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New melee turret that can give and take away (sort of) boost supplies?:

 

So I couldn't think of any new melee ranged turret except for this.

 

So this is a support turret.

 

Here's how it'll work:

 

· Itll be able to activate Allied players supplies by holding down the desired supplys button and firing button at the same time for probably 3 seconds (Doble Armor, Double Damage, or Speed boost). Works even if that supply is on cool down for you because you used it. (Wont count as progression for collect supplies mission)

 

· It'll also be able to disable one of an enemy's supply by holding down the desired supply button and firing button for 1.5 to 2 seconds. Will also deal damage while this is going on.

 

· Can attack normally as well as that special ability. Will have the damage output of that of freeze, the energy consumption rate of that of isida, and the reload of that of firebird.

 

· Attack mode will feature a black beam by default while support mode will have a white beam.

 

So what do you guys think? :)

 

 

Also what name should it have?

 

 

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Turret Idea: Venom

 

  • Short/Mid Ranged turret
  • Dual Firing modes
  • Shoots a flat horizontal layer of supercharged plasma
  • Holding the spacebar makes it a short ranged melee weapon, with a cone angle of around 60°. It deals damage less than that of stock Firebird or Freeze.
  • Pressing the spacebar once shoots a flat beam with a spread of around 15° that has a range similar to that of Hammer.

What do you think? ;)

 

 

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I understand your point. I always do my best to come up with original ideas. Sometimes, I screw up.

At least you can see your own mistakes and reflect on them :)

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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. 

Alright then, keeping it as a wall. 

 

 

Bastion: 

 

M0:    750

 

M1:   20,900

 

M2:   78,300

 

M3:   139,750

 

 

 

Wall HP:

 

M0: 10,000

 

M1: 13,100 

 

M2: 15,400

 

M3: 17,900

 

M4: 20,000

 

Number of walls at once:

 

M0: 1 

 

M1: 2

 

M2: 2

 

M3: 3

 

M4: 4

 

Reload time after placing a wall with another one available (only for M1,2,3 and 4): 

 

M1: 10 seconds

 

M2: 9.4 seconds

 

M3: 8.6 seconds

 

M4: 8 seconds

 

Reload time after placing all available walls

 

M0: 20 seconds. 

 

M1: 18.6 seconds

 

M2: 17.4 seconds

 

M3: 16.2 seconds

 

M4: 15 seconds 

 

 

 

Wall placement time:

 

M0: 3 seconds

 

M1: 2.71 seconds

 

M2: 2.47 seconds

 

M3: 2.21 seconds

 

M4: 2 seconds

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I have an idea as I mentioned earlier.

In RTC wolfenstein and wolfenstein 2009 this guy main protagonist, obtains tesla gun.
It's a very interesting weapon because  it can damage more than one enemy at once.

In game it looks something like this
npkpj4.png

 

Here's a gameplay with tesla gun.

 

https://www.youtube.com/watch?v=jQUGMSP3BSM

 

It damage and reload would be something between firebird and freeze.

it's main arc would do main damage, but other 2 maybe 3 smaller arcs would have little lower damage than firebird's afterburn.
It wouldn't do any after effects like afterburn or slowing movement.

Edited by Escapee
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Can you folks come up with new ideas to implement at least another two hulls. Tanki Online is short on hulls, so please come up with great ideas on brand new hulls that can be suitable for gameplay.

 

There are already many turret's available, so turret development can sort of slow down for now. What we need are two additional hulls to be developed after the release of the Hover hull.

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This isn't really the thread for hull ideas, but I kind second a wheeled hull that's faster than Hornet and Wasp but doesn't turn on a dime like they do. That or something that can activate a secondary mode and elevate upwards to get a vantage point or peek over cover and fire at enemies.

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I have an idea as I mentioned earlier.

In RTC wolfenstein and wolfenstein 2009 this guy main protagonist, obtains tesla gun.

It's a very interesting weapon because  it can damage more than one enemy at once.

In game it looks something like this

npkpj4.png

 

Here's a gameplay with tesla gun.

 

https://www.youtube.com/watch?v=jQUGMSP3BSM

 

It damage and reload would be something between firebird and freeze.

it's main arc would do main damage, but other 2 maybe 3 smaller arcs would have little lower damage than firebird's afterburn.

It wouldn't do any after effects like afterburn or slowing movement.

 

I see. 

 

Tesla

 

M0:    750

 

M1:   27,250

 

M2:   84,700

 

M3:   234,200

 

 

Dmaage.png Damage per second:

 

M0: 300

 

M1: 416

 

M2: 478

 

M3: 595

 

M4: 700

 

Range.png Range: 

 

M0: 15

 

M1: 16.65

 

M2: 17.25

 

M3: 18.52

 

M4: 20

 

Energy tank: 1000 units

 

Energy consumption: 166 units

 

Energy recovery rate: 100 (Reload-time.png Reload time: 10 seconds)

 

Energy recovery rate after exhaustion: 142

 

Cone angle: 40°

 

 

I decided to make it similar to how I saw it in the video. it would have a charge-up time, during that time, the front would rotate until electricity flows. It boasts a larger cone angle than Firebird and Freeze so that it would be able to latch onto many enemies at once, which is why its damage is lower than Freeze and Firebird. 

 

As for reloading, I decided on something interesting: I added an "exhaustion" mechanic where, once it expends all of its energy, it will shut off and completely reload the turret to full capacity by force. The catch here is that the "exhaustion" reload is faster than the passive reload (the energy recovery rate when Tesla hasn't been exhausted) so that it would be encouraged to exhaust the Tesla if you want full energy faster. 

 

While passively reloading, if you want to attack, pressing spacebar will stop the reloading and start charging the Tesla. If you decide to abort the spin-up half-way, it will begin passively reloading as soon as Tesla finishes spinning-down (similar to Vulcan). So you can either let it passively reload while not having much energy to defend yourself against a full HP player, or you can exhaust your Tesla, allow it to recharge quicker, but be vulnerable in those seconds. 

 

Like Isida, it will not have weak damage or a maximum and minimum damage range. Its damage per tick is constant. 

 

 

Haven't done the spin-up time parameters yet but it would be:

 

M0: 2.5

 

M1: 

 

M2: 

 

M3: 

 

M4: 1.8

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I see. 

 

Tesla

 

M0:    750

 

M1:   27,250

 

M2:   84,700

 

M3:   234,200

 

 

Dmaage.png Damage per second:

 

M0: 300

 

M1: 416

 

M2: 478

 

M3: 595

 

M4: 700

 

Range.png Range: 

 

M0: 15

 

M1: 16.65

 

M2: 17.25

 

M3: 18.52

 

M4: 20

 

Energy tank: 1000 units

 

Energy consumption: 166 units

 

Energy recovery rate: 100 (Reload-time.png Reload time: 10 seconds)

 

Energy recovery rate after exhaustion: 142

 

Cone angle: 40°

 

 

I decided to make it similar to how I saw it in the video. it would have a charge-up time, during that time, the front would rotate until electricity flows. It boasts a larger cone angle than Firebird and Freeze so that it would be able to latch onto many enemies at once, which is why its damage is lower than Freeze and Firebird. 

 

As for reloading, I decided on something interesting: I added an "exhaustion" mechanic where, once it expends all of its energy, it will shut off and completely reload the turret to full capacity by force. The catch here is that the "exhaustion" reload is faster than the passive reload (the energy recovery rate when Tesla hasn't been exhausted) so that it would be encouraged to exhaust the Tesla if you want full energy faster. 

 

While passively reloading, if you want to attack, pressing spacebar will stop the reloading and start charging the Tesla. If you decide to abort the spin-up half-way, it will begin passively reloading as soon as Tesla finishes spinning-down (similar to Vulcan). So you can either let it passively reload while not having much energy to defend yourself against a full HP player, or you can exhaust your Tesla, allow it to recharge quicker, but be vulnerable in those seconds. 

 

Like Isida, it will not have weak damage or a maximum and minimum damage range. Its damage per tick is constant. 

 

 

Haven't done the spin-up time parameters yet but it would be:

 

M0: 2.5

 

M1: 

 

M2: 

 

M3: 

 

M4: 1.8

Thank you for more specific details about reload, cone angle etc etc..

How did you come up with prices tho?  :P 

 

 

Edited by Escapee

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Thank you for more specific details about reload, cone angle etc etc..

How did you come up with prices tho?  :P

Each turret at M0 is from 0 crystals to 700 crystals with 50 crystal intervals. The next interval is 750 crystals so that would be the starting price I put for all the new turret ideas.

 

I look at the trends of the turrets that are in the range of the new turret, which in this case, is Melee. So I looked at Firebird, Freeze and Isida. Now, all of them have relatively low prices for their M1 modifications. They were also early turrets so they kind of stuck there with the low price and unlock rank. Since all of them were close together, I thought that I could push it a bit father away from them, which puts its M1 modification's rank at , two ranks higher than Freeze's . The prices determine how much the parameters' numbers will increase. High price; high increase in statistics. Low price, low increase in statistics. I chose 27k as it would be attractive in the lower ranks with a large gap in statistics. 

 

Now, I look at the trends of the unlock ranks of the M2 modifications of the melee turrets. 2 of the 3 melee turrets unlock in the earliest M2 ranks, and . Firebird unlocks all the way at . So I could either put it in the middle (so that it wouldn't have a cluster of melee turrets unlocked one after the other), or put it somewhere at or above. I chose the former and put it in the middle. What also influenced this was how I think balance would be with the turret's unlock ranks. The way I've made it, I made it like this:

 

M0 - M1: Fairly large gap

 

M1 - M2: small gap

 

M2 - M3: large gap

 

M3 - M4: fairly large gap 

 

Freeze, as well as Isida, is almost an example of this as well. it has a fairly large gap from M0 - M1, a small gap from M1 - M2, and a large gap from M2 - M3. The turret that I looked at the most for the stats were Vulcan since that fit almost exactly what I had in mind for the prices. 

 

Freeze's M1 price is lower than Tesla's M1 price, so Tesla's M2 price would be more expensive than Freeze's M2 price. But since I decided on a small gap between M1 and M2, its price would be relatively cheap, close to Vulcan. 

 

And then you have the M3 price. If you look at the prices of all M3 equipment in the game, 7 of them cost above 230,000 crystals and 3 of them cost less than 220,000 crystals. The ones that cost above 230,000 crystals are the ones that had relatively low costs for their M1 and M2 modification or an average cost and a low cost. Let's take Freeze:

 

 

M1: 22,600

 

M2: 61,400

 

M1 Freeze's price is around average for the M1 turrets, but its M2 price is the lowest of them all. So its price would be more expensive as an M3, given its large statistic gap. M3 Freeze costs 239,400, which is the most expensive M3 turret. 

 

No let's look at Thunder:

 

M1: 38,600

 

M2: 110,500

 

M1 Thunder is the most expensive M1 turret in the game. And M2 Thunder is above 100k, above 110k even. So it has a very high price at M1 and a high price at M2. What's the result? It has the lowest cost at M3 with 214,400 crystals. Look at the prices in the garage and you'd see that it adds up for each turret. 

 

So since It has a mediocre price for M1 and a relatively low price for M2, its price for M3 would be around what Vulcan's price is, since it has prices at M1 and M2 closest to Vulcan. 

 

 

 

 

I'm sorry if this is confusing but basically, I look at trends in the prices, unlock ranks and parameters of many turrets to determine its price, statistic changes and unlock ranks. 

 

Some of the calculations were done in my head as rough estimates, while the statistics with decimal places were direct calculations using a calculator. I spent about half an hour trying to perfect the Range.png range parameter for it by looking at Freeze's and Isida's range and comparing them to each other and Tesla. 

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There should be another plasma-projectile weapons since only 2 of them are in the game at this moment, those 2 are ricochet and twins of course.

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Me? The first time I played was in 2013 but you can more or less say I started in 2014. 

I started 2 years before they rebalanced everything.

A lot has changed since then, I wish it had stayed the same since missions were relased.

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I would really like to see an Acidic/Toxic/Poisonous.

This Idea came across my mind about a Year ago, but I did not know where to post it.

Now It's my chance.  :D

 

I will just tell my own Idea and you Developers can correct me If you think It's too weak/strong.  :)

It would be a Close Range turret such as Freeze Firebird Isida  :)

So Let's begin:

 

Damage: 150-160 / hit

Acid:150-200 overdamage

Poison*: -25% damage reduction

 

I will tell you what the other M4 'Close Range' turrets do so you can compare  ;)

 

M4 Firebird: Damage: 175 / hit + Burning: 300 overdamage

M4 Freeze: Damage: 225 / hit + Freezing effect

M4 Isida: Damage: 250 / hit + Can heal allies

 

Also We can make Alterations for this Turret :)

Like these:

Minus.png Removes Acid (overdamage)

Plus.png  Adds 25% damage reduction

So this would make it able to reduce the enemies damage by -50%  :)

 

As I mentioned earlier I said that the Developers could correct me.

But I want the Acid (overdamage) and the Poison (damage reduction) to stay

You can correct the 'numbers' But I would really like to see this type of Turret in the game  :D

 

That would mean a lot to me If we could make this Turret 'come alive' in this,

2019 Year or maybe at 2020 New Year ( January )

Also we could make XT for it. Maybe designed by a Venomous animal creature with

Fangs, Red eyes, Golden and White details  :P

 

If this could come true, I would be so damn happy  :lol:

Best regards, AcnoIogia  ;)

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I would really like to see an Acidic/Toxic/Poisonous.

This Idea came across my mind about a Year ago, but I did not know where to post it.

Now It's my chance.  :D

 

I will just tell my own Idea and you Developers can correct me If you think It's too weak/strong.  :)

It would be a Close Range turret such as Freeze Firebird Isida  :)

So Let's begin:

 

Damage: 150-160 / hit

Acid:150-200 overdamage

Poison*: -25% damage reduction

 

I will tell you what the other M4 'Close Range' turrets do so you can compare  ;)

 

M4 Firebird: Damage: 175 / hit + Burning: 300 overdamage

M4 Freeze: Damage: 225 / hit + Freezing effect

M4 Isida: Damage: 250 / hit + Can heal allies

 

Also We can make Alterations for this Turret :)

Like these:

Minus.png Removes Acid (overdamage)

Plus.png  Adds 25% damage reduction

So this would make it able to reduce the enemies damage by -50%  :)

 

As I mentioned earlier I said that the Developers could correct me.

But I want the Acid (overdamage) and the Poison (damage reduction) to stay

You can correct the 'numbers' But I would really like to see this type of Turret in the game  :D

 

That would mean a lot to me If we could make this Turret 'come alive' in this,

2019 Year or maybe at 2020 New Year ( January )

Also we could make XT for it. Maybe designed by a Venomous animal creature with

Fangs, Red eyes, Golden and White details  :P

 

If this could come true, I would be so damn happy  :lol:

Best regards, AcnoIogia  ;)

 

I like a poison melee turret as well. I'll see if I can put some reasonable statistics. 

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Make new alterations:

instant refill for freeze and fire, like isida

smoky replacing critical for splash damage

thunder slower but stronger rounds

ricochet bfg like twins alt

gauss subcaliber rounds like thunder alt,

higher damage on sniper but more time to shoot like cyclone alteration of striker

railgun slightly higher damage and impact force but cant pierce

Rebalancing actual alterations:

reduce energy consuption for isida nanomass reactor

increase projectile speed of twins heavy plasmagun

increase minimum damage of railgun large caliber rounds

increase projectile speed of striker uranium launcher

reduce energy consuption for firebird compact tanks

Some suggestions for turrets:

make striker more useful, gauss is more effective than striker

afterburn of firebird can be a constant damage, but it should be higher with each modification,

for a example, m0 fire 100, m1 150, m2 200, and m3 250

freezing effect should last like 1s less

reduce scatter damage of railgun

increase distance of max damage of arcade mode in shaft and gauss

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Make new alterations:

instant refill for freeze and fire, like isida

smoky replacing critical for splash damage

thunder slower but stronger rounds

ricochet bfg like twins alt

gauss subcaliber rounds like thunder alt,

higher damage on sniper but more time to shoot like cyclone alteration of striker

railgun slightly higher damage and impact force but cant pierce

Rebalancing actual alterations:

reduce energy consuption for isida nanomass reactor

increase projectile speed of twins heavy plasmagun

increase minimum damage of railgun large caliber rounds

increase projectile speed of striker uranium launcher

reduce energy consuption for firebird compact tanks

Some suggestions for turrets:

make striker more useful, gauss is more effective than striker

afterburn of firebird can be a constant damage, but it should be higher with each modification,

for a example, m0 fire 100, m1 150, m2 200, and m3 250

freezing effect should last like 1s less

reduce scatter damage of railgun

increase distance of max damage of arcade mode in shaft and gauss

 

These are ideas for current turrets and new alterations, not ideas for new turrets. 

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Create a new "Helper" turret. This turret would be best for team games. Its non-essential strength is to stop the burning and freezing process that a team member has taken. Its main strength is the power of teleportation. When a team member has a flag and enemy wants to destroy him, the "helper" will teleport to his place and will take enemy shoots. Radios will be 1/3 of map. Teleportation will require a long press of the "space" button (like a shaft). And to stop the burning and freezing process, you need to press the "Space" button (similar to a thunderstorm). These turrets will be expensive, but because of the 2 forces of these turrets, they will be ready to pay. Whatever the size of this shoot, they will be similar to "Gauss". With the proliferation of weapons leverage, teleportation recharging time will be reduced. The rest of you will think! And tell me - Is it a good idea?

Edited by Mr.CrazyKiller
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Create a new "Helper" turret. This turret would be best for team games. Its non-essential strength is to stop the burning and freezing process that a team member has taken. Its main strength is the power of teleportation. When a team member has a flag and enemy wants to destroy him, the "helper" will teleport to his place and will take enemy shoots. Radios will be 1/3 of map. Teleportation will require a long press of the "space" button (like a shaft). And to stop the burning and freezing process, you need to press the "Space" button (similar to a thunderstorm). These turrets will be expensive, but because of the 2 forces of these turrets, they will be ready to pay. Whatever the size of this shoot, they will be similar to "Gauss". With the proliferation of weapons leverage, teleportation recharging time will be reduced. The rest of you will think! And tell me - Is it a good idea?

I like this idea  :D Personally because of the Teleportation. I've been thinking about what If the a Hull could have a Teleportating Overdrive.

That would be so cool. It's a good idea buddy. It was be better If it could make some sort damage,

Because Isida can Deal damage and Heal. So it's also a Supportive and Damage dealer turret at the same time.

By thinking  about what you said before, It can remove Freezing and Burning from allies.

How about this:

 

The First Firing mode:

 

Plus.png It will shoot a splash effect kind of a thing,

a very big splash damage, just as like Gauss has.

(It means that the Splash damage will give the effect of

Burning and Freezing for ALL enemies that are in the Range)

Plus.png You can target at Allies or Enemies at the same time,

but they have other benefits. (You will see it below)

Plus.png  The Splash damage has a chance to give Burning or Freezing effect to enemies

50%-50% both. So It may Freezes them, or may burn them!

Minus.png When you target the enemies, It will give them Burning or Freezing effect,

but I tdoes not do anything to the teammates

It MUST Freeze them OR Burn them. There is no chance to don't do any or both of them.

The 50%-50% is for the chance of which effect will the Turret give!

So Let's say there are 5 Tanks in the Range, 3 of them will recive burning 2 of them will recive Freezing, or the opposite way,

May freezes or may burn them all. It's really just Random.

Minus.png Has NO damage at all except the burning's overdamage!

Minus.png If you target the teammates, It will also do the Splash damage, but It does not do anything to the enemies,

Plus.png If you target the teammates, It will give them an Instant 500-1000 HP

and remove Burning and Freezing effect from the allies.

(If there will be any other effect in the future, It should remove those also)

Minus.png The recharge is 4 seconds.

 

There should be a Color for The Splash damage when you hit Allies or Enemies.

When you shoot with Thunder, Gauss, Magnum There is an 'Explosion'

So when you shoot with this Turret, It will also have an 'Explosion'

The color of the explesion When you hit Allies and Heal them, Remove the Burning&Freezing effect It will be White

The color of the explosion When you hit Enemies and give them Burning or Freezing It will be Black

 

Burning: 5x300 damage (1500 Damage in total)

Freezing: Freezes the enemies for 3 Seconds

 

The Second Firing mode:

 

Holding down the Space button will be like Gauss & Striker combined.

 

Plus.png Has no Laser

Minus.png But It needs a bit more to charge it up until teleportation,

I thought about 3 seconds.

Minus.png However the recharge to Teleport again will be 5 seconds!

Plus.png But you can still do the "First Firing mode" after 1 second when you did the teleportation!

Plus.png You can switch places with either, teammates or enemies.

Minus.png You can NOT switch place with objects, flags or balls. Only with team mates or enemies

Minus.png But I feel like there should be some sort of thing to stop this from,

teleporting to enemy flag and back to your own flag to capture it with ease.

Like: When you did teleportation you need to wait 15 seconds to take up Flags, Balls

or Capturing the Points.*

When you did the Teleportation It needs to show somehow

that you can't take up flags, balls or capture points

*I think this should do the work, hehe  :P

 

This numbers, that I mentioned was the M4 Version.

I could aslo make my own idea for the other ones.

 

(FFM=First Firing Mode)

(SFM=Second Firing Mode)

 

M0 FFM: Healing: 0-500 ( Mainly 250-350 )

Recharge: 6 Seconds

Chance for Freezing/Burning effect: 50%-50%

Freezing: Lasts for 3 Seconds, Slighty Freezes the enemies

Burning: 1x300 Damage ( in total 300 Damage )

 

 

M0 SFM: Lock on for Teleportation: 5 Seconds

Recharge for Teleportating: 7 Seconds

Using FFM after Teleportation: 1 Second

 

 

M1 FFM: Healing: 200-632.35 ( Mainly 400-500 )

Recharge: 5.3 Seconds

Chance for Freezing/Burning effect: 50%-50%

Freezing: Lasts for 3 Seconds, Very Slighty Freezes the enemies

Burning: 2x300 Damage ( in total 600Damage )

 

M1 SFM: Lock on for Teleportation: 4.6 Seconds

Recharge for Teleportating:  6.5 Seconds

Using FFM after Teleportation: 1 Second

Freezing: Lasts for 3 Seconds, Slighty Freezes the enemies

 

 

M2 FFM: Healing: 400-720.59 ( Mainly 500-600 )

Recharge: 5 Seconds

Chance for Freezing/Burning effect: 50%-50%

Freezing: Lasts for 3 Seconds, Freezes the enemies

Burning: 3x300 Damage ( in total 900Damage )

 

M2 SFM: Lock on for Teleportation: 4.1 Seconds

Recharge for Teleportating: 6.1 Seconds

Using FFM after Teleportation: 1 Second

 

 

M3 FFM: Healing: 600-882.35 ( Mainly 650-750 )

Rechare: 4.6 Seconds

Chance for Freezing/Burning effect: 50%-50%

Freezing: Lasts for 3 Seconds, Hardly Freezes the enemies

Burning: 4x300 Damage ( in total 1200 Damage )

 

M3 SFM: Lock on for Teleportation: 3.5 Seconds

Recharge for Teleportating: 5.4 Seconds

Using FFM after Teleportation: 1 Second

 

 

M4 FFM: Healing: 800-1000 ( Mainly 900 )

Recharge: 4 Seconds

Chance for Freezing/Burning effect: 50%-50%

Freezing: Lasts for 3 Seconds, Slighty Freezes the enemies,

They can barely move.

Burning: 5x300 Damage ( in total 1500 Damage )

 

M4 SFM: Lock on for Teleportation: 3 Seconds

Recharge for Teleportating: 5 Seconds

Using FFM after Teleportation: 1 Second

 

 

I know some of you guys may not like this idea or even hate it,

But I'd like to make this turret a little bit more 'challenging' to get.

To be honest this Turret could be a very dangerous for enemies and very helpful for allies

Therefor my Idea how to buy this turret. There is only 1 chance: in the SHOP!

Yea... You saw that right. In the shop.

Furthermore you can buy it with real money only, and can NOT buy it with Tankoins!

If this is too unfair, They could sell it for Real Money + Tankoins at the same time.

Or just as regularly in the Garage for Crystals, Just a slightly bit more expensive than the other turrets.

It can be bought at the Special Offer section, at any time.

You can only buy this Turret in M0 at the Shop. To make it M1-M4 you need Crystals.

 

I hope I mentioned everything I wanted, and my time don't goes to waste Because I wrote this for 4 hours, lol xD

 

Best regards, AcnoIogia  :)

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Thinking about this makes me feel weird.

Like no damage....

Btw the reason why I mentioned to Burn the enemies and Heal the teammates is because If it could only teleport and remove buffs,

then You get no experience at all :/

We need to include damage If this turret happens.

 

(FFM = First Firing mode)

(SFM = Second Firing mode)

(For more to see what I mean by this, read the upper post that I wrote)

 

M0 FFM: 300-600 Damage 

M1 FFM: 500-1000 Damage

M2 FFM: 1000-1200 Damage

M3 FFM: 1200-1400 Damage

M4 FFM: 1500-1700 Damage

( + The burning/freezing effect )

 

 

So If you read my post before this, You know that SFM is a Teleportating YOU for someone else's place,

It can be your Teammate or Enemy ones.

But I feel like, It could also do 'Some sort of damage'

 

Well... You know what? While I wanted to type what damage should It make...

A better idea popped at my head  :P

 

Alterations  :)  ;)  :D

 

Cryo Fantasy

 

FFM will become this:

Plus.png FFM Freezes the enemies, with 100%

Plus.png The Freezing effect will last for 3 seconds as usualy, but the enemies can Barely move,

almost like Hunter's overdrive.

Minus.png Burning effect is removed

An interesting and not expected change:

Minus.png You will not be able to heal your teammates or remove burning and freezing,

Plus.png BUT! By holding down the Space button will appear a 'lock-on' circle at your tank like Striker and Gauss has.

The lock on in any form, be it M0-M4 doesn't make any difference, Will take 2 seconds to heal yourself,

and remove Burning&Freezing effect from yourself.

Healing Point given to yourself is the same as before, 

(Depends on which form you have M0-M4)

 

The needed rank to buy this alteration is Third Lieutenant.

 

Wildfire

 

This alteration is a bit more powerful than Freeze one.

I think we need a bit of a change in this game, and I'm trying to work it. :)

I hope Tanki will take some of my advises  ;)

 

Plus.png When aiming at an Enemy It will make a pretty decent amount of 'Wildfire'

Which is literally an area where things fired up.

Plus.pngWhen enemies get touched by this fire, They will get the burned ardently.

10x300 Damage (3000 Damage)

Plus.png This burning will be a whole new burning, different from the original burning that Firebird does.

Plus.png Therefor this burning can NOT be removed by healing yourself

and The burning can not be lowered If enemy has Firebird Module, or even Module against this Turret

Minus.png If You or any Team mates walk on this Fire, will also get fired up by this burning!

Minus.png Freezing effect is removed.

Minus.png Damage is completely removed, The only chance to deal damage is by the burning.

Plus.png The 'Wildfire' will stay up for 15 seconds.

Minus.png The FFM will only have the Healing, Removing burn & freezing effect for allies.

Minus.png With this alteration you will not be able to Teleport because the Alteration,

completely changed the turret and now You can do 'Wildfire' with the SFM.

 

The needed rank to buy this Alteration is Colonel or Brigadier.

 

Switched Up

 

FFM will be the same as before

SFM will switch up the HP.

Which means, If the enemy has 100% HP and you have 30% HP, 

then The enemy will get the 30% HP and you will get the 100% HP

or the opposite way:

You have 100% and Enemy has 30% then you will have 30% enemy will have 100%

So you have to be conscious when you use this :)

It's better to use it when you see the HP of the enemy.

Switching places with Allies will NOT Switch up the HP's.

(It's Yellow because It can be either good, or either bad)

 

The needed rank to buy this Alteration is Warrant Officer 1.

 

Acnologia

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