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Ideas for Turrets!


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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!

I agree that the maps don't really account for Magnum. Tanki is a heavily cover-based game and a lot of battles before Magnum came down to positioning and who shot first. I definitely agree, and my proposal is to have the power and elevation work in tandem; You have to elevate and risk yourself to hit a Shaft, but because of that he can have ample time to find your barrel and hit it. The only solution then would be to entrench yourself, giving the enemy blind spots and reducing your overall spotting ability. In this way, Magnum could become balanced without losing it's teeth completely.

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I agree that the maps don't really account for Magnum. Tanki is a heavily cover-based game and a lot of battles before Magnum came down to positioning and who shot first. I definitely agree, and my proposal is to have the power and elevation work in tandem; You have to elevate and risk yourself to hit a Shaft, but because of that he can have ample time to find your barrel and hit it. The only solution then would be to entrench yourself, giving the enemy blind spots and reducing your overall spotting ability. In this way, Magnum could become balanced without losing it's teeth completely.

I spend a lot of my time Mag hunting. Rico with the long range alt is the best I can come up with (the one time trusty rail lets me down :c ) then I zip around maps hunting for spots I can bounce rounds into the hidey holes you get into without getting splatted myself. Not very good for gaining Xtal/experience points but more fun than spawn/shoot/die that 50+% of the matches lately decend to. 

 

Hitting the barrel. Try as I might I can't hit the barrel of Mag with any other turret than Shaft. Surely all ammo should be able to hit the barrel. I've shot no end of rail rounds that pass through the barrel of mags. Rico rounds pass through the barrel and bounce off the landscape behind the tank so I know they still have power enough to cause damage.

Edited by Matt_Black

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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?

Definitely props and barriers, probably walls too, but a lot of damage would be taken off. 

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I spend a lot of my time Mag hunting. Rico with the long range alt is the best I can come up with (the one time trusty rail lets me down :c ) then I zip around maps hunting for spots I can bounce rounds into the hidey holes you get into without getting splatted myself. Not very good for gaining Xtal/experience points but more fun than spawn/shoot/die that 50+% of the matches lately decend to. 

 

Hitting the barrel. Try as I might I can't hit the barrel of Mag with any other turret than Shaft. Surely all ammo should be able to hit the barrel. I've shot no end of rail rounds that pass through the barrel of mags. Rico rounds pass through the barrel and bounce off the landscape behind the tank so I know they still have power enough to cause damage.

Only Shafts have that ability, they can hit any part of any tank and deal full damage. Magnum has a long and obvious barrel, so you would think that they would be easy to take out, but any combination of power and elevation can be used to an extent so they can hide it easily. 

 

Definitely props and barriers, probably walls too, but a lot of damage would be taken off. 

Sounds fine by me. Might even make it good for hunting Magnums by shooting completely through the barrier and hitting them.

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Only Shafts have that ability, they can hit any part of any tank and deal full damage. Magnum has a long and obvious barrel, so you would think that they would be easy to take out, but any combination of power and elevation can be used to an extent so they can hide it easily. 

 

 

Seems there is already a similar idea under review at the moment so I guess we'll have to wait and see. 

 

Now If I can just convince the Devs to make M3 twins self destruct every time the space bar is pressed for more than 2 seconds at a time . . . . . . . . 

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Seems there is already a similar idea under review at the moment so I guess we'll have to wait and see. 

 

Now If I can just convince the Devs to make M3 twins self destruct every time the space bar is pressed for more than 2 seconds at a time . . . . . . . . 

 

Why? Twins was made to be spammed for suppressive fire. Vulcan self-destructs when firing for a while because a turret with infinite range and no need to reload needs a weakness.

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Why? Twins was made to be spammed for suppressive fire. Vulcan self-destructs when firing for a while because a turret with infinite range and no need to reload needs a weakness.

 

Yup lots of little zaps to knock off aim and do damage over time. Then it get's to M3 and fully drugged can take out my M2.5 hornet in 3 hits with no way to fire back while being knocked about. I got stuck in a CTF battle in Silence with a player M3 Viking M3 Twins constantly drugged up mowing everyone down in a few hits until the drugs ran out. Die,spawn,repeat.  No interest in capturing the flag just going for kills. 

 

The more I play, particularly at the middle rank, the more I find the game flawed. And there doesn't seem to be any way out but to add more to the pot. I can imagine the outcry if drugs and overdrive were removed on an update! If Tanki X didn't suck I'd probably move games.

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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 

Best Idea Yet!, good job Blue best o luck

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So I'm thinking that especially in this game, turrets should have a specific role in battle that makes them unique or interesting. Most of the already existing turrets have similar weapons in real life and are used similarly. Those that don't have interesting aspects to them that makes them different.

Firebird: Has incredible damage pretty much as a melee weapon. Great for charging in and swinging.

Freeze: Similar to Fire but has the interesting aspect of freezing the opponant.

Isida: Also good at close range but can also function as team medic.

Hammer: Maybe a bit longer range, this functions like a shotgun, with powerful knockback.

Twins: Like a modern AKM, this weapon is solid at close to mid range. It can keep up good fire at a variety of ranges.

Riccochet: Erm, I dont know what this parallels to, but the bouncing aspect is interesting.

Smoky: This functions much like a normal tank shot. Powerful at mid- long range it can keep up decent rate of fire.

Thunder: Not sure what function this fills other than getting massed kills at CP or on a gold box.

Rail/Shaft: These function as weapons for sitting back for easier kills but with shaft its hard to take territory.

Magnum: This is good at most everything but is a mirror of modern artillery

 

Thoughts on suggesting a new turret, suggest what role it can fill that isnt already filled by another turret. If it existed, why should I play it over another turret without making that one obsolete?

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Thunder special modification

 

I feel that Thunder isn't dependent on a user's skill, rather on the protections your enemies have and your drugs. Consequently, I feel like thunder should get a type of buff. 

 

In my opinion Thunder should get a type of buff. It would be too overpowered if it had a complete buff, so here's my idea.

 

Thunder's damage relies on the enemies' protection against Thunder. For example, if the enemy has 0% protection, the Thunder damage stays as it is. With every 1% increase in protection, Thunder takes an additional 5 hp off your enemies health. Of course, the system could get abused if it were like this and I shot an enemy who had 50% protection and inflicted extra damage to a nearby enemy with the same damage, Thunder would get too OP. So, Thunder will deal the player with 0% protection regular damage, and the player with protection gets amped up damage, so that Thunder is more balanced.

 

I feel it's too weak now. I mean, a few times in Silence, I do 100-200 damage. Twins m1 does more damage than that.

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hello tanki online 

i was thing about a new aowsome turret

 i want to call it .....TESLA!!!.... it will be very good turret to tanki online

and anther turret..........call..........NUCLEAR!!!....... it will be aowsome 2 

:D  :D  :D

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hello tanki online 

i was thing about a new aowsome turret

 i want to call it .....TESLA!!!.... it will be very good turret to tanki online

and anther turret..........call..........NUCLEAR!!!....... it will be aowsome 2 

:D  :D  :D

This is not any Hilter or Kim's game to add these. 

Nuclear can be seen in wasp and tesla in hunter.

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I don't know exactly what I would suggest (I will come up with something), but I really think it'd be awesome if exploding tanks had a damage radius like a thunder shell, but like slamming a M0/0 shell into a M1/5 Titan so say 5% total body damage.

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Thunder special modification

 

I feel that Thunder isn't dependent on a user's skill, rather on the protections your enemies have and your drugs. Consequently, I feel like thunder should get a type of buff.

 

In my opinion Thunder should get a type of buff. It would be too overpowered if it had a complete buff, so here's my idea.

 

Thunder's damage relies on the enemies' protection against Thunder. For example, if the enemy has 0% protection, the Thunder damage stays as it is. With every 1% increase in protection, Thunder takes an additional 5 hp off your enemies health. Of course, the system could get abused if it were like this and I shot an enemy who had 50% protection and inflicted extra damage to a nearby enemy with the same damage, Thunder would get too OP. So, Thunder will deal the player with 0% protection regular damage, and the player with protection gets amped up damage, so that Thunder is more balanced.

 

I feel it's too weak now. I mean, a few times in Silence, I do 100-200 damage. Twins m1 does more damage than that.

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My M1 Thunder does between 500-700p/h, I agree for a buff though! Maybe something else like a bigger blast radius instead of the standard it is now

Wait, are you complaining about M1 Thunder at Master Sergeant? Unless you mean M0, M1 should wrecking everything in sight.

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Perhaps a mine-trawler? Can plant 4(m0), 9(m1), 12(m2) and 24(m3+) mines around the tank that are visible, but deadly.

I think it could work, but are they generated from the turret or taken from my garage? I'd actually like a turret that could lay a minefield, it would make for the perfect area denial utility. My main issue is how it would work in Deathmatch, since it can be avoided by just not going onto the mines.

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There's no Assault Rifle turret in the game. (By assault rifle, I mean the semi-automatic ones where it's not single shot).

 

I feel like there should be something that's like a Vulcan without infinite firing rate, without overheating, without gyroscope, without charge up, with more damage, less impact force, and less range.

 

You should be able to hold down space and keep on shooting until you run out of ammo in your clip and then you have to reload.

 

There will be like 30 bullets in a mag and the time between each bullet's shot should be around 1/6 of a second. 

Each bullet at m3 should do about 80 damage maximum (so at close range) and the damage should be lowered once the target moves out of range. 

 

The reload time should be around 2 seconds at m3.

 

I hope there would be aim-down-sight (ADS) for this. I think we should be able to hold down c to ADS and use the scope attached on the front (not like a sniper-scope, more like a red-dot sight) and shoot for accuracy while losing the ability to move the tank.

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Magnum is WAyyyyy to powerful in the hands of a skilled player. 

I just leave if there is a skilled Magnum player anymore, it is almost

impossible to fight back. 

 

LIMIT THE LOWER ANGLE TO 10 DEGREES to start, so we at least have a chance!

 

Howitzers are NOT for close battle IRL but because the angle will go down to 0 degrees

they just DESTROY everyone they aim at. EVERYONE THEY AIM AT IS DEAD, AS FAST

AS IT RELOADS SOMEONE DIES! 

 

NOT FAIR. 

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