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Ideas for Turrets!


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On 2/27/2023 at 10:49 PM, Maf said:

Well, they're quite good, but nothing particularly original as far as ideas go.

Now that I think about it. This idea does sound quite interesting for a sort of an opposite to a "scorpion-like" turret. Was originally not gonna add it to the list, but since it piqued my interest, I thought why not.

On 2/26/2023 at 8:48 PM, PirateSpider said:

Arcade using up 3 shots in a magazine while secondary mode uses the remaining shots in the magazine to create even more damage:

Turret - so if it has one shot left it'll deal normal damage, two shots means double damage, three shots is triple damage. The more shots that were in the magazine before the secondary mode was fired, the longer the reload will be. Arcade will fire the three shots one by one by one. Not sure whether to make it a short range turret or a mid range turret.

If it were to be added, I wonder what name would suit it.

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Because you sometimes stay in scope-mode for long times, it can be tiresome to push down the fire key, at least if you're using a mouse in my experience.

My suggestion is:

- You hold down the fire key normally to charge up the shot when in scope-mode

- When it's fully charged you can release the fire key and you'll stay in scope-mode. You fire by pushing the firekey again, fast.

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There was once a glitch where if you hold down the fire button-> press the pause button-> release the fire button while in the pause menu-> and then exit the pause menu, then you would be able to be in scope mode without holding down the fire button.

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On 12/20/2022 at 10:33 PM, Nascimento_Br said:

 

On 1/6/2023 at 5:13 PM, The_Voltage said:

 

On 1/7/2023 at 10:34 PM, ekf said:

 

On 1/13/2023 at 6:43 PM, ekf said:

 

On 1/15/2023 at 8:32 AM, The_Black_Pearl said:

 

On 1/19/2023 at 10:05 PM, niceguy123 said:

 

On 1/21/2023 at 2:06 AM, PirateSpider said:

 

Topic Merged

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My idea is for a turret which is similar to Thunder but meant for a longer range, so it's weaker than Thunder in Thunder's optimal range. It has a long reload  (longer than Scorpion?) It's projectiles creates huge explosions, twice or triple that of Thunder, with a slight shock-wave effect knocking tanks away like a Wasp bomb but weaker.

It stands out from Scorpion by trading not a secondary weapon, like its missiles, for a higher damage-output compared to Scorpion's.

Even if this turret would be too similar to Thunder and Scorpion I'd personally loved to see it because it'd be the turret that's the most like a real tank-gun on the game - just a big gun with big explosions. I imagine that it would also feel very satisfying to use.

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That just sounds like Thunder with Hyperspeed augment and a bit of Magnum mixed in. I don't think the mechanic is original enough to justify adding a whole new turret for it.

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I just thought of an idea for thunder or perhaps gauss.... a tesla pulsar round....  you shoot 1 enemy tank near a group... then it will zap for 1-3 times from the tank you

shot hit. to the other nearby enemy tanks. Maf is right sounds like hyperspeed thunder. I wonder what a rapid fire scorp would be like, it sure has been nerfed

haven't used scorp in a few months now.

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Bruiser - A turret that consists of the main turret itself and also two missile barrages one on each side as the secondary firing mode

Menacer - A turret that is a shotgun just like hammer but the pellets can pierce through multiple targets

TR-07 - A turret that is instead of a normal gun it is a piston which can push enemies away this turret could be great for performing parkour tricks

Pounder - A turret that is a better version of smoky a turret that has normal smoky-like rounds and also has a sniping mode which consists of cryo infested shells which can freeze a target for up to a second

Slayer - A turret that is an assault rifle and also has a sniping mode with a laser attachment just like how Striker, Shaft, and Terminator has one when you fully lock on to a target it will release a deadly bullet that can deal splash damage as well

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Each hit sticks some explosive time-bomb thing on the enemy, which explodes shortly when the time runs out, causing very weak damage. If you hit him again before the time runs out, the old bomb's timer follows the new bomb's timer. The idea is to try to keep hitting the enemy again and again so that the bombs doesn't explode until you've gotten enough bombs on the enemy, to make the weak bombs become a massive explosion, potentially one-shotting an enemy and causing spash-damage to surrounding enemies.

This weapon therefore requires you to not let the enemy escape from you with only a few bombs attached, because a few does too weak damage - you have to chase them and make sure they can't use peek-a-boo tactics against you. It requires a very aggressive playstyle.

Maybe the time-delay becomes slightly lengthened the more bombs you've sticked to an enemy, causing a trade-off for the massive damage, where an enemy with lots of bombs on him might have the time to suicide-bomb you with your own bombs as a final revenge! You have to choose if it's worth the risk, or if you'd rather stick less bombs on enemies and cause less damage to them. but faster.

What do you think?

Edited by ekf
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I think people would love this idea so basically yall know how we can change colors for our shots. Some turrets per example isida, rico and other turrets that have like a orange glow to it, it would be really cool if the so called glow would match the color of the shot per example if i have a blue shot for rico the glow wouldn't be orange like the default color but it would be blue to match it.. And it's not as big of a change it's not like im having a whole xt skin or nothing like that.. it's only a small detail change that would 100% make a better expierince for tankers who like to color cordinate there tanks.. i would really like you to add this thanks if your reading and hopefully you will add this <3

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On 4/27/2023 at 7:17 AM, Maf said:

Under review

Cool ?

I wanted to add to the idea that it'd be fun if there was a very high limit to how powerful the explosion could be, even if it's very unlikely to get the amount of hits on an enemy, or even bother to do that, to make the explosion that powerful. Maybe the upper limit could be almost like a Wasp-bomb.

Edited by ekf

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On 4/30/2023 at 1:57 AM, Watermelon said:

So it's just Gauss/Striker... w/ a different attack

Can't the same be said about every other turret?

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The turrets main weapon is a sword, which can be swung from side to side because of the turrets very fast rotation speed. A quick cut does more damage than a stab, but a stab can temporarily stun the enemy, which has a similar effect to freeze.

Excuse the Halo energy sword edit lol

2UDYwyN.png

 

Its unique ability is that it can activate a deflecting energy-shield, which can only be activated for maybe a few sec each time, with a quick reload-time in-between. The shield will bounce back any types of turret shot that strikes it, and if you aim your gun right at an enemy at the same time the bouncing shot will hit them.

The shield has a stamina bar, which decreases when it bounces hits, with a long cool-down if it runs out. The more damage a hit does, the more stamina is depleted. A fully-charged Shaft with double damage might be able to disable the shield in 1 shot, though the shot will be bounced.

Because most turret's shots doesn't move instantly, you could if you have fast reaction time lure enemies into shooting at you and immediately activate the shield after they've fired.

This turret would probably be good to lead attacks and have teammates use your tank for cover.

The shield deals the same damage as the energy-sword if it makes contact with an enemy.

lT1kfgR.png

 

The shield is turned on by clicking and the sword by holding the fire key.

Edited by ekf
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1cNbMD2.png

The chainsaw's teeth were too much of a hassle to paint lol

The idea is for a short-ranged turret with a huge chainsaw. The turret spins very fast, which can be useful if you have enemies surrounding you, as you can almost cut in every direction at once.

It has a long range attack, which shoots away the chainsaw, which spins around in the air and will, like a boomerang, fly back towards the tank, though not by aiming for the tank automaticly. If the tank "catches" it (by being hit by it) the chainsaw instantly pops back into the turret. If a player fails to catch it it will stick to the first wall it hits and needs to be picked up.

The chainsaw flies uninterrupted through tanks, slicing through endless numbers of enemies. It sticks to walls however, which is both an advantage and disadvantage. The player selects how far the chainsaw will fly by holding and releasing the fire button. To use the boomerang attack in tight spaces and avoid it sticking to walls they must choose the right power with which they fire it with. When the chainsaw is not in the turret the tank is defenseless.

Sticking the chainsaw to walls can be useful too, as the chainsaw can be thrown away to block a path for the enemies. The distance between the player's tank and the wall must be considered though to make the chainsaw stick in a way so it's sticking out, and isn't stuck flat against the wall.

If the boomerang attack would be OP, the chainsaw could make less damage when it does that, maybe because it makes contact with enemy tanks very briefly.

Edited by ekf
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On 6/27/2023 at 5:24 PM, r_Fish.tank980 said:

oh god no.... not more turrets .... how many turrets do you think the game really needs??

The more turrets that exists the more fun the game will be IMO, as long as the turrets are all unique.

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I imagine a turret that's meant to be just as good at the things Shaft does overall, just with some different strengths and weaknesses, so it's really an alternative to Shaft.

It fires a projectile similar to Thunder, with a much greater range of splash-damage for a fully charged scope-mode shot (with a nice Magnum-sized explosion to boot!). The penalty of this advantage over Shaft is that the shots don't move instananeously, and while it's still a good sniper at the longest ranges, hitting moving targets is easier with Shaft. If this disadvantage still makes it better than Shaft, the stats should be tweaked until they are more equal.

The knock-back and shockwave from its fully charged shot are very powerful.

Like Shaft, it can one-shot light and medium hulls. If this togheter with the splash damage would make it OP, perhaps it has a longer reload for the scope-mode shots than Shaft or some other weakness.

The arcade shots has small splash damage and similar or slightly less damage output than Shaft's arcade shots, as a pentalty for the splash damage.

Edited by ekf
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On 7/10/2023 at 5:50 PM, Assasin-TO said:

If you ask me, I would call this turret striker...

 

How you think it's anything like Striker I don't understand.

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