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Ideas for Turrets!


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True, and real-life rifles don't have shots that bounce all over the place.

specail bullets do, and normal ones can ricochet a little bit if its a 25° angle or less.

That should be added to smokey and thunder actually..... :D

 

Rico is not like real life rifles at all, it shoots plasma balls

Why i say tanki is a futuristic game, yet somehow other people dont agree with me :P Edited by MrCheezyPotato

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how about a cannon fires acid ? or a magnetic weapon that stops the tank enemy destroying it ? missiles or gunfire ? and a tank maglev without crawlers ? and about the maps , why not take a near a volcano? or a swamp ? or Venice , where the tanks are moving between the bridges also entering into the water ^_^

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How about a tank that's really really fast and handles well, make it look like a Ferrari or something. Give it wheels, not tracks.  Have it able to drop mines fast but no turret and no other way to destroy the enemy . It would be used for capturing flags

Edited by Dirtfloor1

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How about a tank that's really really fast and handles well, make it look like a Ferrari or something. Give it wheels, not tracks.  Have it able to drop mines fast but no turret and no other way to destroy the enemy . It would be used for capturing flags

No...turret...? Already is a nope. I personelly liked wherebyou were going with it until you said no turret

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How about a tank that's really really fast and handles well, make it look like a Ferrari or something. Give it wheels, not tracks.  Have it able to drop mines fast but no turret and no other way to destroy the enemy . It would be used for capturing flags

 

have it like twice as fast as a wasp and have it so it can drop 1 mine every 5 seconds, give it the regular protective paint  but a weak hull then make it  slow down a bit every time it gets hit. It could use the double armor and the speed boost and the mine could do double damage when that power up is used. Better yet make the mine do splash damage like a thunder. The point of the tank would be to Capture flags and out maneuver the other turrets. It would have to be a fast fast tank.

It could be micro upgraded and  maybe give it a choice of different mines to use like splash damage or shrapnel or oil slick or time delay  . Maybe not the regular mines but have that as another capability. Have it have its own special mines that it could buy. This would use all the features of a regular tank and just like the regular tanks it would take a lot of crystals to make it good. I personaly like this tank and I would use it a lot. I would also be good in death matches and CP on big maps. It could set up a strong hold behind enemy lines and blow up anything that comes close.

 

and make it low so it could actually hide behind those half walls in Rio

Edited by Dirtfloor1

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have it like twice as fast as a wasp and have it so it can drop 1 mine every 5 seconds, give it the regular protective paint  but a weak hull then make it  slow down a bit every time it gets hit. It could use the double armor and the speed boost and the mine could do double damage when that power up is used. Better yet make the mine do splash damage like a thunder. The point of the tank would be to Capture flags and out maneuver the other turrets. It would have to be a fast fast tank.

It could be micro upgraded and  maybe give it a choice of different mines to use like splash damage or shrapnel or oil slick or time delay  . Maybe not the regular mines but have that as another capability. Have it have its own special mines that it could buy. This would use all the features of a regular tank and just like the regular tanks it would take a lot of crystals to make it good. I personaly like this tank and I would use it a lot. I would also be good in death matches and CP on big maps. It could set up a strong hold behind enemy lines and blow up anything that comes close.

 

and make it low so it could actually hide behind those half walls in Rio

Thats too op. Mainly because it would be so fast....

It was already sounding almost op, then you said shrapnel mines, spash damage in general, and oil slick mines...

 

This is a pretty creative idea, but i dont think it would work very well with the current tanki community....

Plus, it would already be op in CTF matches in general, even if it couldent hurt anyone. I already know this since i have a wasp/isida alt where im trying to no kill anyone. I get exp from flags mainly since isida wasnt unlocked for a a while, so i know how op a flagcapping hull can be.....even without shooting...

(Its rank is or )

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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 seems to be like some tanks in WOT (World of tanks)

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ARTILLERY

The 12th turret.

It works in this way:

1) The longer holding spacebar button and releasing the button the farther the ballistic shell will go off.

2) The quicker holding spacebar button and releasing the button the nearest the ballistic shell will go off. If hit the spacebar instantly the shell will explode just in the artillery's rod resulting in  either self destruct or sustaining sever damage.

3) It has radius splash damage.

4) For M3, the center of damage has 280 damage and the farthest radius has 30.

5) The radius can be between 3 - 4 blocks (1 block = 5 meters) (decidable by devs to limit its power)

6) The reloading time after each shot is 10 seconds (or even more e.g 12 seconds,this for limiting its power).

7) During reloading time it can not shot. it has only one shot every 10 seconds.

8) Damage remains the same, regardless of how long u hold the spacebar button to adjust the distance of target.

9) It has self-damage shots if it shoots near to his own tank or being in the radius of his own shot.

10) The m3 will be unlocked in the last rank . other modification are up to admins to choose when to be unlocked.

11) Regardless of all modifications, it has the highest recoil among all turrets as if mounted on wasp M3 with the turret being on 90 degrees from the front side of wasp will collapse it upside-down.

12) The recoil of M3 is around 800-1000.

13) The impact force is the highest among all turrets. regardless of all modifications.

14) The impact force of M3 in the center of radius is around 1000-1200 and it goes down as in the end of the radius, it will reduce to 250-300.

15) The maximum distance of M3 is 80 blocks or 400 meters.

16) The Dropping zone will be marked 1.25 seconds before the shell hits the ground(marked like gold-box dropping zone). Hence, there will be a chance to dodge the center of the damage. Moreover, there is a sound for the incoming shell so as to alert the enemy tanks all of whom are in the radius of hit area.

17) The marker will reveal the position of the artillery user, as it has a little pointer on the marker pointing towards. (so the artillery user may have to change position time to time.

18) The marker will be disappeared after 2.5 seconds that the shell has hit the ground.

19) Each artillery user has his own marker.

20) The turret turning speed of M3 is 75 m/s and the acceleration is 70 m/s2.

21) The price of M3 is more expensive than M3 firebird and it is around 285-295 kilo crystals.

22) The artillery shells have traveling time. So, the user should optimize his shots by calculating the distance of the target and the moving targets.

23) The speed of the M3 shells are faster than M4 ricochets balls. And the speed is around 125 - 135 m/s.

24) The projectile speed of all modification are micro-upgradeble.

25) The m4 projectile speed is around 135 - 150 m/s

26) The vertical state of the turret is always in 50 vertical degrees (this can be decided by devs)

Cons:

It can not shoot while being underneath a ceiling or roof. because he will destroy/damage himself as he shoots, the shell will hit the roof.

It has the lowest rate of fire among all turrets.

It can not defend himself unless a skilled user gets to know how to do it.

It needs others to defend himself from enemy tanks coming towards himself.

The M3 will be unlocked late.

It is the most expensive turret.

Pros:

It has the highest damage among all turrets.

It is very talented and skilled turret for adjusting the distance of target.

It is a supportive weapon. where in large and mid maps of CTF-TDM-CP modes, it will come in handy.

It's splash damage will help damage crowded areas.

 

is all we need

every war needs an artillery

Hit the like button plz and share/repost it, Call all admins,mods.devs to reach this, because we will need it soon.

 

P.S. This is one of many gameplays for artillery to be proposed. Moreover, devs can make changes to my artillery idea wherever necessary.

I would like admins to give it a look.

Edited by SulfuricAcid
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So I've been playing a few fighter jet games and I got the idea of a rocket launcher (air to ground support) and I thought I could turn the idea from jets to tanks. The rocket launcher would have a round barrel and has some similarities of hammer. A triple shot clip and the slow....slow...slow....reload of railgun but when fired, there would be 7 rockets fired, each dealing the same damage as smoky with crit. hit but, each rocket goes in random directions.

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I really dont know if anybody really have the idea of this gun. If yes i apologize and remove my post.

 

 

 

The turret will be like shaft and more a canon

 

Arcade shots: 3 grenades on timer cannot lock on

 

High damage shot: You can do it as high that it can destroy hunter m3 of without armour the turret m3 without double power idk what it will launch now press and hold spacebar the energy bar gets 0 and dont shoot still. The turret will shake and if this is done too long your hull will be destroyed results as i think 214 damage.

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It will overload. High damage shot will also launch grenade but locked on 3 grenades their total damage 214 and is a medium ranged turret it will have impact of 736 you can just plant them somewhere like mines (only in parkour) though it will result EXTREME! And it will be famous!!!

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Its total range will be...

 

Equally divide dusseldorf in 4 quarters it can shoot upto 3 or 2 quarters and if you are shooting in madness or alike from up to down it will increase range.

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Its reload time will be like shaft.

 

In arcade mode the grenades will just go very little far + self damage and splash damage.

 

In high damage: grenades will be planted on enemies it will shoot straight like railgun and have beam like shaft.

 

If an grenade planted enemy comes to you you will also get damaged. But half of enemy...

 

Upvote if you like please.

 

Grenades color like red. See angry birds star wars 2 Cikatro Vizago i want to use grenades of that texture he launch

Edited by Cpt.JackHammer

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ARTILLERY

The 12th turret.

It works in this way:

1) The longer holding spacebar button and releasing the button the farther the ballistic shell will go off.

2) The quicker holding spacebar button and releasing the button the nearest the ballistic shell will go off. If hit the spacebar instantly the shell will explode just in the artillery's rod resulting in  either self destruct or sustaining sever damage.

3) It has radius splash damage.

4) For M3, the center of damage has 280 damage and the farthest radius has 30.

5) The radius can be between 3 - 4 blocks (1 block = 5 meters) (decidable by devs to limit its power)

6) The reloading time after each shot is 10 seconds (or even more e.g 12 seconds,this for limiting its power).

7) During reloading time it can not shot. it has only one shot every 10 seconds.

8) Damage remains the same, regardless of how long u hold the spacebar button to adjust the distance of target.

9) It has self-damage shots if it shoots near to his own tank or being in the radius of his own shot.

10) The m3 will be unlocked in the last rank . other modification are up to admins to choose when to be unlocked.

11) Regardless of all modifications, it has the highest recoil among all turrets as if mounted on wasp M3 with the turret being on 90 degrees from the front side of wasp will collapse it upside-down.

12) The recoil of M3 is around 800-1000.

13) The impact force is the highest among all turrets. regardless of all modifications.

14) The impact force of M3 in the center of radius is around 1000-1200 and it goes down as in the end of the radius, it will reduce to 250-300.

15) The maximum distance of M3 is 80 blocks or 400 meters.

16) The Dropping zone will be marked 1.25 seconds before the shell hits the ground(marked like gold-box dropping zone). Hence, there will be a chance to dodge the center of the damage. Moreover, there is a sound for the incoming shell so as to alert the enemy tanks all of whom are in the radius of hit area.

17) The marker will reveal the position of the artillery user, as it has a little pointer on the marker pointing towards. (so the artillery user may have to change position time to time.

18) The marker will be disappeared after 2.5 seconds that the shell has hit the ground.

19) Each artillery user has his own marker.

20) The turret turning speed of M3 is 75 m/s and the acceleration is 70 m/s2.

21) The price of M3 is more expensive than M3 firebird and it is around 285-295 kilo crystals.

22) The artillery shells have traveling time. So, the user should optimize his shots by calculating the distance of the target and the moving targets.

23) The speed of the M3 shells are faster than M4 ricochets balls. And the speed is around 125 - 135 m/s.

24) The projectile speed of all modification are micro-upgradeble.

25) The m4 projectile speed is around 135 - 150 m/s

26) The vertical state of the turret is always in 50 vertical degrees (this can be decided by devs)

Cons:

It can not shoot while being underneath a ceiling or roof. because he will destroy/damage himself as he shoots, the shell will hit the roof.

It has the lowest rate of fire among all turrets.

It can not defend himself unless a skilled user gets to know how to do it.

It needs others to defend himself from enemy tanks coming towards himself.

The M3 will be unlocked late.

It is the most expensive turret.

Pros:

It has the highest damage among all turrets.

It is very talented and skilled turret for adjusting the distance of target.

It is a supportive weapon. where in large and mid maps of CTF-TDM-CP modes, it will come in handy.

It's splash damage will help damage crowded areas.

It is best to use with medium to heavy hulls.

 

is all we need

every war needs an artillery

Hit the like button plz and share/repost it, Call all admins,mods.devs to reach this, because we will need it soon.

 

P.S. This is one of many gameplays for artillery to be proposed. Moreover, devs can make changes to my artillery idea wherever necessary.

I would like admins to give it a look.

Edited by SulfuricAcid
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