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New turret idea (at least one that i havent seen before)

                                                                                                                   O

This turret will basically look like a hammer with 3 barrels in this shape  O O   except the would be smaller, longer, and closer than shown here. Each barrel would shoot one bullet like the ones hammer shoots, but not perfectly straight so they spread out over longer distance.The bullets will move fast, but no too fast that you cant dodge them. If a bullet it would a wall, it would spread out to many more and bounce back. These smaller bullets would have less damage than the bigger bullets. The knockback force of this turret would be a lot, more than any other turret there is. it would have low damage and medium reload. Hope this gets added to the game.

Edited by meir1
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Well-is it just basically like ricochet just the bounce is less strong-and no one would do it specifically as ricochet?

Also-what do you mean by 'longer distance'-ricochet is classified in wiki as close range. (Hammer is also) So what do you envision as long range-like a magnum that would rebound?

please explain.

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I think there should be a turret that shoots a grenade a rolls a short distance. The damage can be twice that than of shaft in the radius a guy drives into.

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i was thinking of a turret that can shoot electricity and disarms enemy's power ups it might look something like this:

           ___________                    

______{                    }_____________{~~~~~}____

[                            _________________________]  ~ ~ ~ ~ ~ ~

[                           ]                                            

[_______________]               cool right? :o 

Edited by winner110

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What about an electric turret? 

 

Volter: Mid-range, with electic attacks. (would look kinda like old isida beam), it could single-fire, and it could charge, but the charged shot would deal decreased damage, but it would stun the enemy for as long as you charge it. (max 5 seconds). 

 

Or a burst fire turret? 

 

Unnamed: Fires 3 quick shots, and could fire 3 times before magazine reload. Also holding space will load all rounds, and fire them quickly. (like gauss with viking overdrive), and you dont have to be aiming at an enemy to do so. 

 

Maybe mortar?

 

Mortar: Single space tap: fires an explosive shell at the nearest enemy.

Hold space: You will see the map from above, and also where your turret is aiming, you can move its crosshair with W, A, S ,D or Arrow keys.

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new turret: Bandit

 

This is a fire and run turret.

 

with this turret you shoot a flare that can bounce around walls, once it stops moving a bomb drops from the sky.

when holding down fire, the more power you get when you fire the flare. the more power, the further the flare travels

 

M0: damage 1600-1800 blast radius 20M 

reload 9 seconds

impact force 500

If the bomb lands directly on a tank and that tank is still alive it cannot heal no matter what, only when they respawn

It has a secondary fire for when you are waiting for the flare to reload that is like a mini vulcan but no windup or overheat and also has no reload.

this mode is more for suppressive fire than doing damage.

M0: 70-160 damage per second    damage does not decrease with range

 

new turret: Cobra

 

has a new damage type

shoots a dart that when it hits causes poison damage

M0: damage 460-560

reload 2.3 seconds

Poison damage causes 177 damage per second, poison only goes away once the targeted tank stays completely still for 2.3 seconds (they cant move, move turret or shoot) and isida healing does not take away poison but still can heal them. Poison can not stack damage.

kinda has a spread like hammer but obviously not as wide 

 

new turret: Thermogun

 

 it shoots a shot that instantly hits a target

it has a secondary mode where  you go into a scope mode like shaft. in this mode you dont charge your shot but instead you see all enemies in the battle as long as if you are in scope mode and you can highlight one enemy or friendly tank,  teammates/enemies cant see the highlight

if you highlight a teammate they take twice as less damage from enemies

if you highlight a enemy that enemy takes twice as much damage from anyone that attacks it

M0: damage 600

reload  2 seconds

scan lasts 30 seconds and goes away and then you have to rescan them

Edited by TheReaperLeviathan

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Anti-Air turret - Shredder.

An Turret with 2 barrels with one barrel above the other with Mechanic of Vulcan (but every shot increases the rate of fire like an autocannon) 

 

Damage - 145-250 (M0 to M3 

 

Fire speed (From smoky autocannon fire speed  to old twins 

 

Allows to fire for the same time vulcan takes time to overheat BUT once it reaches the end of the yellow bar your tank Cannons will have to cool down 

 

Rotation speed - its a bit slower than twins

 

Unique ability - If hitting the tank that is currently mid air the shells explode dealing extra damage to the tank and splash damage to other enemies

 

Unique disaventage - When shooting mid air your shells explode dealing damage to you and your enemies.

 

How it looks - Turret with Two barrels one above other and an spinning radar on the back of the turret 

 

Shell types - Regular (Normal Anti-aircraft bullet) Plasma- Fires a small twins projectile Laser - Fires a laser projectiles which leaves a mark of the team color on the tank

 

 

Alterations- 1. Shockwave Projectiles- The projectiles have increased impact forces Taking away 10% of the damage 2. Explosive bullets. Regular hits deal splash damage and self damage. Damage dealt reduced by 5%

3. Radioactive bullets- the Bullets Explode into a cloud of radioactive gas Reducing speed of the tank and reload speed. Dealing 25 damage per second. Lasts for 5 seconds Damage Reduced by 25% Also the airhits dont explode

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New turret idea , POSEIDON

 

TANKI quote: it was previously used as an anchor for a giant ship, and can stop anything in its line of sight, pirates would often create an anchor so large it could stop even the largest of boats in there tracks, eventually a secret organisation known as CATFISH , caught on to this idea, and created a turret that had the strongest rope made of an almost indestructible fibre , and the most sturdy anchor . Originally intended to be used as sea patrol the turret would stop the fastest of boats in there tracks, and any criminals would either have to jump in the sea or accept there fate. The effectiveness of this weapon was soon realised and it was mass produced , and somehow, don’t ask how, it made its way to the tank industry , and was so powerful , it was dubbed POSEIDON this turret , unlike most , doesn’t prioritise in damage , the turret can extend to enemy’s and latch on to them and can render them immobile for a set amount of time depending on the hull you are using , your power to control the enemy your latched on to Varys, e.g a mammoth will have an easier time controlling a latched onto Viking than a wasp would due to mammoths mass and pushing power this would be effective against wasps who run for the flag , as you can have them immobile and your teammates can finish them of. Like a harpoon gun, at initial contact damage is dealt, but that damage is only identical to say a thunder of the same modification, latched onto time is temporary, increasing as you upgrade the turret, and reload should be like that of a Railgun while latched on , you can either reel your opponent in by holding the spacebar or release them before the timer runs out by double tapping the space bar, the shooting effect should like a nice harpoon gun shooting , idk, maybe whistling sound? It will be an ultimate support weapon and with Vikings OD, it can latch onto to multiple enemies at once?

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Not a bad turret-just I guess Maf couldn't read the whole thing. (maybe turn it into a few paragraphs to make it easier to read.) Just how much experience and battle score would you get for reeling in an opponent if you aren't the one to kill him?

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While it's difficult to think of ideas for turrets anymore that don't borrow from concepts seen in current turrets (Thunder is a fat Smoky) or turrets that are amalgamations of turrets (Gauss is a Shander [shaft Thunder]), I feel like certain ideas can still be birthed that, while seeming similar to current turrets or directly borrowing concepts, are still unique in their own way. For example:

 

Heavy Rifle

 

Visually resembles the turret of the T114 tank destroyer from War Thunder ( I suck at drawing so don't ask me to draw it).

 

This tank gun fires medium caliber projectiles at a medium rate of fire from a 10 round magazine. Possesses minor explosive damage and splash radius.

 

M0

  • Damage (Single Shots): 75-125
  • Damage (Full Magazine): 750-1250
  • Inter-magazine Reload: 0.5 sec
  • Full Magazine Reload: 10 sec
  • Damage Range (Max): 40 meters
  • Damage Range (Min): 45 meters
  • Splash Radius: 1.5 meters
  • Impact Force: 80
  • Rotation Speed: 75 degrees/sec

M1

  • Damage (Single Shots): 105-175
  • Damage (Full Magazine): 1050-1750
  • Inter-magazine Reload: 0.4 sec
  • Full Magazine Reload: 8.5 sec
  • Damage Range (Max): 47.5 meters
  • Damage Range (Min): 52.5 meters
  • Splash Range: 2 meters
  • Impact Force: 95
  • Rotation Speed: 85 degrees/sec

M2

  • Damage (Single Shots): 135-225
  • Damage (Full Magazine): 1350-2250
  • Inter-magazine Reload: 0.3 sec
  • Full Magazine Reload: 7 sec
  • Damage Range (Max): 55 meters
  • Damage Range (Min): 60 meters
  • Splash Range 2.5 meters
  • Impact Force: 110
  • Rotation Speed: 95 degrees/sec

M3

  • Damage (Single Shots): 165-275
  • Damage (Full Magazine): 1650-2750
  • Inter-magazine Reload: 0.2 sec
  • Full Magazine Reload: 6.5 sec
  • Damage Range (Max): 62.5 meters
  • Damage Range (Min): 67.5 meters
  • Splash Range: 3 meters
  • Impact Force: 125
  • Rotation Speed: 105 degrees/sec

M3+/M4

  • Damage (Single Shots): 195-325 
  • Damage (Full Magazine): 1950-3250
  • Inter-Magazine Reload: 0.1 sec
  • Full Magazine Reload: 5 sec
  • Damage Range (Max): 70 meters
  • Damage Range (Min): 75 meters
  • Splash Range: 3.5 meters
  • Impact Force: 140
  • Rotation Speed: 115 degrees/sec

 

Advantages:

  • Provides a unique burst DPS at higher modifications
  • Capable of one clipping medium hulls past M2
  • Long range
  • Splash Damage
  • Fast turret rotation
  • Low profile turret means the tank is harder to hit

Disadvantages:

  • Long inter-magazine and full magazine reloads leave user vulnerable between reloads
  • Low minimum damage means that you can potentially barely kill a light hull of equal modification 
  • Mediocre impact force
  • Medium-high recoil
  • Extremely limited downwards autoaim angle due to low profile

Yay/Nay? Lemme know.

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Two Turret Ideas with another weirder one

 

1 - A turret with an insane amount of impact force and splash

 

Advantages

 - Large amount of splash, affects a large area around it

 - Has large impact, which can flip tanks over

 - Does no damage to teammates, so you can flip your teammates back over easily, or you can give them a boost to a platform

 

Disadvantages

 - Has a short range - the round explodes after a certain distance

 - Turret should be unable to turn more than 180 degrees

 - You take knockback upon firing (you fly backwards)

 - Reload time of about 4 seconds, and you have 1 shot before a reload

 

2 - A disabling turret, like a stun turret, or an temporary EMP, in the shape of a semi sphere - or maybe a net, depending on other opinions

 

Advantages

 - Stuns a tank for a certain amount of time, depending on how long you charge it

 - You can charge it to any length, including an instant fire, and this determines how powerful the shot is

 - The EMP (this can be changed, I don't care about this function as much) can travel through your teammates without harm

 - It is sort of a physical barrier - anything that hits it explodes immediately

 - It is not a beam, it's like a semi sphere, and a big one, giving it large size to hit targets

 - The immobilization time can be determined - I'm not knowledgeable enough to have a good opinion on this 

 

Disadvantages

 - The range depends on how long you charge it for, and it fades out as it travels

 - Although it can fire instantly, it cannot travel to its target instantly - it travels slowly

 - Although it can block shots, it does not reduce the damage on the shot - if an explosion hits it, the explosion damage still takes into effect, damaging nearby enemies or allies

 - It only deflects solid ammunition - "energy" like the railgun and ricochet are reflected off of it

 - You have a bar, and how long you charge it up determines how much of it's ammunition you use - from nothing to a full ammunition bar, it takes 10 secs to charge - one full shot uses half of the bar 

 

The weird one - a grenade launcher

 

 

 

 

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Two Turret Ideas with another weirder one

 

1 - A turret with an insane amount of impact force and splash

 

Advantages

 - Large amount of splash, affects a large area around it

 - Has large impact, which can flip tanks over

 - Does no damage to teammates, so you can flip your teammates back over easily, or you can give them a boost to a platform

 

Disadvantages

 - Has a short range - the round explodes after a certain distance

 - Turret should be unable to turn more than 180 degrees

 - You take knockback upon firing (you fly backwards)

 - Reload time of about 4 seconds, and you have 1 shot before a reload

 

2 - A disabling turret, like a stun turret, or an temporary EMP, in the shape of a semi sphere - or maybe a net, depending on other opinions

 

Advantages

 - Stuns a tank for a certain amount of time, depending on how long you charge it

 - You can charge it to any length, including an instant fire, and this determines how powerful the shot is

 - The EMP (this can be changed, I don't care about this function as much) can travel through your teammates without harm

 - It is sort of a physical barrier - anything that hits it explodes immediately

 - It is not a beam, it's like a semi sphere, and a big one, giving it large size to hit targets

 - The immobilization time can be determined - I'm not knowledgeable enough to have a good opinion on this 

 

Disadvantages

 - The range depends on how long you charge it for, and it fades out as it travels

 - Although it can fire instantly, it cannot travel to its target instantly - it travels slowly

 - Although it can block shots, it does not reduce the damage on the shot - if an explosion hits it, the explosion damage still takes into effect, damaging nearby enemies or allies

 - It only deflects solid ammunition - "energy" like the railgun and ricochet are reflected off of it

 - You have a bar, and how long you charge it up determines how much of it's ammunition you use - from nothing to a full ammunition bar, it takes 10 secs to charge - one full shot uses half of the bar 

 

The weird one - a grenade launcher

  1. Has practical applications for parkour and base defending (knocking attackers away/off bases and points).
  2. It's called Hunter overdrive. 
  3. Grenade launcher would be neato

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Turret Idea: AFT-10:

 

I have a new idea that just came to my mind about a deadly turret that can be developed and implemented into the turret arsenal of Tanki Online. This turret is an AFT-100 multiple rocket missile launcher similar to Striker, but shoots 8 rockets simultaneously rather than 4, (regular Striker) or 6, (juggernaut). Below is a sneak peak image on how the turret is supposed to look like.

 

50e36a700ef2e5e05cdce4bb23d4600f.png

 

This turret has a total of 8 independant barrels. Each barrel fires a rock. Let me thoroughly explain on how this turret functions in full details.

 

How the AFT-10 turret works:

 

The AFT-10 turret has two firing modes. The first firing mode fires rockets from left to right. The rockets are fired independently starting with the top row, then the bottom row. The player can choose to fire as many rockets as he wants just like with Striker, only by tapping and quickly pressing on the spacebar.

 

The lock-on salvo mode loads a quick lock-on target that loads twice as quickly as with Strikers but deals devastating destruction when all the rockets fires simultaneously at the enemy. The player can lock-on enemy targets by pressing and holding the spacebar on the keyboard for a period of time.

 

Deadly Damage

 

The AFT-10 turret would deal 4000+ HP of damage which is capable of destroying a tank with only 1 shot kill. That is only achievable by using the lock-on target firing mode by holding the spacebar.

 

Damage Parameters and Maths

 

I am not a mathematician but according to my 100% accurate calculation each independent firing rocket deals 500 HP of damage. When firing in lock-on target salvo mode, all 8 rockets together would deal 4000 HP of damage. In mathematical terms, that is 4000 ÷ 8 = 500. My mathematical calculation is for an M4 upgraded turret. For lower modifications such as M0, M1, M2 and M3 the mathematical parameters would be less, and of course different.

 

Turret Name:

 

Since all Tanki Online turrets are named by a single word, which is short and suitable, the best name that properly describes this deadly turret in Tanki Online would be simply called "Destroyer". So, in other words, the AFT-10 turret would be named and called "Destroyer" which accurately describes its deadly kills.

 

Rotation:

 

The AFT-10 (Destroyer) turret would rotate left and right like Striker but its overall behaviour would be different.

 

Difference from Striker:

 

The AFT-10 turret is not a clone, nor a copy of Striker, like many players or Tanki Online developers would assume. Instead, it is a rather different turret which has different properties, parameters and multiple rockets and huge damage.

 

AFT-10 lock-on damage is as deadly as juggernaut's Strikers:

 

This turret (AFT-10), (Destroyer) has the capacity to deal as much damage as juggernaut's Striker rockets, but instead of firing 6 rockets like juggernaut does, it fires 8 rockets instead. Take a good look at the picture I posted above for comparison.

 

AFT-10 on different hulls:

 

Tanki Online has 3 different hull category. They are light, medium and heavy hulls. On light hulls, the immense firepower would cause the hull to violently vibrate which will cause some lack of accuracy when firing. For medium hulls, this turret would have better accuracy but the player would still experience some shaking. For heavy hulls, this turret would be the best fit since there is no shaking and players would gain the very best experience when it come to be 100% accurate before the rockets are fired.

 

AFT-10 for Parkour and eSports:

 

Parkourists and eSports fans simply like turrets that gives them a massive boost in recoils so that they can perform stunts and jump on top of buildings, even on top of other players as well. This turret would be a brand new experience to normal gameplay and eSports events.

 

Unlock rank:

 

The AFT-10 turret would be unlocked at the Marshal rank for the M3 modification. However, I am not sure about the unlock stage for lower ranks, so I will leave this decision for developers to decide.

 

Final words I have to say:

 

This turret (AFT-10), (Destroyer) is amazing. If developers, hopefully chooses to develop and implement it in Tanki Online, it will bring Tanki Online one step ahead again, and give players the opportunity to try and like something new, which will in turn encourage more and more players, including newbies to create Tanki Online accounts and start playing the game. I hope you liked reading this post as much as I liked creating it. Good luck on your Tanki Online adventure of gameplay and development.

 

Thank you, and I wish you a 10 year happy birthday (1 decade) for Tanki Online and its adventurous journey so far. Happy holidays to all tankers around the world, and once again, a big THANK YOU from me.

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The AFT-10 turret is supposed to be very different from Striker. Its main purpose is to shoot multiple rockets are once, something that Striker cannot do. Its salvo lock-on time duration is supposed to be -50% cut short from Striker so that it can manage to lock-on fire at runaway Wasp and Hornet tanks which are difficult to target mostly when they hide behind walls or buildings due to their fast driving speeds.

 

Also, the purpose of this turret is for making a 1-shot kill. That is to destroy any tank, even an M4 Mammoth equipped with double armor, when using the lock-on target salvo firing mode.

 

Please Maf put this topic as a "Valid" one.

 

Thank you.

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The AFT-10 turret is supposed to be very different from Striker. Its main purpose is to shoot multiple rockets are once, something that Striker cannot do. Its salvo lock-on time duration is supposed to be -50% cut short from Striker so that it can manage to lock-on fire at runaway Wasp and Hornet tanks which are difficult to target mostly when they hide behind walls or buildings due to their fast driving speeds.

 

Also, the purpose of this turret is for making a 1-shot kill. That is to destroy any tank, even an M4 Mammoth equipped with double armor, when using the lock-on target salvo firing mode.

 

Please Maf put this topic as a "Valid" one.

 

Thank you.

That's not "very different". It's has identical mechanics, with the only difference being a change of parameters. That doesn't justify adding a whole new turret. Like I said in my first post, this is just an extremely overpowered alteration for Striker.

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Not a unique idea. There is no need for any more Strikers or Magnums. I wish people brought out genuine ideas for Close or Medium ranged turrets, they're getting outnumbered by Long-ranged turrets.

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New short ranged turret that has two firing modes?:

 

You know how shaft, striker, and Gauss have two firing modes but are either mid ranged or long ranged?

Well the reason why I asked is because it gives me an idea for a new short ranged turret.

I have no idea what to call this turret as I just came up with it (I believe) ten minutes ago, so bear with me please.

So here is what the basics of it might be:

· The primary mode will deal damage somewhere between those of smoky and thunder and will also reload somewhere between the two.

· The secondary mode will fire maybe 5 or 6 shots that deal the same amount of damage as the normal shots, but will fire maybe twice or even 3 times as fast. (There'll be a chance of missing these shots)

· The lock on time will be between that of striker and Gauss with a very long reload if successful.

· The shots will instantly land upon firing.

What do you guys think? :)


Also who has a good name for this turret?

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short ranged turret.

a very long reload

Lost me there. Like the concept, but... no long reloads. How short-range are you thinking, Rico/Twins/Hammer or Fire/Freeze/Isida?

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