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I think it is better to the game if the efficiency of rail gun should be decrease, It dominate all other turrets. long range and accuracy and so effectively made, It disturbs other players/turrets!!!

you are right,railgun efficiency should be decreased

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Yet not in the correct topic. This topic is for ideas regarding turrets.

So you say that to him and not the other guy at that said "Another Idea" ? hhhhhhhhhhh

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System cannot identify subject you are describing. Please specify subject.

Sorry but im not going through the pages again if you want to see it yourself then you can easily do it yourself no need for me to waste time think better. pfft

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Mine gun: Shoots mines that have varying damage, reload time about the same as shaft. The mies wont disapear when user dies

M0: 400 crys: 40-50 damage. reload (Msec): 3,409.500 (M0 shaft is:3882,3529)

M1: 21,700 crys: 75-85 damage. reload (Msec): 3,000.001 (M1 shaft is:3735,2941)

m2: 89,600 crys: 100-115 damage. reload (Msec): 2,900.000 (M2 shaft is:3441,1765)

m3: 201,000 crys: 130-145 damage. reload (Msec) 2800.000 (M3 shaft is 3323,5294)

 

So the reload time is maybe a little shorter but damage is less

 

m3 minegun: 130-145 damage Vs shaft 205

m2 minegun 100-115 damage vs shaft 185

m1 minegun 75-85 damage vs shaft 135

m0 minegun 40-50 damage vs shaft 110

 

But, the damage from minegun could be stacked by shooting several mines in the same area, thus for m3 it could be 130x3=390, which is 185 more than shaft. But the reload time would be 1419 Milla seconds longer reload. Another con, the minegun would have infinite damage but no scope. The minegun, with practice, would be able to put mines on walls, and exactly where the user wants them.

I think i would definitely m3 this gun if it came out. Any extra ideas welcome.

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What I was thinking is have an artillery gun that you can use to shoot behind walls. To aim it would use a laser that you would put on the tank you what to kill, or if they are behind a wall aim the laser at the part of the wall that they are behind hold the space bar like you would do for shaft to get ready to fire aim where your want the warhead to go and release the spacebar to fire. the warhead would shoot up and it would fall on the enemy you aimed at. Its damage would be155.00-170.00 for m1 for m2 175.00-200.00 and then for m3 it would be an outstanding 250.00-310.00  :blink:. There are some downsides to this gun if to close to the explosion it will cause self-damage its reload time is 5 seconds slower than m1 shaft  and only shoots one shell at a time, but some of the good things about this incredible  turret is its remarkable damage to enemy tanks can shoot tanks that are behind walls and hurt multiple tanks within the warheads blast radius and is a great gun for mid to long rang battles. Its cost might make you think twice about purchasing it at a staggering 15,000 crystals  :o but it is sure to give you a incredible advantage in  battles such as CTF modes or TDM. but it also great for death match mode if your in a good hiding spot  :ph34r:!  The rank to buy gun is relatively low at warrant officer 6  :)  (So I really  hope the Tanki develops will make this new turret.) And call it Seeker

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What I was thinking is have an artillery gun that you can use to shoot behind walls. To aim it would use a laser that you would put on the tank you what to kill, or if they are behind a wall aim the laser at the part of the wall that they are behind hold the space bar like you would do for shaft to get ready to fire aim where your want the warhead to go and release the spacebar to fire. the warhead would shoot up and it would fall on the enemy you aimed at. Its damage would be155.00-170.00 for m1 for m2 175.00-200.00 and then for m3 it would be an outstanding 250.00-310.00  :blink:. There are some downsides to this gun if to close to the explosion it will cause self-damage its reload time is 5 seconds slower than m1 shaft  and only shoots one shell at a time, but some of the good things about this incredible  turret is its remarkable damage to enemy tanks can shoot tanks that are behind walls and hurt multiple tanks within the warheads blast radius and is a great gun for mid to long rang battles. Its cost might make you think twice about purchasing it at a staggering 15,000 crystals  :o but it is sure to give you a incredible advantage in  battles such as CTF modes or TDM. but it also great for death match mode if your in a good hiding spot  :ph34r:!  The rank to buy gun is relatively low at warrant officer 6  :)  (So I really  hope the Tanki develops will make this new turret.) And call it Seeker

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Mine gun: Shoots mines that have varying damage, reload time about the same as shaft. The mies wont disapear when user dies

M0: 400 crys: 40-50 damage. reload (Msec): 3,409.500 (M0 shaft is:3882,3529)

M1: 21,700 crys: 75-85 damage. reload (Msec): 3,000.001 (M1 shaft is:3735,2941)

m2: 89,600 crys: 100-115 damage. reload (Msec): 2,900.000 (M2 shaft is:3441,1765)

m3: 201,000 crys: 130-145 damage. reload (Msec) 2800.000 (M3 shaft is 3323,5294)

 

So the reload time is maybe a little shorter but damage is less

 

m3 minegun: 130-145 damage Vs shaft 205

m2 minegun 100-115 damage vs shaft 185

m1 minegun 75-85 damage vs shaft 135

m0 minegun 40-50 damage vs shaft 110

 

But, the damage from minegun could be stacked by shooting several mines in the same area, thus for m3 it could be 130x3=390, which is 185 more than shaft. But the reload time would be 1419 Milla seconds longer reload. Another con, the minegun would have infinite damage but no scope. The minegun, with practice, would be able to put mines on walls, and exactly where the user wants them.

I think i would definitely m3 this gun if it came out. Any extra ideas welcome.

Mines are supplies and this an infinite mine weapon which is too OP.

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I really supported the ideas for a Rocket launcher and an Artillery cannon/Grenade launcher. :)

 

The Grenade Launcher Stats: (composed by deadtoyou, subject to change)

 

Weaknesses:

Unable to aim lower than 15 degrees.

The reload time should be twice that of Shaft, but the damage would be increased as a result.

The turn radius would be more than Railgun but less than Shaft.

Once in MiniMap mode, you are immobilized and vulnerable.

Enemy team will see the laser point on the ground where the impact point will be.

 

Strenths:

Very high damage, almost as much as Shaft.

The ability to hit targets under cover.

The damage would be split between 3 grenades, allowing for a bigger hit radius.

3 grenades fired consecutively equals the damage of 1 shot.

Holding down space would bring up a 2D version of the map, allowing you to hit targets anywhere on any map. This option would have a weakness, though: You cannot see the enemy team, just the map, meaning you have to pick your targets BEFORE you fire.

The map will show you where your turret is pointing, and where the impact point will be in the form of red crosshairs.(changable by using the Arrow Keys or W, A, S, and D)

That's a great idea! I love having to choose your target and then shoot without seeing where they are.

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Blaster - a laser gun

 

Shoots with a rate of fire comparable to Ricochet but does 20-30% LESS damage. Damage does not decrease with distance.

 

No auto-aim.

 

The SELL - Penetration power is 80-90%. This means two to three tanks lined up all get significant damage.

 

This makes the turret effective but not OP since the lower damage per shot is balanced with the opportunity to damage multiple tanks.

 

Unlike Freeze and Firebird, this turret has a long range option.

 

And you could always attach a cool Star Wars sounding blaster effect.... :)

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how about a new weapon that creates a cloud of smoke (like a Foo from super Mario) and creates a puddle of ice on the ground so enemy skids

this turret wont do any damage to enemy though Its used as a defensive measure tank to help stop enemy tanks stealing your flag

 

 

what a random idea hahaaaa

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I had an idea for isida.

 

When the Isida heals it takes away from the users HP so that way you have to kill an enemy to regain HP to heal your team, but with this Isida would have a huge disadvantage and it might as well not be used UNLESS, Isida gets an update for better damage, better healing, and better self healing.

 

 

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Maybe you could have a new gun which is like a magnet?

When you need to get through people, you use the repelling side, and if maybe someone is running away with your flag then you could pull them back towards you. The damage and range would both be a bit more than Isida, but obviously cant heal or self-heal, or it would be too overpowered.

One problem would be: how do you change for Repel and Attract? Don't make it too pushy/pully so if there was a gold box it wouldn't be able to blast everyone into outer space.

Thank you for reading,

123werty321

Well there are so many problems like the player could just push everyone away from Gold box....you could push players off of edges very easily, and you wouldnt get any score which turns into crystals after the battle, really this gun would be used to just anger other players by being able to easily reduce their score by pushing them off edges, stealing gold boxes, also you could prevent someone from moving anywhere really with this....Call this the ¨troll gun¨

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Acidex_Design.png

I do

 

Garage Description:

Acidex is one of the best turrets for close combats. When you continously shoot at your enemy, your enemy's gun cannot shoot for three and a half seconds but he can move his tank and turret. Compared to other short ranged turrets, it has less damage but unlike other short ranged turrets, it also has impact force. Works great on small and medium hulls.

Please Upvote (rep_up_zps2bc7af7c.png) If You Support This Idea.

 

It's a good idea but that no-fire thing will make the turret way to OP.

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The 'Bradley' light cannon

 

The Bradley light cannon will be the link between Smoky and Vulcan.

It will have a fire rate of around 50 rounds a minute at M0.

Damage: 8 per round

Reload: 5 seconds

Range: 80

Ammunition: 24 round clip

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Acidex_Design.png

 

Garage Description:

Acidex is one of the best turrets for close combats. When you continously shoot at your enemy, your enemy's gun cannot shoot for three and a half seconds but he can move his tank and turret. Compared to other short ranged turrets, it has less damage but unlike other short ranged turrets, it also has impact force. Works great on small and medium hulls.

 

Please Upvote (rep_up_zps2bc7af7c.png) If You Support This Idea.

When did I upvote this...

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Okay, from what I've read in the forum, i think the best idea is probably the Acidex.

Dear developers: 

I hope you will give it some serious thought.

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