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Ok man, u took my idea! Just to let you know my idea was posted first.

 

Assault: this weapon being very powerful it has limitless range, and it has a similar effect like thunder when a target or targets are being hit. The reload time being like a thunder but is a half a second longer only because of the efficiency of the weapon. First you control this homing weapon giving you a screen like shaft  but it can pick up targets that are closet to you. The only bad thing about this new turret is how badly and helpless your hull is when you shoot the weapon you will have no way to defend your self from incoming fire. Another bad thing is that you can get the same damage as a thunder does to you up close and it might be able to hard to maneuver if is not guided correctly. But you can switch the homing mode to manual or automatic mode. I would say  using this weapon is probably very good for use of getting your flag back and helps keep those who have annoying weapons in order. If anyone thinks this weapon might be to op, you are mistaken. Now it  is possible to hide from this new turret giving if you are fast and agile of where it is following you. And if you still think this might out shoot everyone in the match this new tank will have some new adjustments like the following: the homing missile will only have so long to hit a chosen target, like about 10 seconds until it self-destructs. But you can micro upgrade to add time to how long it can stay in air. Another adjustment would be, adding a high price for this bad gun giving just the m0 is about 6k and the m1 is 42k m2: 112k, m3:450k. so this weapon can only be bought for vey experienced players. One last a final adjustment is that this a one shot missile and we can add other effects that might make this weapon not so op. I hope you approve this idea tanki people and this might just be a real turret someday!!!!

 

--from mattb1853

Edited by mattb1853

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I think they should introduce something like a UZI turret. It has slighty higher damage than Vulcan, however, it wont be like vulcan. It wont be able to knock people's aim off, it wont overheat, the reload will be longer, you'll have to buy ammo in the shop in order to use the gun. You will also be able to move while shooting, the distance will also be much shorter than Vulcan

Edited by eminem9870

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Turret idea: Shredder

 

Design:The Shredder shoots a capsule in the targeted direction at similar velocity as a shot from Twins, and range similar to that of Firebird. The capsule misses, the gun is forced to reload, which takes about as long as Thunder If it hits, the capsule will lock on to the target and dig into the tank's hull with its barbed prongs. After a short delay, the capsule will begin grinding into the target's hull, dealing about half of Isida's damage each second. The Shredder can't fire another round until the capsule is returned when one of four conditions are met:

 

1. The target takes a massive amount of damage, about as much as Shaft

2. The Shredder manually recalls the capsule by pressing spacebar again

3. The Shredder is destroyed or leaves the game

4. The target is destroyed

Once the capsule is returned, the gun reloads after a short delay

 

Turret stats: https://docs.google.com/document/d/1Gwfgm4WeCD_O2g_DuFh3V4Pgi7UdZxiOcl9xdKxCung/edit?usp=sharing

 

General gameplay:The Shredder plays a unique role. It is a hit and run weapon; tag your enemy, than hide behind cover or retreat amongst your team until the enemy is a hunk of charred scrap. But watch out, because if they are quick to retaliate, Shredder's low DPS will be outmatched by most turrets if caught off guard. It plays similarly to a short-ranged railgun, so you should use a light hull to escape after landing the capsule.

 

In DM: Shredder is weak in DM, due to its incredibly low DPS and inability to steal kills. Also, with no team to protect it and enemies spawning all around, the Shredder will have a hard time keeping up with the conventional DM weapons like Firebird and Twins.

 

In TDM: A powerful pick in TDM, because Shredder excels in killing enemies with impunity. If played right, Shredder can pick up endless kills while receiving little damage. Not very strong on the losing team however, or you may find yourself overwhelmed.

 

In CTF: A must-have for defense. Sit on your flag with a heavy hull, and wait for the enemy to draw near. Land the capsule, and slowly but surely, the capsule will destroy their tank before they can reach their own flag. However since Isidas can easily sustain this much damage, an organized team can easily overcome this tactic.

 

In CP: Similar to TDM. However, this is weak on one-point CP maps, as the action is far more intense on maps such as Island and Polygon.

 

Tell me what you think of my idea; I look forward to seeing your suggestions and criticism :D

 

EDIT: Suggestions taken into account: Buffed DPS, nerfed total damage, removed Isida cleanse effect (but Isida is still a good counter to the Shredder). Added link to Google Docs so you all can see the stats.

Edited by theteramessanger_PRO

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Turret idea: Shredder

 

Design:The Shredder shoots a capsule in the targeted direction at similar velocity as a shot from Twins, and range similar to that of Firebird. The capsule misses, the gun is forced to reload, which takes about as long as Thunder If it hits, the capsule will lock on to the target and dig into the tank's hull with its barbed prongs. After a short delay, the capsule will begin grinding into the target's hull, dealing about half of Vulcan's damage each second. The Shredder can't fire another round until the capsule is returned when one of five conditions are met:

 

1. The target takes a massive amount of damage, enough to destroy any medium hull

2. The Shredder manually recalls the capsule by pressing spacebar again

3. The Shredder is destroyed or leaves the game

4. The target is destroyed

5. A friendly Isida heals the target

 

General gameplay:The Shredder plays a unique role. It is a hit and run weapon; tag your enemy, than hide behind cover or retreat amongst your team until the enemy is a hunk of charred scrap. But watch out, because if they are quick to retaliate, Shredder's low DPS will be outmatched by most turrets if caught off guard. It plays similarly to a short-ranged railgun, so you should use a light hull to escape after landing the capsule.

 

In DM: Shredder is weak in DM, due to its incredibly low DPS and inability to steal kills. Also, with no team to protect it and enemies spawning all around, the Shredder will have a hard time keeping up with the conventional DM weapons like Firebird and Twins.

 

In TDM: A powerful pick in TDM, because Shredder excells in killing enemies with impunity. If played right, Shredder can pick up endless kills while receiving little damage. Not very strong on the losing team however, or you may find yourself overwhelmed.

 

In CTF: A must-have for defense. Sit on your flag with a heavy hull, and wait for the enemy to draw near. Land the capsule, and slowly but surely, the capsule will destroy their tank before they can reach their own flag. However Isidas can cleanse this effect, so an organized team can easily overcome this tactic.

 

In CP: Similar to TDM. However, this is weak on one-point CP maps, as the action is far more intense on maps such as Island and Polygon.

 

Tell me what you think of my idea; I look forward to seeing your suggestions and criticism :D

​I like the idea but I feel that this turret is too slow at killing tanks and since you can only shoot one capsule and you have to wait for it to kill the enemy you won't be able to get many kills. I think maybe you should increase the damage or make it so that you can shoot more than 1 capsule at a time like maybe 2 or 3. Also I think you shouldn't make it so that when an isida starts healing the target your capsule just automatically comes back because by that logic all the isida has to do is press the spacebar once and the capsule will go back so in a battle with quite a few isidas this turret will be useless. You should make it so that the capsule still stays in the tank and still does damage but the isida can still heal the target while he is taking damage. But the isida doesn't have an unlimited charge so it will run out of power eventually so then the capsule can destroy the target. This is another reason why I say this turret is too slow since by the time the isida runs out of power and the target eventually dies you will spend so much time and since you can only send one capsule at a time you will get very few kills. I hope you take these suggestions into account.

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Ok my turret is called lightning. Its unique ability is to do more damage the longer you attack a target. For example when you see an enemy and you start attacking him it will do low damage, then after like 1-2 seconds will start doing increased damage the longer you're attacking the target. It is a short range turret and it attacks how isida used to attack before with a kind of electrical beam that goes from your turret to the enemy. This will be very effective in taking out heavy hulls like viking, dictator, titan, and mammoth. It can still kill light hulls like wasp and hornet. It has an energy bar similar to the isidas and starts reloading once you stop attacking a target or when you run out of charge. Since it does more damage the longer you attack an enemy it's better to use it when you have a lot of energy left in your energy bar. At M0 the shot is green, at M1 the shot is yellow, at M2 the shot is orange, at M3 the shot is red. I haven't really thought of how the turret will look but the devs could design it. If you manage to sneak up on an enemy you can kill them without taking any damage yourself.

 

Damage:

 

M0:​ 10-100 DPS

 

M1: 15-150 DPS 

 

M2: ​20-200 DPS

 

M3: 30-300 DPS

Edited by Seargent_Death

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Turret idea: Shredder

 

Design:The Shredder shoots a capsule in the targeted direction at similar velocity as a shot from Twins, and range similar to that of Firebird. The capsule misses, the gun is forced to reload, which takes about as long as Thunder If it hits, the capsule will lock on to the target and dig into the tank's hull with its barbed prongs. After a short delay, the capsule will begin grinding into the target's hull, dealing about half of Vulcan's damage each second. The Shredder can't fire another round until the capsule is returned when one of five conditions are met:

 

1. The target takes a massive amount of damage, enough to destroy any medium hull

2. The Shredder manually recalls the capsule by pressing spacebar again

3. The Shredder is destroyed or leaves the game

4. The target is destroyed

5. A friendly Isida heals the target

 

General gameplay:The Shredder plays a unique role. It is a hit and run weapon; tag your enemy, than hide behind cover or retreat amongst your team until the enemy is a hunk of charred scrap. But watch out, because if they are quick to retaliate, Shredder's low DPS will be outmatched by most turrets if caught off guard. It plays similarly to a short-ranged railgun, so you should use a light hull to escape after landing the capsule.

 

In DM: Shredder is weak in DM, due to its incredibly low DPS and inability to steal kills. Also, with no team to protect it and enemies spawning all around, the Shredder will have a hard time keeping up with the conventional DM weapons like Firebird and Twins.

 

In TDM: A powerful pick in TDM, because Shredder excells in killing enemies with impunity. If played right, Shredder can pick up endless kills while receiving little damage. Not very strong on the losing team however, or you may find yourself overwhelmed.

 

In CTF: A must-have for defense. Sit on your flag with a heavy hull, and wait for the enemy to draw near. Land the capsule, and slowly but surely, the capsule will destroy their tank before they can reach their own flag. However Isidas can cleanse this effect, so an organized team can easily overcome this tactic.

 

In CP: Similar to TDM. However, this is weak on one-point CP maps, as the action is far more intense on maps such as Island and Polygon.

 

Tell me what you think of my idea; I look forward to seeing your suggestions and criticism :D

i think its a good idea but it would probably take too long for ur ammo to come back so i think the reload should happen after you shoot it. my opinion  -_-

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Isida is entirely too powerful offensively. It must be nurfed for damage dealt, and beefed for healing, and it needs the range for attack significantly shortened and range for healing increased slightly. Mostly, isida should simply not be able to enter DM. It is truly overpowered.

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i think its a good idea but it would probably take too long for ur ammo to come back so i think the reload should happen after you shoot it. my opinion  -_-

That would undermine the whole hit and run style of Shredder. In my opinion, its playstyle would be fast enough due to its close range.

 

​I like the idea but I feel that this turret is too slow at killing tanks and since you can only shoot one capsule and you have to wait for it to kill the enemy you won't be able to get many kills. I think maybe you should increase the damage or make it so that you can shoot more than 1 capsule at a time like maybe 2 or 3. Also I think you shouldn't make it so that when an isida starts healing the target your capsule just automatically comes back because by that logic all the isida has to do is press the spacebar once and the capsule will go back so in a battle with quite a few isidas this turret will be useless. You should make it so that the capsule still stays in the tank and still does damage but the isida can still heal the target while he is taking damage. But the isida doesn't have an unlimited charge so it will run out of power eventually so then the capsule can destroy the target. This is another reason why I say this turret is too slow since by the time the isida runs out of power and the target eventually dies you will spend so much time and since you can only send one capsule at a time you will get very few kills. I hope you take these suggestions into account.

Suggestions taken into account :D DPS raised to make process faster, total damage lowered; now no longer kills medium hulls. Isida is more of a soft counter to Shredder now, the instant heal seemed a bit ridiculous.

Edited by theteramessanger_PRO

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new turret: sticky

 

- the turret sends electric robots in the hull and makes the tank electric for few seconds= the how much you reloaded. You need to bump against or touch the enemy with your hull. After you have touched the enemy, the enemy gets electrified and the effect lasts for few seconds. The range is so short but the damage is huge.

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dear dude this is an interesting idea but it has it s flaws. One being, tanki is no longer a 2d game  and this weapon is probably  a huge and to op weapon i think it should have some changes like how this weapon  shots. It should shot based on how many enemy tanks are in one place and then u will be able to shot only if that is possible. And i think that there should be no lazor only because u should have a screen like a shafts and it will porbaly will enable you to shot angle that you want but ins-ted of a lazor it should have a gold box sound or tittle that tells that WEAPON IS ONLINE kinda thing ya know?

 

-I hope you take the info ok from

mattb1853

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dear dude this is an interesting idea but it has it s flaws. One being, tanki is no longer a 2d game  and this weapon is probably  a huge and to op weapon i think it should have some changes like how this weapon  shots. It should shot based on how many enemy tanks are in one place and then u will be able to shot only if that is possible. And i think that there should be no lazor only because u should have a screen like a shafts and it will porbaly will enable you to shot angle that you want but ins-ted of a lazor it should have a gold box sound or tittle that tells that WEAPON IS ONLINE kinda thing ya know?

 

-I hope you take the info ok from

mattb1853

Ok first of all who's idea are you talking about? And second of all can you speak English properly? I can't understand a word your saying

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Simple: Vulcan has too much impact force. Vulcan can turn my viking and my titan. Come on. That is too much impact. You must have beefed it from the early days. It doesn't have enough recoil to right itself from its side, but it can make it impossible to steer the target tank. Too much. Please consider reducing the impact force. I'm surprised it isn't pinwheeling the wasps again. 

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Turret: I thought this weapon might be a good idea. A turret that charges up (like railgun, but needs more time), and fires a continuous beam. If your yellow bar reaches zero, you would take damage(like vulcan), but the damage is more severe. This would be fair because the weapon can penetrate small light hulls(wasp, hornet), but is stopped by heavy hulls(mammoth, sort of like a lead vest blocks x-rays, but skin let's it go through).

 

Hull: Maybe this hull would work. A hull that has armor of viking, but speed almost of hunter.

 

Supply: Maybe a supply that when activated, creates a temporary barrier that reduces all enemy attacks by 50% for 20 seconds. The barrier would be applied to any friendly tanks within your radius. Perhaps price should be 200 crystals.

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Turret: I thought this weapon might be a good idea. A turret that charges up (like railgun, but needs more time), and fires a continuous beam. If your yellow bar reaches zero, you would take damage(like vulcan), but the damage is more severe. This would be fair because the weapon can penetrate small light hulls(wasp, hornet), but is stopped by heavy hulls(mammoth, sort of like a lead vest blocks x-rays, but skin let's it go through).

 

Hull: Maybe this hull would work. A hull that has armor of viking, but speed almost of hunter.

 

Supply: Maybe a supply that when activated, creates a temporary barrier that reduces all enemy attacks by 50% for 20 seconds. The barrier would be applied to any friendly tanks within your radius. Perhaps price should be 200 crystals.

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Turret: I thought this weapon might be a good idea. A turret that charges up (like railgun, but needs more time), and fires a continuous beam. If your yellow bar reaches zero, you would take damage(like vulcan), but the damage is more severe. This would be fair because the weapon can penetrate small light hulls(wasp, hornet), but is stopped by heavy hulls(mammoth, sort of like a lead vest blocks x-rays, but skin let's it go through).

 

Hull: Maybe this hull would work. A hull that has armor of viking, but speed almost of hunter.

 

Supply: Maybe a supply that when activated, creates a temporary barrier that reduces all enemy attacks by 50% for 20 seconds. The barrier would be applied to any friendly tanks within your radius. Perhaps price should be 200 crystals.

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Turret: I thought this weapon might be a good idea. A turret that charges up (like railgun, but needs more time), and fires a continuous beam. If your yellow bar reaches zero, you would take damage(like vulcan), but the damage is more severe. This would be fair because the weapon can penetrate small light hulls(wasp, hornet), but is stopped by heavy hulls(mammoth, sort of like a lead vest blocks x-rays, but skin let's it go through).

 

Hull: Maybe this hull would work. A hull that has armor of viking, but speed almost of hunter.

 

Supply: Maybe a supply that when activated, creates a temporary barrier that reduces all enemy attacks by 50% for 20 seconds. The barrier would be applied to any friendly tanks within your radius. Perhaps price should be 200 crystals.

The turret could maybe called 'X-ray', the hull called 'Striker' and the supply 'Barrier'

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Turret: I thought this weapon might be a good idea. A turret that charges up (like railgun, but needs more time), and fires a continuous beam. If your yellow bar reaches zero, you would take damage(like vulcan), but the damage is more severe. This would be fair because the weapon can penetrate small light hulls(wasp, hornet), but is stopped by heavy hulls(mammoth, sort of like a lead vest blocks x-rays, but skin let's it go through).

 

Hull: Maybe this hull would work. A hull that has armor of viking, but speed almost of hunter.

 

Supply: Maybe a supply that when activated, creates a temporary barrier that reduces all enemy attacks by 50% for 20 seconds. The barrier would be applied to any friendly tanks within your radius. Perhaps price should be 200 crystals.

The turret should be called 'X-Ray' and available to master sergeant. M1,M2,M3 rank requirements should be determined by game designers and administrators. Hull's name is 'Striker'(M0 - M3 rank requirements should be same to that of 'X-ray' and supply is called 'Barrier'.

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Turret: I thought this weapon might be a good idea. A turret that charges up (like railgun, but needs more time), and fires a continuous beam. If your yellow bar reaches zero, you would take damage(like vulcan), but the damage is more severe. This would be fair because the weapon can penetrate small light hulls(wasp, hornet), but is stopped by heavy hulls(mammoth, sort of like a lead vest blocks x-rays, but skin let's it go through).

 

Hull: Maybe this hull would work. A hull that has armor of viking, but speed almost of hunter.

 

Supply: Maybe a supply that when activated, creates a temporary barrier that reduces all enemy attacks by 50% for 20 seconds. The barrier would be applied to any friendly tanks within your radius. Perhaps price should be 200 crystals.

​Ok first of all why are you spamming suggestions? You posted the same thing like 3 or 4 times. Once is enough. I like the idea of the turret. For the hull if there was a hull like that then everybody would be using that instead of Viking or hunter since that hull combines the best of both hulls. Also your idea for a new hull doesn't belong here it belongs in the Ideas for Hulls page. Find it here  http://en.tankiforum.com/index.php?showtopic=243949. Your supply idea might be too OP since if a whole horde of tanks charged into the enemy base and then one of them used that supply they would all be like indestructible since there are so many of them and they have damage reduced. So if it was a TDM battle then they would kill everyone and spawn kill tanks after they die. Then when the 20 seconds finish another tank can use it and for another 20 seconds they are indestructible, they can keep on doing this since every one of theirs will finish cooling down once the last person uses it. Also your idea for a new supply doesn't belong here it belongs in the Ideas for Supplies page. Find it here http://en.tankiforum.com/index.php?showtopic=243958&page=52.

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Simple: Vulcan has too much impact force. Vulcan can turn my viking and my titan. Come on. That is too much impact. You must have beefed it from the early days. It doesn't have enough recoil to right itself from its side, but it can make it impossible to steer the target tank. Too much. Please consider reducing the impact force. I'm surprised it isn't pinwheeling the wasps again. 

​Yes I agree with you, Vulcans impact force is way too OP. Once one starts firing at me I can't even drive properly so I run into obstacles and then they kill me. It's very annoying Tanki needs to fix this.

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​Ok first of all why are you spamming suggestions? You posted the same thing like 3 or 4 times. Once is enough. I like the idea of the turret. For the hull if there was a hull like that then everybody would be using that instead of Viking or hunter since that hull combines the best of both hulls. Also your idea for a new hull doesn't belong here it belongs in the Ideas for Hulls page. Find it here  http://en.tankiforum.com/index.php?showtopic=243949. Your supply idea might be too OP since if a whole horde of tanks charged into the enemy base and then one of them used that supply they would all be like indestructible since there are so many of them and they have damage reduced. So if it was a TDM battle then they would kill everyone and spawn kill tanks after they die. Then when the 20 seconds finish another tank can use it and for another 20 seconds they are indestructible, they can keep on doing this since every one of theirs will finish cooling down once the last person uses it. Also your idea for a new supply doesn't belong here it belongs in the Ideas for Supplies page. Find it here http://en.tankiforum.com/index.php?showtopic=243958&page=52.

Sorry I spammed suggestions. My computer is pretty old and had lag. I must have accidentally pressed post a few too many times. Really sorry about the trouble.

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Sorry I spammed suggestions. My computer is pretty old and had lag. I must have accidentally pressed post a few too many times. Really sorry about the trouble.

​No problem everybody's computer is slow sometimes. It even happened to me when I sent a PM to my friend. I clicked the post button but it was not working so I pressed it like 3 more times and then when it finally loaded there were 4 of the same message that I intended to send :D

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I just had another idea for a turret :D . The turret should be called "Corrosion  cannon". The design should resemble that of smoky, but it's barrel is replaced with that of Railgun, but 20% shorter. The barrel would be shaped like a hexagon, split in the middle. It'd have ricochet red ring elements, but hexagon shaped and a different color. The damage of it's shell should be slightly higher than smoky M0 max damage no micro-upgrades. When the shell hits, the minimal effect is having the enemy's hull's current maximum speed by 10% for 5 seconds. The effects can be slightly stronger depending on your luck. If high enough it can reduce all turret and/or hull stats by up to 20% for 15 seconds. At it's max, it can paralyze your hull and turret for 10 seconds.(The chance of that happening should be a 10% chance, but slightly increased by upgrading or purchasing M1-M3's ). Other strong but weaker than max effects can either paralyze your hull, or your turret. In addition of all effects should be additional damage, equivalent to firebird M0 no micro-upgrades burn damage. Here are some side effects to you to make it fair. If fired at close range(like thunder), the same effects will happen to you, but reduced by 40%. So it's meant for mid-long range battles. Recommended for medium-heavy hulls. Impact force is equal to ricochet. Reload time is equal to thunder, but a bit longer. 

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I just had another idea for a turret :D . The turret should be called "Corrosion  cannon". The design should resemble that of smoky, but it's barrel is replaced with that of Railgun, but 20% shorter. The barrel would be shaped like a hexagon, split in the middle. It'd have ricochet red ring elements, but hexagon shaped and a different color. The damage of it's shell should be slightly higher than smoky M0 max damage no micro-upgrades. When the shell hits, the minimal effect is having the enemy's hull's current maximum speed by 10% for 5 seconds. The effects can be slightly stronger depending on your luck. If high enough it can reduce all turret and/or hull stats by up to 20% for 15 seconds. At it's max, it can paralyze your hull and turret for 10 seconds.(The chance of that happening should be a 10% chance, but slightly increased by upgrading or purchasing M1-M3's ). Other strong but weaker than max effects can either paralyze your hull, or your turret. In addition of all effects should be additional damage, equivalent to firebird M0 no micro-upgrades burn damage. Here are some side effects to you to make it fair. If fired at close range(like thunder), the same effects will happen to you, but reduced by 40%. So it's meant for mid-long range battles. Recommended for medium-heavy hulls. Impact force is equal to ricochet. Reload time is equal to thunder, but a bit longer. 

And just in case you're wondering what I meant by the hull's current speed, this is what I mean. let's say there's three tanks using "Corrosion cannon". The first one fires and reduces the enemy hull (wasp M0) speed by 10%. Therefore Wasp max speed = 10.00 is then reduced to 9.00. The second one fires. Same thing. from 9.00 max speed, - 10% it's now 8.1 max speed. Same for the third guy, and then more fire with this(I doubt they'd do this because wasp would be destroyed by now), and so on and so forth. The current speed is the new max speed due to the cannon's effect. However, it will return to normal after 5 seconds of the shell's contact.So, if you want this to happen, fire the moment the guy before you shoots :D .

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I just had another idea for a turret :D . The turret should be called "Corrosion  cannon". The design should resemble that of smoky, but it's barrel is replaced with that of Railgun, but 20% shorter. The barrel would be shaped like a hexagon, split in the middle. It'd have ricochet red ring elements, but hexagon shaped and a different color. The damage of it's shell should be slightly higher than smoky M0 max damage no micro-upgrades. When the shell hits, the minimal effect is having the enemy's hull's current maximum speed by 10% for 5 seconds. The effects can be slightly stronger depending on your luck. If high enough it can reduce all turret and/or hull stats by up to 20% for 15 seconds. At it's max, it can paralyze your hull and turret for 10 seconds.(The chance of that happening should be a 10% chance, but slightly increased by upgrading or purchasing M1-M3's ). Other strong but weaker than max effects can either paralyze your hull, or your turret. In addition of all effects should be additional damage, equivalent to firebird M0 no micro-upgrades burn damage. Here are some side effects to you to make it fair. If fired at close range(like thunder), the same effects will happen to you, but reduced by 40%. So it's meant for mid-long range battles. Recommended for medium-heavy hulls. Impact force is equal to ricochet. Reload time is equal to thunder, but a bit longer. 

This would be way too much like freeze and make it obsolete.

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