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Ideas for Turrets!


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if they can't see him,then your basically invincible to the defender

 

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.

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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.

 

Tell me someone else sees the obvious reason this needs a redesign...

  • Like 2

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New MLRS Turret

 

mlrs is a military rocket launching system 

 

this can be incorporated into the game as the second sniper weapon 

 

how it works :

like shaft, press and hold the space bar to get a scope,

when you see your target in the cross hairs release space,

*there is a delay*

----------------------------------------------------------------------------------------------

what enemies see:

unlike shaft where there is a laser beam , enemies (and friends) see a dot instead of a beam , the dot will be the size of  an isida so it is hard to miss 

 

when the dot disappears the player has released space and the missile has fired , it must first climb to a certain altitude, (if there is a roof the missile avoids the roof and finds its way outside OR can be adjusted to a place where the turret can't be used) then fly directly over where the user has targeted (not the tank but the exact point where the player aimed at *does not follow enemy tanks*) then plummet straight down ,

 

while the projectile is in the air , there is a laser beam than points straight down 

 

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the damage will be approx. x2.5 the damage of thunder and the projectile speed will be approx. 2 thirds of ricochet 

 

 

remember - just as you can use to your advantage that hammer fires pellets remember that this fires ​area splash missiles at a long reload time and delay !

 

 

 

 

 

please like my idea and i would like it to be in the game (even as a test it will be cool)

Edited by ssl2urdead

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       Tanki, if you are reading this, please take this suggestion for a new turret under consideration. The name of the turret is Tesla, and it shoots electricity. It would have about the same range, turn speed, and damage as Firebird, but the turret would look different. Also, it can hit multiple turrets at once with different beams of electricity.I don't really care how it looks or how it is implemented as long as it is permanent, and has a low price value in the garage. The name originated from Nikolai Tesla, and he is known for his study of electricity. So, this is my idea. I again would appriciate if you implement it and i know you are busy with the new Tanki, but please, at least give it a try. Thanks, -Skullblade248  :) 

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A turret that emits radiation in every direction (nuclear, micro waves?)

 

You mean an electromagnetic pulse weapon that disables everyone around in a certain radius but has a slow recharge time? Could be useful in CTF/CP.

Edited by Benefactor

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a turret which sucks tanks life out of them just like a frog's toungue

I had a similar idea but they didn't like my retractable big boxing glove punch idea.

 

ANIM_Boxing_Glove_2.gif

Edited by Benefactor
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=====================
Supressed-Fire Turret
=====================

 

My idea is a long range turret that will not produce lights or lasers, this is the turret of a SPY

=M0=

Rank Available At = Gefreiter (Players who can not turn their turret would find this a very easy weapon to use against other beginners)

Modification Price = 400 crystals (This weapon is not useful in several environments and a Gefreiter has no very much maps to choose, 400 crystals will not be a waste)

Damage (Single Shot) = 55 (Even a medium tank user could show fear with this, with double power it is devasting, however a tank with full HP could become a serious problem if it is aproaching at your position)

Reload Time (Single Shot) = 10 seconds (This is the weak side of an extremelly powerful turret)

Damage (Burst) = 35/105 (Here is the second attack of the silenced turret, it fires three less powerful bullets that can destroy a medium tank if they are all fired correctly, a burst increases drasticaly the spread making it a risky strategy even in close range battles)

Reload Time (Burst) = 25 seconds (The burst requires the full energy of th gun, you need to hide after missing one of its shots)

Impact Force = 205 (The reload time is covered by a great impact force that should be useful at any distance)

Rotation Speed = 31 degrees per second (Good for long distances but my true idea is to make a special system that increases the rotation speed in function of the camera's position)

Recoil = 222 (An overly unbalanced distribution of the power, the burst is devasting againts tanks at very very close range, but if a tank is pushing you, your recoil will make your tank to flip over and your enemy will survive easily)

Auto-Aim Upwards = 16 (Better than most part of the turrets)

Auto-Aim Downwards = 16 (The auto-aim is good but the burst mode will make it completely useless...)

Piercing Power = 90% of Damage (Another advantage, its penetrating power is really dangerous)

Effective Range = 180 meters (It has no comparison against Smoky, Thunder and Vulcan but it is still weaker than Railgun and Shaft at extreme distances)

Damage beyond 180 meters = 50% (It is not reduced very much...)

=M1=

Rank Available At = Master Sergeant (A Master Sergeant must fight againts M1 Firebirds very frequently, this weapon will be a choise for snipers who are getting bored of their Railguns)

Modification Price = 9500

Damage (Single Shot) = 85 (A Hornet M0 is not problem even at close ranges)

Reload Time (Single Shot) = 9.5 seconds

Damage (Burst) = 55/165

Reload Time (Burst) = 22

Impact Force = 240

Rotation Speed = 38 (Do not forget my idea about the camera!)

Recoil = 240

Auto-Aim Upwards = 16

Auto-Aim Downwards = 16

Piercing Power = 90% of total Damage

Effective Range = 250 meters (The silenced turret may be the worst nightmare of a Railgun user in Stadium...)

Damage beyond 250 meters = 55% of total Damage

=M2=

Rank Available At = Captain

Modification Price = 125000 (Extremelly expensive but these new parameters are great)

Damage (Single Shot) = Not Decided (Should it destroy a Hornet M2 woth a single shot?)

Reload Time (Single Shot) = 8

Damage (Burst) = 80/240 (Even a Viking M2 will show fear!)

Reload Time (Burst) = 18

Impact Force = 400

Rotation Speed = 48

Recoil = 260 (the recoil problem is going to disappear, the spread will not do the same)

Auto-Aim upwards = 16

Auto-Aim downwards = 16

Piercing Power = 90%

Effective Range = 450 meters (Kungur will love it)

Damage beyond 450 meters = 85% of total damage

=M3=

Rank Available At = Field Marshall

Modification Price = 220000 (It would be higher)

Damage (Single Shot) = Not Decided

Reload Time (Single Shot) = 7 seconds

Damage (Burst) = ¿100?

Reload Time (Burst) = 15

Impact Force = 550

Rotation Speed = 57

Recoil = 290

Auto-Aim upwards = 16

Auto-Aim downwards = 16

Piercing Power = 90%

Effective Range = 550 meters

Damage beyond 550 meters = 90% of total damage :O
 

 

More details and images (PM me :P)

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