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Ideas for Turrets!


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This idea may have already been said, but I have not read, so I will propose it here.


Shocker or Zeus or Thor or Mjolnir

A very close range turret that does limited damage (slightly less than smokey) but, like smokey, it has a percentage of critical.  It would be an EMP gun, or Electro Magnetic Pulse gun.  Its critical hit will display a similar animation to the smokey crit, but it will make the afflicted tank short out.  It will be unable to use the drive train (unable to move) and it will be unable to rotate the turret.  It may still fire, but it cannot move for a starter time of 3 seconds.  The stun time can be upgraded in the garage.

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So this turret can put C-4 (explosive) on enemy tanks with SPACE. They can't remove it! When it explodes - they lose their drugs and they drop the flag!

 

"Uninstaller" M0

Damage: 20

Reloading: 30 seconds

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Well it's a good idea and you can add an effect of disabling tank movement (or even gun) for few seconds as it is shocked.  ;)

(But only when using full charged shot)

what i think what whould be neat is a laser turet that reloads like flame and sets anything on fire fore a few seconds

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Its not really a turret,but a new supply:

 

Air strike

 

It works as simple as that: A special supply , costing around 500 crystals,if you activate it,a alarm will appear on the screen  "Enemy activated a air strike" , and 5 seconds later,alot of missiles would fall from sky and damage with the power of a mine and splash damage of Thunder

 

If you like the idea upvote and dislike if you dont like,let`s what community thinks :D

  • Like 5

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This idea may have already been said, but I have not read, so I will propose it here.


Shocker or Zeus or Thor or Mjolnir

A very close range turret that does limited damage (slightly less than smokey) but, like smokey, it has a percentage of critical.  It would be an EMP gun, or Electro Magnetic Pulse gun.  Its critical hit will display a similar animation to the smokey crit, but it will make the afflicted tank short out.  It will be unable to use the drive train (unable to move) and it will be unable to rotate the turret.  It may still fire(If Ican't move to fight back and can only be able to fire back, what's the point of being on;ly to shoot if I can't aim?!), but it cannot move for a starter time of 3 seconds(The reload better not be fast...).  The stun time can be upgraded in the garage.

 

 

So this turret can put C-4 (explosive) on enemy tanks with SPACE. They can't remove it! When it explodes - they lose their drugs(So we lose all of our supplies that we haven't used yet?!) and they drop the flag(If they have a flag.)!

"Uninstaller" M0
Damage: 20
Reloading: 30 seconds

 

 

Its not really a turret,but a new supply:

 

Air strike

 

It works as simple as that: A special supply , costing around 500 crystals,if you activate it,a alarm will appear on the screen  "Enemy activated a air strike" , and 5 seconds later,alot of missiles would fall from sky and damage with the power of a mine and splash damage of Thunder(And when we have splash damage, there will have to be self damage.)

 

If you like the idea upvote and dislike if you dont like,let`s what community thinks :D

How does it aim at enemies?

 

Edited by PowerStrike1.1

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what i think what whould be neat is a laser turet that reloads like flame and sets anything on fire fore a few seconds

well, this may work too but i think the first idea is better... ^_^

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LIGHTNING: does high damage to main target, can arc to a near by tank doing half damage, and arc to a third target for one quarter damage.

okay, isee where you are going with this... for every time the shot arcs, the damage is reduced by half. there'd have to be a max range between targets, and a self damage aspect to keep it from being op, but otherwise, good idea.

 

 

 

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"Acid rain" Is a turret similar to fire bird but has 2 powerful shots of acid that damages your enemies tank. When you shoot, the acid either hits the top or side of tank, burning it's color to green and making the tank slower. I haven't worked out damage, reload, or looks yet but those might come in the future (unless tanki beats me to it lol).

 

Like if you think it is good, thanks :D

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grenado can shoot upwards like a motar,it damage the tanks very high,it has high range,accuracy slow reload,slow speed velocity I

Duplicate topics merged.

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I think tanki online should make a turet like this one:

 

Your turet shoots a electrical ball. 

 

 

Bomb information:

 

*Low range (like twins)

*High damage 

*Fast bomb speed (like ricochet)

 

when you keep pressing space bar you will load your ball and will still be able to control your tank. This ball will become bigger and:

*Will become high range (like ricochet (maybe a litlle longer))

*High damage

*Slow bomb (a litlle slower than twins bombs)

 

Extra information: This Electrical bomb you shoot does area damage like thunder (not true tin walls)

 

 

 

Turret information

 

*Fast turning speed (when loading Electra bomb it will become slower turning speed)

*When shoot small electrical bomb: fast reloading speed (like thunder)

 When shoot bigger electrical bomb: The reloading speed will become slower

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0e17f07f8dd1d851af3584a9bd8ff2fb.jpghey tankers instead of other turrets you can add new turret its called rocket tank this tank is from halo aalmosti made it but i  wroud like to test it the thing it will have is railgun mixed with the blast and it will have a laser pointer on it to like shaft but we gonna change it to shaft and railgun power Makeing the damage 119 to 219 from 0 to 35 damage to upgrade the money for this will cost 150474  Because its new even if i named this this will be in my account even its alot for m3 for m3 cost 288764 m1 119 to 133 for m2 133 155 m3 155 to 205 so Thats it for now Bye :) but tanki dont forget to remove the colors and hte oarts of the tank just make it normal dont use any color but you can make it blue for 20 protection for isida shaft and railgun :) byee 

Edited by justinbeber

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Rocket launcher

A large gun with a high damage and also does splash damage

Long reload time

High recoil

Slow turn speed

Best used with a medium hull

It would also have a new feature which if it hits a team mate you lose 5 points

Edited by richardbarrand
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I have Idea for 2 New Guns! A rocket launcher and shield: (I am from Slovakia, so I am not good at english)

Rocket launcher: Rate of fire: Every rocket will costs half of a magazine and ammo restores slowly. Effect: The rocket will not instantly teleport to target, but will slowly fly, like by twins or a richochet. The rocket will explode on impact and will deal more damage to hitted target then around. The rocket will somehow automaticly turn to the target, like a homing misille.. Controls: There is no delay between fireing these two rockets, so you can fire them at same time by pressing spacebar twice. When you hold spacebar longly, you will go to sniper mode, which will be like shaft sniper mode, to set a target manualy. Side upgrades: Explosion damage; Impakt damage; Rockets homing accuarity and steering

Shield: A defensive weapon, great in teams. Makes an energy wall (it does move with the tank), enemies can't fire through it, but allies can. It can't make a shield while it isn't fully loaded, like firebird, isida and freeze can, but it can make a shield for a small duration by consuming only a part of tanks magazine. Needs time to warm up, like the railgun does. And when the wall should spawn in the enemy, it damages him and the wall will doesn't spawn after the hit and it takes some part of tanks magazine.

note: I agree with and like ideas of pull/pushing 
magnetmortar and lightning zaping from tank-to-tank.


And also, BRING BACK 10 DIAMOND BOXES and the self destruct penalty is really annoing with wasp becouse it flips like crazy and it annoys in very sharp maps like maddnes. It is so bad,  that I dont have any destroys at the end of the battle for it sometimes.
Btw dont use too much colour and letter size too much. It is a flood.

Edited by Ejaflatiajukuk
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I have Idea for 2 New Guns! A rocket launcher and shield: (I am from Slovakia, so I am not good at english)

 

Rocket launcher: Rate of fire: Every rocket will costs half of a magazine and ammo restores slowly. Effect: The rocket will not instantly teleport to target, but will slowly fly, like by twins or a richochet. The rocket will explode on impact and will deal more damage to hitted target then around. The rocket will somehow automaticly turn to the target, like a homing misille.. Controls: There is no delay between fireing these two rockets, so you can fire them at same time by pressing spacebar twice. When you hold spacebar longly, you will go to sniper mode, which will be like shaft sniper mode, to set a target manualy. Side upgrades: Explosion damage; Impakt damage; Rockets homing accuarity and steering Self damage if splash damage.

 

Shield: A defensive weapon, great in teams. Makes an energy wall (it does move with the tank), enemies can't fire through it, but allies can. It can't make a shield while it isn't fully loaded, like firebird, isida and freeze can, but it can make a shield for a small duration by consuming only a part of tanks magazine. Needs time to warm up, like the railgun does. And when the wall should spawn in the enemy, it damages him and the wall will doesn't spawn after the hit and it takes some part of tanks magazine. The only thing the wall will do is sit there defending tanks and if it damages enemies that don't touch it then bad idea. Also the width of the wall is the width of a Viking hull and it will  have the health of a Viking MO.

 

note: I agree with and like ideas of pull/pushing magnetmortar and lightning zaping from tank-to-tank.

 

And also, BRING BACK 10 DIAMOND BOXES (No, mults and crystal farmers will come back, Ideas regarding changes to the actual Tanki Online to its previous versions, or ideas regarding the removal of updates are not accepted.)and the self destruct penalty is really annoing with wasp becouse it flips like crazy and it annoys in very sharp maps like maddnes(Why do you use Wasp in the first place?!). It is so bad,  that I dont have any destroys at the end of the battle for it sometimes.

Btw dont use too much colour and letter size too much. It is a flood.

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I think we can do with a simple Cannon, which is similar to the Shaft, but does less damage then the shaft (say 75 damage units), but it reloads slightly faster (2.75 secs), faster rotating speed starting (60 units), but slightly weaker impact force (100 units). the downside is it only fires in sniper mode (unlike the shaft were it can fire in arcade and sniper mode), but it does not let known its location and target with a laser line.

 

I like the thrill of not knowing where I have been hit from a sniper, and also having to work out where there may be hiding from. Also sniping can be more of a thrill again, but you may need two shots to kill your target instead of one.

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I have Idea for 2 New Guns! A rocket launcher and shield: (I am from Slovakia, so I am not good at english)

 

Rocket launcher: Rate of fire: Every rocket will costs half of a magazine and ammo restores slowly. Effect: The rocket will not instantly teleport to target, but will slowly fly, like by twins or a richochet. The rocket will explode on impact and will deal more damage to hitted target then around. The rocket will somehow automaticly turn to the target, like a homing misille.. Controls: There is no delay between fireing these two rockets, so you can fire them at same time by pressing spacebar twice. When you hold spacebar longly, you will go to sniper mode, which will be like shaft sniper mode, to set a target manualy. Side upgrades: Explosion damage; Impakt damage; Rockets homing accuarity and steering Self damage if splash damage. Yeah, I forgot it

 

Shield: A defensive weapon, great in teams. Makes an energy wall (it does move with the tank), enemies can't fire through it, but allies can. It can't make a shield while it isn't fully loaded, like firebird, isida and freeze can, but it can make a shield for a small duration by consuming only a part of tanks magazine. Needs time to warm up, like the railgun does. And when the wall should spawn in the enemy, it damages him and the wall will doesn't spawn after the hit and it takes some part of tanks magazine. FIXED: Also, the spawned wall damages tanks. Shoting in the wall decreases magazine.

 

note: I agree with and like ideas of pull/pushing magnetmortar and lightning zaping from tank-to-tank.

 

 

 

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