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Ideas for Turrets!


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One of the main points for Gauss over a turret like Shaft is the fact that it can hit multiple targets with its explosive rounds. That is all well and good, until you realize what it takes. Already that's a tradeoff that doesn't happen often, but the problem comes in when you realize how hard it is to even do that. The main problem, as I see it, is that if a large group of tanks are bunched up together, it's very hard to get a sniper shot off. This is because tanks constantly move around each other and it's impossible to fix on one tank. Your charging will keep getting interrupted by other tanks that move in front of the tank you were aiming at, and it's not like when an object obstructs the aim, when an object does that it doesn't reset the charge for a little, but when other tanks go in front it does. You lock on to the new tank and it resets the charge. I propose that instead of that, if a different tank moves in front of a tank you were aiming at, the charge stays. That way you don't feel cheated out of a shot when it is physically impossible for you to keep your lock on. Another problem with the way it works now is that if you do get a shot off, it's not likely that people are grouped together and you will get less for it. Overall, it currently seems like a slightly worse version of Shaft and I think this fixes that while still differentiating the playstyles of both guns and keeping their strongsuits. 

TL;DR: Gauss' sniping mode should be changed so that it keeps the charge if a different tank moves infront of the one you were aiming at.

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On 6/10/2022 at 6:25 PM, Loveship said:

TL;DR: Gauss' sniping mode should be changed so that it keeps the charge if a different tank moves infront of the one you were aiming at.

So it sounds like you want the aiming recovery time to be increased, Considering that Gauss' forte of having generous splash damage distribution has been removed and its reload and acquisition time being increased, I think this suggestion is understandable.

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My idea is for a short-ranged turret that hits tanks with a demolition ball.

g5PGg7c.png

 

The ball hangs on the chain with realistic physics. Swinging the ball can either be done by turning the crane from side to side, or by ceaselessly spinning it in one direction. The faster the ball swings the more damage it does when hitting an enemy tank. Spinning the crane ceaselessly at maximum speed can only be done for a short while and then needs to be recharged. The ball deflects hits when hit so it can be used as a shield.

Because it would be annoying to have your camera spin with the cran when doing this, perhaps the crane can be rotated with spacebar instead of z and x. Pressing spacebar once turns it on one direction, releasing and pushing again in the other, holding it spins it ceaselessly, while z and x are only used to turn the camera to look around.

A special attack could be if the ball's chain (or wire) could be released so that the ball is first spun around to gain speed and then thrown away at an enemy. This is a very powerful attack with a longer range but needs precise timing to pull off, as you need to release the wire at just the right moment. (the above sketch doesn't make sense estetically for this) The controls for this could be a quick push of the spacebar, instead of holding it.

BCBOuRg.png

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I believe I´ve seen a similar concept suggested before, but I really like the special attack idea and also the sketches you provided.

Also the solution for the spinning camera sounds reasonable.

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It could work for a wacky event mode exclusive turret, similar to B0NK. The problem is that B0NK is super simple in that it just deals damage in a spot in front of it and has a swinging animation, whereas this thing would require development of a complex physical object. Might not be worth the effort.

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On 6/11/2022 at 7:00 PM, TheCongoSpider said:

So it sounds like you want the aiming recovery time to be increased, Considering that Gauss' forte of having generous splash damage distribution has been removed and its reload and acquisition time being increased, I think this suggestion is understandable.

Although that does sound like a good idea, that's not what I was aiming for. I was more thinking about ways to make getting off shots into large crowds easier to do the thing Gauss is actually good at. And to make it easier to get shots off it needs to be that tanks can't interrupt the charge shot. Otherwise it just keeps getting interrupted. I do like that idea though. 

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1 minute ago, Loveship said:

Although that does sound like a good idea, that's not what I was aiming for. I was more thinking about ways to make getting off shots into large crowds easier to do the thing Gauss is actually good at. And to make it easier to get shots off it needs to be that tanks can't interrupt the charge shot. Otherwise it just keeps getting interrupted. I do like that idea though. 

Well rather than coding an exception for a specific turret, I would imagine buffing an already established parameter would be infinitely easier. Gauss did used to have a 2-second aiming recovery time and that was one of the reasons why it was easy to use and casually powerful back in 2019/20. 

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I don't know how long you are playing tanki, but in gauss release 2019, as congo said, it had 2s aim recovery + large splash damage of 20m, which was able to kill a large crowd easily, especially when combined with old hornet OD which was ignoring everything (spawn protection - titan dome, etc.) for 20s, which means ? all the crowd will die.

Spoiler

Animated GIF

But as Gauss have been nerfed really much, and no longer have more than 10m splash, I agree with the suggestion, because in real with this aim in Striker I can't use it, so I use regular shots instead, but regular gauss shots are sucks.

7 hours ago, Loveship said:

I was more thinking about ways to make getting off shots into large crowds easier to do the thing Gauss is actually good at.

If you mean this - NO. This doesn't have to return, whether they made it initially for this or not, it's not a small character to make gauss special for it, like railgun with piercing, it's just a horrible huge thing to kill all of the players at once.

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Interesting?  And I think the swinging ball would impact the player strongly while it's swinging, because it's a very heavy ball. So you can't play it except with a heavy steady hull (or a hovering hull). 

Edited by firety31
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2 hours ago, firety31 said:

Interesting?  And I think the swinging ball would impact the player strongly while it's swinging, because it's a very heavy ball. So you can't play it except with a heavy steady hull (or a hovering hull). 

I was thinking that it can be used with any type of hull, but maybe there could be an augment with an even bigger ball that can only be used with a very steady hull? ?

Also if the ball hits yourself you will self-damage, which would look hilarious how I imagine it.

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14 minutes ago, qwds said:

Also if the ball hits yourself you will self-damage, which would look hilarious how I imagine it.

Also you can put the ball one the ground to help you raise your tank over some structure

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I agree. During the Special Mission where we had to use long range Turrets, I used Gauss as my most suitable for me. However, going into sniping mode every time, I was having trouble locking onto the enemies. My sniping would not keep track of one target. It kept changing its locking targets. So I would like it if it could stick to one target right from the beginning.

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Banger

Banger is going to be one of the most easiest turrets to master, it will probely hold the title of being the most important turret to have in a team. It can literally take out groups of people in one shot. 

Turrets Mechanism:

When accelerated, turret shoots an explosive cannon ball. A 360°  explosion range which will cause self damage if shot at close range. Cannon ball will automatically explode when it comes in range of an opponent. It can deal damage to more than one tank at a time. It requires accurate shots for cannon balls to reach your opponent. If shot at a long distance and cannon ball reaches its maxuim distance, it will explode. 

 

 

Turret Details:

  • Name - Banger 
  • Range - Medium
  • Deal damage - High
  • Acceleration Impact force - High
  • Explosion impact force - High
  • Relode time - 3 seconds

 

What make this turret unique?

  • "360°  explosion" 
  • "Cannon ball will automatically explode when it comes in range of an opponent"
  • "It can deal damage to more than one tank at a time"

 

        Questions may be asked in the comment section below.        

 

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On 6/13/2022 at 3:54 AM, firety31 said:

I don't know how long you are playing tanki, but in gauss release 2019, as congo said, it had 2s aim recovery + large splash damage of 20m, which was able to kill a large crowd easily, especially when combined with old hornet OD which was ignoring everything (spawn protection - titan dome, etc.) for 20s, which means ? all the crowd will die.

  Hide contents

Animated GIF

But as Gauss have been nerfed really much, and no longer have more than 10m splash, I agree with the suggestion, because in real with this aim in Striker I can't use it, so I use regular shots instead, but regular gauss shots are sucks.

If you mean this - NO. This doesn't have to return, whether they made it initially for this or not, it's not a small character to make gauss special for it, like railgun with piercing, it's just a horrible huge thing to kill all of the players at once.

I don't think you understand what I'm saying. I'm fine with how Gauss is now, I just want a change so that when a tank moves in front of your aim, it doesn't interrupt it. That's it. If an object does, than it should work like it does now, but if a tank moves in front of it, it just keeps charging the gun. Like how the railgun keeps charging, but only when your aiming at tanks so you can't do the railgun peak shot. I don't want the old Gauss back, while I would like the Gauss to get a little buff, its a little underpowered right now, I can advocate for that later. Ngl this change is much more of a quality of life change than anything else.

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Well, this is something new, I am a little apprehensive on this one, we already have Magnum to shoot splash projectiles at a group, along with the fact that high impact force with high damage will make the new turret overpowered as well as annoying.

We just had scorpion introduced, so it may be awhile since Devs bring out the next new turret.

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14 hours ago, DarkPredator said:

Banger is going to be one of the most easiest turrets to master, it will probely hold the title of being the most important turret to have in a team. It can literally take out groups of people in one shot. 

This first section already makes me hope it will not be implemented. Why would you even want that?

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@frederik123456 @NikmanGT The idea doesnt seem too bad, but lets redesign the turret. Huge impact on enemies upon contact with canon ball (kinda like juggernaut od) and huge damage minus the splash damage, with two drawback long reload and terrible recoil for the hull and slow turret rotation. The turret would be a beast for defense, and we can work on slight splash damage too so that it cant be used in close quarters. Games need frequent updates and new ideas to please the users...how does this modified 'banger' sound?

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On 6/15/2022 at 12:33 PM, NikmanGT said:

We just had scorpion introduced, so it may be awhile since Devs bring out the next new turret.

The new scorpion turret is just the mix of striker and magnums mechanism. Why can't TO come up with a new element?

 

17 hours ago, EliteNoob said:

@frederik123456 @NikmanGT The idea doesnt seem too bad, but lets redesign the turret. Huge impact on enemies upon contact with canon ball (kinda like juggernaut od) and huge damage minus the splash damage, with two drawback long reload and terrible recoil for the hull and slow turret rotation. The turret would be a beast for defense, and we can work on slight splash damage too so that it cant be used in close quarters. Games need frequent updates and new ideas to please the users...how does this modified 'banger' sound?

Great. Thanks for your feedback. We can all share our opinions on improve suggestions.

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