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Emg

(Electro magnet gun)

|------]

|------]---

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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

This would be too OP.

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Bombarder

 

Does damage by spreading gas released at rear of turret but needs to be

ignited by burner on turret or by any other flaming gun (fireberd).works well with light hulls/medium .also has protection from explosion.

 

M0

-

Damage.700

Traverse.25deg/s

-

M1

-

Damage.816

Traverse.36deg/s

-

M2

-

Damage.896

Traverse.44deg/s

-

M3

-

Damage.954

Traverse.55deg/s

 

Alterations:

De-stroy +30 damage cost 10,000 diamonds

 

Gas-over-load +5s gauge cost 10,000 diamonds

 

Health

+30 HP to fired hull cost 15,000

daimonds

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Bombarder

 

Does damage by spreading gas released at rear of turret but needs to be

ignited by burner on turret or by any other flaming gun (fireberd).works well with light hulls/medium .also has protection from explosion.

 

M0

-

Damage.700

Traverse.25deg/s

-

M1

-

Damage.816

Traverse.36deg/s

-

M2

-

Damage.896

Traverse.44deg/s

-

M3

-

Damage.954

Traverse.55deg/s

 

Alterations:

De-stroy +30 damage cost 10,000 diamonds

 

Gas-over-load +5s gauge cost 10,000 diamonds

 

Health

+30 HP to fired hull cost 15,000

daimonds

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Name: smokbird

what it does: its like firebird, but it fires lot of smoke.

Why it makes smoke:

it confuses tankers, when you shoot it alot and takes 50 hp damage per half second.

Firing delay time: 10 seconds (every m...s).

Reloading time: 7 seconds for getting it full.

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Flaming gun

 

Description:

The flaming gun spreads flame all around itself which can be regulated.

But can over heat,works well with medium to heavy hulls.

 

M0

-

Damage.0-250

Cost.600

-

M1

-

Damage.0-341

Cost.35,000

-

M2

-

Damage.0-419

Cost.100,000

-

M3

-

Damage.0-768

Cost.200,000

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Flaming gun

 

Description:

The flaming gun spreads flame all around itself which can be regulated.

But can over heat,works well with medium to heavy hulls.

 

M0

-

Damage.0-250

Cost.600

-

M1

-

Damage.0-341

Cost.35,000

-

M2

-

Damage.0-419

Cost.100,000

-

M3

-

Damage.0-768

Cost.200,000

Useless...It is too similar to Firebird.

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A Healing Sniper

 

Damage (TBD): close to Thunder

Reload time: close to Thunder

Range (TBD): close to striker

 

~NO impact force~

Able to heal team mates from a distance

Equip with a optic scope similar to Shaft

No sniping charging time, deal constant damage

arcade shot and sniping shot deal the same damage

 

Optional:

Add splash damage, i.e. AOE to damage enemies as well as heal team mates

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A Healing Sniper
 
Damage (TBD): close to Thunder
Reload time: close to Thunder
Range (TBD): close to striker
 
~NO impact force~
Able to heal team mates from a distance
Equip with a optic scope similar to Shaft
No sniping charging time, deal constant damage
arcade shot and sniping shot deal the same damage
 
Optional:
Add splash damage, i.e. AOE to damage enemies as well as heal team mates

 

Too OP.

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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.

That is true... Just a random idea...

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thunder was good before but now no can u guys edit damage to 62.5-76.7

 

:)

Now days this will make Thunder the weakest turret in the game. Have fun killing even an M0 Wasp which has 1,000 hp! Throw on some DD? Meh, only 8 shots every 4 seconds xD

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Bombarder

 

Does damage by spreading gas released at rear of turret but needs to be

ignited by burner on turret or by any other flaming gun (fireberd).works well with light hulls/medium .also has protection from explosion.

 

M0

-

Damage.700

Traverse.25deg/s

-

M1

-

Damage.816

Traverse.36deg/s

-

M2

-

Damage.896

Traverse.44deg/s

-

M3

-

Damage.954

Traverse.55deg/s

 

Alterations:

De-stroy +30 damage cost 10,000 diamonds

 

Gas-over-load +5s gauge cost 10,000 diamonds

 

Health

+30 HP to fired hull cost 15,000

daimonds

Ugh. This turret relies on a firebird being stupid enough to shoot them and alterations are supposed to change gameplay, not outright make the turret stronger. You should be banned from IAS

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so it would be a gun with this massive hole ( kindoff like a cannon type thing) and it would shoot out bowling ball type ammo, and it would role in a sraight line, it would be slow or fast depending in the charge like magnum, but u cant shoot it into the air so u would have to be in the same or higher level, i think this will be a cool new turrent, im sure u chip off from this idea into a new modified type that woyld make more sence but this is what i came up with

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about the magnum just released you guys from tanki should make it fire more than one shot so it has a greater chance of hitting a target... like a volley of arrows. ;)

What if someone is attacking another at close range? The opponent will be blasted away in half a second :lol:

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spider web throwing turret

 

short range

no direct damage only additional electricity damage (like smoky critical hit) for example 5 times 400 dmg interval 3 seconds between dmg

reloading 3-5 seconds

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spider web throwing turret

 

short range

no direct damage only additional electricity damage (like smoky critical hit) for example 5 times 400 dmg interval 3 seconds between dmg

reloading 3-5 seconds

Ummm...spider net vs tank...i dont think that will work out very well...

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