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---> Striker
after the recent update this turret is still weak. The single shots are very inaccurate and not very powerful, while the salvo is nearly impossible to use because the enemy can easily hide or escape (or kill you).
To make striker competitive with other turrets I think they should reduce the Aiming time from half, or maybe add new features.
guided missiles: option to guide the rockets with the laser in single-shot mode, by pressing another key. For example, you can fire at the sky and then press the key and start to guide it (maximum 8-10 seconds of flight, after that the rocket will explode anyway). I know devs are reluctant to add options that require another key, but I think it could be very cool.
half charge, half salvo: this option is similar to the shaft sniping mode. When you are hooking a target, you can release the key even if the circle is not complete. If you have reached 1/4 of the circle only 1 rocket will starts, with half of the circle 2 rockets will start and go on. Obviously they'll chase the target like the normal salvo but this way you have more chances of shooting before the enemy hides himself.

Edited by Eithern

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---> Striker

after the recent update this turret is still weak. The single shots are very inaccurate and not very powerful, while the salvo is nearly impossible to use because the enemy can easily hide or escape (or kill you).

To make striker competitive with other turrets I think they should reduce the Aiming time from half, or maybe add new features.

guided missiles: option to guide the rockets with the laser in single-shot mode, by pressing another key. For example, you can fire at the sky and then press the key and start to guide it (maximum 8-10 seconds of flight, after that the rocket will explode anyway). I know devs are reluctant to add options that require another key, but I think it could be very cool.

half charge, half salvo: this option is similar to the shaft sniping mode. When you are hooking a target, you can release the key even if the circle is not complete. If you have reached 1/4 of the circle only 1 rocket will starts, with half of the circle 2 rockets will start and go on. Obviously they'll chase the target like the normal salvo but this way you have more chances of shooting before the enemy hides himself.

both, are a bit too Overpowered 

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i have 2 ideas abut smokys critical hit. 

1. the critical has the splash area the same as twins but it does half the original critical damage to any tank in the area apart from the original tank shot at

2. smokys critical can "jump" from tank to tank doing the full critical damage to any tank that is direcly touching the tank shot at and with m0 it can not damage more than the tank shot at m1 can damage 1 extra tank touching the first tank m2 can damage 2 extra tanks m3 can damage 4 and m3+ / "m4" can damage unlimited tanks 

my idea is not fixed so u could instead add it as an alteraton or change it up a bit.

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idea for turrent called huricanne.

shoots grenade like projectiles that explode after 2 seconds in an arc.

its fire rate and realod are like the hammer but it holds six shots instead of 3 and fires 50% faster.

but it realods 50% slower and cannot be realoded mid clip.

 

its biggest advantage is all the modifactions i can use

1. sticky gernades: sticks to walls and enemy tanks but does 25% less damage.

2. emp nades: a support option that sets overdrive to 0% and makes supplies and drone unusable for 5 seconds but does 75% less damage.

3. moar nades: 25% firing speed and +3 shots but 25% less damage

4. mini rockets: swaps your nades for rockets (similar to stirkers) does more damage than normal nades but less than strikers rockets and has a smaller blast radius.

 

little bonus facts 

1. you get xp for sticking tanks with nades.

2. gernades are prone to roll atfer they hit the ground. may require some work to get the roling nades right.

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the strikers bigger brother

THE TERMAINATOR

 

this turrent has one shot, two modes the first is automatic mode. you berifly tap the fire button and off the rocket goes. around it is a "detection zone" if a enemy tank is found within this zone the missle gives chase at allarming speed. chasing after the tank until it is shot down or hits for a whooping 1500 damage. if you hold it down however... you tank is locked in place an YOU are the missle. the missle has many down-sides to help balence it such as a limited range managed by a fuel supply and a blast radius as big as a tank. and its little bro, striker gets a one up one it with the modifaction ADS rocket that will fly of and destroy any enemy missle in trade for a lower damage. but even if you kill the launching tank you still need to destroy the missile.

 

also this thing's realod is slower than mollasses in a tin horn in outer space.

Edited by tank_master_03

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idea for turrent called huricanne.

shoots grenade like projectiles that explode after 2 seconds in an arc.

its fire rate and realod are like the hammer but it holds six shots instead of 3 and fires 50% faster.

but it realods 50% slower and cannot be realoded mid clip.

 

its biggest advantage is all the modifactions i can use

1. sticky gernades: sticks to walls and enemy tanks but does 25% less damage.

2. emp nades: a support option that sets overdrive to 0% and makes supplies and drone unusable for 5 seconds but does 75% less damage.

3. moar nades: 25% firing speed and +3 shots but 25% less damage

4. mini rockets: swaps your nades for rockets (similar to stirkers) does more damage than normal nades but less than strikers rockets and has a smaller blast radius.

 

little bonus facts 

1. you get xp for sticking tanks with nades.

2. gernades are prone to roll atfer they hit the ground. may require some work to get the roling nades right.

 

damage and other stats are up the the devs

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the strikers bigger brother

THE TERMAINATOR

 

this turrent has one shot, two modes the first is automatic mode. you berifly tap the fire button and off the rocket goes. around it is a "detection zone" if a enemy tank is found within this zone the missle gives chase at allarming speed. chasing after the tank until it is shot down or hits for a whooping 1500 damage. if you hold it down however... you tank is locked in place an YOU are the missle. the missle has many down-sides to help balence it such as a limited range managed by a fuel supply and a blast radius as big as a tank. and its little bro, striker gets a one up one it with the modifaction ADS rocket that will fly of and destroy any enemy missle in trade for a lower damage. but even if you kill the launching tank you still need to destroy the missile.

 

also this thing's realod is slower than mollasses in a tin horn in outer space.

I have an idea exactly like this, but for single shot mode it was a basic cruise missile, with a slow-ish speed, but big dmg and long reload, but you could elevate it like a magnum, holding it down after raising it at the angle you want, it would fire it off as a remote-controlled cruise missile, the camera would follow your missile and you could control it with the arrow keys, left for left-right for right, forward for up and down for down, and yes, it would have a big-ish steering circle, meaning it wasn't all that maneuverable. and of course a limited fuel supply, but enough to reach the end of the map, and while flying it, your tank would be completely vulnerable, like a shaft's hull in sniper mode, the damage was slightly less than a magnum, and the reload for standard mode was around 7 seconds, reload for RC mode was a whopping 15 seconds after you finish your missile flight. 

Edited by Aigaion

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on topic:

A charger weapon, that can charge up the turret energy of your  teammates tank. So his reload time decreases (like isida.. but charges up energy instead of health). It has also a direct attack, demaging the enemy tanks with a direct energy beam (like a white/blue flash).

This might work as an isida alternation aswell

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Well, I did not know that someone posted an idea about a water cannon turret, but my suggestion proves better because I explain better than advantages of having this turret implemented. I hope that the developers implement this turret in Tanki Online. I am sure that this turret would be fun to use in battles and players would hopefully enjoy its firing mechanics.

2m2uzh1.png

water? no  -_-

that must the most useless and stupid anti-tank gun, they are only used in firefighting, large vehicle washing, riot control, and mining. Water can't push a 62-TON main battle tank and it's fiction! and even if it could, the pump would have to be MASSIVE, and with a pump that big, you won't have enough space for a water tank for it to shoot even more than a second. you would also need space for an engine to power the tank and the massive water pump. DO YOU EVEN LOGIC?!? I'm sorry, but there is a line between experimental and plain lunacy. the only rational part in all that was being able to put out a fire, as that's what it's for, not tank fighting

 

PS: freeze uses an acidic liquid nitrogen freon compound

PPS: how on earth do you think a simple wet ground will cause a multi-ton high traction tank to spin out? how do you think tanks work in the rain?

PPPS: spraying a firebird's outside armor. How does that "disable" the inner workings of the Firebird, I mean, maybe, just maybe if you shot straight up the fire's barrel, but that's it.

 

you have lost all credibility to me

Edited by Aigaion
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2m2uzh1.png

water? no  -_-

that must the most useless and stupid anti-tank gun, they are only used in firefighting, large vehicle washing, riot control, and mining. Water can't push a 62-TON main battle tank and it's fiction! and even if it could, the pump would have to be MASSIVE, and with a pump that big, you won't have enough space for a water tank for it to shoot even more than a second. you would also need space for an engine to power the tank and the massive water pump. DO YOU EVEN LOGIC?!? I'm sorry, but there is a line between experimental and plain lunacy. the only rational part in all that was being able to put out a fire, as that's what it's for, not tank fighting

 

PS: freeze uses an acidic liquid nitrogen freon compound

PPS: how on earth do you think a simple wet ground will cause a multi-ton high traction tank to spin out? how do you think tanks work in the rain?

PPPS: spraying a firebird's outside armor. How does that "disable" the inner workings of the Firebird, I mean, maybe, just maybe if you shot straight up the fire's barrel, but that's it.

 

you have lost all credibility to me

you under estimate the power of PSI no serisouly a high power jet of water can put a hole in steel. 

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you under estimate the power of PSI no serisouly a high power jet of water can put a hole in steel. 

whoops note to self READ the post before qouting it... but mabye the gun could shoot oil or something like that. and if it did shoot oil then a firebird could set fire to it. 

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TOMAHAWK 


 


Cruise missile launcher with long range and vertical elevation. Holding down the firing button will launch a slower cruise missile that you can control while your tank is completely immobile. With a long reload afterward.


 


Artillery is cool, but when you want to accurately strike the enemy from long range with a massive explosion (just be sure not to use it close range, otherwise you will be caught up in the blast), the Tomahawk is your friend. The basic use is a simple straightforward launcher that can be raised up to an angle of 90 degrees, but you can’t turn this turret, it must be horizontally aimed manually. Also, it has a speed similar to its little brother the <Striker> in standard mode. Though what you get in return is a bargain, once you are in the desired position, just hold down the launch button. Then you can navigate the cruise missile itself. Driving your flying bomb wherever you want.  Keep in mind while flying, your tank is a sitting duck, it won’t be able to move or defend itself until you finish the flight. And a few things are different, the speed of your missile will be reduced so it may be flown and maneuvered easier. Once it obliterates, prepare for the longest reload in your life. 


 


TOMAHAWK STATS:


 


35irw43.png


fc1b94.png


Things worth a mention:


 


after you hit your target after a controlled flight, then your re-load prosses begins, NOT exactly after you launch it


paint will affect the missile color


somehow after re-loading, your new missile suddenly appears  :wacko:


Edited by Aigaion
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meet: pummlier

 

it is a fully automatic shotgun. with the largest clip of 20 rounds before you have to realod. each shot fires 10 pellets dealing 5 damage each in a cone infront of it. these are fired at a rate of 10 rounds per second. making its maxium dps a mighty 500 with out a double damage and 1000 with one. its turn rate is 10 degrees a second accelerating 5 degrees each second with a cap of 50 degrees per second. the realod is 10 seconds long. the kick is a bit softer than the <hammer> making a more viable with lighter teads. but the whole point of this thing is to go on heavy treads and pummel any thing that gets in your way.

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meet: pummlier

 

it is a fully automatic shotgun. with the largest clip of 20 rounds before you have to realod. each shot fires 10 pellets dealing 5 damage each in a cone infront of it. these are fired at a rate of 10 rounds per second. making its maxium dps a mighty 500 with out a double damage and 1000 with one. its turn rate is 10 degrees a second accelerating 5 degrees each second with a cap of 50 degrees per second. the realod is 10 seconds long. the kick is a bit softer than the <hammer> making a more viable with lighter teads. but the whole point of this thing is to go on heavy treads and pummel any thing that gets in your way.

bonus fact since the pellets are of lower density they dont bounce.

 

some modifaction ideas

 

1. slug rounds: fire only one pellet but it does 50 damage.

2. more shots: gain 20 more shots but you only have five pellets per shot.

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Ricochet bullet damage and force decreases with bounce

 

Let's face it: Ricochet's overpowered.
It's damage is HUGE, and the bullet shove opponents to the side. Ricos can be very hard to destroy if they're good enough. It's doesn't help that the bullets can bounce. This suggestion is mostly for nerfing but is also for realism. Let me list my reasons:

 

-Realistic. It seems totally right that the force will decrease because it's already used it's force on bouncing, right? And same thing for the damage too. If the bullets are losing speed they're not gonna hit as hard, so they should deal less damage.

 

-Nerf it. I've already given reason why ricochet kind of needs a nerf. Not a big nerf, since it's better than some of the VERY bad problems like thunder and magnum which devs are refusing to nerf.

 

So yes, every time a rico bullet bounces it's damage potential and shove potential is lowered. ALSO make the bullet lose speed and shove force and damage if it's gone some distance.

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Rico was OP awhile agom but with all these buffs going around its becoming balanced. As long as the devs dont decide to buff it too, it should be OK.

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