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Ideas for Turrets!


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Props are on the ground and do not hover such that they cover the top of the tank and not the bottom.

 

Upon entering scope mode, the cross hair is leveled to point at the turrets and not the hulls of tanks of equal level. When shooting from high to low, more of the top area of the turret covers the whole top area of the tank. When shooting from low to high, if the enemy is behind the edge enough the edge can shield the bottom part of the tank.

 

Anyway from the 928 hours on shaft from this account alone i'd say more than 90% of my scope shots landed on enemy turrets and not the hulls. When i'm shooting a target beneath me 99% of the time i hit the turret. When an enemy is going down across the map his tank gets tilted such that the top area of his turret covers almost the whole top area of his tank 99% of the time i hit the turret. When i'm charging up my scope while waiting beside a slope an enemy is coming up 100% of the time i hit the turret.

 

 

I use shaft the same way legasters does(because he taught me) watch his videos and you'll see nearly every scope shot he makes lands on the turrst

Well, then, enjoy your buff  ;)

 

Edit: Please note that this is only a buff towards good, professional shaft users. If you don't have any talent with shaft, this will be a huge nerf. 

Edited by sensei_tanker

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Well, then, enjoy your buff  ;)

 

Edit: Please note that this is only a buff towards good, professional shaft users. If you don't have any talent with shaft, this will be a huge nerf. 

ahahahahaha good professional shaft users? you mean they exist?

 

 

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ahahahahaha good professional shaft users? you mean they exist?

 

 

Of course. Just because it is a camper's gun and it's OP doesn't mean noobs use it. Just look at the fagnum. 

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Topic merged

Hmm... Maf, I think this topic should only be ideas for new turrets and the rebalancing of turrets, not for ideas concerning the change in function/gameplay of a specific turret. 

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Hmm... Maf, I think this topic should only be ideas for new turrets and the rebalancing of turrets, not for ideas concerning the change in function/gameplay of a specific turret. 

We already have a ton of topics with suggestions for a particular kind of change to a particular kind of turret. I really don't want to flood the main section with them anymore. I won't merge any old topics, but the new ones should be merged here after they got some discussion.

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   Hello!

 

I would suggest a machine gun be added as an option to mount on your tank. It would be small enough to fit on every turret in the game, and would be similar to a scaled down Vulcan. Damage and range, as well as rate of fire would be a little bit less and it would take longer to heat up your tank and damage it when firing. The machine gun could be purchased in the garage at levels of m0, m1, m2, m3, just like turrets and hulls. It could be fired using a different key, such as Alt, which would be convenient as it is close to space. Machine gun would, like protection modules, not be a necessary item in battles, but would be an add on. It would not be able to rotate separately from the turret.

 

Let me know what you think of this idea, and thanks!

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When the tanks of the tank stand on the metallic building / mile and these bodies are joined together, the opponent Isida will be able to transfer the metal to the voltage and thus weaken the opponent

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When the tanks of the tank stand on the metallic building / mile and these bodies are joined together, the opponent Isida will be able to transfer the metal to the voltage and thus weaken the opponent

I like this idea alot. Although isida doesn't send volts it sends nanobots but i like your idea anyway :)

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 A number of things wrong with this:

  • Requires an additional key to control, which is a bad thing, since it makes the game more complicated.
  • Doesn't really introduce any new mechanics to the game.
  • Makes the game more P2W, since it's a gameplay-affecting item that can be purchased.
  • If it's too strong it will be OP, while if it's balanced it won't even be worth using because of the ridiculously low damage
  • Machine guns are installed on tanks in order to fire at smaller targets, such as infantry. They won't do anything against armoured tanks, so it makes no sense to add something like that in Tanki.
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The Nullstar

 

 

 

GAME DESCRIPTION:

 

"A weapon designed by ukranian scientists on a secret underground facility, the «Nullstar» is a weapon in which it took 20 years of development to complete.

The way the «Nullstar» works, is by firing a projectile at extremely high velocity with a EMP payload on it, after the initial hit, it disables the target's systems and modules, making the target unable to activate any module after the hit as the EMP payload is active and it can make the target unable to move for 2 seconds, if it hits a critical compartment of the tank.

There's been rumours that the turret's computer will someday destroy everyone's eletricity in the entire world, but that's just rumours, or is it? "

 

 

 

STATUS:

 

Damage: 275

Reload Time: 7.05 seconds

Rotation Speed: 58.0

Impact force:  19

Critical Chance: 0,50

Target cannot move for 2 seconds after a critical hit

Removes Active Target modules

 

 

 

 

 

 

 

 

 

 

SCHEMATIC OF THE WEAPON:

 

Nullstar_zps8wblpfmi.png

Edited by sampletextxD
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PLEASE GET RID OF THE BALANCING STUFF SO YOU CAN 1 SHOT HORNET AGAIN, TANKI HASNT BEEN GOOD SINCE THAT HAPPENED

The ability to one-shot is almost never, ever balanced in any game. Tanki included.

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The ability to one-shot is almost never, ever balanced in any game. Tanki included.

 

PLEASE GET RID OF THE BALANCING STUFF SO YOU CAN 1 SHOT HORNET AGAIN, TANKI HASNT BEEN GOOD SINCE THAT HAPPENED

List of guns that can one-shot without double damage:

1. Magnum

2. Shaft

3. Rail with high-cal

 

Magnum is OP, Shaft is OP, Rail is OP with alt... so, yes, you are correct. Shaft could be balanced with a few tweaks, but nothing else should be able to one-shot.

 

Except Striker Volleys

Edited by TakeAShower
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Can there pls be away in a future update to get back crystals invested into a turret? Because i started lvling up my isda but decided it wasn't worth it. Ithonk that this would be a huge help to the players around TO. Thanks :)

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Can there pls be away in a future update to get back crystals invested into a turret? Because i started lvling up my isda but decided it wasn't worth it. Ithonk that this would be a huge help to the players around TO. Thanks :)

Agreed, oh and btw, isida is excellent if you want to play as the role of a medic, while at the same time deal damage.

Edited by sampletextxD
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There should really be a turret that acts as an energy shield, where the ammo bar is the shields 'health bar'. The shield would break down and reload once it takes enough damage. You must hold the space bar down the whole time the shield is up. Can't block magnum, firebird, or freeze efectively

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Make a turret called Slicer, it's model like sword and in wasp it 1 slice, hornet 2 slice, and so on

a little to op though. Maybe 1 slice = 200 damage

Can there pls be away in a future update to get back crystals invested into a turret? Because i started lvling up my isda but decided it wasn't worth it. Ithonk that this would be a huge help to the players around TO. Thanks :)

so you could sell ur gun? Awesome

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