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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.

More WoT stuffs. I like the fact that everyone brings beautiful ideas to the proverbial table, and yours has been mentioned quite often. Everyone is demanding for an artillery/mortar style turret, and it's absolutely glorious to see a community so determined to have one unified idea implemented. However, Tanki doesn't accept ideas from this forum often, so the chances of having an artillery turret are slim. But, we will have hope that Cedric or someone close to the dev team sees all these wonderful ideas for a mortar and has them implemented.

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Isn't an artillery turret planned? :unsure:

Ack, don't ask me, I'm not the dev team or Cedric. I've heard rumors that an artillery style turret is on the proverbial table of ideas, but the devs are working on the Rocket Launcher turret at the moment, so it's possible that the artillery may have already been started but is on hold for the time being, until they release the Rocket Launcher. Also, about the Rocket Launcher, it'll be released after New Years (It was announced in the V-Log so i can safely say it here) ;)

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Ack, don't ask me, I'm not the dev team or Cedric. I've heard rumors that an artillery style turret is on the proverbial table of ideas, but the devs are working on the Rocket Launcher turret at the moment, so it's possible that the artillery may have already been started but is on hold for the time being, until they release the Rocket Launcher. Also, about the Rocket Launcher, it'll be released after New Years (It was announced in the V-Log so i can safely say it here) ;)

But Hammer and Vulc work actively worked on at the same time... possibly same thing here

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But Hammer and Vulc work actively worked on at the same time... possibly same thing here

I think what GM was saying is that while there are rumours of TO working on an Artillery (Mortar), the V-log 111 confirmed that TO is working on a rocket-launcher. It does say they are working on both the 2 new turrets but there's been no confirmation (yet) what the other turret is.

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My idea is the hacker,by the tap of the space bar a plasma beam will shoot highlighting the enemy you shot,by holding the space bar a beam will come from the barrel,when you realeased the beam on the enemy tank the enemy controls will be inverted and he will suffer a glitchy screen,it last 2 min regardless whether he dies or not. Normal shot reload speed is 5 sec and hacking shot reload speed is 12 sec.friendly tanks CAN be affected, NOTE:when holding space you will NOT go into scope mode,only a beam will come,it looks exactly like Vulcan but with a thunder barrel,normal highlighting shot does 100 damage and charged hacking shot does 200 damage,the longer you hold down space the glitchier the screen will be to the enemy,unlocked at staff seargent for 3000 crystals

 

GARAGE DISC

perfect for team play,distrupt enemies and highlight them! Highlight the tanker carrying your flag or distrupt a shaft trying to kill your flag Carrier! It has infinite range but low turret traverse speed,with almost no damage,but overall good! bad for dm but good for anything else!

Edited by etha2007_awesome

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My idea is the hacker,by the tap of the space bar a plasma beam will shoot highlighting the enemy you shot,by holding the space bar a beam will came from the barrel,when you realeased the beam on the enemy the enemy controls will be inverted and he will suffer a glitchy screen,it last 2 mine regardless whether he dies or not. Normal shot reload speed is 5 sec and hacking shot reload speed is 12 sec.friendly tanks CAN be affected, NOTE:when holding space you will NOT go into scope mode,only a beam will come,it looks exactly like Vulcan but with a thunder barrel,normal shot does 100 and charged shot does 200,the longer you hold down space the glitchier the screen,

 

GARAGE DISC

perfect for team play,distrupt enemies and highlight them! Highlight the tanker carrying your flag or distrupt a shaft trying to kill your flag Carrier! It has infinite range but low turret traverse,with almost no damage,but overall good! bad for dm but good for anything else!

Itl be a while before a tank runs over 2 mines, are you sure it isnt OP?

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Make the turrets less accurate.

 

I have a turret that is short range so it means I have to do a lot of leg work to destroy opponents. But it seems when someone has a long range turret they never miss. From anywhere in the field they can hit someone. I don't think this is fair. They should have a cross hair on their screen and unless an enemy is in that cross hair they should not be able to hit them.

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Make the turrets less accurate.

 

I have a turret that is short range so it means I have to do a lot of leg work to destroy opponents. But it seems when someone has a long range turret they never miss. From anywhere in the field they can hit someone. I don't think this is fair. They should have a cross hair on their screen and unless an enemy is in that cross hair they should not be able to hit them.

It's not the turrets that are accurate. It's just the players who are using them. Many mid-rankers have already begun to develop a *bond* with their turret, feeling as if they could uncover, aim, and fire in a heartbeat. It's often true. You're basically saying, "Kick out all the pros so it's easier to play." No. Not happening.

 

That's the point of long range, you dolt... -_-

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Text-eruption.jpgThis turret has slightly stronger splash damage than Thunder. It fires three bullets in quick succession. It loses it's splash damage effect over range.

 

M0                              

Damage: 100-120 per missile.

Impact Force: 40-60 per missile.

Reload Time: 4.5 seconds.

Rotation Speed: 65.

Range: 95.

 

M1                              

Damage: 110-140 per missile.

Impact Force: 50-80 per missile.

Reload Time: 4.2 seconds.

Rotation Speed: 92.

Range: 120.

 

M2                              

Damage: 135-180 per missile.

Impact Force: 65-100 per missile.

Reload Time: 3.5 seconds.

Rotation Speed: 98.

Range: 160.

 

M3                              

Damage: 150-220 per missile.

Impact Force: 70-110 per missile.

Reload Time: 3.2 seconds.

Rotation Speed: 105.

Range: 185.

 

M3+                            

Damage: 200-255 per missile.

Impact Force: 80-120 per missile.

Reload Time: 3 seconds.

Rotation Speed: 108.

Range: 200.

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I posted this turret idea somewhere else, I think it is good, what do you think?

 

So you can understand this easily, the turret will be like a cross between Rico, Rail, Twins, Isida and Shaft.

 

With this turret if you tap the space bar you shoot a weak but fast infinite range ball of damaging energy that can bounce if it hits a wall or something, but every bounce will reduce its energy and damage, meaning it could have a limited number of bounces before it disappears. You can shoot that way every second, no need to recharge like Twins.

 

Now, if you hold the space bar you can charge the energy for sometime before releasing the space bar to shoot a bigger, stronger, more damaging ball of energy. The downside of the charging will be to wait longer for a recharge. If charged for 3 secs, you'll have to wait 3 secs to shoot again.

 

The ball of energy can also carry Isida type nano particles to heal friendly tanks, but the healing value be a lot lower than its damage.

 

This could be easily done by just using Rico's mechanics, I guess. And in my opinion, something like this should replace Rico.

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I posted this turret idea somewhere else, I think it is good, what do you think?

 

So you can understand this easily, the turret will be like a cross between Rico, Rail, Twins, Isida and Shaft.

 

With this turret if you tap the space bar you shoot a weak but fast infinite range ball of damaging energy that can bounce if it hits a wall or something, but every bounce will reduce its energy and damage, meaning it could have a limited number of bounces before it disappears. You can shoot that way every second, no need to recharge like Twins.

 

Now, if you hold the space bar you can charge the energy for sometime before releasing the space bar to shoot a bigger, stronger, more damaging ball of energy. The downside of the charging will be to wait longer for a recharge. If charged for 3 secs, you'll have to wait 3 secs to shoot again.

 

The ball of energy can also carry Isida type nano particles to heal friendly tanks, but the healing value be a lot lower than its damage.

 

This could be easily done by just using Rico's mechanics, I guess. And in my opinion, something like this should replace Rico.

Ugh, it's like the Isidapocalypse all over except with an infinite range Rico bullet. HOW DO YOU KIDS COME UP WITH THIS CRAP!

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I hate turret ideas that combine several turrets that are already in game... Yours is Vulcan+Rail+Thunder's looks. Ridiculous.

well,I don't really know,I couldn't think of anything else,I had a design in mind that looks ridiculous even more so I went with the Vulcan+thunder,also I didn't use any rail stuff in this,if you are thinking of the railgun bullet being this guns bullet by plasma beam I meant a plasma ball smaller than twins that looks like a meteor,the hacker will not function any way like other turrets,the original plan had a isida like teammate parameter upgrade for 2 min,I scraped that idea because it was like isida and changed it into a teammate affect feature where if you shoot a teammate accidentally it affects them,I did that because it was too op and you need some cons anyway,btw my non turret combo design was a turret with machine instead of a barrel attached to it,when firing the machine opens in the middle and fires the plasma beam,and the machine fixed to the turret will flash red when you hack someone and it would flash red and green when you hit a teammate

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I posted this turret idea somewhere else, I think it is good, what do you think?

So you can understand this easily, the turret will be like a cross between Rico, Rail, Twins, Isida and Shaft.

With this turret if you tap the space bar you shoot a weak but fast infinite range ball of damaging energy that can bounce if it hits a wall or something, but every bounce will reduce its energy and damage, meaning it could have a limited number of bounces before it disappears. You can shoot that way every second, no need to recharge like Twins.

Now, if you hold the space bar you can charge the energy for sometime before releasing the space bar to shoot a bigger, stronger, more damaging ball of energy. The downside of the charging will be to wait longer for a recharge. If charged for 3 secs, you'll have to wait 3 secs to shoot again.

The ball of energy can also carry Isida type nano particles to heal friendly tanks, but the healing value be a lot lower than its damage.

This could be easily done by just using Rico's mechanics, I guess. And in my opinion, something like this should replace Rico.

this would be to overpowered and would unbalance the game remove the bouncing and charging then maybe.

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I hate turret ideas that combine several turrets that are already in game... Yours is Vulcan+Rail+Thunder's looks. Ridiculous.

Actually some of them provide for good ideas. You don't want to bring something completely new into the picture or it could completely mess-up the game.

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Scorpion / Harpoon

 

You shot a harpoon with an attached steel rope towars another tank.

 

- If you hit, you are attached to each other. The rope can extend and has a max lenght of maybe 20..25  meters.

- As long as you keep attached, he looses health at a constant rate (electro shock through the steel rope)

- You have two rapid shots, so you can keep two harpoons active. If you are attached to two targets, each receives half the damage

- You can pull a tank by the steelrope - or he (they ;) )  can pull you around.

 

If you shot the 3rd time:

- the ropes will detach from you, but it will still connect the two targets you've hit (rope length = rope1+rope2 at the time of detach. The ropes will not extend any more after you detached them - so they could be tied up closely or wide; max 2x 20m = 40m)  :)

- the targets will not loose health any more, but it is a little nasty.. if you attach the fast wasp-flagrunner to it's heavy viking supporter :P

- those ropes detach after some time (5..10 seconds?)

- ropes can be burned or froozen (3sec to desintegrate). Isida cant detach them, but heal of course.

Edited by BlackWasp777
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Actually some of them provide for good ideas. You don't want to bring something completely new into the picture or it could completely mess-up the game.

Oh, I don't disagree with that. I'm just saying that you can't just say, "Let's slap Thunder, Rail, and Vulcan together, and now we have a new turret!" No. Don't work that way. Maybe a slight little association, but anything more is just wrong. Like mine above  :rolleyes:

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My idea is this.

 

Turret will behave like an Isida (healing friendly tanks when it is fired at them), shoot like a railgun (but with faster reload like a Smoky). It will deal splash damage like a Thunder. When enemy Tanks are hit they will become frozen and burning (Freeze and Firebird). Its shots can bounce off walls to hit enemy tanks behind them (Riochet).It will have a scope mode, similar to a Shaft's and will have similar impact force to a Hammer at close range.

 

When used as an Isida it will eventually begin to overheat like a Vulcan, not run out of ammunition.

 

The turret will look similar to Twins.

 

Did I include every existing turret?

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My idea is this.

 

Turret will behave like an Isida (healing friendly tanks when it is fired at them), shoot like a railgun (but with faster reload like a Smoky). It will deal splash damage like a Thunder. When enemy Tanks are hit they will become frozen and burning (Freeze and Firebird). Its shots can bounce off walls to hit enemy tanks behind them (Riochet).It will have a scope mode, similar to a Shaft's and will have similar impact force to a Hammer at close range.

 

When used as an Isida it will eventually begin to overheat like a Vulcan, not run out of ammunition.

 

The turret will look similar to Twins.

 

Did I include every existing turret?

Yes. And it sucks. Oh wait, you forgot Hammer. :P

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Yes. And it sucks. Oh wait, you forgot Hammer. :P

"will have similar impact force to a Hammer at close range."

 

I believe you are mistaken.

 

:P

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"will have similar impact force to a Hammer at close range."

 

I believe you are mistaken.

 

:P

Didn't notice that. Welp, what can I do but cry...

babies-crying-cute-crying-baby.jpg

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