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New Turret Idea
‘Bat’

The Bat is a very special turret designed for reconnaissance and infiltration. It is designed to locate enemies behind cover and even hidden in buildings, so is very useful in seeking and taking out hidden foes. For attacking, the turret emits a frequency equal to that of the tank, thus effectively shattering it.

  1. It emits sound waves and creates a perfect map of the area, including tanks hidden behind walls and other things. However, its normal visibility is poor and it can only project an image of sound waves which bounce back from objects.
  2. Its frequency gun turret deals good amounts of damage to enemies, but has a low range and knockback.
  3. The frequency gun turret has a slight chance (5%) of paralyzing its enemy.

Pros:

  1. Made for espionage and assassination, the Bat specializes in taking out hidden enemies. It can attack its foe on unawares and totally catch its enemies off guard.
  2. The sound waves generated can seek out even perfectly hidden enemies easily, and the map can be broadcasted to team members, thus effectively nullifying the enemies’ campers.
  3. The frequency gun turret can be used to immobilize enemies and escape from dangerous conditions.

Cons:

  1. Despite having a very good system of seeking out opponents, maps created by the Bat have poor visibility and are only a set of received sound waves.
  2. If there are multiple Bats in a single battle, then their combined sound waves can disrupt the image of other Bats.
  3. The frequency gun has a very short range and is not always useful for escaping enemy zones. The immobilizing chance is also very low.

Please upvote if you like the idea!

Edited by Uranato
  • Like 1

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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!

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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!

  • Like 2

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i think that a cross between the thunder the railgun and the hammer would be great a gun shaped like a cross between the thunder and the railgun with glowing parts. it would shoot short bursts of the same kind of projectile that the railgun shoots and would have a reload system like the hammer except with 5 shots before reload instead of 3 the projectile would do around a 5th of the damage of the railgun but go through enemy's and not to self damage it also could have a charge up ability similar to the shaft but if you charge it for to long it will start doing damage too you.  


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A weapon wich has a fire rate simmilar to ricochet, min damage simmilar to Twins's max, and max damage simmilar to ricochet's minimum. However, holding down the spacebar would cause the weapon to charge up, like shaft. When fully charged, it could 1-shot light hulls. It would be a mid-ranged weapon, and it's shots would move about as fast as Twins. It would have a small self/splash damage radius, about half the size of Thunder's.

 

All:

Ammunition: 1000

Amo consuption: 120

 

M0

Price: 500 crystals

Rank: Corpral

Damage: 120-160

Bullet Speed: 400

Impact Force: 100

Reload: 6.00

Charging Time: 4

 

M1:

Price: 18,700

Rank: Sargeant-Major

Damage: 150-212

Bullet Speed: 452

Impact Force: 142

Reload: 5.45

Charging Time: 3.76

 

M2:

Price: 96,200

Rank: Captain

Damage: 180-240

Bullet Speed: 512

Impact Force: 170

Reload: 5.31

Charging Time: 3.62

 

M3:

Price: 199,900

Rank: Marshal

Damage: 210-280

Bullet Speed: 554

Impact Force: 185

Reload: 5.16

Charging Time: 3.55

 

M4/M3+:

Price: 289,300

Rank: N/A

Damage: 240-320

Bullet Speed: 580

Impact Force: 200

Reload: 5.00

Charging Time: 3.40

Edited by TakeAShower

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Heyy i have an idea for the isida turret. Remember when it used to heal itself when dealing damage? Well i was thinking that since isida leans more on the side of a team turret....why not give it the ability to heal itself when it heals a team mate? But not at the same rate. Just a little bit slower. Sound good? Hope u accept this idea. :D :)

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I have an idea, a turret named "Ricochet." It shoots orange projectiles which bounce of any surface a specific number of times before disspating into thin air or within covering a certain distance.

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I have an idea, a turret named "Ricochet." It shoots orange projectiles which bounce of any surface a specific number of times before disspating into thin air or within covering a certain distance.

They have one

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Shaft can currently shoot across the largest maps without the slightest delay between firing and impact on a target. What if Shaft had a plasma projectile (like Ricochet but faster) that took some time to travel? It would take more skill, since you would need to lead your shot ahead of a moving target. It would reduce the "lock down" feeling of combat in highways and other long-range maps.you could fool shafts into firing by making it seem like you are making a dash out of cover, but scuttle back in before the projectile reaches you.

Since the projectile would be visible, and the risk of being shot unexpectedly while moving lowered, the laser could perhaps be removed, and the gun would still be quite balanced. Shaft would, as a result, take more skill to use and have greater payoff for those who figure out how to use it successfully.

The amount of muzzle flash would be a determining balance feature, as it allows players to know where the Shaft is. It could be increased or decreased as necessary. 

 

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Okay so, Magnum is INCREDBILY overpowered.Like hammer when it was first released.I'm suprised it hasn't been nerfed yet

I'll point out the most important things

It's ridicilous that it can shot EVERYWHERE in the map, but i guess they won't be removing that since that's the point of the gun

Right now magnum is so much more better than shaft. So, Magnum has enormous splash damage. It can shot at any place in the map. I'm not sure about this, but the reload speed  is almost the same.And with shaft not only you have to wait till it reloads but after you have to wait more in order for it to deal full damage which just isn't worth it.Magnum can deal 2000 damage every 5 seconds  which is ridicilous and with 20 micro upgrades it's by far the most overpowered gun this game has ever had. Here are my suggestions(for m3)

Damage = 860 - 1800

Reload speed =  6 seconds

(since it's basically a cannon it should rotate really slow)  (from 82.9 to 67)

 

It would still be one of the strongest guns and it's incredibly easy to farm kills with it but at least some nerf is in order

 

Striker is pretty overpowered now aswell, it reloads much faster than thunder and basically deals the same amount of damage.

Damage=  620 -  790

 

Here's an idea for Ricochet

Right now it's one of the strongest guns in the game as well

But it's very unpopular so only a nerf wouldn't be great for it

But, here's the idea

 

Add SPLASH DAMAGE to ricochet

Would create a whole new aspect for the gun and make it more fun

Damage nerfed =  225 -  315

Reload speed = 0.589

 

Thunder should be boosted a bit since it's pretty unused now and it used to be the most popular weapon in the game after railgun

 

And the weird bullet spread just ruined hammer

It's super hard to aim with it

 

 

 

Last thing, not related to this but why do m3 Hunter Viking and Dictator have the same health? What's the point of that,hunter is by far the best tank in the game rn.No point of having 3 hulls with the same amount of health

  • Like 1

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Okay so, Magnum is INCREDBILY overpowered.Like hammer when it was first released.I'm suprised it hasn't been nerfed yet

I'll point out the most important things

It's ridicilous that it can shot EVERYWHERE in the map, but i guess they won't be removing that since that's the point of the gun

Right now magnum is so much more better than shaft. So, Magnum has enormous splash damage. It can shot at any place in the map. I'm not sure about this, but the reload speed  is almost the same.And with shaft not only you have to wait till it reloads but after you have to wait more in order for it to deal full damage which just isn't worth it.Magnum can deal 2000 damage every 5 seconds  which is ridicilous and with 20 micro upgrades it's by far the most overpowered gun this game has ever had. Here are my suggestions(for m3)

Damage = 860 - 1800

Reload speed =  6 seconds

(since it's basically a cannon it should rotate really slow)  (from 82.9 to 67)

 

It would still be one of the strongest guns and it's incredibly easy to farm kills with it but at least some nerf is in order

 

Striker is pretty overpowered now aswell, it reloads much faster than thunder and basically deals the same amount of damage.

Damage=  620 -  790

 

Here's an idea for Ricochet

Right now it's one of the strongest guns in the game as well

But it's very unpopular so only a nerf wouldn't be great for it

But, here's the idea

 

Add SPLASH DAMAGE to ricochet

Would create a whole new aspect for the gun and make it more fun

Damage nerfed =  225 -  315

Reload speed = 0.589

 

Thunder should be boosted a bit since it's pretty unused now and it used to be the most popular weapon in the game after railgun

 

And the weird bullet spread just ruined hammer

It's super hard to aim with it

 

 

 

Last thing, not related to this but why do m3 Hunter Viking and Dictator have the same health? What's the point of that,hunter is by far the best tank in the game rn.No point of having 3 hulls with the same amount of health

I majorly dissagre

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I majorly dissagre

With what? Could you actually say something useful other than "i dissagre"

you can't even spell "I disagree" lol

 You're obviously new and have no idea what did I even say, you probably didn't even read the whole thing

ive played since 2011 and its never been more unbalanced and broken, with Magnum and other overpowered being the main reason

 

when they add Matchmaking the entire gameplay will break and player count will drop even more, so at least they have to do something about the unbalanced turrets

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Matchmaker won't ruin things in my opinion, because when it comes out there will still be a battle list and you will be able to create (and name them whatever you want!) PRO battles for free. I suspect a lot of players will use the battle list.

 

I agree with you 100% on Magnum.

There should be an option to disable Matchmaking system so people who don't like it don't have to use it

I don't really see a point of that,searchin a battle isn't that hard

I have  2 super missions and it's already super hard to get kills and score in normal battles unless you're constantly drugging with 20 micro upgrades

idk why did they disable completing missions in pro battles , it's just unfair to play like this against buyers

and during the matchmaking test it would always put me in a bad battle with unbalanced ranks and a bad map

 

They should give us an option to disable it

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Okay so, Magnum is INCREDBILY overpowered.Like hammer when it was first released.I'm suprised it hasn't been nerfed yet

I'll point out the most important things

It's ridicilous that it can shot EVERYWHERE in the map, but i guess they won't be removing that since that's the point of the gun

Right now magnum is so much more better than shaft. So, Magnum has enormous splash damage. It can shot at any place in the map. I'm not sure about this, but the reload speed  is almost the same.And with shaft not only you have to wait till it reloads but after you have to wait more in order for it to deal full damage which just isn't worth it.Magnum can deal 2000 damage every 5 seconds  which is ridicilous and with 20 micro upgrades it's by far the most overpowered gun this game has ever had. Here are my suggestions(for m3)

Damage = 860 - 1800

Reload speed =  6 seconds

(since it's basically a cannon it should rotate really slow)  (from 82.9 to 67)

 

It would still be one of the strongest guns and it's incredibly easy to farm kills with it but at least some nerf is in order

 

Striker is pretty overpowered now aswell, it reloads much faster than thunder and basically deals the same amount of damage.

Damage=  620 -  790

 

Here's an idea for Ricochet

Right now it's one of the strongest guns in the game as well

But it's very unpopular so only a nerf wouldn't be great for it

But, here's the idea

 

Add SPLASH DAMAGE to ricochet

Would create a whole new aspect for the gun and make it more fun

Damage nerfed =  225 -  315

Reload speed = 0.589

 

Thunder should be boosted a bit since it's pretty unused now and it used to be the most popular weapon in the game after railgun

 

And the weird bullet spread just ruined hammer

It's super hard to aim with it

 

 

 

Last thing, not related to this but why do m3 Hunter Viking and Dictator have the same health? What's the point of that,hunter is by far the best tank in the game rn.No point of having 3 hulls with the same amount of health

 

 

Agreed with magnum. It's way too strong. Striker is actually pretty hard to use. For the last thing I agree. Hunter is finally goos, viking is no longer OP, dictator is even worse. Developers developers developers. Rico is good but splash damage is already an alt and it would not be fun for current rico users. Thunder is fine, unpopular but it's all right.

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That's exactly what I just said. Developers have said that when matchmaker comes out, it will be optional, and player who don't want to use it can pick from a battle list and create their own battles for free, without PRO pass. Missions were disabled in PRO battles because a player can make a one flag cap battle and easily complete a "finish first in battle mission" with a friend.

But the missions will only be completable in the matchmaking battles

imo they should keep the non-pro battles list

Or give you an option to pick which map you want to play at least

lets not bring that topic here though

 

 

Agreed with magnum. It's way too strong. Striker is actually pretty hard to use. For the last thing I agree. Hunter is finally goos, viking is no longer OP, dictator is even worse. Developers developers developers. Rico is good but splash damage is already an alt and it would not be fun for current rico users. Thunder is fine, unpopular but it's all right.

"unpopular but it's all right"? dude smoky could beat 2 thunders in a 2v1, it's ridicilous

it reloads too slow, the damage isn't much, only thing good about it is the splash damage

And striker is hard to use but if you learn to use it it's way too overpowered

It's basically a replacement for Thunder just with a special ability and much faster reload speed

Magnum has to be nerfed asap though

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You higher ranked guys need to learn to be more flexible and stop complaining about being rekt by Magnum on Noise CTFs and Polygon CPs...

Try playing maps like Wave or Hill or Ping Pong. Those are all 1 CP maps and if a Magnum tried to succeed on any of them, it would fail horribly because they're all so small. Hell, you could even do Island for crying out loud. Island can be a 4v4 and the spawns are so close to one another, it makes for really easy and dynamic play.

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You higher ranked guys need to learn to be more flexible and stop complaining about being rekt by Magnum on Noise CTFs and Polygon CPs...

Try playing maps like Wave or Hill or Ping Pong. Those are all 1 CP maps and if a Magnum tried to succeed on any of them, it would fail horribly because they're all so small. Hell, you could even do Island for crying out loud. Island can be a 4v4 and the spawns are so close to one another, it makes for really easy and dynamic play.

you have no idea what you're talking about lmao, and  id bet 100$ that you have Magnum yourself that's why you don't want it nerfed eventhough it's incredibly overpowered

And island is a 3v3 max

 

 

Can we get another rocket weapon, but that it's firing starts up and can be like a small nuke and can take out the other side.

we have too many already, and they said they won't be adding any anytime soon

basically they all would be Thunder just a little bit changed

 

Focus on balancing now

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Magnum failing horribly on Wave? Right . . . 

Not everyone wants to play on Island or tiny maps.

Magnum can dominate any map that isn't extremely small, doesn't have to be Noise or Polygon.

It'd have nowhere to hide and would be easy to kill with close-range turrets. Just use an Isida train.

If not everyone wanted to play on tiny maps then why is at least 90% of the high ranked servers Polygon CPs an Noises CTFs? Both are small maps.

It can, but it needs to take time to set up shots and you still have the obvious streak of smoke, granted I don't think anyone ever sees it. TO could maybe balance it by giving a warning indicator to players who are about to be hit by a Magnum shell. Maybe a loud klaxon or a big red target indicating point of impact plus splash range.

 

you have no idea what you're talking about lmao, and  id bet 100$ that you have Magnum yourself that's why you don't want it nerfed eventhough it's incredibly overpowered

And island is a 3v3 max

 

I have plenty idea what I'm talking about, thank you very much.

Also, you owe me 100$ because look at my profile. No Magnum. I'll take direct PayPal. I'll PM you the link to a donation page where you can shell out the funds.

And I could have sworn Island was 4v4 but either way, it's a map with an active dynamic.

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It'd have nowhere to hide and would be easy to kill with close-range turrets. Just use an Isida train.

If not everyone wanted to play on tiny maps then why is at least 90% of the high ranked servers Polygon CPs an Noises CTFs? Both are small maps.

It can, but it needs to take time to set up shots and you still have the obvious streak of smoke, granted I don't think anyone ever sees it. TO could maybe balance it by giving a warning indicator to players who are about to be hit by a Magnum shell. Maybe a loud klaxon or a big red target indicating point of impact plus splash range.

 

I have plenty idea what I'm talking about, thank you very much.

Also, you owe me 100$ because look at my profile. No Magnum. I'll take direct PayPal. I'll PM you the link to a donation page where you can shell out the funds.

And I could have sworn Island was 4v4 but either way, it's a map with an active dynamic.

Magnum is incredibly strong in smaller maps like polygon and Noise and it's even better in bigger maps

the only maps that it's bad at are basically Island, Wawe (which almost nobody plays) and ping pong

really unpopular maps

and how would giving a warning to people be a nerf? And how could they even give a warning

i mean it takes 2  seconds for the bullet to go from 1 side of the map to another

It needs serious nerfs in damage and Reload speed

it's impossible to hide from it

In maps like Silence a magnum from red team can shot every place in the blue team

It's completely unbalanced

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Magnum is incredibly strong in smaller maps like polygon and Noise and it's even better in bigger maps

the only maps that it's bad at are basically Island, Wawe (which almost nobody plays) and ping pong

really unpopular maps

and how would giving a warning to people be a nerf? And how could they even give a warning

i mean it takes 2  seconds for the bullet to go from 1 side of the map to another

It needs serious nerfs in damage and Reload speed

it's impossible to hide from it

In maps like Silence a magnum from red team can shot every place in the blue team

It's completely unbalanced

Can you please, please, learn proper English. It hurts my brain having to read such disjointed babble.

Anyways. Yes, unpopular maps. It's a new concept to ye who be small minded, but unpopular maps, if it reduces the magnum population, are well worth it.

The shell from an M0 Magnum takes about 3-4 seconds to go to the other side of the Sandal map.

The reload speed is slow enough. It's longer than Railgun, shorter than Shaft, and less reliable than both.

*coughs* Did you seriously just say you can't hide from it? Have you heard of a tunnel/wall, you utter pleb?

And a blue team Magnum can do the exact same thing, hence that point is rendered irrelevant.

It isn't unbalanced. It already has a horrible reload and a lack of a rotatable "turret". Yes the damage is highest in game but you need to land direct hits and that's hard to do. 

 

A) Polygon and Noise aren't tiny. Island and Ping-Pong are tiny.

B) Magnum dominates on Polygon and Noise, as you just said yourself.

C) You'd be surprised how often Magnum kills close-range turrets in a 1v1.

D) We already have a low boom when Magnum fires. Other stuff would just be distracting/annoying. Just nerf the turret's parameters and remove areas where Magnum has a huge advantage.

In terms of map size, Polygon is Small and Noise is XSmall (Its size goes upward, not outward)

Not going to argue with that, seeing as it's an irrelevant and redundant point, being brought up late into a debate.

No, I wouldn't be. It's just like Thunder. Plebs are willing to drug a DD to derp that annoying Freeze who's been harassing their team all game and it requires sacrifice of your tank...

I don't wear headphones, so sadly I don't hear the boom. Any other stuff, regardless how distracting and annoying, is still more warning than the "low boom" (skepticism) you already hear. Also, removing domination areas on maps would require MONTHS of maintenance and rebalancing.

Edited by GunslingerMongoose

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A) Polygon and Noise aren't tiny. Island and Ping-Pong are tiny.

B) Magnum dominates on Polygon and Noise, as you just said yourself.

C) You'd be surprised how often Magnum kills close-range turrets in a 1v1.

D) We already have a low boom when Magnum fires. Other stuff would just be distracting/annoying. Just nerf the turret's parameters and remove areas where Magnum has a huge advantage.

Also id like to point out that Striker is better than Thunder in every way.

The damage is a little bit lower but the super fast reload speed and the Special ability that deals an incredible amount of damage make up for it

it can easily beat a thunder in a close 1v1 and it's just a better replacement for it

they have to boost thunder at least a bit in reload speed or damage

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