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Been too long since I cranked out a turret idea. Time to get one out of my system though lol.

 

Turret Name: (Concept) Revovler

Description: 6 shot semi automatic turret.

M0 Stats:

Dmg: 150-200

Impact Force: 90kg/cm2

Reload: 4 sec

Rotation: 75 deg/sec

Auto Aim Up: 6 deg

Auto Aim Down: 10 deg

Range: 70 m

% of Dmg at Max Range: 10%

Shots per Mag: 6

Reload between shots: 0.5 seconds

 

Info: Designed as an effective mid range counter to turrets like Twins, Hammer, Smoky, and Ricochet. Due to the rapid reload between shots and relatively short magazine reload it has a decent DpM. It's recoil is quite insignificant, barely being able to move a Wasp anything past 3 meters.

 

 

Let me know what you guys think. I feel that this is a good idea. If you have any feedback, please post it. Constructive and halpful feedback is appreciated!

Kills twice faster than firebird! I like it! Finally a gun that can destroy Smoky!

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Kills twice faster than firebird! I like it! Finally a gun that can destroy Smoky!

That's the point lol. It's an effective DpS counter for Smoky, Ricochet, Twins, and Hammer. The impact isn't enough to be devastating but the reload between shots coupled with the mag load makes it capable of destroying an M0 Viking in a matter of seconds (As if shaft couldn't already do that ;)

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Trebuchet_F.png

 

Some of you might know this gun but I played another game and I saw this one.

The idea is that this is basicly (Mayby too op but) A one shot kill for the hull viking, wasp, hornet and hunter more damage than shaft and railgun.

What is the problem is that it has a loooooooooooonnnngggggg reload more than shaft and railgun too. It doesn't have a sniper mode. It doesn't have to charge up like railgun, when it is fully reloaded it shoots like thunder. It shoot a sort of a short plasma beam at you, idk how to explain. I've found a video about it but that is advertising because it is another game. If you realy wanna see it then send me a message. This turret is long and that means it has a low turret reverse speed and almost no angel down or up.

More information comming soon...

Edited by xXDeadmauKillerXx

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Trebuchet_F.png

 

Some of you might know this gun but I played another game and I saw this one.

The idea is that this is basicly (Mayby too op but) A one shot kill for the hull viking, wasp, hornet and hunter more damage than shaft and railgun.

What is the problem is that it has a loooooooooooonnnngggggg reload more than shaft and railgun too. It doesn't have a sniper mode. It doesn't have to charge up like railgun, when it is fully reloaded it shoots like thunder. It shoot a sort of a short plasma beam at you, idk how to explain. I've found a video about it but that is advertising because it is another game. If you realy wanna see it then send me a message. This turret is long and that means it has a low turret reverse speed and almost no angel down or up.

More information comming soon...

It's a high velocity guass cannon, from what I can tell. Basically it does exactly what you said, with a couple key difference. It fires slug type ammo propelled at speeds of Mach 3+. It also is very dangerous to the user as it can produce lethal amounts of radiation and can potentially backfire due to excessive electric charge...

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I've just had an idea that would prevent people from sitting, using drugs, camping, and spamming their turrets endlessly.

The idea: AMMO

Add physical ammunition counters to every turret in the game, making it so that you can't keep going and killing forever. Each turret would have individual amounts of ammo (For example, Thunder M0 would have 50 rounds of ammo in it's magazine. The ammo would decrease for every modification {This is because at each modification it becomes significantly easy to get kills, therefore the user will need to conserve ammo}. For example, M1 would have 45 rounds, M2 would have 40 rounds, M3 would have 35 rounds, and M4 would have 30.)

Each turret would have different amounts of ammo. Smoky M4 would have 50 rounds of ammo due to it's rapid rate of fire.

Turrets like Vulcan, Firebird, Freeze, and Isida would have large amounts of ammo but this is because of how fast they deplete ammo.

Vulcan for example would have anywhere between 1000-1500 rounds at M4. Firebird would have 1000 rounds at M4, as would Freeze. Isida would have 1500 rounds at M4, etc.

 

I hope this is a good idea and it doesn't seem dumb. I think it would be a good idea and would be cool to see it implemented.

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I've just had an idea that would prevent people from sitting, using drugs, camping, and spamming their turrets endlessly.

The idea: AMMO

Add physical ammunition counters to every turret in the game, making it so that you can't keep going and killing forever. Each turret would have individual amounts of ammo (For example, Thunder M0 would have 50 rounds of ammo in it's magazine. The ammo would decrease for every modification {This is because at each modification it becomes significantly easy to get kills, therefore the user will need to conserve ammo}. For example, M1 would have 45 rounds, M2 would have 40 rounds, M3 would have 35 rounds, and M4 would have 30.)

Each turret would have different amounts of ammo. Smoky M4 would have 50 rounds of ammo due to it's rapid rate of fire.

Turrets like Vulcan, Firebird, Freeze, and Isida would have large amounts of ammo but this is because of how fast they deplete ammo.

Vulcan for example would have anywhere between 1000-1500 rounds at M4. Firebird would have 1000 rounds at M4, as would Freeze. Isida would have 1500 rounds at M4, etc.

 

I hope this is a good idea and it doesn't seem dumb. I think it would be a good idea and would be cool to see it implemented.

 

Maybe?!

How would you restock if alive? Ammo station on map for either team? Or Ammo supply boxes? Either way, it wouldn't matter what ammo you need, you resupply the same way as everyone else, and the Ammo restocks the turret you have! 

 

If Ammo box? it's good for either side of team, and for everyone on DM! have equal amounts of Ammo supply boxes as you would the ATTK or DEF boxes... spread out evenly, but each drop spot supplies faster... think about it, everyone going to need to restock their ammo more often than wanting to use double attk and defence. So equal amount of AMMO drops, but they supply faster. 

 

Or if Ammo Station? An immobile Crate or cargo box looking object (think Industrial Map, those Metal object rail car boxes, or the stack of wooden crates under bridge), one that doesn't look like a supply box droppng, but a solid object on the map. Should have a glow to it, maybe glow for team color, or green glow for DM. No effort to collecting, just simply get close enough, and it restocks your ammo. It's limited, but recharges faster than a Supply drop Box would. Maybe only 5-10 seconds after someone takes their ammo, more ammo available for the next! 

 

This way, the idea you mentioned works... but no one is left for dead automatically cause they run out of ammo! They have options of restocking... 

 

BUT... maybe make a REstock option available Mobile aswell... Using? The one and only tank that would be fitting! The Isida! One of two ways this could be done... It happens simultaneously when the Isida is charging the health of ally... it also is (slowly) building up the Ammo supplies for the ally tank. OR, the Isida Tank simply comes to DIRECT contact with the ally tank, and the Ammo is instantly restocked! Either way could be reconsidered! 

 

AND... to be fair according to the other options in respect to having Supply drops... and being able to BUY your own supplies for same drops as well... they need to allow AMMO supply to be purchased as well! ORANGE Box! Yellow for speed, and Red for ATTK, Brown for shield, the Orange drop box could be the AMMO Supply! Attach it to Key 7! 

 

HOWEVER... Idk about some of your numbers you mentioned! They seem OP for some of the Turrets... but I don't know how to improve the ratios... I think this should be left up for the Dev's for this idea! 

 

IF you like this? Please do below on the right... to show a vote for idea to Dev's! 

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Hello, so after the rebalance ISIDA became sooooo weak, especialy the self healing it's jst 10, 10 doesn't do anything, and it is constant for M0 to M4 nit fair, also the damage is weak, plz increase the SElf healing at least

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http://pl.tankiforum.com/index.php?showtopic=2385

Hi! This idea isn't my. This concept belongs to Michalolb and igh333. In the topic have been included everything, what weapon needs (M0, M1, M2, M3 appearance, damage, all statistics, sound of the shot, reload and warm-up, 3D weapon model, modifications prices and ranks). The topic exists since 7 months, but our Community Manager didn't seem to mind and he hasn't sent this idea yet. Please consider this idea and possibly send it on. Greetings :)

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        ​This turret would be like a gun that shot a gun.  It would launch a gun into the air and you would go first person on THAT gun.  THAT gun would go into optical scope mode like shaft, like shooting a shaft from a mountain or plane. When shot, the bullet would blow up doing as much damage as a hammer and covers that tank and anything in the blast radius with "snow."  The longer you stay in the snow, the more damage it takes.  The snow can be melted quicker with firebird.  that's why this gun is called Avalanche.  After shooting from THAT gun, THAT gun would self destruct, alerting people to where you are. It should take 8-10 seconds to reload. 

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I really supported the ideas for a Rocket launcher and an Artillery cannon/Grenade launcher. :)

 

The Grenade Launcher Stats: (composed by deadtoyou, subject to change)

 

Weaknesses:

Unable to aim lower than 15 degrees.

The reload time should be twice that of Shaft, but the damage would be increased as a result.

The turn radius would be more than Railgun but less than Shaft.

Once in MiniMap mode, you are immobilized and vulnerable.

Enemy team will see the laser point on the ground where the impact point will be.

 

Strenths:

Very high damage, almost as much as Shaft.

The ability to hit targets under cover.

The damage would be split between 3 grenades, allowing for a bigger hit radius.

3 grenades fired consecutively equals the damage of 1 shot.

Holding down space would bring up a 2D version of the map, allowing you to hit targets anywhere on any map. This option would have a weakness, though: You cannot see the enemy team, just the map, meaning you have to pick your targets BEFORE you fire.

The map will show you where your turret is pointing, and where the impact point will be in the form of red crosshairs.(changable by using the Arrow Keys or W, A, S, and D)

I liked the idea... I been considering the same! 

 

I would consider it slightly different though. 

 

Turret; Artillery Fire. Can fire in two modes, similar to the Shaft or Striker. Btw... to those who suggested a Rocket launcher... that is your striker!

 

Anyway. In real life, Artillery had to take a moment to "Setup" before they fire on target. In Sid Meier's Civilization game (Very different than T.O., i know!), the Early siege weapons would expire a move point, often wasting a whole turn, before able to fire on target. 

 

So, in game. Primary firing mode, Holding Shift for a minimum time, maybe 3-5 seconds, you see "Auxiliary" Legs extend from back of tank, and push into ground, while the Artillery Cannon barrels move upwards. As the Operator, Your Camera view changes going aerial, looking down from high above, about 45 deg angle, and slowly moves forward. In this Auxiliary view, you see two Targeting rings, one 3x the size of the other, with smaller ring centered inside the larger, and as both rings slowly move with camera (still viewing from High Above), the center ring shows where the armament will land causing most damage, and the outer ring will be the splash damage of armament. Can still see anything occurring on map, however, as your tank is locked down, the turret does not move, so you can not change direction of the Artillery fire! As the Shaft slowly zooms in, and you can not change the rate it zooms in, when your locked down in Artillery, and the camera moves forward you can not change the pace it moves. This offsets your ability to see everything, so it's not so OP, as the operator can miss his opp if not paying attn.

 

The camera moving high and forward will portray the targeting circles as far as, maybe the max range of shaft, not firing any armament until you release the Spacebar (Firing commend) at which, the Artillery will fire 3x successive and explosive shells about 3 second apart. So when they land, they are, say 3 feet apart between each, cause the Camera and aiming continue to move slowly, as they fire, and land! The moment you release the spacebar, the launching begins, but it takes an extra 3s-6s-9s before each shell hits respectively! As anyone in the game, if you have Sound on, You hear the DEEP BOOM Sounding Cannon fire from a distance out, anywhere on map, and if your in the area of where it's targeted to land, with the sound of the cannon fire, you also hear whistling sounds getting closer before the shells land. 

 

Also... make the Artillery Turret when Locked Down, CAN NOT move no matter who pushes on it or how hard! It can not be interrupted by force when it's locked in! If destroyed, it only effects any shell expect to fire after it's destroyed... so if the Artillery turret Locks down, and the operator is setting up, and sees the targeting land where he wants, and releases the Firing of artillery, if he starts taking fire, and is destroyed before Any shell launched in subsequent firing, than those don't release, and don't land on target, only those that got out before it's destroyed. 

 

Secondary firing mode;

Just like Shaft, if you hit and release Spacebar, you fire a single shot which acts as a big Shotgun shell landing 5-10 feet ahead, possibly causing minimal damage (like the same as Thunder), and able to fire up to 3 different rapid shells with only seconds between, but after all three fired, needs a LONG time to reload the Artillery shells (maybe a minute?). The reloading time doesn't start til all 3 have emptied, unfortunately. Also, in Secondary mode, you can move turret left and right, and up/down (close or far) but only has range upto medium. If you go into Primary Artillery Fire, your targeting will not reach anything in Short range, the closest being Medium range. 

The shells in Secondary mode would cause a lot less damage, as the force of impact is extremely high for Artillery being launched high in the air before coming down on target, vs the secondary fire is short from the turret and doesn't arc very high. 

 

What's anyone think about my Artillery Firing? 

Please...

LIKE THIS

Below...

 

 

p.s. I'd provide a pic, but I can't figure out the picture uploading mechanic of site... always tells me the format i'm uploading is not acceptable according to tanki standards... yet, I've read through the instructions explaining "HOW TO" upload. I've formatted to either format suggested, and uploaded to Mega, and tried posting link on these threads... many times, to no avail.

Google Da Vinci Triple cannon!  It's three cannons side by side.

My idea would be similar, except they'd be one on top of other, and top two slightly farther back than the one below... when it fires three shots in either mode, each shot comes from a different of the three cannons. As I mentioned... In Artillery mode, all 3x fire in rapid succession when you release the firing sequence (release space), however in Secondary mode, or tank mode, the three manual fire, but do NOT reload til all three done. Both taking longer time to reload in between! 

 

As he mentioned a "Laser" pointing on ground that all may see... Maybe consider a visual of the targeting Circles the Artillery op sees from his Targeting viewer showing the circles I mentioned... so those same circles show on the map as anyone in the area, ONLY AFTER the Firing sequence starts! So when you HEAR the Initial BOOM, you see the first targeting two circles on the map where they'll hit... anyone seeing has less than 3 seconds to move before the shell hits, and with each successive BOOM from the following two shells (explained above) you see the repective Targeting circles where the shells will land, still only having about 3x seconds. However, knowing when the first shell fires, once familiar with, people will know to expect two more! 

Edited by DmanBattleMaster
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Another Idea! 

Plasma Power Turret! Has two different purposes, but neither be available, or used, at the same time.

 

I figured sense we now have a Tanki turret capable of helping other teammates with Health, the Plasma Turret can be a teammate productive turret as well. I have two different combo ideas that can be used, either idea having two purposes. One use stored up Plasma Energy to create a Plasma Area Shield. 

 

Idea 1) Plasma Shield/ Plasma (Power) Boost (not to be matched with #2, only replace);

 

The Plasma Shield, (pressing Space and Holding) to Engages/emmits a Shield like sphere in a general area around tank, reaching far enough out, that 3-4 allied tanks can squeeze inside taking cover. Any take hit by any KINETIC TURRET from outside the Sphere receive 1/4 damage the weapon deals, with a weak spot of the Tank itself! If the tank emitting the Plasma Shield gets hit, It takes 1/2 the Damage, with the other half contributing to the Plasma power. No matter it's mode, the Plasma Power Turret redirects any KINETIC ENERGY it takes (when the tank is shot, and hit, by kinetic armament) into Plasma Power, charging it's Plasma Power Tanks. The Plasma Shield only lasts til the Turret runs out of Stored Plasma Energy

 

The Plasma Power boost mode (press/release Spacebar to engage/disengage), instead of Directing the Plasma Power to stop kinetic weapons, this redirects the Plasma Power to Boost KINETIC TURRETS of ally/friendly tanks, so the Turret makes a visual link of Plasma Energy with Ally Kinetic turrets, and these Increase by 1/4 of their RAW attack, and double their reload speed. By increasing their Raw attack, these turrets can still double that with Attk Supply. So lets say a Thunder Turret deals 12 damage raw, +3 (1/4) x 2 (Supply) the Thunder with both a Plasma Power boost, and an Attk Supply boost, deals not 12, but 30 damage, and reloads twice fast. This Power Boost only lasts long enough til the Plasma Power Turret runs out of stored Plasma energy! Once it stops, either running out, or the turret operator discontinues, drives too far away, or killed, it has to wait til it reaches 50% before ANY use. The Turret can charge upto 3 different ally tanks simultaneously, but doing so drains it's Plasma tanks that much faster! All 3 still gaining a 1/4 boost of their own raw damage, before any supply, but charging 3 targets same time, the Plasma Tanks will only last 1/3 of the time compared to charging only one. 

 

With these for Idea 1, there is no manual attack by the Plasma Power Turret. However, when any ENEMY tank is within "SHORT" range of turret, and neither option is being used, the turret automatically fires weak plasma streams at the enemy, draining life and restoring Plasma storage. If the turret is being used for Plasma Shield, or Boosting other's Power for weapons... the turret will not automatically attack enemies. 

- - -

- - -

Idea 2; Plasma Shield/ Plasma Burst (not to be matched with #1, only to replace)

With Idea 2, the Plasma Shield remains the same (still using Spacebar Hold). The Turret gains Plasma Energy the same, taking KINETIC SHOTS against it, with only 1/2 of the KINETIC DAMAGE effecting HP, the other 1/2 applying to the recharge of the Plasma Tanks. 

 

For the Plasma Burst use of Turret when the Turret reaches 50% storage capacity, at any time, the Tanki op can hit/release the Fire (Spacebar) button, and the Turret releases an immense amount (releasing all of storage) of a Plasma Burst in an aligned straight shot which will effect everything in it's path til off map! Trying to describe it, I'm picturing a Big fireball release, except it's pure blue with charged shocks coming off it! Any enemy tank it touches, it effects, on it's path off the map.

 

I got the idea of effecting everything it hits from Heroes of M&M V, the Academy Race, they have the Mage, when he uses his magic attack, fires a never draining sphere of energy which effects friendly, and enemy, targets in straight line, until it leaves map edge. Again, was idea from a different game, just using as reference.

 

Hitting one target does not discharge the Plasma Burst, only reducing what's left. As the Plasma Burst passes each enemy target, you see an Arching energy charge from the Burst hit target unleashing plasma damage til it's out of reach. The Burst continues to move (lets say it travels slightly slower than a Striker Rocket), not slowing down. So in direct pass over head, say the Burst takes 5 seconds to pass an enemy tank, and deals 50 damage per second. Say the Burst has 500 damage stored from when the Plasma Burst was fired. First target, the burst taking 5 seconds to pass, got 250 damage. The next target was far enough off to the side, it only took 2 seconds to pass close enough to strike it, only got 100 damage, next two targets farther away, barely got 1 second of strike from Burst, only 50 damage each. That leaves 50 damage left in the burst before it passes off the map. The more damage the Burst deals, the smaller it gets, so with only 50 damage left, it's a fairly tiny blue ball of plasma fire as it disappears off map. 

 

The Plasma Burst turret can Fire at 50%, so say it deals 500 damage if released that early! If the Plasma Burst Turret op choose not to fire, and waits til 100% charged, it fires a Burst worth 1000 damage, still only dealing 50 damage per target, per second til it's discharged or off map. The RISK? You can't use it without firing the Burst until your ready, so you continue to get shot taking damage! 

 

FOR BOTH IDEAS 1 & 2...

The WEAKNESS?? I said the Plasma ONLY charges on Kinetic Energy! So anything of Fire, Frost, Rail, Double cannon, Isida, Plasma Power (this same turret on enemy side, obviously if introduced)  impacting the Plasma Power turret, does not contribute to the Plasma charge, and will Pass right through the Plasma Shield... so even allies who think they're safe are not vs those enemy turrets. Kinetic, which I created this Turret to use for Charging the Plasma, are those which strike physical damage; Shaft, Thunder, Hammer, Rico, Smokey, Striker and anything else that deals Impact, or Physical damage, are Kinetic, and contribute to the Plasma Power charge. As some of those non kinetics mentioned must get close to attack the tank, the Plasma Power turret still draws HP- Plasma from those tanks automatically if nothing else being used, charging the Plasma tanks. 

 

What's It look like? I'm thinking a Giant solid sphere of somewhat... like a Crystal Ball on top the Tank Hull. As weird as that may look, it makes sense. The Plasma charging on the ball will show like blue fiery Plasma energy being stored in the ball, and the greater it builds up, the brighter and larger this Plasma Power ball appears to get.... though at full charge, shouldn't be size wise too much bigger than if empty, just brighter of a blue! Everything Blue. Blue Plasma Shield, BLue Plasma draining Arcs, Blue Plasma Burst ball, the Plasma Ball on turret, etc. all Blue. However.. consider... The Red team Plasma Energy could appear a deep red, like the red of team, but not so much a Fire engine red. Everything involved the Red team Plasma Power tanks, the plasma energy is red. Red Plasma Sheild, Red Plasma draining Arcs, Red Plasma Burst ball, the Plasma Ball on turret, etc. all Red.

 

Without Firing the Plasma Burst, or without Emitting Plasma Shield, if an enemy target get Close to Turret, it strike enemy draining enemy take HP charging the Plasma Turret storage. 

 

NOTE TO ALL... all numbers used were for demonstration purposes only, even those I referred to other Turrets, for I didn't take the time to research what does what. The numbers were just used for examples to make point. Developers who choose this Idea, can, and should, re-specify what numbers are what, including when making the Micro Upgrades and Macro Upgrades! 

 

Sorry for the long detailed idea.

What does everyone think about my Plasma Power Turret? Which Idea sounds better? 

 

Please...

LIKE THIS

Below...

 

Thanks

Edited by DmanBattleMaster

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This is my design for new turret ''Molten''

You can get more information about it in my video on Youtube, I will put link under the picture

 

   

z933k4x.jpg

 

https://www.youtube.com/watch?v=CjVtNlu1_s8

 

 

Another design for new turret ''Driller''

More information about it in my video on Youtube, Link to video will be under picture 

 

WNy8ehk.jpg

 

 

https://www.youtube.com/watch?v=lAnHP0davRo&t

#viperforadmin

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http://pl.tankiforum.com/index.php?showtopic=2385

Hi! This idea isn't my. This concept belongs to Michalolb and igh333. In the topic have been included everything, what weapon needs (M0, M1, M2, M3 appearance, damage, all statistics, sound of the shot, reload and warm-up, 3D weapon model, modifications prices and ranks). The topic exists since 7 months, but our Community Manager didn't seem to mind and he hasn't sent this idea yet. Please consider this idea and possibly send it on. Greetings :)

Topic merged.

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Increase the fire rate of twins a little bit or increase dmg, it feels like freeze and fire can easily out shine them.

Maybe twins m0... twins m1 and over are OP, youll see how useless spray weapons are when you get them to m2.

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