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Ideas for Turrets!


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Topic merged

 

Vampirism was removed because there was no way to make it balanced. Adding a new turret with self-healing would only break the balance once again.

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The acid turret is my only recommendation for a new turret. Tanki Online does not need to have any more new turrets, but if Tanki Online is to have a last turret released soon, I suggest to only have an acid turret with a green spray and blob effect.

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Here is my idea ,why not create a type of turret that shocks an enemy tank and creates a limited radius of electrocution to the enemy tank ,the turret has to be short range cause it would be too much to make it mid or long range.The turret would stun the enemy for a few seconds .Another one is self-damage as the radius of electrocution as i have told you would be good to be implemented in the turret and the enemy and the player  would also stop because of the electricity produce from the turret.I would name the prototype turret  'Stinger' ,a turret that shoots a canister of electricity to stun the enemy,sounds rather like a taser.I hope this suggestion wasn't a waste of time to the moderator ,please accept this idea. The Decision for the design of the turret is on the developer's mind, i am fine with the design of the turret but please accept this idea.

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how about a huge caliber gun, slow traverse, and monsterous reload, but can kill any tank in one shot, no splash

 

 

 

 

BOOM!!

 

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how about a huge caliber gun, slow traverse, and monsterous reload, but can kill any tank in one shot, no splash

 

 

 

 

BOOM!!

It would need an optimization to engage with the game balance, so I think the result would be something similar to Railgun. So, we already have what you are trying to suggest.

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Hey Guys,

This crazy idea came to me about making a weapon work on tesla, i know this sounds like isida but its much more different.I called it Taser.it basically Tases everyone within its radius.which is good when you want to attack 4 or more tanks at one time(it cant shoot from behind though), Its also a good team member because it adds 1.3 damage boost to a team member its active on(note it can add damage to all in radius), it also has a near infinite ammo supply BUT  :oits like a vulcan but instead of overheating it slows down your tank and turret speed()because when it runs out of ammo its redirects engine power, then it will result in health loss and self destruction -_-, an isida can help restore health but not speed, this turret also has a feature almost like smoky's critical shot, but this one is tactical, it's called Malfunction which makes an enemy tank freeze and unable to shoot for 2-4 second's, also it can do a Malfunction at a group of enemies together B).Note:were aiming damage for M0 between 170-330 per second,+the reload time is long-Approx 7 seconds.(this turret is for close combat only which means its short ranged)

please could you think about adding this one i worked so hard on it and its a good idea too

pros: :D

-can damage more than one one enemy at a time.

-damage is more than isida.

-Malfunction feature.

-adds damage points to multiple team members at a time.

-near infinite ammo.

 

Cons: :o

-long reload speed.

-redirects engine power(makes tank slow).

-self damage over time.

-short range.

01cyfCu.png

Edited by r_Mr.Mars7
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Hey Guys,

This crazy idea came to me about making a weapon work on tesla, i know this sounds like isida but its much more different.I called it Taser.it basically Tases everyone within its radius.which is good when you want to attack 4 or more tanks at one time(it cant shoot from behind though), Its also a good team member because it adds 1.3 damage boost to a team member its active on(note it can add damage to all in radius), it also has a near infinite ammo supply BUT  :oits like a vulcan but instead of overheating it slows down your tank and turret speed()because when it runs out of ammo its redirects engine power, then it will result in health loss and self destruction -_-, an isida can help restore health but not speed, this turret also has a feature almost like smoky's critical shot, but this one is tactical, it's called Malfunction which makes an enemy tank freeze and unable to shoot for 2-4 second's, also it can do a Malfunction at a group of enemies together B).Note:were aiming damage for M0 between 170-330 per second,+the reload time is long-Approx 7 seconds.(this turret is for close combat only which means its short ranged)

please could you think about adding this one i worked so hard on it and its a good idea too

pros: :D

-can damage more than one one enemy at a time.

-damage is more than isida.

-Malfunction feature.

-adds damage points to multiple team members at a time.

-near infinite ammo.

 

Cons: :o

-long reload speed.

-redirects engine power(makes tank slow).

-self damage over time.

-short range.

01cyfCu.png

Pretty Interesting idea (rather complicated tho)

 

​But why does the Taser look like a Striker with a Microphone on the front?

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Pretty Interesting idea (rather complicated tho)

 

​But why does the Taser look like a Striker with a Microphone on the front?

this is my first idea so idea so it's not so good after thinking about, but i'l try to make a different Module For it ^_^.

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Hello Everyone!

Another Idea popped up. A BOUNCING BOMB based on the real bouncing Bombs of WW2 but this one jumps on Tanks not Water :P.it typically Bounces Tank over Tank and Explodes On the The 3rd bounce With Splash Damage(see preview 1) And if it doesn't hit a Tank it Still Bounces 3 times and Explodes (see preview 2) Note that it can bounce on almost everything(including yourself) like the ricochet but it gets affected by gravity like Magnum.The problem is that This Gun has Slow reloading(approx reload of Magnum which is slow)And Turret Speed of Railgun(which is also Slow <_<, But it Come Back with crushing Damage And Impact Force B), and it Also has the Feature of Shooting Behind Cover, The Range Differs Because It has a feature Almost Like Shaft but the More you hold Determines The range and Not the Damage.

 

Pros B):
-Can Hit Many Targets with one Shot(due to Them being behind Each Other)

-Lots of Damage.

-High Impact Force.

-Can Shoot behind cover.

-Pairs good With all Hulls due to Moderate Recoil

 

Cons -_-:

-Slow Reload

-Slow Turret Speed

-can inflict self DamageZRCdVU7.png

Edited by r_Mr.Mars7
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I don't see how this is any different from Firebird or Freeze.

This one can attack more tanks at once than firebird and freeze and has two other features

1.Malfunction.

2.and adds damage points to teammates in radius.

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Turret description: An 8 shot turret based on the successful design of the Smoky. The Conqueror has been used by many nations as a turret for light vehicles being deployed to front lines. The Conqueror features an 8 cartridge magazine which loads new rounds automatically after firing. As a result the Conqueror has high rate of fire once loaded, but the reload time of the turret is rather long, at around twice the reload time of the Railgun. However, it lacks Smoky's critical hits and constant barrage of fire. As a result the user must pick a target and use the 8 rounds to his/her full advantage before retreating to reload.

 

Conqueror:

 

M0 [Damage: 180-270] [intra-Clip Reload: 0.5 Seconds] [Full Reload: 14 Seconds] [Turret Rotation Speed: 31.5] 

 [impact Force: 65] 

Rank Unlocked: Undecided

Cost: 5,000 

 

M1 [Damage: 210-320] [intra-Clip Reload: 0.5 Seconds] [Full Reload: 13.5 Seconds] [Turret Rotation Speed: 32.0]

[impact Force: 80]

Rank Unlocked: Undecided

Cost: 43,900

 

M2 [Damage: 250-370] [intra-Clip Reload: 0.5 Seconds] [Full Reload: 13.2 Seconds] [Turret Rotation Speed: 33.5]

[impact Force: 95]

Rank Unlocked: Undecided

Cost: 115,550

 

M3 [Damage: 290-400] [intra-Clip Reload: 0.5 Seconds] [Full Reload: 12.5 Seconds] [Turret Rotation Speed: 34.2]

[impact Force: 110]

Rank Unlocked: Undecided

Cost: 298,000

 

 

 

 

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Turret description: An 8 shot turret based on the successful design of the Smoky. The Conqueror has been used by many nations as a turret for light vehicles being deployed to front lines. The Conqueror features an 8 cartridge magazine which loads new rounds automatically after firing. As a result the Conqueror has high rate of fire once loaded, but the reload time of the turret is rather long, at around twice the reload time of the Railgun. However, it lacks Smoky's critical hits and constant barrage of fire. As a result the user must pick a target and use the 8 rounds to his/her full advantage before retreating to reload.

Topic merged

 

Seems like a mix between Hammer and Smoky, so it wouldn't add any new mechanics to the game, making it rather boring. Although I think it could be interesting if you had to discharge those 8 rounds all at once and can't stop firing once you press space. Now that is quite an original mechanic, since you'd have to choose your target wisely otherwise you risk wasting your shots. And I think 0.5 seconds between shots is too long. That thing would need to fire 3-4 shots per second to be effective.

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Can you think of a similar feature that would break the game's balance?

Oh yes I can. By adding a turret that damages itself when it attacks enemies but also heals itself when it heals its little isida pet. :P

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Turret description: An 8 shot turret based on the successful design of the Smoky. The Conqueror has been used by many nations as a turret for light vehicles being deployed to front lines. The Conqueror features an 8 cartridge magazine which loads new rounds automatically after firing. As a result the Conqueror has high rate of fire once loaded, but the reload time of the turret is rather long, at around twice the reload time of the Railgun. However, it lacks Smoky's critical hits and constant barrage of fire. As a result the user must pick a target and use the 8 rounds to his/her full advantage before retreating to reload.

 

Conqueror:

 

M0 [Damage: 180-270] [intra-Clip Reload: 0.5 Seconds] [Full Reload: 14 Seconds] [Turret Rotation Speed: 31.5] 

 [impact Force: 65] 

 

 

 

Rank Unlocked: Undecided

Cost: 5,000 

 

M1 [Damage: 210-320] [intra-Clip Reload: 0.5 Seconds] [Full Reload: 13.5 Seconds] [Turret Rotation Speed: 32.0]

[impact Force: 80]

Rank Unlocked: Undecided

Cost: 43,900

 

M2 [Damage: 250-370] [intra-Clip Reload: 0.5 Seconds] [Full Reload: 13.2 Seconds] [Turret Rotation Speed: 33.5]

[impact Force: 95]

Rank Unlocked: Undecided

Cost: 115,550

 

M3 [Damage: 290-400] [intra-Clip Reload: 0.5 Seconds] [Full Reload: 12.5 Seconds] [Turret Rotation Speed: 34.2]

[impact Force: 110]

Rank Unlocked: Undecided

Cost: 298,000

Thats kind of expensive for M0

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Turret description: An 8 shot turret based on the successful design of the Smoky. The Conqueror has been used by many nations as a turret for light vehicles being deployed to front lines. The Conqueror features an 8 cartridge magazine which loads new rounds automatically after firing. As a result the Conqueror has high rate of fire once loaded, but the reload time of the turret is rather long, at around twice the reload time of the Railgun. However, it lacks Smoky's critical hits and constant barrage of fire. As a result the user must pick a target and use the 8 rounds to his/her full advantage before retreating to reload.

 

Conqueror:

 

M0 [Damage: 180-270] [intra-Clip Reload: 0.5 Seconds] [Full Reload: 14 Seconds] [Turret Rotation Speed: 31.5] 

 [impact Force: 65] 

 

 

 

Rank Unlocked: Undecided

Cost: 5,000 

 

M1 [Damage: 210-320] [intra-Clip Reload: 0.5 Seconds] [Full Reload: 13.5 Seconds] [Turret Rotation Speed: 32.0]

[impact Force: 80]

Rank Unlocked: Undecided

Cost: 43,900

 

M2 [Damage: 250-370] [intra-Clip Reload: 0.5 Seconds] [Full Reload: 13.2 Seconds] [Turret Rotation Speed: 33.5]

[impact Force: 95]

Rank Unlocked: Undecided

Cost: 115,550

 

M3 [Damage: 290-400] [intra-Clip Reload: 0.5 Seconds] [Full Reload: 12.5 Seconds] [Turret Rotation Speed: 34.2]

[impact Force: 110]

Rank Unlocked: Undecided

Cost: 298,000

Thats kind of expensive for M0

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Add a gun that looks like one of those MLRS launchers, called Barrage and it fires 6 missles at once, but is super innaccurate. Damage is 150-350 M0,costs 1100 crystals at Corporal, and reload could be about 10 seconds. Impact is enough to flip tanks, but gives a -25% movement speed while using the Barrage. 10% chance for rockets path to be pre-set, but puts tank in 'bunker mode' for 10 seconds, in which HP is tripled, but cannot move. Splash is 5 meters, or one block, and missle types can be changed in alterations. Or if you dont like this we could hvae like a katyusha launcher with 10 fast rockets that do 120-150 damage and same impact as barrage. Thats all i have hope you like!

Edited by TankiPro560

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