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 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

Isn't Shaft also like a point-and-click turret where you camp (or hide) behind a building or barricade? And what if a Freeze or Firebird approaches you? All you can do is wait for death ...

Edited by Uranato

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New Turret Idea
‘Earthquake’

"Quake alert! Quake alert!"

 

The Earthquake is a medium-short ranged turret which deals damage to all enemies in a certain circular area. It deals high damage and massive knockback, enough to clearly blast a tank off a platform, be it a heavy or light hull. It attacks in the following manner:

 

1) It also has a massive recoil, enough to send your own tank tumbling out of the screen. However, the recoil has no effect, even on a Wasp. How? Because the shockwave emits from all directions of the tank. So, the recoil occurs from all directions of the tank. As a result, all the recoils cancel out each other, leaving the tank completely stable.

 

2) All tanks (including you) experiencing the shockwave blast will experience a 'screen shake'.

 

2) No effect on allies (except screen shake).

 

Strengths:

 

1) Extremely high knockback can even push a Mammoth out of a wide bridge.

 

2) High damage, enough to crumple a Wasp or Hornet, and severely damage other hulls

 

Weaknesses:

 

1) Low range

 

2) Long recharge time (though not as much as Shaft).

 

Please upvote if you like the idea!

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Acidic Gun:

A gun that shoots wet, hot, and sticky acid on walls, floors, ramps, and tanks.

If a tank touches the acid its turret speed, hull speed, and reload speed is slowed down.

The acid also does damage every second it's on you.

The more you upgrade this acid gun it slows down your stat even more, does more damage, and lasts longer.

Acid also cools down team-mates who are frozen.

 

Why would an enemy tank touch the Acid if they know it's harmful?

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Isn't Shaft also like a point-and-click turret where you camp (or hide) behind a building or barricade? And what if a Freeze or Firebird approaches you? All you can do is wait for death ...

That's a good argument, but Shaft is still more dynamic than what you suggest. The laser that was added to it in 2015 creates some interaction between the Shaft and their enemy, rather than just shooting everyone from some bush without them suspecting a thing. The laser also forces the Shaft to move around the map and change positions, because people very quickly find out where the Shaft sits and will try to shoot him out of there. And the arcade shooting mode means that Shaft isn't completely defenceless when attacked in close range.

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That's a good argument, but Shaft is still more dynamic than what you suggest. The laser that was added to it in 2015 creates some interaction between the Shaft and their enemy, rather than just shooting everyone from some bush without them suspecting a thing. The laser also forces the Shaft to move around the map and change positions, because people very quickly find out where the Shaft sits and will try to shoot him out of there. And the arcade shooting mode means that Shaft isn't completely defenceless when attacked in close range.

Perhaps their can be a drawback which will force the Radar to change positions. When calling an air strike, the Radar will continuously rotate and give off a bright blue glow, and also emit a particular sound, so that enemies can know its location and force it to move.

Plus, Radar is useless in DM.

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Their is also a drawback in Radar that I'm going to add now ... wait a second ...

I have a better idea, you have to do a striker laser type thing on an enemy and your air strike is only as powerful as your charge. As of right now its basically a magnum with 100% accuracy.

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New Turret Idea
‘Serpent’

"As cold and deadly as the snake ..."

 

The Serpent is a short ranged turret (0.75x that of Firebird) which shoots acid at the enemy. The acid has some effects on a tank, like:

 

1) If a player uses half or more of their turret's charge on an enemy, then the enemy's tank will experience the 'corrosion' effect (not 'afterburn' effect). In the 'corrosion' effect, the opponent's tank will tank damage equal to the Serpent's direct damage for 10 seconds after going out of range of Serpent. Thus, the Serpent's 'damage over time' is deadlier than its 'direct damage', as opposed to Firebird.

 

2) The corrosion effect also has other abilities. For the ten seconds, the victim's tank will have 25% less speed in everything (hull movement and rotation, turret rotation, turret cooldown). Even adding to that, the victim's tank will lose any drugs that it possessed at the moment, and also will not be able to take or use any drugs for the next 25 seconds.

 

Strengths:

 

1) Special abilities will vastly weaken opponent's tank and make it easier to kill them.

 

2) The 'damage over time' of the corrosion effect is very effective.

 

3) If the corrosion happens with the Serpent armed with Double Power, then the 'damage over time' will also be doubled, inflicting seerious damage on the enemy.

 

Weaknesses:

 

1) As the acid squirted by the Serpent is very dangerous, using 3/4 of the turret's charge nonstop will result in the user's own hull being damaged. The damage is equal to the turret's damage, and can be doubled by Double Power.

 

2) Long recharge time.

 

3) Short range.

 

Please upvote if you like the idea!

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I have a better idea, you have to do a striker laser type thing on an enemy and your air strike is only as powerful as your charge. As of right now its basically a magnum with 100% accuracy.

What about the other 4 types of air support?

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I have a better idea, you have to do a striker laser type thing on an enemy and your air strike is only as powerful as your charge. As of right now its basically a magnum with 100% accuracy.

Air strikes take 3 seconds to execute, so an enemy will obviously run away if their is a laser pointer

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New Turret Idea

‘Serpent’

"As cold and deadly as the snake ..."

 

The Serpent is a short ranged turret (0.75x that of Firebird) which shoots acid at the enemy. The acid has some effects on a tank, like:

 

1) If a player uses half or more of their turret's charge on an enemy, then the enemy's tank will experience the 'corrosion' effect (not 'afterburn' effect). In the 'corrosion' effect, the opponent's tank will tank damage equal to the Serpent's direct damage for 10 seconds after going out of range of Serpent. Thus, the Serpent's 'damage over time' is deadlier than its 'direct damage', as opposed to Firebird.

 

2) The corrosion effect also has other abilities. For the ten seconds, the victim's tank will have 25% less speed in everything (hull movement and rotation, turret rotation, turret cooldown). Even adding to that, the victim's tank will lose any drugs that it possessed at the moment, and also will not be able to take or use any drugs for the next 25 seconds.

 

Strengths:

 

1) Special abilities will vastly weaken opponent's tank and make it easier to kill them.

 

2) The 'damage over time' of the corrosion effect is very effective.

 

3) If the corrosion happens with the Serpent armed with Double Power, then the 'damage over time' will also be doubled, inflicting seerious damage on the enemy.

 

Weaknesses:

 

1) As the acid squirted by the Serpent is very dangerous, using 3/4 of the turret's charge nonstop will result in the user's own hull being damaged. The damage is equal to the turret's damage, and can be doubled by Double Power.

 

2) Long recharge time.

 

3) Short range.

 

Please upvote if you like the idea!

 

I love acid turrets, and that's a great name for it :D However, DoT is already taken in Tanki by Firebird. I know you pointed out the distinction, but I think the "corrosion" should be something completely different, like temporarily increasing damage dealt by all other turrets to the tank (corroding its armor) or by lowering the enemy's damage output (corroding the turret). The turret could also create puddles of acid where an enemy dies to it, dealing damage to all enemies that cross it. I just don't like adding more DoT turrets to the game when we already have Firebird, especially when the point of having new turrets is to diversify the gameplay. I'm not really sure about removing the drugs from an enemy tank... and Freeze already takes the "slowing" role. 

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I love acid turrets, and that's a great name for it :D However, DoT is already taken in Tanki by Firebird. I know you pointed out the distinction, but I think the "corrosion" should be something completely different, like temporarily increasing damage dealt by all other turrets to the tank (corroding its armor) or by lowering the enemy's damage output (corroding the turret). The turret could also create puddles of acid where an enemy dies to it, dealing damage to all enemies that cross it. I just don't like adding more DoT turrets to the game when we already have Firebird, especially when the point of having new turrets is to diversify the gameplay. I'm not really sure about removing the drugs from an enemy tank... and Freeze already takes the "slowing" role. 

We could remove/decrease the slow down and increase the damage caused by others to the victim's tank.

Thanks for the appreciation and feedback!

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and also the drone turret at m3 level uses small jets for propulsion i would name the drone turret Launchar 

What if a Freeze approaches you from behind when your drone is far away from your tank?

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TURRET CHANGES

 

I was thinking about the turrets mechanics then I thought of how the Vulcan overheats so I came up with 2 suggestions that I would add to the game, one of which I don't want added Becuase I use the turret everyday.

 

Freeze - Many people use the freeze Becuase of its ability to slow down the enemy tanks speed and turret rotation but when you keep on firing you run out of "ammo" (yellow bar under your health bar) nothing happens, you just have to wait till you get your "ammo" back (magic...). My suggestion is that once you fire for an "x" amount of time, your tanks turret rotation speed will begin to slow down at a faster rate then your tanks speed slows down.

 

Firebird - Lots of people use the Firebird (My favorite turret in the game) Becuase of its DoT effect, at M0 the Firebird is not the best weapon to use at my level but once you start getting to M2 then the Firebird will murder even the best tankers Becuase of its splash radius and its DoT effect. Just like the Vulcan I think that after an "x" amount of ammo has been used the users tank will begin to have a DoT effect just like the Vulcan.

 

NEW TURRET IDEAS:

 

Acid Cannon - Shoots a ball of acid that has a small splash radius and does a very little DoT effect on the enemy and also slows down the target by an "x" amount. The Acid cannon is medium ranged (like the ricochet) and does an ok amount of damage. The main use of this turret is to slowdown the enemy and keep on doing ranged damage.

 

Firestorm - Is the Firebirds dad, it has a ranged attack and does DoT, even though the Firestorm does less damage and DoT, it is almost like a ranged Firebird shooting balls of pure flame and metal that have a medium knock back effect on the target. The Firestorm has a much slower reload time then the ricochet but does DoT and does not bounce like the ricochet.

 

ANY SUGGESTIONS?

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I love acid turrets, and that's a great name for it :D However, DoT is already taken in Tanki by Firebird. I know you pointed out the distinction, but I think the "corrosion" should be something completely different, like temporarily increasing damage dealt by all other turrets to the tank (corroding its armor) or by lowering the enemy's damage output (corroding the turret). The turret could also create puddles of acid where an enemy dies to it, dealing damage to all enemies that cross it. I just don't like adding more DoT turrets to the game when we already have Firebird, especially when the point of having new turrets is to diversify the gameplay. I'm not really sure about removing the drugs from an enemy tank... and Freeze already takes the "slowing" role.

 

everybody wants a turret that has Somthing to do with acid

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what about a turret that launches a drone that guards your hull or control the drone yourself

I think that would be somewhat the end of Tanki Becuase everybody will be using the drones and just kill the other team from the safety of their base or even if they find a map glitch where they hide inside of a building then they could just camp their killing everyone

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Air strikes take 3 seconds to execute, so an enemy will obviously run away if their is a laser pointer

air strike, nice idea but how would you choose where to send the missiles? A screen kind of like in COD?

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TURRET CHANGES

 

I was thinking about the turrets mechanics then I thought of how the Vulcan overheats so I came up with 2 suggestions that I would add to the game, one of which I don't want added Becuase I use the turret everyday.

 

Freeze - Many people use the freeze Becuase of its ability to slow down the enemy tanks speed and turret rotation but when you keep on firing you run out of "ammo" (yellow bar under your health bar) nothing happens, you just have to wait till you get your "ammo" back (magic...). My suggestion is that once you fire for an "x" amount of time, your tanks turret rotation speed will begin to slow down at a faster rate then your tanks speed slows down.

 

Firebird - Lots of people use the Firebird (My favorite turret in the game) Becuase of its DoT effect, at M0 the Firebird is not the best weapon to use at my level but once you start getting to M2 then the Firebird will murder even the best tankers Becuase of its splash radius and its DoT effect. Just like the Vulcan I think that after an "x" amount of ammo has been used the users tank will begin to have a DoT effect just like the Vulcan.

 

NEW TURRET IDEAS:

 

Acid Cannon - Shoots a ball of acid that has a small splash radius and does a very little DoT effect on the enemy and also slows down the target by an "x" amount. The Acid cannon is medium ranged (like the ricochet) and does an ok amount of damage. The main use of this turret is to slowdown the enemy and keep on doing ranged damage.

 

Firestorm - Is the Firebirds dad, it has a ranged attack and does DoT, even though the Firestorm does less damage and DoT, it is almost like a ranged Firebird shooting balls of pure flame and metal that have a medium knock back effect on the target. The Firestorm has a much slower reload time then the ricochet but does DoT and does not bounce like the ricochet.

 

ANY SUGGESTIONS?

Your suggestions for Freeze and Firebird make them the most repulsive weapons to use in the game. We already have many weapons that can deal damage to ourselves and we do not need more. Firebird and Freeze are easily countered by long ranged weapons and we don't need to nerf them more. I agree, Firebird at the M2 level with the M2 alteration is a menace to counter at close range, but that is what it is for. Close range. Freeze on the other hand does not need to be nerfed even more either. Freeze is also countered by long ranged weapons with ease. That is why they excel when you get close to them. The same goes with Firebird. We don't need to nerf them, but we need to be more aware of them. Once you get close to them, it is almost a guaranteed death for you, but at long range, they are like picking off little ducks in a pond.

 

And with your ideas on the two new weapons? They would break the game! Especially the Firestorm turret. DoT is Firebird's specialty, so why take it away from him (Or her/it)? We don't truly need any more turrets in the game, or at least if they are going to be like that. We need something that is groundbreaking, something that blows us all away. Something that we have never seen before! Not more DoT... Imagine hitting a Mammy with the Acid Cannon. It would be practically immobile.

Edited by LOLZ87

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My idea is half turret/supply.

Its drone what you can use by pressing 7.

This drone flys and checks the area, while player controls it.

It can put mine on the tanks.

Drone itself costs 20k and drone mines against 50 crys.

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Emg

(Electro magnet gun)

 

|------]

|------]---

|------]

 

It uses emp blasts to make guns and hulls malfunction (loos health ,slow down,less damage,longer load time,etc...) M1,M2,M3 have worse effects.if used to long will eventually blow up.

 

M0. |M1. |M2. |M3

Dam110. 115. 125. 140

 

Alterations:

 

1.power-up

Adds 15+damage costs 5,ooo diamonds

 

2.pro-tekt

Adds 15+protection against self damage cost 7,900 diamonds

 

3.acu-rat

Adds scope from shaft cost 13,ooo

 

Fire range 10m-20m

Splash damage 1m

Edited by uppsetbananol15

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