Jump to content
EN
Play

Forum

Ideas for Turrets!


 Share

Recommended Posts

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

Oh yeah. That is true. Maybe Quote to me and discuss what effects to take away. I'm also sorry, after all that was a main idea, I was just thinking about general ideas.

Share this post


Link to post
Share on other sites

I am glad that you like and appreciate my ideas. They will help developers get other ideas into their heads so that they can continuously improve Tanki Online.

Share this post


Link to post
Share on other sites

Micro-upgrades Thunder М4

 

All thunder's favorites, please vote to improve thunder.

Main Fact about thunder:

1. Very poor performance even its m4. Cannot kill  wasp m2 without thunder paint over 2.5 meter 1 shot even its thunder m4. Must come very close then wasp die.

Recommendation: Increase thunder m4 damage to 145 max

 

 

2. Too many paints of thunder very very high protection. If you just buy thunder m3, no effect at all, must upgrade to slowly see its effects.

Recommendation: Increase thunder m4 damage to 145 max

 

 

3. Smoky m4 vs Thunder m4.

Winner is Smoky m4. You get to shoot only 2  or 1 shot with thunder m4 max and die, smoky shot more max 3,4,5. Also, close combat, fire, freeze, smoky, Vulcan and so on nearly have all the advantage as thunder reload is too slow.

  !!!!!!Thunder m4 very very slow reload!!!!!!.

Recommendation: decrease thunder m4 reload to max 2 or even below.

 

4. Thunder m4 no splash damaged at all. The enemy life remain a bit(very near to die), but when shot to other enemy near him, its splash nearly do nothing, you must come very close for splash damage work.

Recommendation: Increase thunder m4 splash damage.

 

5. Thunder m4 range too weak.

 Recommendation: Increase thunder m4 range above 160.

 

6. Impact force a bit okay. Must improved.

Recommendation: Increase thunder m4 impact force above 330 is okay.

 

7. Thunder m4 rotation a bit okay.

Recommendation: Improve thunder m4 rotation.

 

8. Thunder m4, when you already shot and just die, the shot do no harm, its useless as you have die, why???

  Other turret even you die, the shot is accepted, here with thunder why not accepted, the shot is already shot. 

Recommendation: Must change, before die already shot must be accepted.

 

9. Raw Fact: Thunder m4 is now the worst turret in the game due to all of its defaults.

150px-Turret_thunder_m3.png150px-Thunder_XT.png

  • Damage: (58.6-87.1 → 78.0-110.0)  = no good at all, do not see its splash damage at all. (must be max damage: 145 + high splash damage)
  • Impact force: (229 → 300) = a bit okay, must be 330 like this
  • Reload time: (2.85 → 2.50) = very very very bad. (now when a fire burns you, a 1 shot only you can shot, when dealing with other enemies, max shot you have is 2 or 3 that all, (thunder m4), its reload should be below 2 or 2, that it.)
  • Rotation speed: (99.0 → 124.9) = a bit okay, satisfactory
  • Range: (125.9 → 140.0) = very very bad. above 160 is acceptable

 

 

All thunder's favorites, please vote to improve thunder.

All thunder's favorites, please vote to improve thunder.

All thunder's favorites, please vote to improve thunder.

All thunder's favorites, please vote to improve thunder.

please vote, Like and comment!!!

 

 

!!!Thank you!!!

Share this post


Link to post
Share on other sites

Turret: Thunder

 

Micro-upgrades Thunder М4

 

All thunder's favorites, please vote to improve thunder.

Main Fact about thunder:

1. Very poor performance even its m4. Cannot kill  wasp m2 without thunder paint over 2.5 meter 1 shot even its thunder m4. Must come very close then wasp die.

Recommendation: Increase thunder m4 damage to 145 max

 

 

2. Too many paints of thunder very very high protection. If you just buy thunder m3, no effect at all, must upgrade to slowly see its effects.

Recommendation: Increase thunder m4 damage to 145 max

 

 

3. Smoky m4 vs Thunder m4.

Winner is Smoky m4. You get to shoot only 2  or 1 shot with thunder m4 max and die, smoky shot more max 3,4,5. Also, close combat, fire, freeze, smoky, Vulcan and so on nearly have all the advantage as thunder reload is too slow.

  !!!!!!Thunder m4 very very slow reload!!!!!!.

Recommendation: decrease thunder m4 reload to max 2 or even below.

 

4. Thunder m4 no splash damaged at all. The enemy life remain a bit(very near to die), but when shot to other enemy near him, its splash nearly do nothing, you must come very close for splash damage work.

Recommendation: Increase thunder m4 splash damage.

 

5. Thunder m4 range too weak.

 Recommendation: Increase thunder m4 range above 160.

 

6. Impact force a bit okay. Must improved.

Recommendation: Increase thunder m4 impact force above 330 is okay.

 

7. Thunder m4 rotation a bit okay.

Recommendation: Improve thunder m4 rotation.

 

8. Thunder m4, when you already shot and just die, the shot do no harm, its useless as you have die, why???

  Other turret even you die, the shot is accepted, here with thunder why not accepted, the shot is already shot. 

Recommendation: Must change, before die already shot must be accepted.

 

9. Raw Fact: Thunder m4 is now the worst turret in the game due to all of its defaults.

150px-Turret_thunder_m3.png150px-Thunder_XT.png

  • Damage: (58.6-87.1 → 78.0-110.0)  = no good at all, do not see its splash damage at all. (must be max damage: 145 + high splash damage)
  • Impact force: (229 → 300) = a bit okay, must be 330 like this
  • Reload time: (2.85 → 2.50) = very very very bad. (now when a fire burns you, a 1 shot only you can shot, when dealing with other enemies, max shot you have is 2 or 3 that all, (thunder m4), its reload should be below 2 or 2, that it.)
  • Rotation speed: (99.0 → 124.9) = a bit okay, satisfactory
  • Range: (125.9 → 140.0) = very very bad. above 160 is acceptable

 

 

All thunder's favorites, please vote to improve thunder.

All thunder's favorites, please vote to improve thunder.

All thunder's favorites, please vote to improve thunder.

All thunder's favorites, please vote to improve thunder.

please vote, Like and comment!!!

 

 

!!!Thank you!!!

Share this post


Link to post
Share on other sites

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

Feedback?

Share this post


Link to post
Share on other sites

Hello player/moderator/anyone! i would like to submit a idea for a turret, i curently have a sketch and i will post it if this idea gets any further support. I am only a low rank but i see a slight opertunity for hull design, and here it is, please dont hate.

 

New turret added to tanki online!

the "gasser" is the new clean up turret!

tired of going for a flag and there are 5+ pepole there? not any more! this tank shots a small canister that bounces off walls but soon realeases a large amount of gas in a large raidus but after 10 seconts the canister explodes, lighiting the gas, and who ever was un lucky enough to stay in the gas cloud. the gas has a fog efect that cerodes tanks slowly but has afterburn. the gas would have a explosion a little less damiging than a mine. double damage drug has a larger gassing efect but no diffrence on the explosion.

a other idea is just gas and no explosion unless someone shoots there turret in the raidus of the gas.

Pros;

large foged raidus enemys cant see through

gas could kill a wasp after 13 seconts

if you team with someone that has a explosive turret you can gas/blow up the enemys before they knew what gassed them

usefull if pepole took your flag turf in ctf, gas them than when they cant see you can take back your turf

Cons

the gas damages all tanks minus the other teams gasser so you might have a problem there

the gas clears after 18 m0 21m1 25m2 30 m3, but at low ranks the gas disapates fast and enemys recover quickly so you need to be fast.

slow realoed and inifective against vulcans giroscope efect

 

notes to devlopers,

i can see this lagging very much, but if you could balance the lag you might be able to have somthing like this in the game, and i know what your thinking, but we have rickoshey and thunder to clear like that, yes but this is sort of a mix of both efects bouncing canister, rickoshey and explosion, thunder

 

and one last thing i think that when fife bird self destructs it should have a larger explosion ok please relpl soon bye!

It sounds like a TV ad :|

  • Like 1

Share this post


Link to post
Share on other sites

  Here's an idea for a turret. A turret called "Triplet". it would resemble as a merge of twins and railgun. It would have 3 twins barrels, all positioned in a form of a triangle, and the barrel length would be equal to that of railgun. Reload time is equal to railgun. When fired, three shots will hit anything within a small radius. Damage of each shot is equal to that of smoky. Warning: The shots are slightly inaccurate, and can damage friendly tanks. But fortunately damage to friendly tanks is reduced by 80%. The shots resemble that of railgun, but has a few similarities of that of twins. Time between each shot is 0.5 seconds. The M0 should be unlocked at First-Sergeant. 

 

 

Suggestions?

Share this post


Link to post
Share on other sites

New Weapon Idea:

 

                                                 Radio Wave

 How it works:

Image those bars next to the trapezoid of the volume changer. If you don't know what I mean look in here... https://ulpancom.r.worldssl.net/wp-content/uploads/2014/01/speaker-volume-icon.jpg  Now put those same exact bars in front of the weapon turret. This is basically how it looks when it shoots. This ray is the color of this writing. Now, to the part of what happens when it shoots at a tank. It changes the controls of the turning tank. The left arrow (or A for some people), now turns to the right and the right arrow (or again, D for some people) now turns to the left. Simple right? You might think this is to op but it is actually not. It slows down your own tank when you shoot. Well lets just say it slows it down by half of the original speed. This is sort of bad for the wasp, but can you even imagine the mammoth? Now that things are balanced, you'll get to know about the amount of damage it takes away from the enemy tank. Remember that it is a hold-down-to-shoot weapon type, like the Firebird or the Freeze. So, enough about that, right? It takes away the EXACT same amount as the Freeze. But as you know, the damage doesn't matter, what matters is the effects. 

 

Freeze vs. Radiowave:

Now that you think about it, don't the Freeze and the Radiowave  act sort of the same way? I mean they both change how the tank moves, so pretty much the same right? Well not exactly. The Freeze slows down the tank, while the Radiowave confuses the opponent and makes him either not move at all, or move poorly. So if the Freeze shoots you, you can't get out of it (unless a team member shoots you with the firebird). But the Radiowave is different. If you've experienced the Radiowave shooting you quite a lot (If it ever existed), than you will eventually get used to it an learn to drive properly when he shoots. But, it will still be hard for you to shoot someone correctly or avoid a railgun fast enough, so the weapon is unique in its own way. Now that you've learned about these things, you fully understand that both weapons are unique in their own way but none of them are better. (Personally, I'd prefer the Radiowave  :D). Now for the Pro's and Con's!

 

Pros:

* Effects enemy almost instantly

* Effects enemies from below and above the shot not only directly in front

* Enemies will easily get confused and poorly control the vehicle.

* Has same turret turning speed as the smoky (which is pretty good)

 

Cons:

* Short range, making it hard for you to kill snipers like the railgun or the shaft

* Poor reload time (takes 10 seconds to fully reload)

 

M1 and higher:

I'd have to explain a lot so its up to tanki online workers to figure this out!  :) 

 

 

 

                So these are my thoughts on this weapon. To check this weapon out in 3D, go to the site shown below!

                                                                                             ;) 

                                                     https://www.tinkercad.com/things/0Rsp6RCdEgL

Edited by TheObsidianHiss
  • Like 1

Share this post


Link to post
Share on other sites

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.

   Great idea! Would love if this turret was added to the game!

  • Like 1

Share this post


Link to post
Share on other sites

I think that a very cool addition to the game could be non-damaging turrets. You could have ones that have an extremely high impact force and little to no damage, used to flip opponents and knock them off coarse (though this would open the gate for trolls galore, so maybe not). Or maybe a mine laying turret. It lays mines which follow all of the rules of the supply mines, i.e. disappearing when you die, but you can lay a lot of them. The trick would be hiding and not getting killed so that your mines stay in place. Also I think the reload time would have to be very high. You could also have a turret that has no reload time, but only affects the opponent when you are touching him/her. So it deals out damage like crazy, but literally has no range. Another idea is a gun that can shoot through small barriers, so not entire houses or buildings, but small walls that would typically provide cover.

 

This was kind of disorganized, but I get really excited when talking about this kind of stuff, so I'll apologize here. Please let me know what you think of my ideas!

Thanks,

~rtt582

 

Edit: Just remembered some ideas I had a while ago. For a certain amount of crystals, you can "combine" guns in the shop. A ricochet/railgun, for example, would shoot like a railgun, but gain the ability to bounce off walls. Now this could become extremely overpowered very fast (I mean, isida/shaft?!?) but to balance that you could make it so any combo modification you make takes away one "M" upgrade, meaning if your primary guns are the twins, then you combine them with the ricochet giving you bouncing twin spheres, you can only upgrade to an M2 twins. Again, just an idea, but if this was implemented I would play the heck out of the freeze/hammer ;) .

Edited by rtt582
  • Like 1

Share this post


Link to post
Share on other sites

Dear Tanki makers, If in any way can you give those who had or created the idea for assault (rocket launcher) can you give them any credit in the next tanki v log for the idea if you can that would be great for those in the forum!!!

 

- Thank you, mattb1853

Share this post


Link to post
Share on other sites

Harpoon: Is essentially a turret that shoots a harpoon towards the enemy that slows down the enemy or can be used as a trip wire.

  • Does same damage as smokey ( no critical damage)
  • Has a reload time of 4.5 seconds
  • Can go through a tank, but cannot exceed 2 tanks.
  • Shooting range and damage varies by module
  • Trip wire does not do damage, but does have a chance of flipping the enemy or slowing it down.
  • Like 1

Share this post


Link to post
Share on other sites

Everyone, in new V-Log developers said that they are planning to add 2 new turrets, and those are Rocket launcher, and Cannon. I wonder how they will make both weapons work :D

Edited by 232DjordjeA

Share this post


Link to post
Share on other sites

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)

Thunder IS a grenade launcher.

Share this post


Link to post
Share on other sites

Well developers said that those 2 new turrets arent their final decisions, so that means they will probably change the ideas for both turrets. If they do then i would really like to see a turret which is similiar function to M4A1 rifle :)

Share this post


Link to post
Share on other sites

Solvent

 

 

Gun that will be fovourite of players who want best damage per consumpted energy and time.

Made for players who want to lead small areas.

With fast reloading and good range, enemies will be afraid of its professional damage. Long firing may cause self-damage. Best with good armored heavy and medium hulls.

 

77f730bbb24c4995a58e4c79a5f7b93d.png

 

Pros

- Huge damage and good reloading delay time

- Deals damage even after stopping firing enemies

- With higher modifications there comes long damage delay that will definitelly destroy everything that pass it's way

- High range, higher modifications can be played with even in larger maps

- Higher modifications decrease energy consumption and increase firing time

- Burning on 1 tank that is in collision with other will cause some damage to other too

- If on self-burning, collision with enemy tank will add some damage to enemy tank

 

Cons

- With higher modification self-heating is too high, so, need good armored hull

- With higher modification more time to reload

- High prices

- Some modifications haven't lot changes to lower one, so mid-rankers are on own risk

- Low turning speed, not good to battle with fast tanks as enemies in open areas

 

**Look**

 ========

 

[no images yet]

 

Thought to looks like:

 

Hammer pipe's outfit but with 2 parts one in second, litlle shorter turret than vulcan's, exit hole's radius bigger than vulcan's. Decoration of metal and such things better on higher modifications (just like other guns). Now you have that image in your mind, could re-make it to combine with your and people's opinions and to looks elegant with some hulls.

 

 

 

 

Hope this idea is good and is enough great to be seen by devs :D

Please don't send this to topic 'Ideas for Turrets' because it simply can't be seen there, send it only after some devs saw and read it. :P

 

Finnaly, Thanks for reaching this part in reading this topic :P , Have good time! :)

  • Like 1

Share this post


Link to post
Share on other sites

My concept/suggestions for the 2 proposed turrets: Rocket launcher & Artillery. This may be separated into several parts, this may be subject to change if the turrets make it to the game
 
 
I have some ideas for these 'new turrets' aka Rocket launcher and Artillery, my first concept for the Rocket launcher would be it would fire obviously fire missiles, it would have velocity of twins, the rocket can be controlled in mid-air, it would have 2 firing modes, sighted and unsighted, it would work abit like shaft, when the meter goes down, the range and damage would be outputted and launched, but on release in middle of it, it would add some damage and range, the range is how long the missile will fly, for lets say, on Aleksandrovsk, if fully launched, the missile can be under-control for a long time, till it reaches the sniper lines of each, on stopped mid-path, it would be controllable for a while, but it would lose its control and heads towards its straight destination until its been hit, thus twice as long as a twins projectile life time,
 
2nd mode, unsighted would be just automatically designated on a target that the gun pointing towards, but still, slower flight, and lower damage output, it would have a large damage, saying it would 1-hit a hornet or a Viking, if on full charge, but its meant to be a support role for taking out heavy hulls, the disadvantage of that is, it would suffer a long reload, longer then the shafts, it would be outflanked by unnoticed wasps, and it would only go out of sighted mode if the projectile has been destroyed, or lost range, I would consist of not adding the splash damage, since ATGM's carried shaped-charge or HEAT rounds, but one thing however, during unsighted mode, it would have a splash damage, but longer reload then thunder, but the same damage as thunder since ATGM launchers like the M551 Sheridan launched HE ammunition too, the charged reload would be a pain, really expected be 1.15x longer then shaft, but then, who would want to wait for that long?
 
The Rocket launcher would be a tactical turret to play, as controlling a projectile that has its damage maxed-out could be easily be lost by being shot for something that can knock-out its aim easily.
 
And now coming to the design of the turret, I was thinking of a M551 Sheridan since the turret was very clean of equipment, or the M60A2 Starship, personally I think the M551, M60A2 would look like the Ricochet with a more tubular gun and fixed turret roof with a large cupola, this weapon could be unlockable for Master sergeant, which sounds quite high.. but it could be different...
 
 
 
 
-------------- Advantages:
-- Has 2 firing modes, sighted which uses the ATGM's mode, unsighted is basically uses the mechanics of thunder, but a longer reload
   -- sighted mode is able to control missiles which locks on to the laser pointed at the location for the missile to track at
       -- The longer the LMB/Spacebar is hold, the more range and damage is outputted
 
-- It can be controlled either using the Mouse, or the WASD keys or the arrow keys to guide the missiles
 
-- The highest damage in the game, with full charge topping 130 damage
 
 
 
 ----------- Disadvantages:
 
-- Sighted mode aim can be easily knocked of with a loss of a projectile, and a suffer of a long reload.
 
-- Can be outplayed by a thunder during unsighted mode, the unsighted mode is usually for defence
 
-- During sighted mode, the vehicle is stationary and the missile has to be dumped/destroyed in order to be mobile and continue reload, the projectile can be dumped by pressing the spacebar again and the missile will keep on track where it guided at, which means, you could do the fire-and-forget method
 
-- During sighted, the tank is vulnerable to be flanked
 
-- Probably, the rocket can be targetable by an Vulcan, and can be easily destroyed, similar to that of a Phalanx CIWS 
 
 
 
------------------------------------------------
 
 
Now onto Artillery.
 
My idea of the visual design of Artillery turret would be like an M109 Artillery, or an M55 SPG, the turret would be considerably large, large, infact, it would be a suitable design for Viking, or Hunter, whilst smaller halls could suffer extreme recoils, that could potentially flip there tank. or another design could be a Cannon mounted on a turret ring, the cannon would look like a B-4 203mm Howitzer, this gun would be placed on a circular platform with 2 Hinges creating some kind of gun platform without any shielding, similar to the drawing board in the V-LOG 102, just not square, and angular, it would be like some kind of small-costal artillery, on a turret platform and it would be easily spotted, such as its gun revealing, a loud gun-fire bang that can be heard from both sides, but, who's gunfire? it could also be a warning to stationary targets to avoid the shell and splash at all costs. 
 
The damage output would be a +/- system, for example, it could have damage of 60 - 100 in a M0 turret, it would be unlockable for First Sergeant the controls for the turret would be similar controlled by normal turrets, it would have 2 modes too, direct and in-direct fire, lets start with direct, the direct will just basically be a thunder with a longer reload, the same damage, but it would have to be close and automatically aimed at target, in-direct will be show the overview of the map showing allies and enemies, non of the tanks are highlighted ally or enemy and you'll have to guess which ones enemy, lets say a scenario in Aleksandrovsk too, say there's 2 shafts on the opposite side, say 1 is using a wasp, and the other is in the titan, it would almost have to do 1 or 2 shots against wasps, or 3 - 5 shots on titan, if it hits a ally, then it wont obviously do any damage, and he has to come out of the mode (which is projected to wait for 2 seconds), and see for himself, he would also be in very safe cover, probably a allied support for him, this turret would be very effective in long-ranges and taking out shafts, making the wasps go through or flank the enemy lines, it should be recommended in CTF, or CP, but for TDM, it wont do any good since there isn't any points to defend, and the allies could just do there own things, however, it could save allies from potential dangers, such as a firebird, but DM, its another story... probably the worst turret ever to go with into a DM.
 
------------Disadvantages:
 
 
 
-- Upon firing, your location is shown for 3 seconds, and would have to relocate somewhere else before an light-hull tank could spot you and become invulnerable with the sighted mode. and a loud-gun fire bang would noticeable where you are.
 
-- During unsighted mode, your gun is immediately fixed, and the firing is limited to mid-range.
 
-- Whilst getting shot by an enemy close by, it would take 2 seconds to make your gun fixed, also shooting close and result damages to the vehicle itself, since it has splash damage.
 
-- the turret and cannon is huge, so if hiding behind a blockade, you can be easily spotted by other artillery or a professional shaft that can easily shoot your gun or turret.
 
-- If an enemy is hiding behind a building, you wont be able to shoot it above, if he's further from it, then it could be a slight opportunity to get him.
 
-- you are the main target for wasps or hornet, if they flank you easily
 
-- -/+ parameters could struggle against getting the highest damage.
 
-- the turret and gun traverses are slow during unsighted view, but equal to sighted view
 
-- A special mechanic during vulnerability is the incoming damage is multiplied by x1.25
   -- if the artillery is mounted on light hulls, they could have a larger chance of being 1-shotted, by railgun or a thunder.
 
-- if the turret is turned onto the side, it could have a chance to flip the vehicle sideways, but since the mass of turret, and the splash damage, you could easily be crippled, so it should be faced frontally upon firing targets.
 
-- Some maps may not be efficient if it has a lot of large buildings, e.g Dusseldorf
 
-- Some artillery could encounter other artillery if he hasn't relocated or in a unsuitable position.
 
------------------------Advantages:
 
-- Sighted view could be activated with a in-built button that can show the
 
-- Shoot over buildings, obstacles, or props.
 
-- Support the team from attacking camping shafts or vehicles that are unnoticed of artillery fire.
 
-- Splash radius 1.5x larger then thunder
 
-- Can destroy mines
 
-- Projectile is x1.5 faster then a ricochet
 
-- The splash can also push enemy vehicles in a magnitude

 

these were just my ideas for these new turrets coming into tanki, also I cant wait for the artillery.... :)

Edited by ParkhourTank
  • Like 1

Share this post


Link to post
Share on other sites

in the v-log the developers said that the addition of the two new turrets is NOT FINAL they may chose not too add them

Edited by NERF836

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
 Share

×
×
  • Create New...