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Ideas for Turrets!


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reading your replies is lowering my iq honestly

You have no arguements to defend  your point so you make up crap like "m2 9/10 isn't m3"

No, it isn't m3 but it's 95% of an m3. There's barely any difference and you know it, you're just trying to be annoying

 

Do I really need to say it again? You're incredibly arrogant and ignorant and won't even read what I say

Shaft gains its maximum damage when it's fully reloaded, not just the regular reload but the sniper mode one too, therefore it realoads much slower than magnum. And with a good aim which isn't hard to achieve you can easily deal 90-95% of the maximum damage with a magnum. Plus the splash damage and radius is enormous and you can shot any place in the map from any place in the map

First, M2 9/10 is 90%, not 95%. 95% would be M2 9.5/10. :P

 

I have an argument you just refuse to accept it because you hate one turret so whole heartedly that it's consuming you more than I consumed your mum.

 

Maximum charge consumption on an M3 Shaft is 250 energy per second, meaning 4 seconds scoped. However, you seem to forget that in order for Magnum to achieve a powerful and long range shot, it also needs to charge the shot, which takes 3 seconds. So Magnum still has a slower "reload" than Shaft.

Good aim with Magnum is actually difficult, hence why in most cases I give Magnum players due credit for hitting me in odd spots. Especially the map Highways. I like to Shaft on Highways and a Magnum player was actually doing a very good job in landing shots on our team's Shafts.

 

Arrogant, yes, but only in a match, Ignorant? Not in the slightest. Unlike some, I actually look at stats and information before I post because I know how sht works. You on the other hand only post with blind rage and hatred for "X" subject matter. So you're the ignorant one.

 

Also, what if I told you that I have in fact successfully flamed you? Because I have. Quite amusing too, in fact.

 

 

EDIT: Proof that Shaft still as a faster reload. Data extracted from TO Official Wiki pages for "Shaft" and "Magnum".

  • Shaft:
  • Energy Consumption (Sniping) (NRG/sec) 250
  • Energy Capacity 1,000
  • End Reload: 8 Seconds

 

  • Magnum: 
  • Amplification Time 3 seconds
  • Steps of Charge 20
  • Base reload: 5.471
  • End Reload: 8.471
Edited by GunslingerMongoose

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Shaft needs line of sight. Magnum doesn't. Shaft needs to aim for a couple seconds if it spawns in at short range. Magnum doesn't. You would have to be really stupid to drive straight in front of a Shaft laser. You can't be blamed for driving into an area which Magnum is aiming at, because you have no way of knowing if it's aiming there or not.

Yes, you do have a way of knowing a Magnum is aiming somewhere. If there are blast marks on the ground near you, expect a sudden artillery shell to strike your area. The blast marks normally indicate a Magnum sighting an area prior to hardcore shelling.

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That moment you realize that HD-3-4-5R-2 is complaining about turrets being OP because he runs M4 XP equipment smh lmfao

:lol:  :rolleyes:

 

This basically translates into "Nerf Magnum because it can kill my hull in oneshot but I can't fight back and this makes me mad because it means I can't keep my pwecious K/D up". Boohoo kiddo.

 

He DDs drugs hard too, I wonder why  :rolleyes:

Edited by GunslingerMongoose

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Except that blast marks disappear after a short time and 9/10 you won't be in an area that has them, yet you will still get hit.

Odd, blast marks have a fade timer of 45 seconds. That's really REALLY hard to not notice them in 45 seconds because a magnum will be spamming shells there, and as a result directly magnifying the blast mark's timer. :lol:

 

I don't wanna flood the forums too hard, so I just wanted to add that in your above post about Shaft's laser, it's really really easy to hide it. Or you could just hardscope for 4 seconds, pop the shot into any target, rinse, repeat.

Edited by GunslingerMongoose

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Yes, you do have a way of knowing a Magnum is aiming somewhere. If there are blast marks on the ground near you, expect a sudden artillery shell to strike your area. The blast marks normally indicate a Magnum sighting an area prior to hardcore shelling.

What if the magnum hasnt shot there yet? What if the crater is directly where you need to go?

  • Like 1

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Why are you in an area where Magnum is spamming shells into? You aren't, because you'd be dead. Second, even if you can't see Shaft's laser, you can still see the Shaft. Magnum doesn't need line of sight.

 

"Luck and timing."

You'd be in the area because spawn trapping morons. Also, a good Shaft player uses a bush or wall to hide while sniping.

 

Only the best.

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That moment you realize that HD-3-4-5R-2 is complaining about turrets being OP because he runs M4 XP equipment smh lmfao

:lol:  :rolleyes:

 

This basically translates into "Nerf Magnum because it can kill my hull in oneshot but I can't fight back and this makes me mad because it means I can't keep my pwecious K/D up". Boohoo kiddo.

 

He DDs drugs hard too, I wonder why  :rolleyes:

you're just crying and desparately trying to annoy me now lol

I've used less supplies than any other player of my rank, i don't "run m4 equipment", i couldn't care less about my k/d ratio and you're pathetic lol

I'll just stop arguing now because your real life is miserable enough already, if anything, I feel bad for you

won't even say anything else about magnum ,just read this

 

 

Shaft needs line of sight. Magnum doesn't. Shaft needs to aim for a couple seconds if it spawns in at short range. Magnum doesn't. You would have to be really stupid to drive straight in front of a Shaft laser. You can't be blamed for driving into an area which Magnum is aiming at, because you have no way of knowing if it's aiming there or not. Magnum has huge splash. Shaft doesn't. 

 

only thing shaft beats magnum at is the damage, which takes more time to reload at its fullest

k im done here pce

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You'd be in the area because spawn trapping morons. Also, a good Shaft player uses a bush or wall to hide while sniping.

 

Only the best.

it's still super easy to see a shaft "hiding" because the laser is still going from his turret

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it's still super easy to see a shaft "hiding" because the laser is still going from his turret

Lmao no it isn't not how I play it. I'd show you except you're a Gizzmo and I'm 3rd Lnt.

 

you're just crying and desparately trying to annoy me now lol

I've used less supplies than any other player of my rank, i don't "run m4 equipment", i couldn't care less about my k/d ratio and you're pathetic lol

I'll just stop arguing now because your real life is miserable enough already, if anything, I feel bad for you

won't even say anything else about magnum ,just read this

 

 

 

only thing shaft beats magnum at is the damage, which takes more time to reload at its fullest

k im done here pce

Not crying more just pointing out a minor thing I've found.

Also, I'm actually slightly impressed because you AREN'T overly obsessed with your K/D which tells me you more play for fun

 

Shaft still beats Magnum's reload xD

Like I said above, 8 sec> 8.471 sec

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Okay, so what makes Shaft and Railgun balanced? Aside from the obvious, they both have some indicator of when they're going to fire. Unlike it's long ranged brethren, Magnum has zero visual indication of it's charge. This of course makes it harder to find unless you follow the VERY brief trail of smoke that appears behind the shell, that or see the tip of the barrel from behind cover. 

 

So, my plan? Make Magnum light up slowly as it charges it's shots similar to a flag that's been taken. This will do two things; 1. It will give you and idea of where the shot is going, and 2. It will reveal where the Magnum is holed up. Then you can plot your course accordingly and easily make your way towards them.

 

Tell me what you think below!

  • Like 1

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Topic merged.

 

Considering how powerful Magnum these days is, I think this would be a great idea for it. 

still with heavier hulls it's hard to avoid the shot because of the enormous splash damage

a slight nerf in damage is in order

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Hello, Can the Tanki creators make something that looks like a spider turret that shoot mines. The design, amount of mines shot, damage per mine, range, and direction of shooting (can have multiple sides for shooting) is all up to you. I just want to see a mine turret implemented. Thank you for considering my ideas!

 

Reasons

 

1) Makes the spider module more usable even in places where supplies are not allowed

2) Great for defense and offense

3) Good for parkour and save the gold

4) Really fun and challenging turret

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Hello, Can the Tanki creators make something that looks like a spider turret that shoot mines. The design, amount of mines shot, damage per mine, range, and direction of shooting (can have multiple sides for shooting) is all up to you. I just want to see a mine turret implemented. Thank you for considering my ideas!

 

Reasons

 

1) Makes the spider module more usable even in places where supplies are not allowed

2) Great for defense and offense

3) Good for parkour and save the gold

4) Really fun and challenging turret

it would be really hard to make and it would  make regular supplie mines  pretty useless

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As it stands we have three explosive ordinance weapons: Thunder, Magnum, and Striker. We also have four Plasma weapons; Twins, Ricochet, Railgun, and arguably Shaft.  What we have very little of is ballistic weapons like Smoky, Vulcan, and Hammer. As far as Thrower weapons, we have the three elements; Fire, Freeze, and Electricity.

 

We could either add a new Thrower or yet another Explosive weapon. Otherwise, I'd say it's pretty balanced.

Edited by T-34-3m

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it would be really hard to make and it would  make regular supplie mines  pretty useless

No it wouldn't. Mines are incredibly unreliable after you start encountering M1 medium hulls and this kind of turret would be balanced either with a long reload or lowered standard damage and a lifespan timer. 

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As it stands we have three explosive ordinance weapons: Thunder, Magnum, and Striker. We also have four Plasma weapons; Twins, Ricochet, Railgun, and arguably Shaft.  What we have very little of is ballistic weapons like Smoky, Vulcan, and Hammer. As far as Thrower weapons, we have the three elements; Fire, Freeze, and Electricity.

 

We could either add a new Thrower or yet another Explosive weapon. Otherwise, I'd say it's pretty balanced.

Some people would argue Shaft is in fact a plasma rifle and Railgun is a ballistic weapon. I mean, in real life a railgun or guass rifle fires a solid tungsten/nickel/steel projectile at speeds exceeding Mach 1 (Meaning Railgun should actually have an instant hitscan but we'll let that bit slide). 

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Magnum is way to overpowered. I mean it can half the health of my mammoth, fire anywhere, and deal splash damage? on maps such as silence, this is extremely annoying. I feel that it should get around 10-15% less damage, 1-2 seconds longer to reload, and other players should be able to detect shots/ the range should get lowered.

 

It dominates everything, please nerf it.

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Magnum is way to overpowered. I mean it can half the health of my mammoth, fire anywhere, and deal splash damage? on maps such as silence, this is extremely annoying. I feel that it should get around 10-15% less damage, 1-2 seconds longer to reload, and other players should be able to detect shots/ the range should get lowered.

 

It dominates everything, please nerf it.

Mammoth-Fire is not a great setup for anything other then small maps or single-point CPs. Silence does not fit either of these categories. However, I do agree that Magnum is slightly OP and needs balancing.

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