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I am thinking of a turret that is based on Vipermonsters 'molten'


Its very similar to mines but with less damage (m0 based around 500-700 damage on a normal shot)


Also if you hold the spacebar longer it will shoot farther but with slightly more damage (600 -850  damage)


I would have the same reload as a shaft and would have 3 normal shots before reloading and 2 long shots before reloading.


It would look like hammer and would have a large barrel.


It would be very useful as a defensive turret and wouldn't be too good at attacking.


If the tank dies the molten mines would fade and die.


What do you think?


please respond and comment!


Any ideas to expand?

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file:///Users/vorobets.v/Desktop/Screen%20Shot%202017-03-31%20at%2011.31.27%20AM.png

Copy link in browser to see what my idea is...

Name SuperNova.

Triple barrel turret similar to twins.

Press space bar one time all 3 shots fire.

No splash damage.Harder to play at long range as all 3 projectiles will not hit.    

                           

                                                                  M3 STATS=Damage per projectile=400 damage(1200 damage every volley=3 shots)

                                                                  Reload= 4.5 seconds.

                                                                  Projectiles are similar to Rico only  bright violet and do not bounce.

                                                                  You can change these stats if you thing it is underpowered or overpowered.

Additional possible names,

Apocalypse

Doom

Valkyrie

Tremor

Typhoon

Tribunal

Feel free to contribute ideas for this turret.

Edited by vvfoo

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Zapper - A gun with the exact face as Isidia but a slight difference that it can zaps an enemy and can stun them for 0.5 second(or what you like) and loads about 0.75 seconds(or what you like). Deals less damage. I can give you more detail about it if you contact me. P.s LUV TANKI!

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Tempest


 


This turret would fire a wall of compressed electrified air(Hence the name tempest) that would have very high impact rate and the ability to hit multiple tanks. If a tank is hit it would pretty much fly backwards, and that electricity would deal an average of about 100 dps for about 1.5 seconds. Sounds OP? To balance out the amazing impact rate it would have a reload of 5 seconds. As well as this the air would be in a thin and very powerful stream within a metre of the turret, but then it would slowly widen and weaken. It would probably look a bit like the firebird and ricochet mashed together.


 


-Silver


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Posted 30 Mar 2017 - 19:17

Honestly guys think about it there are waaaay to many turrets vs hulls am i right? The tanki adm. are probably still focused on fixing glitches in the new turrets than worry about ideas for turrets right? I mean in summer 2016 a vlog released by tanki only said the creation of two new turrets was going to be made no more no less. Also hulls are a better topic to talk about because there are more ideas that people have been suggesting for them in the persecute in making tanki make a new hull... _Get up and smell the roses

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(^Please note: This is just basic idea changes can be added)

A mele electric splayer class simmilar to the flamethrower. It sprays like a flamethrower but instead it does half as much damage. However it has a small chance to make the enemy tank noun function. The default chance would be 5% for every spray however this would rise higher when the turret is upgraded or turned into an m1.Thier are different types of noun function that will happen if the tank noun functions. For instance a common noun function would be when the player rotates their turret or moves their hull they will not be able to stop rotating or moving their hull, However their would be blasts of electricity on their hull/turret and this wears of in a matter of seconds. A uncommon noun function would be that if a player shoots his gun he will uncontrollably keep shooting it for a period of time. A rare noun function would be that the players turret or hull will completely stop working for a short period of time. During this noun function the players turret/hull will start smoking and sparks will fly. These effects are essential so the player does not think that he is experiencing lag or errors. A mythical noun function is the tank would fully stop working, or the hull would completely stop the turret rotation would stop but the turret would uncontrollably shoot this mythical noun function would be effective for 15 seconds and the players tank would be start to get red and take tiny bits of fire damage also with smoke. Electricity after math effect would  be similar to a flamethrower but would last twice as long and would not have a chance of noun functioning the tank. Also when a tank is electrocuted it has a 10% chance of giving a tiny zap to another tank within close proximity. The turret would be designed like a giant rectangular box with two metal bars sticking out with a Smokey-like turret in between them.

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(^Please note: This is just basic idea changes can be added)

A mele electric splayer class simmilar to the flamethrower. It sprays like a flamethrower but instead it does half as much damage. However it has a small chance to make the enemy tank noun function. The default chance would be 5% for every spray however this would rise higher when the turret is upgraded or turned into an m1.Thier are different types of noun function that will happen if the tank noun functions. For instance a common noun function would be when the player rotates their turret or moves their hull they will not be able to stop rotating or moving their hull, However their would be blasts of electricity on their hull/turret and this wears of in a matter of seconds. A uncommon noun function would be that if a player shoots his gun he will uncontrollably keep shooting it for a period of time. A rare noun function would be that the players turret or hull will completely stop working for a short period of time. During this noun function the players turret/hull will start smoking and sparks will fly. These effects are essential so the player does not think that he is experiencing lag or errors. A mythical noun function is the tank would fully stop working, or the hull would completely stop the turret rotation would stop but the turret would uncontrollably shoot this mythical noun function would be effective for 15 seconds and the players tank would be start to get red and take tiny bits of fire damage also with smoke. Electricity after math effect would  be similar to a flamethrower but would last twice as long and would not have a chance of noun functioning the tank. Also when a tank is electrocuted it has a 10% chance of giving a tiny zap to another tank within close proximity. The turret would be designed like a giant rectangular box with two metal bars sticking out with a Smokey-like turret in between them.

There would be unfair gameplay with this weapon and would upset game balance.Cant have a weapon that completely disables the opponent.

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FIRST OF (This really annoys me) this was the BASIC IDEA :angry: ​everything is subject to change. Second of their is only a  RARE chance it will totally noun function their tank, also it has to go through the chance of doing anything at all an then the super rare chance of it happening so the chance of it totally noun functioning a tank is 0.1 %.

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FIRST OF (This really annoys me) this was the BASIC IDEA :angry: ​everything is subject to change. Second of their is only a  RARE chance it will totally noun function their tank, also it has to go through the chance of doing anything at all an then the super rare chance of it happening so the chance of it totally noun functioning a tank is 0.1 %.

You cant expect the devs to take you seriously if you say "noun function" instead of disable.

 

tTA4Bcj.png

Edited by railguniz4noobz

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I have a suggestion for one turret which is shaft.

One of the problems is the camping

About 80% of people who use shaft just camp. 

They dont even try to move to the middle they just sit at the very end and just sit there... for the entire game.

It dosent matter if they die because they just go back to the same place.

Another problem is the player using it.

Open maps such as Parma and Massacre make it very difficult to play with shafts. 

Mostly because shafts tend to be jerks and mostly kill people who are spawning.

And as I mentioned above they dont even bother getting out of thier base. 

This makes them very difficult to kill.

And if you do kill them they go back to the same place

Open maps + Doucebag shaft players = Many Many Deaths.

One final thing is the fact that shaft isnt a very oftenly used gun.

In order for you to counter this you add increased damage so more people use it.

Seeing how much damage shaft does already it seems like an absurd turret.

Not to mention how you give it EVEN MORE damage to bribe people into using it.

Here is in my opinion the simple answer to this problem. 

Give shaft a massive Nerf or even if needed, remove shaft from the game.

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I have a suggestion for one turret which is shaft.

One of the problems is the camping

About 80% of people who use shaft just camp. 

They dont even try to move to the middle they just sit at the very end and just sit there... for the entire game.

It dosent matter if they die because they just go back to the same place.

Another problem is the player using it.

Open maps such as Parma and Massacre make it very difficult to play with shafts. 

Mostly because shafts tend to be jerks and mostly kill people who are spawning.

And as I mentioned above they dont even bother getting out of thier base. 

This makes them very difficult to kill.

And if you do kill them they go back to the same place

Open maps + Doucebag shaft players = Many Many Deaths.

One final thing is the fact that shaft isnt a very oftenly used gun.

In order for you to counter this you add increased damage so more people use it.

Seeing how much damage shaft does already it seems like an absurd turret.

Not to mention how you give it EVEN MORE damage to bribe people into using it.

Here is in my opinion the simple answer to this problem. 

Give shaft a massive Nerf or even if needed, remove shaft from the game.

Shaft is a big problem, on longer range maps they swarm some battles and make it impossible to drive 2 feet out of cover before having hundreds of angry laser beams focus on you. They are annoying to play against because of the BROKEN changing time and damage, and most of them do nothing to help their team. I hope completely banning shafts becomes a pro battle option.

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and most of them do nothing to help their team.

Sorry if I sound rude, but this is just wrong if you're playing with shafts like this. Shafts are a huge support to defense because (let's just take an example) if you are taking the flag with seemingly no one else around it, what are you going to do if someone is hiding there? So a hidden freeze comes out from behind a house which would, in most cases, probably most likely stop you from continuing. That "annoying, noob" shaft is going to save your behind by taking out that freeze which lets you keep going. This will keep happening to all those players following you until you eventually get back to your base. And what about the other shafts that are waiting for you to come into their line of sight to stop you from leaving with the flag? The shaft on your team will easily take them out because the opposing shaft is too focused on you.

 

This is the other thing that annoys me:

 

They are annoying to play against

No one ever complains about a shaft on their own team (same for drugging- you're complaining about the people on the other team for using supplies but not the people on your team?). When that shaft saves you, but the shaft on the other team does the same thing for their teammate, that opposing shaft instantly becomes "a shaft noob with no skill" or "a stupid camper shaft".

 

Shaft is part of gameplay and has probably saved you more times than you can count. Who knows how many railguns with DD were about to kill you from behind if not for that "annoying, noob shaft with no skill."

Edited by Paix

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First thing I think should be mentioned: "Magnum is so bad the aiming system is awful it's such a noob turret." This annoys me to no end. The Magnum was meant to be a difficult turret to use, due to its potential to hit ANYWHERE on the map! For a game that's largely dominated by how well each team controls the field, that is INSANE. Of course it's hard to aim correctly, otherwise it would be absolutely broken! Instead of complaining, spend some time labbing with it in private pro battles on your favorite maps, so that you get a feel of how far each shot goes with certain angle + power combinations. Sheesh. Next off, "Shaft is stupid noob turret for campers." Well, duh. That's the whole point of Shaft. Lynchie, above me, made an excellent point about the camping aspect, and I'd like to add that Magnum is a hard counter to Shaft, because it can annihilate the Shaft from anywhere, provided the player using it has decent aim. This brings me back to the main point of Magnum, which is to ATTACK. From really, really far away. You can sit in the comfort of your own base and slaughter the campers on the opponent's flag. It's great fun, I've done it many times on my lower account. You can easily break up the stalemates that happen when each team has their opponent's flag, and you can still hit approaching enemies, provided you have a good viewpoint and timing skills. Anyways, back to Shaft. A particularly good Shaft player will really shine on defense because generally, the enemy will have a difficult time finding them before they've gotten 3-4 kills, after which time that defender has moved to shut down a different lane of attack, which is the main point of Shaft. If you really feel frustrated with your teammates that have Shaft, just tell them to guard a certain area that you've noticed the enemy has been using a lot. They're generally pretty willing to help. Having a Shaft block off one main approach to your flag is such a boon, it forces enemies into a more easily defended area and makes your attacks way safer.  

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Sorry if I sound rude, but this is just wrong if you're playing with shafts like this. Shafts are a huge support to defense because (let's just take an example) if you are taking the flag with seemingly no one else around it, what are you going to do if someone is hiding there? So a hidden freeze comes out from behind a house which would, in most cases, probably most likely stop you from continuing. That "annoying, noob" shaft is going to save your behind by taking out that freeze which lets you keep going. This will keep happening to all those players following you until you eventually get back to your base. And what about the other shafts that are waiting for you to come into their line of sight to stop you from leaving with the flag? The shaft on your team will easily take them out because the opposing shaft is too focused on you.

 

This is the other thing that annoys me:

 

No one ever complains about a shaft on their own team (same for drugging- you're complaining about the people on the other team for using supplies but not the people on your team?). When that shaft saves you, but the shaft on the other team does the same thing for their teammate, that opposing shaft instantly becomes "a shaft noob with no skill" or "a stupid camper shaft".

 

Shaft is part of gameplay and has probably saved you more times than you can count. Who knows how many railguns with DD were about to kill you from behind if not for that "annoying, noob shaft with no skill."

MOST OF THEM

 

i said MOST OF THEM

 

Please learn to read things properly, if you focus on the flag carriers and help your team a lot then by all means, take this trophy of shaft excellence because it sure as hell isnt going to the shafts i see. And as for being annoying, you really had to bring supplies into this? Nowhere did i say drugging. Lets say that dp railgun gets killed by the shaft, how do you think that person feels? Annoyed? 

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We can try to to put a pointer for magnum as it is difficult to shoot long distances :)

Yeah, it's really difficult to shoot with Magnum :(

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New Turret Idea
‘Radar’

"Death from the skies!"

 

The Radar is a weapon that calls air strikes from fighter planes and helicopters on the enemy. There is a special ‘radar mode’ in it which gives a zoomable top view of the map. The Radar can call five types of air strikes on the enemy:

 

1) Mortar Strike: A heavy artillery strike is lobbed on a particular place on the map. It deals heavy damage and knockback (tanks will be knocked away from the center of the explosion). It has a decent AOE (2x that of a Striker projectile) and takes full charge of the Radar.

 

2) Barrage: A barrage of 3 mini-bombs each is dropped on three different places on the ground. Each mini-bomb deals 1/9th of the damage dealt by a Mortar. All the mini-bombs can be concentrated on one area to deal as much damage as a Mortar, but they are not as accurate. Each mini-bomb has slightly less AOE than a Thunder projectile. Barrage also takes full charge of the Radar.

 

3) Gunfire: A volley of bullets is shot from a machine gun on a particular spot on the ground. It deals low damage and is not very accurate. Gunfire takes one-fourth of the charge of the Radar, and can be launched from different angles so that opponents under cover can also be hit. Gunfire can be launched four times in succession.

 

4) Radiation: Harmful radiation is targeted on a large spot on the ground (AOE is 4x that of Mortar Strike). It disables the victim(s)'s turret(s) for 2 seconds (at M0) and lowers their speed by 25% for 15 seconds (also at M0). Radiation is most effective in disabling enemy defensive lines when a teammate is going after the flag. It takes half of the charge of the Radar, but can't be hit twice in succession.

 

5) Repair Kit: A Repair Kit is dropped anywhere on the map. It takes full charge of the Radar, and is only available after every 1 minute.

 

Strengths:

 

1) A player can camp in a safe place in their team's area and launch devastating attacks on the enemy at unlimited distances, and also provide support to their allies.

 

2) Enemy defensive lines (protecting a flag or a point) can be easily cleared and allies approaching the flag or point can also be given aid.

 

3) The Radar is also effective in Team Death Matches as Mortar Strikes and Barrages can be targeted on enemy Shafts/Strikers/Vulcans/Magnums and also other Radars to clear out problematic campers.

 

4) Radiation and Repair Kit can be used in conjunction to achieve tough goals (like a Wasp bypassing two disabled Mammoths and taking the flag). Repair kit can also be use to repair oneself.

 

5) Gunfire can be used to clear out weak/damaged opponents. It also can be launched to create a warning for enemies approaching a flag/point.

 

6) The Radar view can also be used to seek out hidden campers.

 

7) One can attack the enemy from above without them knowing. This trait is useful against campers.

 

Weaknesses:

 

1) Most of the attacks from Radar cannot targets enemies under cover (under roofs, houses etc.). The Radar is almost useless in maps like Esplanade.

 

2) Launching attacks is dangerous and one should never attack oneself. Also, when launching attacks in 'radar mode', it is not shown whether the target is an ally or an enemy. Repair Kits dropped by a Radar can also be used by enemies.

 

3) The recharge time of the Radar is also the highest in the game (even more than Shaft), and Mortar Strikes and Barrages take a lot of time.

 

4) Apart from Mortar Strike, the Radar is not very accurate.

 

5) The tank is completely vulnerable to enemy attacks when in Radar mode. The tank is immobile and immovable when in the mode, and can be easily destroyed by enemy attacks. Plus, if an enemy attacks the Radar directly (and not the hull) for an extended period of time, then the Radar view is obscured and the air strikes are very inaccurate.

 

6) All air strikes (excluding Gunfire, which takes 0.5 seconds) take 3 seconds to successfully land on the target on the map. Thus, Radar is not very useful against moving targets (except Gunfire). Repair Kit takes 10 seconds to successfully land on the map, while Radiation take 2 seconds.

 

Please upvote if you like the idea!

Edited by Uranato
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New Turret Idea
‘Malware’

"Use at your own risk!"

 

The Malware is a short-ranged turret (with 1.25x range that of Firebird) which deals low damage, but alters the enemy's tank in a negative manner such as:

 

1) Slows down the enemy (half that of Freeze; does not increase over time) - immediate affect.

 

2) Makes the victim's tank malfunction (turret will rotate nonstop, though pressing right/left button can top it; hull will go mad (go back, forward, turn left etc. randomly); the turret will also shoot anywhere randomly (this is rare)) - immediate affect.

 

3) Opponent's tank will become COMPLETELY immobile - low chances (around 35%; cannot be increased by M-upgrades).

 

4) Opponent's tank will immediately explode - very low chance (around 3-4%; cannot be increased by M-upgrades).

 

Strengths:

 

1) The special abilities of this turret will annoy the opponent; their tank would malfunction severely.

 

2) Slows the enemy down and makes their tank go berserk.

 

Weaknesses:

 

1) The turret Malware was originally researched to damage a tank's circuits. But an experiment went wrong, giving the turret far more capabilities and problems. As a result, their are chances that, sometimes, the turret will rotate and shoot automatically (and in an annoying way); and sometimes will deal damage to itself. Their is also a slight chance (0.025%) that the user's own tank will explode, making Malware an extremely unstable weapon.

 

2) Short range; can't attack enemies from afar.

 

3) Long recharge time (a bit less than Freeze).

 

Please upvote if you like the idea!

Edited by Uranato
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New Turret Idea

‘Radar’

 

This doesn't fit in with Tanki's gameplay. Tanki is all about dynamic gameplay: moving about the map, playing mind games with your opponent, dodging shots, fast reflexes, micro-duels (1 on 1 encounters) with enemies, etc. What you are suggesting is completely stationary gameplay where you basically hide behind some house and go on a point-and-click adventure.... until someone finds you and kills you while you helplessly wait for your death. The game is meant to be fun for everyone, but in the case of your turret it's only fun for one of the parties: the "radar" player when he's shooting, and the other player when the "radar" is getting shot.

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tanki should add a new turret that if you hold down the firing button it shoots a ball like the twins that does as much damage as the rail-gun. the ball would change color as it gets upgraded and would be able to fire up and drop like the magnum. 

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This doesn't fit in with Tanki's gameplay. Tanki is all about dynamic gameplay: moving about the map, playing mind games with your opponent, dodging shots, fast reflexes, micro-duels (1 on 1 encounters) with enemies, etc. What you are suggesting is completely stationary gameplay where you basically hide behind some house and go on a point-and-click adventure.... until someone finds you and kills you while you helplessly wait for your death. The game is meant to be fun for everyone, but in the case of your turret it's only fun for one of the parties: the "radar" player when he's shooting, and the other player when the "radar" is getting shot.

I think you're right. But shouldn't Tanki also have a weapon which can call air strikes?

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