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Ideas for Turrets!


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M0 Smoky is also OP with 1320 crit DD damage. I forgot to say that crit chance should be fixed to 12,5% in all modifications so that 2800 damage would be rare.

Why do you think there is only one possible combination of parameters allowed for Smoky?

 

The current Smoky is set up so at low ranks crits are rarer but deliver a greater % increase over normal shots.  At upper ranks crits ae more common but the percentage bonus is milder..This is an entirely logical system that works in the game.

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The critical is already very powerful, dealing 2 times average damage AND having zero dropoff over range. It would be OP if it was also immune to the normal Smoky PM. 

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Why do you think there is only one possible combination of parameters allowed for Smoky?

 

The current Smoky is set up so at low ranks crits are rarer but deliver a greater % increase over normal shots.  At upper ranks crits ae more common but the percentage bonus is milder..This is an entirely logical system that works in the game.

IMO the 10% fixed chance across all modifications was the best, I could live with 12.5% and slightly reduced crit damage. It just feels like crits aren't really gaining anything at higher modifications.

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It is not so much a question about Smoky and his critical shot, it is rather a question if special abilities (Afterburn, Freeze, Splash?, etc...) in general should be excluded from protection modules. Also some guns have special abilities whereas others have a second mode instead.

I think they shouldn't be excluded, because it would be another nerf for protection modules, like the introduction of every new turret has been one.

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It is not so much a question about Smoky and his critical shot, it is rather a question if special abilities (Afterburn, Freeze, Splash?, etc...) in general should be excluded from protection modules. Also some guns have special abilities whereas others have a second mode instead.

I think they shouldn't be excluded, because it would be another nerf for protection modules, like the introduction of every new turret has been one.

No actually, this topic is specifically about splitting smoky shots into 2 different protection modules because the OP is a keeper kit player and wants to complain about everything.

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IMO the 10% fixed chance across all modifications was the best, I could live with 12.5% and slightly reduced crit damage. It just feels like crits aren't really gaining anything at higher modifications.

You could set up Smoky with crits at this frequency or that frequency and still have a workable turret that fits into thegame.  But to do that you have to adjust damage per shot, per crit, rate of fire and all.  We have one such combination in place  now.  What I have been trying to write is, there is not reason to re-design Smoky unless there is a need to fix a demonstrable problem.  There's no problem described here.  It's just a case of one player having a certain preference.  That's not a reason to change. Every players has a different concept of preference.

 

No actually, this topic is specifically about splitting smoky shots into 2 different protection modules because the OP is a keeper kit player and wants to complain about everything.

Yeah this part of the post is so so SO Dead n Arrival I didn't even both to comment.  As if one tank will be required equip 2  modules to gain protection against one turret. This is just nonsense the devs would laugh at.

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You could set up Smoky with crits at this frequency or that frequency and still have a workable turret that fits into thegame.  But to do that you have to adjust damage per shot, per crit, rate of fire and all.  We have one such combination in place  now.  What I have been trying to write is, there is not reason to re-design Smoky unless there is a need to fix a demonstrable problem.  There's no problem described here.  It's just a case of one player having a certain preference.  That's not a reason to change. Every players has a different concept of preference.

Do I sense another m2 alt for smoky?

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Do I sense another m2 alt for smoky?

They could now that yo mention it.

 

I was going to past last time, the m2 alteration now returns a lot of punch to the crit hit aspect.  If you are a crit hit Smoker you might like that alt.

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In all honesty, i think there are enough turrets, not that adding more turrets mean people gotta get another turret, and then another module and then worry about more alterations if any, crystal consuming still xd, not that i wont mind, but considering the f2p side

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so every turret has special ability and for twins its supposed to be fast reload so leave it like that

I didn't say they should make its reload slower , just make the whole tank freeze a little bit after shooting for a long time.

Edited by mhh.2000

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Twins have splash. So if enemy tanker rams them, Twins user has a big problem while Ricochet or Hammer do not care. Twins need to stop firing only when they risk flipping (Wasp) or when they get damaged by their own splash and risk self-destruction.

 

There is an alt to remove Twins splash but it is too expensive like every alt. Not worth it.

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Make the tank overheat, or the damage less and less over time or slower rotation and shooting speed. Twins are OP, maybe also crank down the impact force by 25%. I mean, it's plasma, right?

that would make twins useless and it would definitely get declined ,I'm sure it's been suggested before.

and I had the idea of overheat but a freezing effect is way cooler (pun intended) because it would make the turret different from others , not a replica of Vulcan.

Twins have splash. So if enemy tanker rams them, Twins user has a big problem while Ricochet or Hammer do not care. Twins need to stop firing only when they risk flipping (Wasp) or when they get damaged by their own splash and risk self-destruction.

 

There is an alt to remove Twins splash but it is too expensive like every alt. Not worth it.

 

not expensive at all , 50k without discounts and only 25k on 50% discount . I bought it even though I don't need it just in case I need it in the future , and looks like I WILL need it soon.

Edited by mhh.2000

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Use twins and you'll find how it needs to get buffed -_-

I spent 60k on buying twins M2 (discounts) , and at first I liked it but it needed tons of drugs and that I couldn't afford back then . so I only played poly cp with it and honestly it is OP .

but playing against a drugging twins is the most annoying thing in tanki , it's even more annoying than magnums !!

it definitely doesn't need a buff

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smoky can also shoot like that

smoky is quite different from twins .

its reload is not as fast as twins' reload and it's impact force is not dealt continuously .

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