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a slow reload with high damage does not fit an ambushers profile, as there are more then 1 enemies to be taken out in the enemy base.

 

The gun you desribed fits more an attacksupport sniper or a defense sniper (and reminds me of old railguns with 7sec reload and daaamn_slow turning speeds :P)

Edited by BlackWasp777

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a slow reload with high damage does not fit an ambushers profile, as there are more then 1 enemies to be taken out in the enemy base.

 

The gun you desribed fits more an attacksupport sniper or a defense sniper (and reminds me of old railguns with 7sec reload and daaamn_slow turning speeds :P)

He's thinking in World of Tanks terms. There, ambushers are the Tank Destroyer class, with extremely high damage and low reload, with low accuracy. (so not good for long range sniping)

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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

Yep, but penetration doesn't matter in Tanki Online. Also would you stop comparing to world of tanks it's not like they own the howitzer

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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!

All i heard was "three shot railgun"

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Yep, but penetration doesn't matter in Tanki Online. Also would you stop comparing to world of tanks it's not like they own the howitzer

You're right, it doesn't, but I'll say this though, both games are developed  by Russians. So, you can understand why I makes comparisons.

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All i heard was "three shot railgun"

Three shot railgun is fairly accurate of a description lol

However, this does have a couple of key differences, namely recoil, penetration, and reload. Recoil is insane on this turret (like you said, tri-shot railgun). If you ever look at videos for infinite ammo/no reload hacks for Tanki they almost always demonstrate railgun, which that hack can allow M4 Mammoth to fly with M3 Railgun, so think of the recoil affecting it in the same way. The penetration is lower than railgun, at M0 it's a measly 30% damage transfer compared to railgun's 55% damage transfer per vehicle shot. Reload is significantly higher to balance out damage output.

There are plus sides to a turret like this though, it would make parkour incredibly easy as 3 shots from 3 separate railguns in game make M4 Wasp fly, so imagine condensing the zone of impact and putting that on one turret. You have the perfect parkour turret. Lol

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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........

Bro, you can't roll max damage rolls with any turret, it's a mathematical impossibility. Literally the only turret that rolls a "max damage" roll is Smoky with a crit, otherwise no turret can roll full damage. The way the game's damage RNG works is it is stacked against high damage rolls. Believe me when I say that even before the update to balance railgun's damage, I know I never rolled max damage because max damage for my railgun pre-balance was just barely enough to oneshot kill a stock Hunter, but it never did, so I know I've never rolled max damage.

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Three shot railgun is fairly accurate of a description lol

However, this does have a couple of key differences, namely recoil, penetration, and reload. Recoil is insane on this turret (like you said, tri-shot railgun). If you ever look at videos for infinite ammo/no reload hacks for Tanki they almost always demonstrate railgun, which that hack can allow M4 Mammoth to fly with M3 Railgun, so think of the recoil affecting it in the same way. The penetration is lower than railgun, at M0 it's a measly 30% damage transfer compared to railgun's 55% damage transfer per vehicle shot. Reload is significantly higher to balance out damage output.

There are plus sides to a turret like this though, it would make parkour incredibly easy as 3 shots from 3 separate railguns in game make M4 Wasp fly, so imagine condensing the zone of impact and putting that on one turret. You have the perfect parkour turret. Lol

Yep but the reload is only 2 seconds longer than that of Railgun and you get 3 times as many shots allowing you to deal 750-1200 damage compared to 450-700 damage and High recoil is easily fixed with heavy hulls. Also you are taking characteristics from Railgun but if the game gets a new turret it needs to be unique in special characteristics. The idea however of a semi-auto gun in tanki online is genius i will give you that. But tanki online's priority isn't a turret that is good for parkour this would throw off the balance of the entire game :|

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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

A turret of this type has existed for quite a while does "freeze" sound familiar to you? :3

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Yep but the reload is only 2 seconds longer than that of Railgun and you get 3 times as many shots allowing you to deal 750-1200 damage compared to 450-700 damage and High recoil is easily fixed with heavy hulls. Also you are taking characteristics from Railgun but if the game gets a new turret it needs to be unique in special characteristics. The idea however of a semi-auto gun in tanki online is genius i will give you that. But tanki online's priority isn't a turret that is good for parkour this would throw off the balance of the entire game :|

I guess you're right... Also, technically tanki already has a semi-auto weapon, we have Hammer. This weapon works on 3-round burst function, like a FAMAS or MTAR bullpup assault rifle. And also, being a 3 round burst weapon, that is all the uniqueness you need. More unique features would be the penetration (It would be the only other turret that has it, as Shaft had its penetration removed) The turret isn't just for parkour, but it would have enormous advantages being used as a parkour turret. When it comes to using a hull on this turret, you're right, people would go with heavy hull pairings and would become next to invincible, but the reload is still long, so if someone gets in close with a short range turret (Firebird would probably be best) the user of this weapon is toast. As for damage, like I said, the accuracy is somewhat poor so landing shots will be difficult even with a heavy hull, and that's mainly because even if they tank won't flip and misbehave, it'll still rock on the track backwards (Similar to the effect of a turret mounted on an extreme front or rear mount point, like Mammoth, Dictator, and Wasp when mounted with Shaft, Railgun, or Thunder)

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I guess you're right... Also, technically tanki already has a semi-auto weapon, we have Hammer. This weapon works on 3-round burst function, like a FAMAS or MTAR bullpup assault rifle. And also, being a 3 round burst weapon, that is all the uniqueness you need. More unique features would be the penetration (It would be the only other turret that has it, as Shaft had its penetration removed) The turret isn't just for parkour, but it would have enormous advantages being used as a parkour turret. When it comes to using a hull on this turret, you're right, people would go with heavy hull pairings and would become next to invincible, but the reload is still long, so if someone gets in close with a short range turret (Firebird would probably be best) the user of this weapon is toast. As for damage, like I said, the accuracy is somewhat poor so landing shots will be difficult even with a heavy hull, and that's mainly because even if they tank won't flip and misbehave, it'll still rock on the track backwards (Similar to the effect of a turret mounted on an extreme front or rear mount point, like Mammoth, Dictator, and Wasp when mounted with Shaft, Railgun, or Thunder)

Yes but a combination of a heavy hull for high hit points and this turret and you get up close you eliminate recoil increase hit chance significantly and cant take a beating from many turrets. Also a burst function would be a good idea but if it has only 3 shots and a 3 round burst function this turret would have lots of trouble playing functionally and if a turret was added that can one clip almost all hulls at its level it would cause a lot of complaint.

Edited by micah3

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He's thinking in World of Tanks terms. There, ambushers are the Tank Destroyer class, with extremely high damage and low reload, with low accuracy. (so not good for long range sniping)

I see, low accuracy does cancel it out.

 

Well world of tanks has a different gameplay; you do not need to clean a base fast get the flag and back home. You can take your time and noone spawns back. You have to take your time, as you yourself do not spawn back.

 

How did this one guy say? "You have to win one side, before you loose the other". I liked his tactical movies :)

 

so.. how could this turret be used in Tanki then?

Edited by BlackWasp777

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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

+1 :ph34r:

 

 

:D :P

 

 

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Yes but a combination of a heavy hull for high hit points and this turret and you get up close you eliminate recoil increase hit chance significantly and cant take a beating from many turrets. Also a burst function would be a good idea but if it has only 3 shots and a 3 round burst function this turret would have lots of trouble playing functionally and if a turret was added that can one clip almost all hulls at its level it would cause a lot of complaint.

Hmm... This is very true. Also "1 clip almost all hulls" = Exact description of Hammer M4 :D

This turret has randomized damage rolls, so it actually can be outclassed by Hammer in some respects, and in fact is in terms of reload, average damage per shot, impact force. Also, I figured implementation of the burst fire functionality would be as easy as using Hammer's programing, changing the projectile characteristics to match those of Railgun or another single pellet solid projectile weapon with a high muzzle velocity (Thunder would probably match these characteristics the best, because it has good muzzle velocity, and is a solid projectile) Also, the curve of stat buffs for higher modification is laughably low, the damage only increases by 50min-max, the range becomes about 20 meters-ish longer, rotation increases anywhere between 10-15 deg/sec, reload barely decreases at 5.8 secs-ish, penetration goes up 10%, and max range damage stays constant... This turret isn't quite as op as it seems, but it's still op.

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I see, low accuracy does cancel it out.

 

Well world of tanks has a different gameplay; you do not need to clean a base fast get the flag and back home. You can take your time and noone spawns back. You have to take your time, as you yourself do not spawn back.

 

How did this one guy say? "You have to win one side, before you loose the other". I liked his tactical movies :)

 

so.. how could this turret be used in Tanki then?

Alternatively you could give it a better than average shot damage and reload time.

It'll be like a smoky that kills really fast but cannot be used with hit and run tactics due to the fixed turret.

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ok seriously! you said you were going to mate the Missile Launcher and and Morder (or how ever you spell it) almoast last year!! i was so excited for them to come out... but now i'm starting to have a little doubt that your actually making them.  :( please listen to this message.

 

 

Peter3303

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^

Trust me, they are working on them and they will be released sooner or later. It takes a lot of time to add a whole new turret; you have to make up a set of files for statistics from scratch, argue over statistics to keep the game balance, design the turret to fit in with TO graphics, etc.  

  • Like 2

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Can you make some cannon that shoots 3 balls if its full energy 4 balls and 1 ball damage 400 slow reload or you can hold Space and shoot 1 but strong ball (like 1700damage),that would be cool.           

 

Thanks! 

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[...]

..and it's not only about design, function and balance.. they also have to programm new things into the game.

 

Up to now

- no turret featured a lock-on mechanism

- no projectile was a shown 3d object like a rocket

- no shot was auto-finding a path towards a target

- no turret could be lifted up/down

- no turret could fire rounds, that follow a balistic path (today all projectiles fly plain straight)

 

This is not just "make a 3d model, craft it to a sellable item and define some parameters". Those turrets are true work.

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I have and idea with the updates instead of isida's health absorbed it should be healing per second attacking an enemy. So then isda with double isn't so overpowered the damage would be the same as before and is self healing would be a little stronger than before all these updates but weaker than isida's before on double damage.

Edited by JX518

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OK, are Tanki actually thinking of introducing a new hull? I mean there's the rocket launcher idea that they're "working on" but I'm sure that while it sounds like a fun concept, it's going to be a headache (I had another word in mind but I can't use it here :P) for developers to make.

So I haven't read through 98 pages of this thread to find a few good suggestions (or a lot of obsolete or silly ones as is usually the case) but I have 2 ideas that I want to add to the thread.

Mortar - As far as functionality goes, mortar would play like Shaft. In as much as the quick shot would allow players to fire a mortar (4 or 5 projectiles) in a short range arc. Hitting an enemy tank would inflict reduced damage, whereas,holding down the spacebar would change the view to an aerial view and show an AoE. (Green - Indicates a clear flight path/ Red indicates an obstructed flight path) Tanks cannot be viewed in long-range view but hit damage does appear if contact is made. Mortar (as with Shaft) is a long-range weapon so a long-range attack would caused optimum damage for this type of turret. The arc trajectory of a mortar would mean that shots can be obstructed or partially obstructed if something is blocking the flight path.

Shockwave - I like to think of this as "cousin of the Thunder". Shockwave doesn't deal as much damage as thunder but it has the ability of causing a temporary (electrical) disruption to the tank's movement causing immobilization of the tracks and turret. Additionally like splash damage from Thunder it can affect a group of tanks. Freeze is a short-range weapon that causes immobilization and damage, while Shockwave (like Thunder) can work at a distance but is most effective at mid-range. Once more, like Thunder if used at short-range it could end up inflicting self-damage and immobilizing itself as much as the enemy tank.

Summary- Mortar is an idea that would would be more of a task for developers but far more feasible than a rocket launcher/homing missile (idea they're currently playing with). It would be interesting and different for players. I'm quite excited by Shockwave because it's close to what is already there but is different enough to make it exciting and there is a lot of potential to have fun with this turret.

Feedback welcomed :)

 

Edited by r_AngelOfDeath2

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Acidex_Design.png

 

Garage Description:

Acidex is one of the best turrets for close combats. When you continously shoot at your enemy, your enemy's gun cannot shoot for three and a half seconds but he can move his tank and turret. Compared to other short ranged turrets, it has less damage but unlike other short ranged turrets, it also has impact force. Works great on small and medium hulls.

 

Please Upvote (rep_up_zps2bc7af7c.png) If You Support This Idea.

 

The basic weapon concept is good but this should be a DoT weapon NOT an immobilizer. It's not Freeze it's acid. Acid is corrosive, therefore it's strength should be in the after-effect (think of Firebird's afterburn).

The nearest comparative hull would be Firebird. While firebird would deal greater immediate damage this turret would deal less immediate damage but deal greater and more extensive damage over time.

Unlike other close-range turrets, the DoT would provide the opportunity for a unique hit and run strategy.

Finally I don't see the point in the -ex suffix, so I think "Acidex" should simply be renamed "Acid" which sounds better. If that's too straight and you want something more original perhaps rename it "Venom"

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Driller_Design.png

 

Garage Description:

Driller is the best turret for short range. When you press space, the drills on the turret spin and it needs 1 second reload after every spin but be aware that it has a drawback, the range! The range is only 1.5 cm but you can destroy a mamoth in 1-3 spins when you have Driller m1. Works great with light hulls.

 

Please Upvote (rep_up_zps2bc7af7c.png) If You Support This Idea.

 

This just does not work well at all. It's not a good concept and would make short work of lighter hulls, wreck a hull like Firebird plus it's boring. I liked your previous idea but I think this one needs to be canned.

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