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Turret: Zapper

Description: Created using the vast energy of Tesla coils and tasers, this turret zaps the opponent with the power of electricity! The perfect turret to stop any tanker in his tracks. Preferred for short range combat, works well with any hull.

Action: Zaps and "freezes" opponent for 2-3 seconds depending on how close the tank is. Deals 200 damage with each shot. reload time of 8 seconds. does best with other tankers to swoop in for the quick and easy kill. Can stop a tanker with a flag and destroy them along with other tankers

Pros: the only tank that completely stops a tank in its place (technically freeze but lets not talk about that). Can be used especially well for ctf/tdm/cp. Freeze will still be used often as it has a longer output than zapper and the reload time is about the same

Extremely effective tank as the last line of defense or offense for capturing/returning flags and control points.

Cons: can be used to camp flag spots/control points. more of a support tank so others can kill, usually requires other tankers to finish the job, so not very good for death match, can cause rage in players(but what turret doesn't)

Image: 

http://www.amazon.com/dp/B00X0ACG0Y/?tag=097-20&ascsubtag=v5_1_4_vu_2c6a_4_0_1

Edited by EvanRocks2

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Turret: Zapper

Description: Created using the vast energy of Tesla coils and tasers, this turret zaps the opponent with the power of electricity! The perfect turret to stop any tanker in his tracks. Preferred for short range combat, works well with any hull.

Action: Zaps and "freezes" opponent for 2-4 seconds depending on how close the tank is. Deals 200 damage with each shot. reload time of 6 seconds. does best with other tankers to swoop in for the quick and easy kill. Can stop a tanker with a flag and destroy them along with other tankers

Pros: the only tank that completely stops a tank in its place (technically freeze but lets not talk about that). Can be used especially well for ctf/tdm/cp

Extremely effective tank as the last line of defense or offense for capturing/returning flags and control points.

Cons: can be used to camp flag spots/control points. more of a support tank so others can kill, usually requires other tankers to finish the job, so not very good for death match, can cause rage in players(but what turret doesn't)

Image: 

http://www.amazon.com/dp/B00X0ACG0Y/?tag=097-20&ascsubtag=v5_1_4_vu_2c6a_4_0_1

In other words: Tank Tazer. No one would use freeze anymore lmao. Instantly stops the vehicle in its tracks and does severe damage? OP

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In other words: Tank Tazer. No one would use freeze anymore lmao. Instantly stops the vehicle in its tracks and does severe damage? OP

100 damage 2-3 seconds of freeze and 8 seconds to reload we can compromise  :lol:

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Shocker
 
A close-medium range turret which throws out some lightings.
 
Projectile floats/fly only to direction where it is fired. Kind of different colours for every modification. Too fast to dodge it, only possible if enemy fired at the tiny borders of your tank and you can dodge it with some luck.
 
Reload after each projectile fired
M0 ~ 1.8 sec
M3 ~ 0.6 sec
 
Damage
M0 ~ 148
M3 ~ 520
 
Maybe a electro-shock displays on the tank after few shoots. Maybe it make some effect.
Not much Impact force. Rotation, range, damage per range (maybe) - those up to devolpers if they consider this idea.
 
I would really like to have such turret in the game, so people who read this and can imagine how all those would look like and like the idea, give a punch to the Like button  :)
 
@
 


P.S. I would like to make a model of it but I am not making models nor having such program.

 

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Wee time to crank out another turret design.

 

Name: Plasma Rifle

 

Stats (M0)

 

Min Dmg: 300

Max Dmg: 500

Rotation speed: 85 deg/s

Impact force: 150~ kg/cm2

Reload: 4 seconds

Auto angle up: 8

Auto angle down: 8

Projectile Speed: 200 m/sec

Splash dmg radius: 2.5 m

Range: 200 m

Min dmg at range: 10%

 

Description/Information

 

This turret fires a small sphere of super heated plasma at the target. This projectile will be similar in shape and appearance to a round from M0 Twins. The projectile travels at a relatively slow speed, although still incredibly fast for a plasma based weapon. Each shot from this turret possesses a small amount of splash damage. This turret will be similar in function to Hammer. It will contain a 5 shot magazine, with each shot requiring a 1.5 second reload. The total turret reload is 10 seconds, including shells in the magazine being reloaded. This turret has a low knockback and a low recoil, making it suitable for short-mid range engagements but still allowing it to excel at mid-long range. This turret can occasionally stun enemy tanks do to the nature of its projectile. This stun effect is rare and never lasts longer than 3 seconds. Stunning an enemy tank stops the tank from moving, but still allows it to turn its turret and fire at the aggressor. This turret will work beautifully with any hull as the recoil is low, allowing light hulls to zip around using it with relative ease.

 

If you guys can think of any suggestions, feedback, comments, please tell me and I'll see to it. Constructive and helpful feedback is preferred, but I can't control what you write, but still. Anyways, if you like it tell me, and I'll think of more turrets. Thanks!

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Similar to my Kamikaze idea above...

 

Blackout Turret. Or Midnight Turret. Or just call it an EMP Turret, as that is what it'd do!

Similar Turret weapon like I suggested for the Kamikaze turret above! 

 
The Blackout Turret! When It goes off?? LIGHTS OUT!! 
 
Blackout Turret... or Midnight Turret has two functions... Can directly Aim at One Target, shutting it down for a longer period, with instant Blackout Pulse with Spacebar press/release! The pulse goes straight, and can be dodged! Hits one Target, shuts it down, unable to move for slightly longer period (than Blast), say 15 seconds (debatable). IF... the Target is Destroyed while in it's Blackout, You get kill Point, while whoever killed gets assistance point. Needs 30 seconds to be able to recharge! 
 
Alternate Firing, Blackout Blast... Press/Hold Space for? 10 Seconds? The Turret emits a Med-Short radius blast that temporarely shuts down Every target amidst it's area... for 10 seconds? debatable I suppose. This radius could be, say Short or Medium range... Maybe... if within short range, All shut down for 10 seconds, if within Medium Range, all shutdown for 5 seconds. TO offset this OP blast... ANY friendly targets caught within SHORT blast radius are affected, but only for 5 seconds, they shut down. No effect on friendly within the Medium radius. Needs 60 seconds to be able to recharge! Own tank also affected, as friendly fire, so when you set it off, your still for 5 seconds as all your friendlies are also. If you have flag? You drop near you, behind, or ahead, whatever. By shutdown? No moving! NO turning. No Firing. No aiming! Your Tank is "SHUT DOWN". However, NO physical damage from the EMP weapon. The rest of team does that!
 
Both funcitions must recharge their listed time, in order to use EITHER function. If you use blast, when you come back after 5 seconds, must still 60 seconds before using Blast or Pulse. If using Pulse, must wait 30 seconds, to use either. 
 
TO offset the OP concept, tank must be still before charging the blast... So if your Moving, and you go to press and fire the Pulse? Your tank STOPS... and you release it for the pulse, than you can move again. IF you hold, you must hold it, being still, for 10 seconds! Technically, you'll be shut down, as I mentioned, so you'll be there another 5 seconds before you can move! 
 
As in the Pulse, any enemy target shut down by the Blast, when it is destroyed, gives you the Kill, and the others who killed it the assistance in killing... basically as if they fired shots that damaged target, and you had KILL shot with a damaging gun... you get the kill, they get the assist. Same idea. 
 
If someone is able to Kill a target that you Shut down? You get the kill, and they get the assist. (Repeating? No, Clarifying!)
 
Risky decision to use Blackout Blast... if you start to Charge the blast, you negate the Pulse... So if you hold SPACE, beyond the first second needed for the Pulse, after 2 seconds, uptil the 10th... the Blast is Charging... maybe even give cool effects shown with a Electro Magnetic Charge building up on the Turret... Once it hits 10sec, it auto fires... not waiting for your release... 10 Seconds, Auto Blast, everyone shuts down! But if for whatever reason you let go of the Blast charge early? After the first second for the Pulse, the charge is lost, but nothing fires! Maybe you have to move to relocate? or you change your mind? Once you lose the charge, you have to start it over... or just fire the pulse. 
 
Anyone surviving the Blackout Blast, coming back to life, all cool downs restarted. So If your a shaft and had no aware the blast was charging, as you were in your scope, and zoomed all the way in? You lost that close zoom, but it's already cooled off! If you just fired the Hammer, having to wait for it's cooldown before you fire again, and hit by the blast, if you survive after, you can use the hammer right away. 
 
Anything else I didn't mention, but related to the same idea for the Kamikaze Turret? Probably the same for the Blackout Turret! 
Edited by DmanBattleMaster

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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!

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I recommend this one a weapon with a energy shield that can protect teammates but has a limit of health and can regenerate over time can't do damage but can run while moving on wasp it increase the movement speed of the tank by 20% but on all hulls shaft, isida, and rail can penetrate it isida and shaft can due do being energy weapons to rail can due to speed but it's damage goes down by15% and repair kits heal it to double damage will make it so it can damage opponent's speed increases regenerate speed. Please consider my recommendation I know many will like it

Edited by mongram_GTIsame_guy

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I recommend this one a weapon with a energy shield that can protect teammates but has a limit of health and can regenerate over time can't do damage but can run while moving on wasp it increase the movement speed of the tank by 20% but on all hulls shaft, isida, and rail can penetrate it isida and shaft can due do being energy weapons to rail can due to speed but it's damage goes down by15% and repair kits heal it to double damage will make it so it can damage opponent's speed increases regenerate speed. Please consider my recommendation I know many will like it

I'm sorry but if we can't damage tanks with an energy shield how will we get exp?

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a Turret With a Rocket Launcher on it it has like 4 ammo and can shoot dmg like 20-40 hp dmg and reload is like slow like half the reload speed of railgun

holy crap the striker is kinda what i described 

Pnguy99: rocket, 4 ammo, dmg 20-40 and slow reload

striker: rocket, 4 ammo dmg round 350 m0, average reload

 

Holy cow i predicted 2 characteristics of the striker

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I have 3 ideas of a tank turret, all 3 is based on tanks.

Idea 1: you know how in reality theirs tanks with machine guns on top of the main gun? yeah well i been thinking like a tank turret like thunder but it has a gun on top though less firepower and you can fire 2 main gun and machine gun at once, think of it making a turret more like a real tank turret, some people that loves tanks like my self that play tanki wish had a turret with a machine gun on top and you know how it feels when you have a average reloading turret and your in close range with this tank that has low health but faster reloading and your on the egde of dying and same with the other guy and he shoots u and die? yeah its so ANNOYING and imagine how u had a machine gun and just a matter of seconds u finally destroy the other guy when your on the edge of life.

 

Idea 2: Did you know the American army in WW2 were designing a tank that would break the ranks of German defences of siegfried line? many designed tanks were made, many never left drawing boards, some lucky few went into prototypes and even more rarer left prototype stage but the intended number was never made due to the end of WW2 1945, this tank was commonly a round of 3 things, T 28, T 28 super heavy tank, 10mm gun motor carriage T95, was intended to be 25 of it's very self but only 2 were made, 1 which it's engine over heated and set fire and destroyed the tank and was scrapped and the 2nd one missing for the past decade and then resurfacing in a field, the most unique part of this tank was that not only it had 4 tracks to carry it, it had no turret, many self propelled tanks had no turret but this one was unique as it was at the very most front of the tank between the 2 tracks on either sides, this tank was to be made with a turret but most likely to budget costs or the gun's weight it was redesigned, my Idea of the turret is that the turret can not rotate but though lacking rotation the sheer power and damage it inflicts its enemy makes up for the rotation, something like Thunder but made to a extreme extent that its power and damage can knock a mammoth side like a thunder to a wasp, and damage like 4 missiles from a striker and ofc the reload like of a striker and firing time as a railgun.

 

Idea 3: this idea from an Soviet Union tank called Kv-2, a Massive turret that many tanks with something bigger would have never left prototype but Kv-2 has, to some it is BRILLIANT i would say so if i never met T 35 which to me is my favourite tank of all with 5 turrets anyways the Kv-2 which a turret one would say like smoky but bigger or say like thunder but taller, my suggestion is like a turret like Kv-2 and the barrel higher up the turret so u can aim above other tanks, have u ever got annoyed that when firing and u are behind your ally tank and u hit your ally instead of target and that very target could have died after your deafening blow i know i have felt that so the Kv-2 solves that by being taller, and the power and damage is higher then thunder due to it being vulnerable to enemies as the turret being higher up being more easily spotted.

 

well there you got 3 turrets i have ideas to, hope u enjoy. 

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Electro turret is all about electric ⚡️.it's mid range like firebird,isidia.....and with two mode of attack with hold space bar (fire button) for sucking out power from enemies and just one press space bar (fire button) for common attack. It can't heal allies tanks. And it's about the tanki online makers to decide :)

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Electro turret is all about electric ⚡️.it's mid range like firebird,isidia.....and with two mode of attack with hold space bar (fire button) for sucking out power from enemies and just one press space bar (fire button) for common attack. It can't heal allies tanks. And it's about the tanki online makers to decide :)

Topic merged

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Reverser

 

I think that there should be a turret that fire forwards and directly backwards. If somebody is chasing you and your mine isn't ready, no drugs, etc. you cant really turn backwards to shoot back at them or you wont see where you are going! With this turret, you would shoot forwards and backwards! I know this was a bad example, but this turret could be used very effectively! (Yes I know you could just go into birds eye view, but you get the idea. Even that isn't very effective) This is just a rough idea so far...

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Reverser

 

I think that there should be a turret that fire forwards and directly backwards. If somebody is chasing you and your mine isn't ready, no drugs, etc. you cant really turn backwards to shoot back at them or you wont see where you are going! With this turret, you would shoot forwards and backwards! I know this was a bad example, but this turret could be used very effectively! (Yes I know you could just go into birds eye view, but you get the idea. Even that isn't very effective) This is just a rough idea so far...

I think I see what you're saying... And I agree, even using a top down view isn't effective for fighting people who are following you, unless you're on a small map like Sandbox, Sandal, etc. Maps like Hill however, it's almost necessary because you can't see diddly squat otherwise. Lmao. But... Yeah.

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Striker is great but in my opinion it needs some adjustments. Aiming is quite hard with striker so I came up with an idea that will make aiming much easier. So the idea is to add a feature to Striker which is called the Close-up view mode and remove the Charging-up mode where Striker shoots lots of rockets at once. So basically The Close-up View mode is where Striker shoots 2 powerful rockets in a closer view (Very similar to Shaft's scope mode), making aiming in longer ranges much easier. The difference between shaft's Scope mode and the Striker's Close-up View Mode is that Striker will deal less damage than Shaft's fully charged up shot in Scope mode but it will reload much faster. This also decreases the cases of self-destruction and increases the accuracy in longer ranges. I also think that Striker should be nerfed because a M3 Striker is nearly capable of destroying a M3 Titan in a Salvo, meaning that Striker is quite overpowered. I also think that the minimum damage of a single missile should be increased since it's used for medium-long ranges. I hope you like this idea about the new Striker Feature.

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Guess what guys! The Artillery turret is currently in development and will most likely be announced some time during the next few months. I know this from the Holiday V-Log from the CMs, so you guys will probably want to keep your ears glued to the Tanki Twitter, Facebook, and YouTube feeds, as well as the V-Log so that you'll get updates about the Artillery.

 

NOTE: I am not on the dev team and I do not correspond with Cedric. I access information given by the developers, Cedric, and the CMs. Don't go thinking I know things that no body else does because I don't. I have the same amount of info as you guys. I just make inferences. Thank you for understanding.

;)

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New Turret Idea!

 

Seeker.

Anyone ever play Plant's Vs Zombies, Garden Warfare (the strategy game on Xbox1 and PS4), where you choose specific Plant or Zombie unit with special Abilities. Both had a tech like unit, with a "Seeker" like ability, an extra on top their primary weapon (both weapons themselves are not important for this idea).

 

BY any means, I am not trying to advertise another game product, simply trying to explain the units for comparison, and by no means want anything exact!! I just thought you should see a mental picture of what I'm referring to. 

 

To explain the Seeker abilities;

The Cactus had either a Garlic Drone, or Artichoke Drone, an upgrade, (think plants now) which both allowed the User to temporarily leave the Unit (Cactus) behind, while controlling an Aerial Unit with basic attack feature, and a stronger bombing feature. The Drone unit had a 30 second timer, at which would Self Destruct and the view and control of player returned to the Cactus. The Cactus himself, never left anywhere, you just had NO first person visual or control of unit, and when seen in 3rd person, say another player approaching, the Cactus looks as if he's focused on object in hand, reflecting some light on his face (like an high tech looking RC device in hand). If an enemy sees the Cactus distracted, and subsequently tried to attack it, the Cactus would immediately self destruct the Drone, and control would return to the Cactus, unfortunately he would be subsequently injured, potentially near death, depending how much he was damaged. The Cactus could try to fight back, but possibly not survive. The dangers of using the Drone! Another disadvantage to the Drone, it was very weak, only taking 1-2 hits if fired upon, and had a real long wait time before launching NEW drone if the host (Cactus) survived long enough. The benefits? Having aerial view of battlefield, able to shoot with pin point accuracy a very WEEK cannon or bullets, or drop a more devastating Bomb without targeting, at what you think is a Target below you. The gun cannon had a much faster reload time though doing little damage, while the bombing ability had maybe 2 available with a longer reload wait. The Artichoke was much stronger than the Garlic, in shooting, bombing, surviving, and usage timer. 

 

The Engineer (think a Zombified, dead crippled looking Plumber/Construction worker looking creature), was very similar to the Cactus. He had the Zombot Drone, or the Rocket Drone. Zombot drone was basically the Garlic, with few different modifications. Besides shooting a less rapid, more powerful shot than the Garlic, it's bombing ability was calling an artillary strike from the air, dropping Cones on targets. It was kind of lame, but still funny! The Rocket Drone was an upgrade, and basically a Rocket with devastating blast damage, that you control it's guidance, with screen as the Rockets view, but very fast, so not much time to navigate. 

 

Again...BY any means, I am not trying to advertise another game product, simply trying to explain the units for comparison, and by no means want anything exact!! I just thought you should see a mental picture of what I'm referring to. 

 

My Idea for Tanki Online! A turret called Seeker, or RC Drone, etc. The turret would look similar to a Mini-jet mounted ontop of the Hull, with mini wings, a second window (maybe), and a Cannon sticking out front, and maybe a small Jet engine or two on the back side. When NOT controlling the turret in Seeker mode, the cannon, sitting on top of Hull, can Shoot like any other, similar to such turrets as Thunder, Hammer, or Smoky (not all of these, but the designer could come up with a specific firing turret for the Seeker, or Drone). The Turret fires when Press/Release the Firing Key, not holding. Maybe a 1-2 second reload. Fairly Week shot, but unlimited ammo and firing. When not in Seeker mode, the turret maneuvers on top of Hull like any other turret, but can NOT launch unless the Turret is Center on the HULL (such as pressing C). 

 

When Tanki wishes to launch the Seeker, he needs to press, and Hold the FIRING button for 3 seconds... maybe more (can tweak how dev's choose), and the Minijet Turret with the Cannon attached releases from the Hull immediately hovering, and gaining elevation. Controls would be different, as they are when controlling turrets like the Shaft or the Striker. To elevate, the camera controls to tilt lift the view up, down, control the Altitude instead, the Camera view will remain locked on the Seeker Turret airborne, where ever it sees you see, and you don't change the view on turret while in Seeker mode, so the buttons instead control the Altitude of turret. The typical arrows control the direction or rotation, turning, or moving forward (though airborne) backward. The Turret turning keys, Z and X, instead Pitch the Seeker turret, sliding it Left or Right (like a Helicopter Pitching Left/Right). Once Airborne, the Tanki releases the Space (Firing) key, and the Seeker remains airborne. The game view remains on the turret, and locked in place, as mentioned. The Hull remains on the ground where it was, and vulnerable. Once Airborne and in Seeker mode, and the Space is released, every subsequent Press/release of space fires the turret where ever it's pointing. Each cannon fire kicks the Turret back a few feet in the air, unless corrected with directional control. Press the Center Key C, will drop an explosive device with splash damage. The turret will also have another feature, allowing it able to share with all TeamMates a split second view of what the Seeker turret sees, by pressing the Flag Release key, F, but more about this in moment. The Seeker Mode gets a whole Minute (or two) to fly around the battle field, create as much havoc as it can, before it must return to it's Host tank Hull. It only has 2x of it's Bombs to drop which cause 150 splash damage to any enemy unit within SMALL range of it's blast, but detonates on impact, where it lands, whether on bldg, wall, tank, sign, where ever... so it's not always effective. It takes 20 seconds to rearm the second bomb after first. 

 

The Seeker can Fly anywhere on the Map at the Tanki turret controller leisure, and has a whole minute (maybe 2 minutes? discretion of developers, maybe improves with upgrades?) However, once it's Seeker Mode timer runs out, it will Auto Fly back to Host tank, with controller having NO control of flight, or guns, leaving it vulnerable for being shot, and revealing to ALL who see it where the HOST may be! 

 

If the Tanki chooses to end his flight as Seeker early, he can simply fly his way back to His Host Hull, and Pressing/Holding Space (Firing Key) for 3 seconds, which will autopilot the Turret back onto the Hull! Anytime in flight, even on way back, you can still press and hold the Firing key for 3 seconds, and it will auto pilot itself back to turret, but like in same as running out of time, you have no control over turret heading back. So if there is time left on Seeker mode, maybe get as far as you can, under your own flight... maybe you'll see a target or two, or have chance to snap a view with F (seen below). Once the Turret reattaches to the Hull, he can control the turret on the hull like any other turret, but must wait a whole minute to recharge the Seeker Mode! If the Tanki dies anytime while waiting, or while in flight mode, all recharging is already done.

 

The Seeker Turret, when airborne, is still vulnerable to attack, even though airborne and moving around, but weak to ANY shot! Can not Survive ONE shot of ANY weapon, though many turrets below will have hard time targeting the Seeker if above them, they could possibly try targeting it if positioning tank properly on ramps, or have high enough tilt on turret, and the angle of Seeker airborne, they could possibly see it! However, even if taking Random fire cause the controller of tank on the ground can not See accurately above, ANY single shot of Any turret, will destroy the Seeker Turret in Seeker mode, subsequently self destroying the Host Hull. However, upon Re-spawn, everything is already recharged! 

 

Sharing it's view with teammates... As I mentioned earlier, while in Seeker mode, pressing F, instead of releasing Flag, will share current view instantly with all Teammates. This could be an OPTIONAL feature for developers to include, but if they choose not to, than Negate this paragraph. When in Seeker mode, and controller Pressing F, all teammates immediately see a Mini box on their screen off to the left, but not taking up whole screen, and shows the exact view the Seeker Turret was viewing at that moment, and the box is only up for 3 seconds before it disappears. Being in a minibox on the side, it won't interupt any tanki in it's current turret doing what ever it is doing, beside partially blocking the view off to the side. Even if a Shaft in Scope mode, seeing the mini box will not block the center of his view. Any tanki seeing view can act on it how he wishes. Maybe the Seeker sees 4-5 enemy tanks incoming across one bridge on Brest Map, all the team now sees the same thing, for 3 seconds, in mini box. Maybe the Seeker is behind the Fortress in Brest, seeing 5x different Shaft turrets hiding behind walls, and snaps that for team to see with F. Maybe the Seeker sees where his own flag captured is going, or sees the Enemy flag captured by own teammate, and snaps the view for teammates to see.... all can act on the view as they see fit! However... Using the F feature, requires a 25 second (or at least 45% of the time they are airborne, if the change the Seeker Mode timer) recharge, so the Seeker can Not reuse repeatedly... and unless they use it right away, would only have enough time in seeker mode to use it once per flight! 

 

So... 

                                                                                                                   What do you guys think of my Seeker Turret Idea??

                                                                                                                           Like it? Than please press LIKE THIS >> \/

                                                                                                                                                                                           \/

Edited by DmanBattleMaster
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i am not a shaft user but after using striker , i will say that shaft M3 is a lot better than striker M3 . merry on those who biught Striker at full price ,  i got it at 50% but still i will say that it is a total wastage of crystals . Buying a module is thousand times better than buying this.....

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BEHOLD MORTAR STRIKE TURRET! 

If you've ever played First Person Shooter games like Red Crucible Firestorm or Red Crucible Reloaded, you know that in those games you can drive vehicles that shoot mortar strikes into the air, across the battlefield towards the targeted opponent. I am confidant that if this weapon is properly converted into a turret in Tanki Online, it can be the answer to Striker and Shaft. It will be used to hide behind cover or just sit back safely somewhere on the map outside of most enemy range, and then take out the enemy Shafts and Striker without being blown to bits by them. This will then allow your fellow team mate to charge into the enemy base and steal the flag or capture that point you desperately need. Of course, this weapon won't do well at all in close range combat but the Mortar Strike Turret is meant to act as cover fire to take out dangerous opponents that have the unwavering advantage. I HEAVILY advise the Developers at Tanki Online consider this as an option. Model the Mortar Strike Turret somewhat after an actual Mortar Shell launcher in real life, just like you modeled Striker after real life rocket launchers, but make it balanced and usable in Tanki Online without causing to much frustration to the player using Mortar Strike, and the players being targeted by Mortar Strike. 

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