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Ideas for Turrets!


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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?

You mentioned the Jugg's OD, since Banger is a turret, no matter how long the reload must be, it wouldn't exceed the Jugg's OD charge rate, hence it will be used more frequently, huge impact force will make the game unplayable from attacking side, you would flip more often, light hulls won't stand a chance and you can't have heavy hulls raiding long or even medium maps.

We already have Tesla being used everywhere for defense, and it's a hassle to deal with because of it's no reload shooting mechanism, which focuses on wiping you damage and hit points wise. Add Banger now, and you would not stand a chance in the enemy base, the huge impact force will stray you from the path and sometimes knock you out completely if the shot lands on the edge of your tank. 

How intriguing it may sound to use, it won't be that much fun to deal with, besides how would it's protection work? Since large impact force would only be solved by immunity...

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A long-ish ranged version of Thunder, with longer reload, longer range, and bigger damage and explosion per hit.

Its basically a blend between Thunder and Railgun, meant to be good at longer ranges than Thunder but not at as long ranges as Railgun. Players could enjoy being choosy between these 3 similar turrets and find out which one is the perfect for them. I know I'd personally love if there was a turret in between Thunder and Railgun.

Its projective shots doesn't fly instantly through the air, making sniping more difficult. It does a tremendous amount of splash-damage though.

As for looks, a Thunder but sort of on steroids would be awesome. ?

Edited by qwds
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8 hours ago, NikmanGT said:

You mentioned the Jugg's OD, since Banger is a turret, no matter how long the reload must be, it wouldn't exceed the Jugg's OD charge rate, hence it will be used more frequently, huge impact force will make the game unplayable from attacking side, you would flip more often, light hulls won't stand a chance and you can't have heavy hulls raiding long or even medium maps.

We already have Tesla being used everywhere for defense, and it's a hassle to deal with because of it's no reload shooting mechanism, which focuses on wiping you damage and hit points wise. Add Banger now, and you would not stand a chance in the enemy base, the huge impact force will stray you from the path and sometimes knock you out completely if the shot lands on the edge of your tank. 

How intriguing it may sound to use, it won't be that much fun to deal with, besides how would it's protection work? Since large impact force would only be solved by immunity...

ok ! what if they don't include huge impact force? the concept of this idea is interesting don't you think. BTW the new turret scorpian is kind off ruining the purpose of magnums mechanism in a sense and also its guass, magnum and striker combined. Did tank run out of ideas to even come up with such a turret?

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9 hours ago, Maf said:

So... Gauss? ?

Maybe Gauss sort of fills the niche I'm talking about, but the main idea I had was to have a very simple turret, the ultimate archetypal tank gun you could say - no targeting charging or special ability, as Gauss have...

Edited by qwds

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Aight. The new turret is out, and few likes it. I have thought of the same turret myself, and a couple of different variations as well few years back. So i thought I’d share a variation of the turret i thought of long ago.

one of them is the current scorpion.

the other works like this: you can drop four homing pads. Once you dropped one, it will stay there until you died twice. Placing more than four will caus your earliest pad to disappear. The arcade shots are pretty much the same as current scorpion. Yeah,I wasn’t to creative back then ? but the scope shots works like this; you press space and of course u dont let go of the space bar. Doing so will highlight where your pads are, kinda like hornet’s OD. You face your turret to one of them, and it will lock on and fire a few overhead missiles at the pad. The pad can be used 10 times before exploding from too much damage. You can place the pads anywhere, but like mines, you cant place it too close to a flag base, assault base, or cp/siege points. There is. 3 second lock on time to lock on the the pads before the rockets fire, just so u get time to find the pad you want. You can defuse other scorpion pads somehow(idk how yet).

use the ‘v’ button to drop pads. Holding the v button will also let. U scope in on a pad, but instead of sending missiles after it, after he 3 seconds lock on, the pad will explode, causing sl]plash damage to nearby tanks. Idk how this will work on mobile tho xD 

this form of scorpion will be good for infiltrating enemy bases, plant a pad, respawn, and send missiles overhead. Ofc u cant shoot missiles in a tunnel. Splash damage will teach it to you the hard way lol ? planting a pad in a tunnel and locking on to it will not cause the missiles to enter the tunnel; rather, the missiles will hit directions over the pad above ground.

how do u like it? ? hopefully scorpion is not already finished and devs may consider this idea ? feedback is welcome B)

 

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On 6/18/2022 at 9:51 PM, Incorp said:

use the ‘v’ button to drop pads

This is a problem. Devs aren't gonna add a new button for firing controls for one turret. It all has to be within tapping or holding spacebar.

I suppose the way it could  work is that holding space would drop a pad, and the pad would always be visible, so if you're holding space while already looking towards one of your pads, then it would lock onto the pad.

I also think the "pads" should just be coordinates that your turret saves, otherwise enemies will just avoid driving over them.

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Exactly, I could just launch 1 pad over the enemy's defending base or either near the enemy's flag's position, and enjoy killing them from my base. Or in most cases, after you drop a pad in the enemy team, you won't be alive to come back in the base.

Else I pretty much like this idea, would like to see it in the game, would make Scorpion much more interesting rather than simple arcade shots and vertical salvo.

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11 hours ago, Maf said:

I also think the "pads" should just be coordinates that your turret saves, otherwise enemies will just avoid driving over them.

True dat

 

11 hours ago, Maf said:

This is a problem. Devs aren't gonna add a new button for firing controls for one turret. It all has to be within tapping or holding spacebar.

True dat too. This is where I kinda hit a roadblock years ago ?

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When holding the Hit button, this weapon launches a thermal beam on one enemy. The beam starts hitting the enemy with little damage. It has a big ammo bar and gets consumed slowly (It is slower than Firebird, Freeze, Isida, ... etc. This way, we are able to use it to its full potential.)

When we continue holding the Hit button, after a couple seconds, the damage on the enemy increases to more per second than before. This damage can have a max of around 750 per second. It can start from 1 and go to 750 per second after some time of holding onto the Hit button.

The enemy might use Double Armor and heal, plus Drone effects to stay alive longer, so having 750 damage per second from the beam is pretty good right? It can even be more or less, with what ever makes it balanced enough.

The new Turret can be called Scorch.

 

 

Also, A Cool Augment Idea for Scorch:

Name: Ablaze

Pros:

- When holding onto the Hit Button long enough, Burn is applied to the tank. Any enemy tank that touches the burnt enemy tank will also get some instant burn damage every time they touch it!

- And/or if they constantly touch the burned tank after the initial touch, every 1 second, they get instant damage over time. (Like Firebird's effect.)

 

Cons: 

- Critical can be removed.

- Maximum Damage can be reduced for the Turret.

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It's pretty much the concept of the Inferno Tower from Clash Royale, the burn damage is added by the augment he suggested only.

Edited by JustBlackWolf
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What if you had a turret that worked like a boomerang? You could shoot it and it would damage/kill whatever enemies were in it's flight path. The path would be something like a circle or oval by default. And while the "boomerang" projectile was out flying, you couldn't shoot again until it returned.

It wouldn't be a big circle or oval

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16 hours ago, frederik123456 said:

So it would be something akin to a laser heating up and burning the enemy, right?

Yup, correct.

16 hours ago, JustBlackWolf said:

It's pretty much the concept of the Inferno Tower from Clash Royale, the burn damage is added by the augment he suggested only.

Yeah, but this inferno tower can move instead of stay in the same location like in Clash Royale. 

Also, yeah, the burn can be applied by using the Ablaze Augment where after a certain period, the enemy and whoever touches the enemy gets burnt.

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Is this turret meant to be as a sort of alternative to Vulcan? Because it seems like there are similarities with how they're used.

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New Freeze and Firebird Augments. Causes blindness to opponents ?

 

Freeze, snow and blue ice covers the screen? Firebird causes smoke and gaseous fumes to cover the screen?

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Other Turrets ideas i had for New turrets Elsewhere 

 

Figured to Repost one Turret from my previus Post  >> maybe figured the name it could have instead >> RAVAGER  >>>> Another name thought it could be ShellShock

Medium range Turret that Shoots regular tank Shells unlike thunder also it takes longer to hit enemy as shells are like Strikers Rockets ,  Augments For Turret will be Posted On augments page >>> 173 /174

 

https://cnc.fandom.com/wiki/Battlemaster_tank << based Off This Tank

Edited by GENERALSpidy

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Why did you make the railgun so difficult to use? Now in the battle except for the Augments "Electromagnetic accelerator Scout" can hardly be seen other players to use railgun, Can you see a decrease in the number of users in the background? The railgun is the most classic weapon.Have you considered restoring  previous state?

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This is a large calibre medium-range turret, that inspired by oldstyle ship cannons, and shoot big cannonballs with shrapnel inside (kinda).

Main turret's characteristics (numbers for MAX):

  • Typical autoaim, turret rotation for medium rangers
  • Reload leans between Thunder's and Railgun's (~3 sec)
  • Recoil is similar to Thunder's (~250 units)
  • Projectile speed is low (~80 m/sec)

Special cannonball's characteristics (numbers for MAX):

  • Projectile is big (~5 m)
  • Direct hit have qiute low damage (~900 hp), but does good impact force (~700 units)
  • Explosion does more damage in inner radius (~200% in ~5-10 m)
  • Explosion works same way as others' but have big radius (~25% in ~10-20 m)
  • Damage won't fall with distance, but projectile will (~120 m)

Critical damage features (numbers for MAX):

  • At critical turret does flat damage in some radius (~1000 hp in ~15 m)
  • Turret like Railgun have some average critical chance that doesn't change (~25%)

No secondary mode.

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Sounds like a powerful version of Scorpion's Arcade shot with Crisis equipped, I am quite reluctant on the impact force factor, it is annoying to go in a lane and then have your path disrupted by the huge impact force, or while using Railgun.

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