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Say an enemy tank is like 300 meters away so the shell would take 3 seconds to reach the target. Of course this can be debated and tweaked but it is very simple in mechanics.

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Say an enemy tank is like 300 meters away so the shell would take 3 seconds to reach the target. Of course this can be debated and tweaked but it is very simple in mechanics.

i am not even close to understanding the turret lets hope the moderator understands

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You are still not getting this. The shells can be incredibly fast say 100 meters per second if you wish but it simply refers to the fact that shells do not come into contact with targets instantly

So the shells have a similar hitscan to that of Railgun and Vulcan? That's helps being known. It allows people a little bit more breathing space than otherwise with this turret.

P.S. If you're not sure what hitscan is, I'd have a hard time explaining but I'll do my best if you ask.

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i am not even close to understanding the turret lets hope the moderator understands

If you've played Artillery in World of Tanks, then you already have a general understanding, because I feel arties are the basis of this turret. From what I see and understand, this turret basically does many things at once but I'll lay them out simply.

The turret has a "scope" however not in the sense of rangefinder like Shaft's scope. This "scope" opens a small top-down view of the area being targetted by the Howitzer turret. The turret when, ready to fire, charges the shot, again, similar to Shaft but still not Shaft, and then releases the shot when the target is within the sights. When the shot is fired, the shell has a delay time between firing the shot and the shot actually connecting to a target, similar to World of Tanks. This delay time can vary due to range between the turret and the target. When the shot is fired, the turret's "energy charge" (more similarities to Shaft) begins refilling and priming itself for another shot. This process is repeated many times, giving Tanki Online, for all intents and purposes, an artillery.

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If you've played Artillery in World of Tanks, then you already have a general understanding, because I feel arties are the basis of this turret. From what I see and understand, this turret basically does many things at once but I'll lay them out simply.

The turret has a "scope" however not in the sense of rangefinder like Shaft's scope. This "scope" opens a small top-down view of the area being targetted by the Howitzer turret. The turret when, ready to fire, charges the shot, again, similar to Shaft but still not Shaft, and then releases the shot when the target is within the sights. When the shot is fired, the shell has a delay time between firing the shot and the shot actually connecting to a target, similar to World of Tanks. This delay time can vary due to range between the turret and the target. When the shot is fired, the turret's "energy charge" (more similarities to Shaft) begins refilling and priming itself for another shot. This process is repeated many times, giving Tanki Online, for all intents and purposes, an artillery.

Thanks for the clarification, however the scope is not an aerial view or one that zooms but much more like an iron sights on a handgun and the shots do not arc

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Moussee de Chocolate Granade Launcher

 

This turret fires shells like Thunder, and deals only direct damage (no splash damage). Range 70m (thats aprox half a lane in Sandbox). Tanks within the splash area are not harmed, but covered in pure chocolate mousse (color switches to creamy brown).

This makes the tanks turret turn about 10% slower but they can drive at normal speed; except tanks that were in contact to each other -> they keep sticking together for a few seconds (still they can drive togehter, if lucky)

 

If you make a five kill hit combo, then a sugar-shock box will be dropped; that either contains a +70% Nitro (=sugar shock), or explodes and glues all tanks in the surrounding to the ground.

The +70% sugar-shock Nitro will stay active for 1 minute, no matter if you get killed in the meanwhile (that is needed, because usually a box receiver will not survive the act of receiving it :P)

 

so who likes chocolate :D ?

 

Mousse-de-Chocolate-de-Abacate.jpg

Edited by BlackWasp777
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If you've played Artillery in World of Tanks, then you already have a general understanding, because I feel arties are the basis of this turret. From what I see and understand, this turret basically does many things at once but I'll lay them out simply.

The turret has a "scope" however not in the sense of rangefinder like Shaft's scope. This "scope" opens a small top-down view of the area being targetted by the Howitzer turret. The turret when, ready to fire, charges the shot, again, similar to Shaft but still not Shaft, and then releases the shot when the target is within the sights. When the shot is fired, the shell has a delay time between firing the shot and the shot actually connecting to a target, similar to World of Tanks. This delay time can vary due to range between the turret and the target. When the shot is fired, the turret's "energy charge" (more similarities to Shaft) begins refilling and priming itself for another shot. This process is repeated many times, giving Tanki Online, for all intents and purposes, an artillery.

plz man ,you got to picture this tank in battle,this won't work

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Moussee de Chocolate Granade Launcher

 

This turret fires an explosive shell like Thunder, at 70m range (thats aprox half a lane in Sandbox).

The shell explodes and wraps the tanks in the blast area in pure chocolate mousse (color switches to creamy brown).

This makes the tanks turret turn slower but they can drive unaffected; except tanks that were in contact to each other -> they keep sticking together for a few seconds (still they can drive togehter, if lucky)

 

If you make a five kill hit combo, then a sugar-shock box will be dropped; that either contains a +70% Nitro (=sugar shock), or explodes and glues all tanks in the surrounding to the ground.

 

 

Mousse-de-Chocolate-de-Abacate.jpg

this is more like freeze except you added some abilities.i really think this idea is useless-my opinion but like for the delicious chocolate moos one of my favorites

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Thanks for the clarification, however the scope is not an aerial view or one that zooms but much more like an iron sights on a handgun and the shots do not arc

:mellow: That's interesting to know.... No arcing, and only an iron sight? Howitzers tend to arc, but now this sounds like a mortar lol

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this is more like freeze except you added some abilities.i really think this idea is useless-my opinion but like for the delicious chocolate moos one of my favorites

no, Freeze makes them move slower, this just deals damage, and the turret slowdown is minor. Maybe -15%.. so it's noticeable, but no big deal.

The stick-together effect is the real clue, as you can glue up attackers to each other (they will soon learn to keep a little distance.. so it will not happen often ;) )

 

But if you like to provide some Icing on the chocolate tank, you are welcome ;)

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the artelery shots in Tanki will arc.

But you will have no aerial view.. if you are luck we get an angle-indicator for the turret-raise, and that's it ;)

 

hitting things on large distances will be a skill.

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no, Freeze makes them move slower, this just deals damage, and the turret slowdown is minor. Maybe -15%.. so it's noticeable, but no big deal.

The stick-together effect is the real clue, as you can glue up attackers to each other (they will soon learn to keep a little distance.. so it will not happen often ;) )

 

But if you like to provide some Icing on the chocolate tank, you are welcome ;)

+1 for super creative and rather tasty turret XD

However, what's the radius for the explosion from the Sugar box?

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:mellow: That's interesting to know.... No arcing, and only an iron sight? Howitzers tend to arc, but now this sounds like a mortar lol

I understand this but in world of tanks to understand you should try using Cruiser MK. II with the 3.7 inch howitzer

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I understand this but in world of tanks to understand you should try using Cruiser MK. II with the 3.7 inch howitzer

I play Blitz, so the MK. II has no Howitzer. However, the Covenanter, Crusader, and Cromwell all have the same 3.7 inch Howtizer, which is a pain to use. Besides, I think the 105mm on the T82 paints a better description. Or even the 122mm on the SU-85

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+1 for super creative and rather tasty turret XD

However, what's the radius for the explosion from the Sugar box?

Thanks :) :)

the radius could be about 15 meters, that is about 3x the lenght of a Wasp.

This should give a nice chocolate break for 3 seconds maybe :)

 

edit:

I upgraded the oringal concept. The sugar-shock nitro gets active for 1 minute, no matter if you get killed in the meanwhile (was needed, because usually a box receiver will not survive the act of receiving it :p)

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Moussee de Chocolate Granade Launcher

 

This turret fires an explosive shell like Thunder, at 70m range (thats aprox half a lane in Sandbox).

The shell explodes and wraps the tanks in the blast area in pure chocolate mousse (color switches to creamy brown).

This makes the tanks turret turn a little bit slower but they can drive at normal speed; except tanks that were in contact to each other -> they keep sticking together for a few seconds (still they can drive togehter, if lucky)

 

If you make a five kill hit combo, then a sugar-shock box will be dropped; that either contains a +70% Nitro (=sugar shock), or explodes and glues all tanks in the surrounding to the ground.

 

 

Mousse-de-Chocolate-de-Abacate.jpg

the chocolate part is ok but you can't just add a turret that stop you from turning turret we already have freeze.

2-this turret needs to have more unique abilities like hammer which has 3 shots per reload and does lots of damage.

fire deals lots of damage and has burn,shaft deals the most damage in the game per shot,railgun dealslots of damage for a shot and shoots fast and requires skill +its very fun using,freeze freezes enemy's,thunder has epic splash damage,isida can heal mates,smoky has fast reload and critical shots,twins shoots non stop,ricochet deals tons of damage and bounces on walls,chocolate turret-shoots thunder shots which shots chocolate

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My idea is a Water Gun

The water gun has a wide barrel that shoots in a straight line and dips down when nearing its range limit, and when makes contact with a tank, it does splash damage.

 

It should have:

- Mid Shooting range

- High Impact force

- Slow Reload time (6-12 seconds)

- Low-Mid Damage

 

Its Features:

- Waters Tanks: Shortens range of turrets,lengthens reload time, weakens railgun penetration damage and weakens firebird damage and makes movement harder (for a couple of seconds 5-10 seconds) but the tank takes less damage. (Friendly Tanks cant be watered)

- Removes burn from firebird and vulcan.

- Watered tanks cant be burned by any means (firebird of vulcal)

- Watered tanks get frozen for longer and take more freeze damage

Edited by levanak

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the chocolate part is ok but you can't just add a turret that stop you from turning turret we already have freeze.

2-this turret needs to have more unique abilities like hammer which has 3 shots per reload and does lots of damage.

fire deals lots of damage and has burn,shaft deals the most damage in the game per shot,railgun dealslots of damage for a shot and shoots fast and requires skill +its very fun using,freeze freezes enemy's,thunder has epic splash damage,isida can heal mates,smoky has fast reload and critical shots,twins shoots non stop,ricochet deals tons of damage and bounces on walls,chocolate turret-shoots thunder shots which shots chocolate

It deals no splash damage like thunder, it deals only direct damage (original proposeal precised).

The unique thing is the charactersistic is to slow down turret movemet and to stick tanks together.

 

More abilities would make this turret OP, sticking tanks to bunches is pretty powerfull - if you manage to do so.

Therefore the range is low and it has no further unique things :)

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Here's a new idea for a turret, this one is gonna sound OP most of the way through, so if you're salty, don't read this.

 

Turret name: Burst Rifle

Function: Fires 3 rounds of hardened, steel-tipped ammunition in rapid succession at a target. Each round has a low amount of penetration power, allowing them to go through multiple hulls at higher modifications.

Stats (M0)

Damage per round: 250-400

Penetration power per round: 30% (30% damage transference to next damaged hull)

Impact force per round: 120

Reload: 6 seconds

Range: 150 meters

Damage at max range (%): 20% damage at and over maximum range

Rotation speed: 95 deg/sec

 

This turret sound overpowered, yes, but at the rank it unlocks at (Staff Sergeant, the rank at which your first M1 unlocks) many people will have weapons to effectively counter it due to the long reload and somewhat high recoil, which can flip Wasp and Hornet if you're not careful. The damage on this turret is significantly higher than that of Thunder, and at 3 rounds per burst, is enough to kill most hulls short of a heavy hull. However, the recoil is not measured per burst, but rather per round exiting the barrel, or in other words, it is 3 times the normal recoil. This is like this to ensure a somewhat balanced turret, as it will be extremely inaccurate and will have very few shots actually land on target. This weapon does not have a scope, and due to the rotation speed being a little fast, it is hard to aim already. Light hulls using this turret will almost certainly flip, and if they don't flip, they will be seriously unstable and left vulnerable to attack. That is why I would recommend the use of a medium hull with this turret, to dampen the recoil and improve accuracy. This turret has the unique effect of penetration, but this isn't new to anyone who uses railgun. This turret also has a very low auto aim angle, barely a few degrees higher and lower than Railgun. The bane of this turret is Shafts and short range weapons, like Firebird, Freeze, and Isida, due to the long reload.

 

If you like this, tell me. If you have any suggestions, I'll do my best and look into them. Feedback is appreciated, especially positive and constructive feedback. Thanks!

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If you like this, tell me. If you have any suggestions, I'll do my best and look into them. Feedback is appreciated, especially positive and constructive feedback. Thanks!

Tanki will never add anything in one of the sticky topics. This is the only feedback you need.

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You are over thinking this. The shell velocity is roughly 5 times the speed of an M3 Wasp and because of that with proper use shells can easily hit and with proper skills can be easily dodged. As for max damage it must be high because most maps are very large and damage decreases by 4 for each meter the user is from a hit target (basically very similar to the smoky damage calculation) so even at just 10 meters distance M0 will do only 79 damage and so on. therefore the chances of near max damage are completely dependent on range also even if it is overpowered up close, with its long reload, it is at the mercy of the three close range turrets.

Gotcha. I didn't see in the original post for the turret anything about minimum damage range or shell speed, so my fault. Still, I really like the idea and think it's probably very good against heavy hulls, but less effective (but still usable) against lighter ones.

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6Y0MNiR.png

Have a brilliant idea for a new turret? Post it here!

Though the developers aren't currently accepting hull and turret ideas, as they have plenty of their own, feel free to share yours! The more details you have, the better. Images? Sketches? Comparisons? Share it all!

 

My account is BOSE0000, and my twins is not producing the Damage as expected. It has a damage of 201 per shot (M3, micro update 21/50), BUT I only get 180 or 190. I have checked the damage with many enemy tanks with no twins protection at very close range. Please Help Me........

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My account is BOSE0000, and my twins is not producing the Damage as expected. It has a damage of 201 per shot (M3, micro update 21/50), BUT I only get 180 or 190. I have checked the damage with many enemy tanks with no twins protection at very close range. Please Help Me........

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A turret that exhibits a very high damage output while being limited in its ability to react to the constantly changing battlefield.

 

The damage per shot and reload time will be very high allowing for a quick time to kill but the turret is either fixed forwards or has a limited angle at which it can turn.

 

This handicap means the tank can be strong in a good position but is vulnerable when it is spotted or surrounded, making it primarily an ambusher, rather than a sniper or an aggressive flanker.

 

https://upload.wikimedia.org/wikipedia/commons/thumb/4/4a/Archer_SP_17_pdr_Tank_Destroyer.jpg/220px-Archer_SP_17_pdr_Tank_Destroyer.jpg

 

Notice how this vehicle has a fixed turret that can't traverse left or right. It has to lie in wait for enemy tanks and you can imagine will react poorly to being surrounded. It makes up for this by equipping a gun known for being accurate and powerful.

Edited by herminipper
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