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What's the downside? That's faster than Thunder with slightly higher damage and it can penetrate multiple targets. If you want something with the same punch that fires faster, try Thunder.

yeah... thunder... if i were to hit a wall it does dmg to me :P

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Then don't shoot walls straight in front of you . . .

who said i was shooting the walls?

I'm just saying, if you want a quicker damage output there are options for that.

welp... i mean... the reason is that either some guns need to be buffed a bit or firebird, freeze and isida need to be nerfed

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who said i was shooting the walls?

welp... i mean... the reason is that either some guns need to be buffed a bit or firebird, freeze and isida need to be nerfed

Well what do you want? A turret that does everything perfectly?

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a more balanced gun array

Smoky. Good and balanced with enough staying power to hold a line if used correctly. Twins, literally no reload and a steady damage output. 

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I have an idea for a new map to add to the game that would be unlike any other. It is map "Caribbean" . This map would have a whole underwater battlefield that would be around an area of land such as a map like "Island." Players could spawn anywhere in a DM mode battle, or blue on one half of the map and red on the other in the case of team battles. conventional turrets, such as smoky, rail gun, firebird, freeze, etc. would take full damage on the island, but less under water. That is where the new turret comes in. "Spear gun" like the harpoon firing weapons used by underwater divers, would take full damage under water. On land, it would be like rail gun, and could be used on other maps. Like rail gun, it would also have a relatively slow rate of fire. In the way of looks, I am not going to suggest any designs in particular, but will leave that up to the game developers. All in all, I think this would be an awesome addition to an already awesome game.   Thank You for Your Consideration-------Dupuy.

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I think that the Xt M3s should have a special feature or ability to them since they really aren't that special besides the point that they have a cooler design. I think if you dded an extra ability to the guns, more people might buy the Xts and then tanki can get more money. I just find it that it might not be right for XTs to be worth so much but not have really anything so special to the guns.

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               I have an idea that may or may NOT blow your mind.

 

            (1) http://prntscr.com/i1sip0

            (2) http://prntscr.com/i1sj6n

            (3) http://prntscr.com/i1sjhu


               I have an idea that may or may NOT blow your mind.

 

            (1) http://prntscr.com/i1sip0

            (2) http://prntscr.com/i1sj6n

            (3) http://prntscr.com/i1sjhu

               And no, I didn't get the name from Disney's "The Incredibles." Syndrome is a synonym for radiation

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Concept Turret "Project TALON

 

 The Talon is a Tank Mounted Tactical Laser System. 

 

                                Garage Description 

 

        Derived from U.S. Naval Laser Defense Systems, the Talon offers equal range with the Railgun but faster Projectile Speed, (infinite) on top of this, it works like a short range gun (over greater distances of course) by doing damage per second. However, don't be fooled with the short reload, because of the energy consumed when firing the laser you must remain still when reloading. Its last main issue is that you fire it like a short range weapon, (by holding space)  you may cancel the beam by letting go of space, however the reload will reset to 0 and starting over as if you held it down for the MAX time (6.25 seconds). But it comes with a parting piece, because it was originally meant for naval defense, you can shoot down opponent striker missals, and they wont interrupt your beam. Cool Right?  

 

                              Pros of the "Talon" 

-3 second reload (for M0)

-Infinite Range, also, the damage will not decrease over range

-Because it is a laser, there will be a 0 time difference between firing and hitting your target

-The Beam will last for 6.25 seconds (this is fixed and cannot be extended) 

-You fire the laser by holding down space sort of like any short range gun.

-No Recoil, though this could be a let down at times.

 

                               Cons  of the "Talon" 

-Due to the massive energy used in firing, the hull MUST remain still for it to reload (moving from knock back/impact force will not count). 

-There is NO horizontal  auto-aim, what you aim at is exactly what you will hit. but there is little vertical auto aim to help tanks that are low or tall

-Reload will be slightly longer each time you move on to a new model (M0 will have the best reload, the M3 will be slightly longer so round 4 seconds)  

-After firing, (you hold down space to fire not just press) you may cancel the beam by letting go of space, however the reload will reset to 0 and starting over as if you held it down for the MAX time.

-No impact force.

 

                                Garage Stats for the "Talon" 

 

Damage (per second) - Reload - Turret Turning Speed - Range - Projectile speed

365                                3.00        70.0                              Infinite   Infinite                  

478                                3.25        86.2                                                                                                                                     

524                                3.60        93.5                                                                          

659                                3.75        108.2                                                                   

 

                               Additional Details 

-The laser will be narrow,  bright, and purple (because yellow/red and blue are overused) 

-Concept Art coming soon if this project gets support, thx for reading, please support

 

--blue_gourami 

Edited by blue_gourami

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               I have an idea that may or may NOT blow your mind.

 

            (1) http://prntscr.com/i1sip0

            (2) http://prntscr.com/i1sj6n

            (3) http://prntscr.com/i1sjhu

               And no, I didn't get the name from Disney's "The Incredibles." Syndrome is a synonym for radiation

A bit like my idea (bellow) or above idk 

Edited by blue_gourami

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A VERY GOOD IDEA:

Maybe you can make a laser turret, with the range around 70-100m. The turrtet will fire using clips like hammer, but there will be 10-25 shots in 1 clip, the fire rate between shots will be 0.2-0.4 seconds, the reload between clips will be 5-10 seconds, the turret cannot reload before expending an entire clip.the damage will be 75-150 per shot,the turret turing speed will be as quick as firebird. However, it has MASSIVE impact force, and little recoil, the impact force can knock a still standing light hull back 1.5 meters with each shot,1 meter for a medium hull, and 0.5 meters for a heavy hull.The recoil will be like striker. The laser will hit only one tank with each shot, and travels at a straight line in light speed. It'll make a great support teammate, keeping the firebirds and freezes away from the heave tanks, or just messing with the enemy team's defence line. that's basically my idea, please consider adding this turret to the game. Thank you for reading. Tanki Online is an amazing game, keep improving it, I'm also thinking about a hull that can counteract the effects of this turret.

PS: give this turret a codename!

see my idea on last page

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Concept Turret "Project TALON

 

 The Talon is a Tank Mounted Tactical Laser System. 

 

                                Garage Description 

 

        Derived from U.S. Naval Laser Defense Systems, the Talon offers equal range with the Railgun but faster Projectile Speed, (infinite) on top of this, it works like a short range gun (over greater distances of course) by doing damage per second. However, don't be fooled with the short reload, because of the energy consumed when firing the laser you must remain still when reloading. Its last main issue is that you fire it like a short range weapon, (by holding space)  you may cancel the beam by letting go of space, however the reload will reset to 0 and starting over as if you held it down for the MAX time (6.25 seconds). But it comes with a parting piece, because it was originally meant for naval defense, you can shoot down opponent striker missals, and they wont interrupt your beam. Cool Right?  

 

                              Pros of the "Talon" 

-3 second reload (for M0)

-Infinite Range, also, the damage will not decrease over range

-Because it is a laser, there will be a 0 time difference between firing and hitting your target

-The Beam will last for 6.25 seconds (this is fixed and cannot be extended) 

-You fire the laser by holding down space sort of like any short range gun.

-No Recoil, though this could be a let down at times.

 

                               Cons  of the "Talon" 

-Due to the massive energy used in firing, the hull MUST remain still for it to reload (moving from knock back/impact force will not count). 

-There is NO horizontal  auto-aim, what you aim at is exactly what you will hit. but there is little vertical auto aim to help tanks that are low or tall

-Reload will be slightly longer each time you move on to a new model (M0 will have the best reload, the M3 will be slightly longer so round 4 seconds)  

-After firing, (you hold down space to fire not just press) you may cancel the beam by letting go of space, however the reload will reset to 0 and starting over as if you held it down for the MAX time.

-No impact force.

 

                                Garage Stats for the "Talon" 

 

Damage (per second) - Reload - Turret Turning Speed - Range - Projectile speed

365                                3.00        70.0                              Infinite   Infinite                  

478                                3.25        86.2                                                                                                                                     

524                                3.60        93.5                                                                          

659                                3.75        108.2                                                                   

 

                               Additional Details 

-The laser will be narrow,  bright, and purple (because yellow/red and blue are overused) 

-Concept Art coming soon if this project gets support, thx for reading, please support

 

--blue_gourami

 

isn't it going like striker
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Every turret in Tanki has a special ability, Smokey hits critical shots, Thunder has splash damage, Ricochet ricochets, etc. Railgun's power is the ability to penetrate multiple tanks, however, I've noticed that you don't really get to use this ability much, sure I've hit a few multi kills with it, but over all I don't think it's that good. So I was thinking... what if Railgun had wall bang? I would make sense since penetration is it's power (smirking so hard right now). But all jokes aside I think that it actually does make sense for Railgun to be able to shoot through walls and buildings. That would actually make it's perk useful and unique. Because lets be honest, Thunder is Rail's main competitor, and Thuder's perk is way more useful than Rail's, and I think that being able to shoot through walls would give Rail some purpose besides XP/BP. Not to mention it would make those matches way more interesting as well.

 

I doubt that anyone's actually going to read this but if you do please take my idea into consideration.

 

Thanks, Venom

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Every turret in Tanki has a special ability, Smokey hits critical shots, Thunder has splash damage, Ricochet ricochets, etc. Railgun's power is the ability to penetrate multiple tanks, however, I've noticed that you don't really get to use this ability much, sure I've hit a few multi kills with it, but over all I don't think it's that good. So I was thinking... what if Railgun had wall bang? I would make sense since penetration is it's power (smirking so hard right now). But all jokes aside I think that it actually does make sense for Railgun to be able to shoot through walls and buildings. That would actually make it's perk useful and unique. Because lets be honest, Thunder is Rail's main competitor, and Thuder's perk is way more useful than Rail's, and I think that being able to shoot through walls would give Rail some purpose besides XP/BP. Not to mention it would make those matches way more interesting as well.

 

I doubt that anyone's actually going to read this but if you do please take my idea into consideration.

 

Thanks, Venom

I've always liked this idea. Certain times it might be unfair since Tanki relies heavily on cover and we already have one turret that can lob shells over cover, but I think if they find a way to limit it things might turn out better. Do you mean props like barriers or actual walls you can't normally see through?

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Every turret in Tanki has a special ability, Smokey hits critical shots, Thunder has splash damage, Ricochet ricochets, etc. Railgun's power is the ability to penetrate multiple tanks, however, I've noticed that you don't really get to use this ability much, sure I've hit a few multi kills with it, but over all I don't think it's that good. So I was thinking... what if Railgun had wall bang? I would make sense since penetration is it's power (smirking so hard right now). But all jokes aside I think that it actually does make sense for Railgun to be able to shoot through walls and buildings. That would actually make it's perk useful and unique. Because lets be honest, Thunder is Rail's main competitor, and Thuder's perk is way more useful than Rail's, and I think that being able to shoot through walls would give Rail some purpose besides XP/BP. Not to mention it would make those matches way more interesting as well.

 

I doubt that anyone's actually going to read this but if you do please take my idea into consideration.

 

Thanks, Venom

Plus one on that. I can kill 3 hulls in one shot but I can't shoot through a palm tree!

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True but it'll stop them from sitting on the flag or assault base and dropping a round right into the middle of the melee killing all the opposition while their team gets away without a scratch.

 

For a long range turret I see plenty capturing flags. Speed up to the flag on overdrive, plop out a round on the flag, kill 70% of the defenders and zoom off.

 

Another option is to limit the lower elevation and/or the lowest power of the turret to give it a minimum range. 

 

Magnum is spoiling the game making some maps pointless to play and others just boring. I like the idea of artillery in the game but I think that it needs a rethink in a way that can accommodate the players who have spent money on it and the rest of the players. 

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I have an idea for a turret. I don't care what it look like or what it's called. You would have no mine supplies instead this turret would drop mines. m0 it would drop 1 mine. M1 it would drop 2. M2 it would drop3, and M3 it would drop 5. M4 would drop 6, and a cool alteration would be to have the mines invisible permanently, but at reduced damage. another, reduced damage, but u get splash damage. I really think this would be cool and a great support, because when you are shaft and you have a great spot, instead of spending the little mines you have (at my rank) you can just ask the miner (or whatever) to drop a few. Last but DEFINETLY not least, the mines would not disappear when you die, however there is a limit. for m0 you can drop a permanent of 10 mines. for m1, 20, for m2 30 and for M3, 50. AKA you can only press space 10 times, so you cant spam it. this would also be really useful in STG and in taking flags. Plz tell be what you think. Is it a cool idea or is it just BS? THANKS!!

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True but it'll stop them from sitting on the flag or assault base and dropping a round right into the middle of the melee killing all the opposition while their team gets away without a scratch.

 

For a long range turret I see plenty capturing flags. Speed up to the flag on overdrive, plop out a round on the flag, kill 70% of the defenders and zoom off.

 

Another option is to limit the lower elevation and/or the lowest power of the turret to give it a minimum range. 

 

Magnum is spoiling the game making some maps pointless to play and others just boring. I like the idea of artillery in the game but I think that it needs a rethink in a way that can accommodate the players who have spent money on it and the rest of the players. 

I could deal with the lower power for lower elevations one. If I'm at zero degrees I'm already not going for a long-ranged kill or I'm trying to defend myself.

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I could deal with the lower power for lower elevations one. If I'm at zero degrees I'm already not going for a long-ranged kill or I'm trying to defend myself.

 

I was thinking of a combination of both. Magnum is next to impossible to defend against. So you can't turn your turret, nether can half the players out there so I don't see it as a handicap. The blast radius and power mean that even if I am running rings around you all you have to do is drop a round near me and my light hull is toast double armor or not. Best anyone can hope for is that you are at a low enough health to die too. 

 

If Magnum had a minimum range by limiting the lower and upper elevation and power to give a dead zone around the hull then it would at least be a step in the right direction to leveling out the turret. 

 

As a magnum player you have to admit that a lot of the maps are just there to concentrate targets for you. CTF wave 2 Mag 1 Isidia 1 fast hull = unbeatable. I know I tried for half an hour the other day. Two choices stand still and die or move around and die I only got to the middle of the map once in 30 minutes!

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