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Ideas for Turrets!


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Hi,

 

I call this Turret "Rusty".... The reason is because of its mechanisms. The turret looks similar to railgun with a slim nozzle allowing precision in fire. However it fires not shells or nanobots or fire or freeze... it fires a complex chemical mix that is encaged in a bullet formed shell. The shell explodes when it hits the target and spreads the chemical mixture. The mix when touches the enemy tank will rust the parts and will slow its movement and reloading process and with few more shots of Rusty, the enemy tank will rust completely and decimate. It will be a key factor in team battles and can operate in both attacking and defending position. However the firing distance of this turret is similar to that of a hammer which can be considered as a minor disadvantage. Works good with medium and heavy hulls. Please look into this idea and share your feedback.

 

Thanks!!

IronClaws 

Edited by IronClaws

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I was thinking on this weapon a lot, check it :D

Turrets Name: LightBulb (name may be changed)

 

<<< I will take smoky as my parameters guide >>>

 

Shoot:

- Shoots may be look like a darkblue laser type (like Railgun)

- it will have 3 shoots types: Arcade shoot, ChargedMode, and Critical shoots

~Arcade shoot may have lower DPS than smoky (but faster than smoky)

~ChargedMode; In this mode you can charge all your energy bar(ammo) and do a "shock" type shoot (turn off enemy tank for a shor time)

~Critical shoots, as smoky, i will have the same chance, but in this case you will "shock" the enemies:

> 1sec (M0)

> 1.5sec (M1)

> 2sec (M2)

> 2.5 (M3)

> 3sec (M3, MU)

-Damage: I think it could be a little lower than smoky, but faster

 

 

 

>>>> This is all i know abou this turret, vote it if you like my idea :D <<<<

Edited by holajyj

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I was thinking on this weapon a lot, check it :D

Turrets Name: LightBulb (name may be changed)

 

<<< I will take smoky as my parameters guide >>>

 

Shoot:

- Shoots may be look like a darkblue laser type (like Railgun)

- it will have 3 shoots types: Arcade shoot, ChargedMode, and Critical shoots

~Arcade shoot may have lower DPS than smoky (but faster than smoky)

~ChargedMode; In this mode you can charge all your energy bar(ammo) and do a "shock" type shoot (turn off enemy tank for a shor time)

~Critical shoots, as smoky, i will have the same chance, but in this case you will "shock" the enemies:

> 1sec (M0)

> 1.5sec (M1)

> 2sec (M2)

> 2.5 (M3)

> 3sec (M3, MU)

-Damage: I think it could be a little lower than smoky, but faster

 

 

 

>>>> This is all i know abou this turret, vote it if you like my idea :D <<<<

I also thought about a shocking effect. However, I would have made an alteration for Smoky that causes it. Plus, 1 second as shocking time is more than enough tbh  ;)

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I think we should be able to mix turrents such as only short range turrents you can mix medium you can mix etc. but only the same range not liek a shaft with firebird or something and also for a high price so its not over powered and there could be a limit of 2 turrents mixed becuase otherwise it is to overpowered.

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I also thought about a shocking effect. However, I would have made an alteration for Smoky that causes it. Plus, 1 second as shocking time is more than enough tbh  ;)

I like your idea but how would you switch modes maybye take off a mode

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I think we should be able to mix turrents such as only short range turrents you can mix medium you can mix etc. but only the same range not liek a shaft with firebird or something and also for a high price so its not over powered and there could be a limit of 2 turrents mixed becuase otherwise it is to overpowered.​ If you are mixing secondary options like shaft or striker then you would still get the secondary option but with the other added bonus like stricker with shaft just wouldn't mix but like stricker and Vulcan would be a closed in and still shooting them in a scope like a scoped mini gun of course that why it would be expensive. Please like if we should have mixed turrents. Oh and also since this may come up firebird and freeze wouldn't mix or if it did they would have to have to nozzles.

Edited by yayatanker

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I have ideas for the current turrets as well as a new one

 

-New weapon: to me should be a farther range version of hammer..but the catch is it has a mechanism like critical hit...except it paralyzes the tank slowing the tank for a short time (shorter than freeze)  instead of dealing immense damage.

 

-Alterations:

  for hammer, I suggest that maybe there should be a way so that you can repeatedly press space and shoot up to 3 shots at once..with an expanded shot amount, but with the expense of range immensely, and a slight decrease in rotation speed

 for isida, I understand those are complaining about the self heal not being back, but adding a alteration that instead of self healing, cures its burns or freeze status as the turret is healing teammates/or attacking.

 just some ideas from a dumb kid with an imagination

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New laser turret

 

Lets call it Blaster.

Blaster shoots laser, that means it has infinite range and speed. To fire with this weapon, you need to hold Spacebar like with Fire/Freeze/Isida.

Blaster runs out of energy just like Fire/Freeze/Isida/Rico. It can fire continously for 3,2 seconds with 400-800 DPS (enough to kill light hulls) and then it reloads 4,8-6,4 seconds.

Blaster has low damage per shot. It deals 40-80 damage every 1/10 of second. Is it clear that peek-a-boo tactic (commonly used by Rails and Thunders) is effective against Blaster.

Blaster alterations

Concentrated Beam- 2* shorter time of continous fire (1,6 s) but 700-1400 DPS

Quick Beam- 2* shorter time of continous fire (1,6 s) but 2,4* faster reload (2-3 s)

When both alts are equipped, Blaster can fire for only 0,8 seconds but with 700-1400 DPS and 2-3 seconds of reload.

  • Like 1

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new idea for turrets
name: Boomar

it is a weapon shot a mines looks like arrows 
These arrows will not explode unless you continually press on space 

you can use 2 arrows 
you can past these arrows in the wall , buildings , enemies , your teamamte

m0:
damage : 100-450
reload time : 5 seconds 
time for every arrow to  explode: 10 seconds
turning speed : 6.0
arrow speed :550

m1:
damage: 150-560
reload time 4.4 seconds
time for every arrow to explode : 11 seconds
turning speed :6.5
arrow speed :590

m2:
damage : 200-700
reload time : 3.9 seconds
time for every arrow to explode :12 seconds
turning speed :5.8
arrow speed :620

m3:
damage :250-900
reload time : 3.2 seconds 
time for every arrow to explode :13 seconds
turning speed :5.1
arrow speed :670

i will post a photo for it soon

Edited by xXx-PRO-xXx

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Isida and Support Nanabots...

 

Will self healing be coming back ?

 

Support Nanabots ? What do they do ??

 

In description it says that it will increase self healing +5 seconds. And damage will be reduced - %50

 

But guess what. It doesn't heal itself but yet damage is reduced - %50.

And you sell it. This is unbelievable.

 

I bought it. I upgraded Isida m3 fully, means I have isida m4 already.

When I use Nanabots I lose it to Isida m2. With Isida m1 I go head to head

 

It's been how many years? Two?

And nothing has been done in that matter. I wonder if it meant to stay like this forever

Edited by NoahsTank

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It does not add back self-healing, it increases the time you are able to heal by 5 seconds. Where did you get your information saying that it heals itself?

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It does not add back self-healing, it increases the time you are able to heal by 5 seconds. Where did you get your information saying that it heals itself?

Old players would know it.. Not you

Edited by NoahsTank

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Old players would know it.. Not you

I am perfectly aware that Isida used to heal itself. Nowhere does it say that the alteration gives it that ability back.

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Railgun?

no

real laser gun

 

rail gun is a device that uses electromagnetic force to launch high velocity projectiles, by means of a sliding armature that is accelerated along a pair of conductive rails.

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