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It is a Silenced Turret, you can detect a Shaft or a Railgun easily, but you will not see any light near the Silencer, impact force is the only evidence of a silencer-wielding user.

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It is a Silenced Turret, you can detect a Shaft or a Railgun easily, but you will not see any light near the Silencer, impact force is the only evidence of a silencer-wielding user.

That's kind of OP for turret that has along reload time. I mean, come on. That's the last thing to worry about when nobody knows where you are.

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Hawk

-Preferred for long ranges

-Kinda like a mix of Smoky and Vulcan

-Since Vulcan has low damage, high fire rate, this is a sorta opposite with good damage and slow-ish fire rate (sorta like an M60)

-slow overheating, but has major overheating if you fire long enough

-Major impact force, would be good for parkour

-good range, similar to Thunder M1 

-fast rotation speed, but VERY slow when firing (because long range)

-when used with light tanks, it can flip over when firing, like hammer

-it would sound like a heavy thudding, like hammer

-Cost would be 1900 crystals, available at Master Sergeant

Edited by CoyoteEffect

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hello

 

y like practical stuff on turrets so dont warry this will not be extreme reload for extreme power type stuff

 

have tou ever seen KV-2 or as they callit in war thunder "The DERP GUN"

it is called that becuse it hase Huge (150mm) gun witch realy shakes you when it hits you

 

cons:

so it will have an arc of fire (the shot will fall unlike going strait with all current weapons)

 

high siluete(you nead some space to fit the derp gun)

 

(feature) you will be able to manualy set the gun elevation(for aiming purpuses) with middle mouse button(the weel on your mouse)

 

low muzzle velocity(shots dont emidietly hit their target like shaft)so it is harder to hit the moving targets at range

slow reload and turret traverse(slow gun mooving up and down too)

 

bad gun depression and around 40 degrees gun elevation witch in combo with arc of fire will limit its range(numbers y let the devs work with them)

 

jf fired at certain angles the turret will jam(it repairs itself over some short time (10sec maybe) but it will be a pain to aim it then

 

cannot fire on the move( maybe unnecesery)

 

it has gun dispersion(like hammer-his shot dont all go ecsactly where it si pointed)

 

note:nothing of above should be too sevire becuse there are many cons basicly traverse should be aclose to shafr like  reload some railgun like and gun dispersion should be like half of hammers jf not more(youst examples)

 

pros:

 

ecselent damige (1 hit kill on likehornet jf direct hit)

 

large splash radius (around 2,5 times the thunders)

 

can be fired onto somone indirectly(blinedly of course jf not guided by teammates)

 

can realy shake somone (jf it hits the ground around 1m to hornet it should like half tourn it to its side)

 

great jf supported (like isida when it is supported it is 2 times as effective)

 

so what do you think can we get this derp gun into the game

y am open for critique

 

(this gun should be made in unity so devs dont have to kill themselvs trying to find ways of programing features)

 

-jager

 

jf you like it drop a upvote         and share this post around

 

(edit jf somone could tell me how to put a upvote link on the post that would be great

Edited by Panzerjager227

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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)

impossible

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Improbable* ;) It is certainly possible, but not likely to be seen, sadly. :(

y dont like your idea it is basicly the artillary from world of tanks witch sucks and there are youst numbers nothing practical ecsept the minimap and imobilasation

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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)

 

I still like my concept

Edited by Pyrrhic
Avoid quoting large amounts of text; use a spoiler.

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how about. AIR SUPPORT. After a certain amount of kills u can get an Arial view of the map and then shoot u should also be and to upgrade amount of bombs and damage. Weakness is if u have a skillful player they can shoot it I the air so a goes boom without destroying anyone. Should also destroy mines in that area

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rep_up.pngrep_down.png


This turret will be like railgun and vulcan but it is a constent beam it has unlimated ammo then it stops shooting and it needs to cool down


the turret will have a scope for some players that like to snipe but you can change it to have no scope it look like this ppc_turret3.jpg1497a5c4-f30a-43aa-a2d7-3


The turret damage 


20-24 damage m0 cost 1200


26-32 damage m1 cost 28000


32-37 damage m2 cost 70000


40-48 damage m3 cost 110000


cool down time


m0 7 sec


m1 6.7 sec


m2 6.5 sec


m3 6 sec


Terning speed


77.4 m0


94.3 m1


111 m2


140 m3


range unlimated


It can go through tanks and walls


m0 2 tanks


m1 4 tanks


m2 6 tanks


m3 7 tanks


Impack force


m0 10


m1 23


m2 30


m3 38


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I'm bored and not really serious about this, but here is a cool idea for melee/short-range weapon.

 

I have no name for it right now; haven't been thinking long enough about it. This turret would generate a golden shield around the front of the tank or where the turret is pointing. It would render the user invincible/near-invincible and would deal damage to other tanks on contact with them.

Ammo/firing time/energy would run out quickly, as being invincible is not a good idea for plenty of reasons.

A way of switching damage on/off and invulnerability features on/off to slow down energy usage would make the turret fun to use and more effective in situations.

Only practical on small maps and fast hulls, as actual contact with other turrets is needed for damage.

Can be expensive at early ranks and then cheaper later on, as it isn't easy to switch functions (damage and invincibility).

 

Turning the turret changes the position of the shield/weapon. It requires skill to defend from enemy fire by facing the shield in the right direction and also reaching tanks to attack.

 

Please upvote if you think it is a nice idea,

 

Bluebird13.

Edited by Bluebird13
  • Like 1

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