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There is nothing wrong for a turret that shoots straight up because when you move the hull, the angle of the turret would slightly curve diagonally. On uneven terrain, this turret would be most effective for firing ahead or behind you, which is great depending on which side your enemy is located.

 

I am aware that developers are doing very hard work on developing the Hover hull. I agree with you. However, the Skyhammer Mortar turret idea is for future development of turrets. It does not mean that development would start tomorrow. Developers could start developing this turret next year if they want. It's up to them to decide when to start the development process of this turret.

 

By the way, please give this post a status, like under review, valid or something!

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There is nothing wrong for a turret that shoots straight up because when you move the hull, the angle of the turret would slightly curve diagonally. On uneven terrain, this turret would be most effective for firing ahead or behind you, which is great depending on which side your enemy is located.

 

I am aware that developers are doing very hard work on developing the Hover hull. I agree with you. However, the Skyhammer Mortar turret idea is for future development of turrets. It does not mean that development would start tomorrow. Developers could start developing this turret next year if they want. It's up to them to decide when to start the development process of this turret.

 

By the way, please give this post a status, like under review, valid or something!

I think it will just be extreamly hard to aim, and may not be possible to use in most battle situations. 

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*Laughs in Kamikaze Magnum*

I don't deny that there are situations where it can be very useful, but if a turret can ONLY shoot up, then no.

There is nothing wrong for a turret that shoots straight up because when you move the hull, the angle of the turret would slightly curve diagonally. On uneven terrain, this turret would be most effective for firing ahead or behind you, which is great depending on which side your enemy is located.

 

I mean, we already have Magnum, which can shoot straight up. So this new turret is just a more limited, less useful version of Magnum. How about this - try playing with Magnum in a few battles and only shoot straight up at 90 degrees, never lowering the turret. See how "fun" that will be.

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This is the same as magnum, except It's fixed at 90° and shoots meteorites.

than use the magnum, fix it straight up, and see how useful it is. 

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There is nothing wrong for a turret that shoots straight up because when you move the hull, the angle of the turret would slightly curve diagonally. On uneven terrain, this turret would be most effective for firing ahead or behind you, which is great depending on which side your enemy is located.

 

I am aware that developers are doing very hard work on developing the Hover hull. I agree with you. However, the Skyhammer Mortar turret idea is for future development of turrets. It does not mean that development would start tomorrow. Developers could start developing this turret next year if they want. It's up to them to decide when to start the development process of this turret.

 

By the way, please give this post a status, like under review, valid or something!  Declined

Not needed - just use Magnum and don't adjust the angle.  There - you have your "new" turret.

Edited by wolverine848

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What would you say if Maf and other devs agreed, with a change to my idea.

 

How about if this Skyhammer Mortar turret rotated up and down. Would you agree with me?

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What would you say if Maf and other devs agreed, with a change to my idea.

 

How about if this Skyhammer Mortar turret rotated up and down. Would you agree with me?

Then it's magnum? :huh: We can put the "completed" tag then :lol:

Edited by XxStriker
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Basically a Magnum with a fixed barrel at 90 degrees, or am I missing something?

Edited by lssimo

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Confusion.jpg

 

I don't know every rank, sorry. Also that was supposed to be 50k crystals. If you have a better suggestion for ranks and pricing feel free to chip in. Otherwise what about the turret itself? Too meta-changing?

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I don't know every rank, sorry. Also that was supposed to be 50k crystals. 

The prices were confusing since they were lacking commas and they were in the wrong place. 

 

 If you have a better suggestion for ranks and pricing feel free to chip in. Otherwise what about the turret itself? Too meta-changing?

Since it is another short-range turret, it would have similar ranks to the other short range turrets I did the statistics for. Not the unlock prices, since in your case, it's a special turret that can't do damage and you set the price low. 

 

I don't know how to actually balance this. Since it doesn't deal damage to gain points in MM battles, it has to have some kind of alternate to earn score and EXP. 

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The prices were confusing since they were lacking commas and they were in the wrong place.

 

Since it is another short-range turret, it would have similar ranks to the other short range turrets I did the statistics for. Not the unlock prices, since in your case, it's a special turret that can't do damage and you set the price low.

 

I don't know how to actually balance this. Since it doesn't deal damage to gain points in MM battles, it has to have some kind of alternate to earn score and EXP.

I was thinking it earns points by the wall taking damage, since it's meant to be a barrier for enemies to destroy in order to progress.

 

I also had two additional ideas for it: One is that energy-based weapons like Twins and Ricochet bypass it entirely, the other is the possibility of other walls being placeable by increasing the total possible number by one with each M level. (M0 means one, M1 means two, etc.)

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No. It's not a Magnum. This turret is supposed to be different. It's firing shell is not a normal shell like Magnum, but rather a large Skyhammer Mortar which creates big impact craters when landing.

 

Do you agree of having a turret that creates large impact craters?

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I was thinking it earns points by the wall taking damage, since it's meant to be a barrier for enemies to destroy in order to progress.

This will be hard to get a number for since damage increases the higher you so giving a fixed number of score and EXP for this would benefit the higher ranks more. 

 

I was thinking more on the lines of giving score for a certain number of projectiles that hit it. But then you have Vulcan and  Autocannon Smoky which shoot many projectiles quickly. So it came down to damage ticks. It would get score for blocking a certain number of damage ticks. That seems like the best option here, with Vulcan, a relatively rare turret, being its best customer for score farming. 

 

I also had two additional ideas for it: One is that energy-based weapons like Twins and Ricochet bypass it entirely, the other is the possibility of other walls being placeable by increasing the total possible number by one with each M level. (M0 means one, M1 means two, etc.)

Good to see that it may have hard counters. 

 

If it were to increase with each modification level, I feel it would be best to keep it as a non-upgradable parameter. Meaning if your Bastion is M1 10/10, it can only place 2 barriers and not 3. If it is upgraded to M2 0/10, then it can place 3. 

 

 

Another fun idea I had for it was something like Baptiste's ultimate ability in Overwatch. I was going to say "a combination of Orisa and Symmetra's ultimate abilities" until I did a bit more research and found that Baptiste had exactly what I was going for.

 

It would look just like Baptiste's Amplification Matrix. It would set down a blue rectangular wall and any allied turret that shoots through it will deal 20% more damage as well as taking 50% less damage from the enemy. But it would only last 15 seconds and you'd have to wait 7 seconds before you can place another one after the first one disappears. 

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This will be hard to get a number for since damage increases the higher you so giving a fixed number of score and EXP for this would benefit the higher ranks more. 

 

I was thinking more on the lines of giving score for a certain number of projectiles that hit it. But then you have Vulcan and  Autocannon Smoky which shoot many projectiles quickly. So it came down to damage ticks. It would get score for blocking a certain number of damage ticks. That seems like the best option here, with Vulcan, a relatively rare turret, being its best customer for score farming. 

 

True. Also Firebird, Freeze, etc would be hard to calculate since they deal damage at such a high rate and Firebird has damage over time. Of course this is also another variable for the server to keep track of, so it may cause lag. 

 

 

 

 

If it were to increase with each modification level, I feel it would be best to keep it as a non-upgradable parameter. Meaning if your Bastion is M1 10/10, it can only place 2 barriers and not 3. If it is upgraded to M2 0/10, then it can place 3. 

 

 

Pretty much, it should only work with increasing the modification level and not micro-upgrading it. Of course it does get more efficient if you MU it.

 

 

 

Another fun idea I had for it was something like Baptiste's ultimate ability in Overwatch. I was going to say "a combination of Orisa and Symmetra's ultimate abilities" until I did a bit more research and found that Baptiste had exactly what I was going for.

 

It would look just like Baptiste's Amplification Matrix. It would set down a blue rectangular wall and any allied turret that shoots through it will deal 20% more damage as well as taking 50% less damage from the enemy. But it would only last 15 seconds and you'd have to wait 7 seconds before you can place another one after the first one disappears. 

This would be neat, but I like it being a solid wall for enemies better. I originally wanted it to be solid for both sides but then I saw the flaw in how easy to abuse that is, so I decided allies can pass through it but enemies can't. Obviously this will cancel out most of the existing turrets, but if this gets added it would give Magnum something to be a soft counter too rather than just being a general support turret.

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No. It's not a Magnum. This turret is supposed to be different. It's firing shell is not a normal shell like Magnum, but rather a large Skyhammer Mortar which creates big impact craters when landing.

 

Do you agree of having a turret that creates large impact craters?

What part of "this turret is the same as magnum except it's fixed   at 90° and shoots meteorites" you don't understand? Why would you even relase another magnum except with fixed barrel with only difference being bigger damage?

I won't say it again, if you ever come up with an idea, think about it first if it makes sense at all and if something like it isn't in the game yet.

 

Edited by Escapee

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Just think of your idea being played out in different scenarios, for example different maps, modes, PRO Battles, Hulls, play styles and so on. It doesn't have to work on all, but it needs to work on most.

Edited by lssimo

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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.


Topic Merged

 

 

 


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?


Topic Merged

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Well yes coming up with a brand new idea for weapon is hard. I tried myself and it took me more than 5 minutes of non-stop thinking.

@RIDDLER_8, have you ever played RTC wolfenstein and wolfenstein 2009? Do you know about this tesla gun William J. Blazkowicz obtains in X-labs (RTCW) and hospital(2009)?

 

Search that up you might actually come up with something good.

But also search tanki idea forum if anyone alredy posted simmilar idea, because you might get warning points for spamming.
 

Edited by Escapee

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Yes, I know the Tanki Online map Wolfenstein. I played on it many times.

 

I do not know anyone called William J Blazkowicz, nor X-Labs. Sorry for the inconvenience.

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