Regards....

Edited by Makhlas
There is no need for huge text and multi-coloured writing when posting. Continuation of this may result in a ban.

Share this post


Link to post
Share on other sites

Responce to PowerStrike1.1, one red line at a time. But before I start,

thanks for the responce so we can start working out the details :)

 

1.) It's rather impossible to precisely line down your rail on a large map,

because you don't have a scope, and due to the hit detection that sweetspot

on such a distance is just over a pixel wide. Still, for those who can use the

Rail on such maps and actually compete with Shafters, great respect for their

skill, because I sure can't do that...

 

2.) No, I'm talking about players who CONSTANTLY rely on Shaft, even on Cross

and other smaller maps, they still use it relentlessly. To add insult to injury, it gets

even worse with druggers, because a drugger Shaft can pretty much one-shot

anything when fully charged...

 

3.) No, when you enter the targeting mode, you get a simplified blueprint of

the map you are playing, no player positions, no flags, no control points, no

nothing, just a raw map drawing with your cursor as the target indicator. At no

point will you be seing anything else on the blueprint other than your indicator.

If you can understand the composition of the map, you can figure out your

current position, and probably the enemy positions...

 

EDIT: When you enter targeting mode, you might be seeing something like this,

but without all the symbols on it, just a barren blueprint of the map, but even more

simplified than this picture here, because it should be strictly two-dimensional:

2qld73t.png

 

4.) No, as said in line 3, all you see is the blueprint, but if you are smart, you

can figure out on which spots the enemy ussualy camps, so you just target

those areas blind, or wait for a teammate to tell you where they are roughly,

so you can make an educated guess...

 

5.) I honestly don't know about the reload, those numbers were just on top

of my mind. 15 seconds might seem reasonable, 5 seconds to prime and

10 seconds to charge, but 30 sounds a bit too much. You must take the

impact area into affect, the larger the map, the lesser the chance of hitting.

Maybe if the impact area increases, maybe 30 seconds sounds reasonable.

Or it is to be more powerful, like a localized air-stike / carpet bombing, then

the reload definitely has to be longer. Maybe including an option where the

size of the impact area depends on how long the Mortar has been laying

idle, I honestly don't know, it's way too soon to speculate about it, more

feedback is required, especially from the devs and mods who understand

the mechanics required to implement such an idea better than us...

 

=== Edit, added the first overhead picture I could find...

dude, you got this s*** down to a science! even i wouldn't be able to compete with that!

Share this post


Link to post
Share on other sites

At least near my rank, most players are practically braindead to conceive

what true warfare looks like, as I mentioned before they refuse to reposition

even after being exposed, they barely ever alter their tactics if they worked at

least once, and they absolutely never move from their campspot until they are

literraly forced away by rushing enemies, or killed off one too many times to

realize the time has finally come to leave that campspot and get another one.

Flag flooders are even worse, practically laying idle until somebody yanks their

flag, as if they were all asleep and somebody suddenly shoved a lightning bolt

down their exaust pipe to jumpstart them as soon as the flag warning siren

came on...

 

Since I'm a freebie player, I would definitely refuse to suggest the Mortar as

a supply, but that's not the only reason. If it is turned into a supply, players

could abuse it easier, especially team players who can all decide to fire one

off at the same time and practically turn an entire section of the map into an

instant deathzone, literally scorched earth where even the grass dies off.

The Mortar is all about hitting your enemy with precision and tactic, not about

blindfolded carpet-bombing.

 

That's the main reason why the reload time and the impact area are the most

vital stats of the Mortar, but like I said, they cannot be discussed until the

matter is taken seriously and someone actually decides to start including

this weapon into our arsenal.

 

PS EDIT:

Yes, this might turn a player into a one-shot superweapon, but considering

it practically leaves you wide open to most casual strategies, I would reckon

it's a fair trade-off... and unlike any other Turret in Tanki Online, having more

than one or two of them in a team is actually a handicap, not a benefit...

 

a freebie player!!!? :O

Share this post


Link to post
Share on other sites

 

dude, you got this s*** down to a science! even i wouldn't be able to compete with that!

 
Yes, I do tend to take things seriously, sometimes WAY too seriously.
Some call it a virtue, others a flaw, personally I couldn't tell, I just like
to narrow everything down as much as I can to eliminate any form of
missunderstanding down in it's bare roots...
 
 

a freebie player!!!? :o

 

Freebie player... yes, since I don't have the means to pay online for

my games, I mostly play those games that don't cost me any funds.

Mostly, because sometimes you just have to dish out some money

to buy a new game...

Share this post


Link to post
Share on other sites

Hi every 1...
I have an idea about a turret that looks like the Sonic gun in Recoil game (if u played before).  :P
It can shoot sonic ring pulses that are able to flip enemy tanks easily rather than the damage it makes. This turret will be used to flip teammates and will be too annoying. This was removed from Hammer.
it is important to have such a turret cause it depends on flipping over tanks and that will be cool for sure.. So you support violators that will use this to flip teammates?
I think it might be possible to be accomplished as we already have a punch effect parameter in other turrets. This has a recoil that is too drastic. This will be another version of the Hammer that flipped teammates til the developers updated it.
Please Please DO NOT ignore my idea and i wish all support me  :D :D :D
Best Regards....

As far as I know, it will be used to flip teammates.

Share this post


Link to post
Share on other sites

TANK ATTACHMENTS FOR CHARGED RAMMING ATTACKS 

I don't know about turrets but I would like to see attachments for the front side of the tank that allow you to damage another tank by ramming at a certain speed to inflict damage, also the damage could be based on the power of your tank. That way the more tank power you have, the more damage that is inflicted upon an enemy tank. This attachment can only be used in close range of course .So the way the attachment would work is the player with the attachment simply rams their tank into another, the damage could be based by the speed and power of the tank, which is contributed to the impact of the hulls collision ( that way the attachment would only do damage if the player using it is bumping anther tank at a certain speed,meaning larger slow tanks can not use this attachment because it would do little to no damage)  The damage this does should not be too over powered just enough to be fair. More could be taken into affect such as the less weight the less damage and too much weight the less the damage  ( this would be perfect for medium hulls such as Hornet, Viking, Hunter, Etc... average for hulls like wasp, and useless to large hulls like mammoth, titan, and dictator)

-while using a speed boost the attachment would do more damage but not be over powered

-damage boost drops would not affect the outcome of the damage inflicted since the attachment is not a turret so therefore damage boost drops and bought damage boosts cannot increase the damage of this weapon as intended with turrets.

Share this post


Link to post
Share on other sites

One of my most complicated ideas would be to create an EMP type gun

It would be similar to the turret Isida but what this turret does is instead of healing and stealing health the turret would either slow the fire rate of the turrets Ricochet, Twins, Rail gun,  etc...or it would disable their fire for the duration of the EMP grip feature similar to the grip of the isida...the gripcould be only on one target 

-The grips range should be increased
-The turret has no affect on tanks of the same team.

Share this post


Link to post
Share on other sites

I got 3 ideas for new turrets, but is there any way to directly present these ideas to staff, or is this the only way?

 

Weapon Name: Pulse

 

Flavor Text: This unusual weapon uses radiation and magnetic fields to the user’s advantage. This turret attacks the area around the user when used and the functions of turning a turret is replaced with switching the polarity of the magnetic field to push/pull enemies.

 

Explanation: Pulse attacks the area around the user. Since that means that the turret doesn't need to move, the buttons used for turning a turret instead switches Pulse from 2 modes, “push” mode and “pull” mode. Of course, Pulse pushes enemies away in “push” mode and pulls enemies closer in “pull” mode. To make sure Pulse isn't overpowered, the range of Pulse is almost as short as Isida. Also, like all close-ranged weapons, Pulse needs to recharge after a while. Additionally, the damage and effects of Pulse decreases the farther away the enemy is from the user. To get the maximum amount of damage and push/pull effects, the user of Pulse must get at close as possible.

 

Pros of Pulse: Having the highest damage output of all the close range weapons, Pulse is naturally an amazing weapon. Since Pulse attacks the area around the user, you can kill multiple enemies in your way. “Pull” mode helps keep the enemy in range. “Push” mode can help with flag captures as you can push tanks out of your way.

 

Cons of Pulse: Pulse’s short range stops it from being severely overpowered. You need to get as close as possible to get maximum damage and push/pull effects. Fast enough tanks can easily evade Pulse’s attack and destroy you. Freeze can slow down Pulse and make you practically useless. Pulse needs to recharge after a while, so you might have to stop attacking and find a place to recharge safely.

 

Weapon Name: Flash

 

Flavor Text: A mix of Thunder and mines, Flash can launch a specialized bomb that careens into the ground after a set amount of distance. The bomb explodes either from contact with walls or enemies, a press of a button or after some time passes.

 

Explanation: When the fire button is pressed, Flash will fire a bomb that will fly a certain amount of distance before suddenly falling straight down into the ground. Holding down the fire button will charge up Flash. Releasing the fire button makes the bomb fly for longer. The bomb will explode if it comes into contact with a wall or an enemy. After the bomb is placed on the ground, pressing the fire button again will make the bomb detonate. The bomb’s explosion can affect multiple enemies. The bomb also explodes if it comes into contact with an enemy. After a certain amount of time, the bomb automatically detonates. Flash won't be overpowered since Flash has almost as low rate of fire as Railgun. Also, like Thunder, the user of Flash can damage themselves with the bomb’s explosion. Additionally, Flash has no firing angle, which can be a problem on hills. Flash’s bombs are best used for traps and surprises.

 

Pros of Flash: Flash’s damage is between Thunder and Railgun, add the fact that Flash has splash damage and you can see how awesome it is. You can use Flash’s bombs as traps to block passages and destroy unsuspecting tankers. Even if the enemies don't run over the bomb, you can detonate the bomb to explode their tanks before they can get out of the blast zone.

 

Cons of Flash: Low rate of fire can render you helpless as the enemy attacks you. You can destroy yourself as you can damage yourself with the bomb’s explosion. As Flash has no firing angle, attacking on a hill will be difficult.

 

Weapon Name: Parasite

 

Flavor Text: This distinct gun fires health-draining “parasites” to wreak havoc on the enemy tanks. Up to 3 “parasites” can be attached to enemies, allowing for multiple long-range kills.

 

Explanation: When an enemy tank is hit with a round from Parasite, a “parasite” is attached to that tank, which will then get continuously damaged. A single parasite’s damage isn't as much as Firebird’s afterburn, but 3 parasites together can do lots more damage than Firebird’s afterburn. Once all 3 parasites are launched, attaching a 4th parasite to an enemy makes the oldest parasite self destruct, which deals damage to the tank that had the oldest parasite. Parasites last until the enemy tank is destroyed, until the user’s tank is destroyed or until the parasites are burned/freezed off by a Firebird or Freeze. Isida can’t destroy parasites, but can still heal the parasited tank. Low initial damage plus a rate of fire between Smoky and Thunder makes Parasite not overpowered. Timing is the key to success with this weapon.

 

Pros of Parasite: 3 parasites together is extremely deadly and can last as long as you can stay alive. Since parasites can be attached to multiple enemies, so you can kill-steal with ease. If you time your shots right, you can destroy an enemy tank with the damage of a self-destructing parasite while attaching another parasite to another enemy tank. Parasite can be a decent sniping weapon due to good range and the parasites being able to last forever.

 

Cons of Parasite: Low initial damage means that you have to keep your distance to stay alive. Missing a shot can be disastrous. Firebird and Freeze tanks can burn or freeze off parasites, which can be devastating if 3 parasites were attached to an enemy tank.

 

Please provide feedback and advice!

Share this post


Link to post
Share on other sites

As far as I know, it will be used to flip teammates.

Thanks for your comment.. But it can only effect enemy tanks ..  ;)

It will be realy useful for pushing enemy tanks away from flag.

If u wish i can think of some micro detailes for it as well as a general shape for the new turret.

Regards....

Edited by mat4c

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
 Share

×
×
  • Create New...