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So I have spent a TON of crystals on turrets / hulls trying to figure out which ones fit my playing style. And now that I've found it (Vulcan and Mammoth) I would like to get some of my investments back. It would be great if we could "sell" our turrets / hulls back to the garage -- probably at a reduced amount -- so we could recover a bit from our wastefulness. And the price of upgrades wouldn't have to be included in the refund -- players probably won't upgrade equipment they don't appreciate much anyway. Just a thought. Thanks!

 

MatchEnder

 

"You started it, I'll finish it."

Edited by MatchEnder

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So I have spent a TON of crystals on turrets / hulls trying to figure out which ones fit my playing style. And now that I've found it (Vulcan and Mammoth) I would like to get some of my investments back. It would be great if we could "sell" our turrets / hulls back to the garage -- probably at a reduced amount -- so we could recover a bit from our wastefulness. And the price of upgrades wouldn't have to be included in the refund -- players probably won't upgrade equipment they don't appreciate much anyway. Just a thought. Thanks!

 

MatchEnder

 

"You started it, I'll finish it."

Thing is, it would be bad if somebody guessed your password or hacked, and then sold all your stuff.

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So I have spent a TON of crystals on turrets / hulls trying to figure out which ones fit my playing style. And now that I've found it (Vulcan and Mammoth) I would like to get some of my investments back. It would be great if we could "sell" our turrets / hulls back to the garage -- probably at a reduced amount -- so we could recover a bit from our wastefulness. And the price of upgrades wouldn't have to be included in the refund -- players probably won't upgrade equipment they don't appreciate much anyway. Just a thought. Thanks!

 

MatchEnder

 

"You started it, I'll finish it."

this idea was already on forum and developers strongly do not want this in the game because of certain reasons

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I have an idea... Mind you this is probably gonna sound stupid but meh, here we go.

 

The idea is for a turret that functions similar to Smoky and Vulcan combined... Before I go on I wanna explain something. The M163 Vulcan minigun is a 20mm aircraft cannon, and Smoky is what appears to be a 57mm rapid fire tank gun. Now, back to business.

The turret will feature the standard firing function of Vulcan, however instead of 6 consecutively firing barrels it will be 3 barrels firing at a rate of 3 rounds per second each... Basically granting the player a burst of anywhere between 12-15 shots before needing to cease firing (M0, still needs work). The reason for 3 barrels is due to the size of shells being firing, similar in caliber and density to Smoky. I understand this sounds over powered, but wait. The damage per shot from this weapon will vary anywhere between 100-150 damage, however the downside is that the turret has an extremely limited range, only 70 meters or so, barely enough to outshoot an M4 Hammer with Slugger. The reload is a solid 5-6 seconds, going up in time, similar to Vulcan. This weapon will have an Alteration at M3 that allows it to extend it's range significantly by lightening the ammunition, however as a result reducing the damage dealt by 25%.

This all still sounds OP, but now to the drawbacks. As I said, it has a severely limited range, and it also has a much more dangerous effect than Vulcan when firing for too long. Due to the mechanical issues of autoloading tank guns, this gun can JAM very often due to firing for periods of time longer than is recommended. These jams are very serious and hard to clear, and can in extreme cases take up to a full minute to clear, making players seriously consider the risks of extended firing. This turret also has a significant recoil, which is affected by the weight of the hull being used (i.e. Wasp will almost certainly jump 3-4 meters per shot, where as Mammoth or Titan will only move 1-2 meters per shot [Real life tank gun physics, and when using an autoloading 57mm you will experience severe recoil]) This turret also has a slow rotation barely faster than M0 Railgun. Those are the drawbacks. And now, I will post all the stats in a neat little handmade chart to help understanding. However, it'll be in a different post.

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I have an idea... Mind you this is probably gonna sound stupid but meh, here we go.

 

The idea is for a turret that functions similar to Smoky and Vulcan combined... Before I go on I wanna explain something. The M163 Vulcan minigun is a 20mm aircraft cannon, and Smoky is what appears to be a 57mm rapid fire tank gun. Now, back to business.

The turret will feature the standard firing function of Vulcan, however instead of 6 consecutively firing barrels it will be 3 barrels firing at a rate of 3 rounds per second each... Basically granting the player a burst of anywhere between 12-15 shots before needing to cease firing (M0, still needs work). The reason for 3 barrels is due to the size of shells being firing, similar in caliber and density to Smoky. I understand this sounds over powered, but wait. The damage per shot from this weapon will vary anywhere between 100-150 damage, however the downside is that the turret has an extremely limited range, only 70 meters or so, barely enough to outshoot an M4 Hammer with Slugger. The reload is a solid 5-6 seconds, going up in time, similar to Vulcan. This weapon will have an Alteration at M3 that allows it to extend it's range significantly by lightening the ammunition, however as a result reducing the damage dealt by 25%.

This all still sounds OP, but now to the drawbacks. As I said, it has a severely limited range, and it also has a much more dangerous effect than Vulcan when firing for too long. Due to the mechanical issues of autoloading tank guns, this gun can JAM very often due to firing for periods of time longer than is recommended. These jams are very serious and hard to clear, and can in extreme cases take up to a full minute to clear, making players seriously consider the risks of extended firing. This turret also has a significant recoil, which is affected by the weight of the hull being used (i.e. Wasp will almost certainly jump 3-4 meters per shot, where as Mammoth or Titan will only move 1-2 meters per shot [Real life tank gun physics, and when using an autoloading 57mm you will experience severe recoil]) This turret also has a slow rotation barely faster than M0 Railgun. Those are the drawbacks. And now, I will post all the stats in a neat little handmade chart to help understanding. However, it'll be in a different post.

GOD STOP THESE KIDS FROM TRYING TO COMBINE 2 TURRETS JUST KILL ME

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Extension to previous;

 

Turret name: Peacemaker

M0 Stats

Damage: 100-150

Reload: 5 seconds

Rotation speed: 65 degrees per second

Impact force: 100

Range: 70 meters

 

M1 Stats

Damage: 130-180

Reload: 5.5 seconds

Rotation speed: 75 degrees per second

Impact force: 105

Range: 80 meters

 

M2 Stats

Damage: 160-210

Reload: 6 seconds

Rotation speed: 80 degrees per second

Impact force: 110

Range: 90 meters

 

M3 Stats

Damage: 190-240

Reload: 6.5 seconds

Rotation speed: 90 degrees per second

Impact force: 120

Range: 100 meters

 

M3+/M4 Stats

Damage:220-270

Reload: 7 seconds

Rotation speed: 100 degrees per second

Impact force: 130

Range: 110 meters

 

Alteration Name:

Lightweight Ammunition

Effects:

Range: +50%

Damage: -25%

 

Impact color for each Modification will be the color of impact for all modifications of Thunder.

 

Any thoughts and ideas, just reply to this and I'll get back to you as soon as possible.

Positive feedback is appreciated.

 

EDIT: Name changed due to suggestion.

Edited by GunslingerMongoose

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Much worse ideas are out there, why attack him all of a sudden? Not too bad idea IMO.

Mm, part of my issue with the idea is that at M2 the rotation speed becomes a lot faster than M2 railgun, which is what I feel would be this turret's main opponent, next to Vulcan and Smoky... <_<

However in most other respects it's much better at handling heavy hulls, especially people who drug double armor on Titan when they come out of spawning.

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just for kidding

miner turret, all it does is mining but has a reload time, what about this?

even in high level of that like m2 or 3 it can through mines too

let me know what u r thinking about this turret.

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just for kidding

miner turret, all it does is mining but has a reload time, what about this?

even in high level of that like m2 or 3 it can through mines too

let me know what u r thinking about this turret.

We can use it to dig tunnels underground in Massacre so that we can cap the flag without worries XD

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just for kidding

miner turret, all it does is mining but has a reload time, what about this?

even in high level of that like m2 or 3 it can through mines too

let me know what u r thinking about this turret.

you should post that idea on the world records tanki and say to add record of worst idea :P you might beat the other terrible idea i saw on forum earlier

Edited by yonatanthesuper

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We can use it to dig tunnels underground in Massacre so that we can cap the flag without worries XD

 

 

you should post that idea on the world records tanki and say to add record of worst idea :P you might beat the other terrible idea i saw on forum earlier

i know this is funny but what u guys expect from the idea that just crossed my mind after 2 mins :D  :D  :D

but seriously this miner turret has a potential :ph34r:  :ph34r:  :ph34r:

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i know this is funny but what u guys expect from the idea that just crossed my mind after 2 mins :D  :D  :D

but seriously this miner turret has a potential :ph34r:  :ph34r:  :ph34r:

Like I said, digging tunnels on Massacre so that one or the other team have a straight shot to their flag so they can cap without needing to worry bout peoples. :ph34r:

There would need to be serious side effects to digging underground tunnels though, like severe tank heating, possible self destruction, and even damaging allies within a certain area of the tank due to massive dirt kick up and spray.

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Like I said, digging tunnels on Massacre so that one or the other team have a straight shot to their flag so they can cap without needing to worry bout peoples. :ph34r:

There would need to be serious side effects to digging underground tunnels though, like severe tank heating, possible self destruction, and even damaging allies within a certain area of the tank due to massive dirt kick up and spray.

Digging tunnels (and all terrain damage) isn't possible (well, almost) in Flash.

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Digging tunnels (and all terrain damage) isn't possible (well, almost) in Flash.

-_- There go my hopes and dreams of being able to cap the flag on Massacre without being killed.

Also, terrain damage technically is possible in flash, but it's very difficult and requires some very good programming skills to implement... not to mention if you were to actively destroy Flash terrain, there would need to be a program to make sure the terrain render doesn't become too unstable for the system to handle, etc.

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i know this is funny but what u guys expect from the idea that just crossed my mind after 2 mins :D  :D  :D

but seriously this miner turret has a potential :ph34r:  :ph34r:  :ph34r:

its not a bad idea if the mine supply didn't exist

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