Jump to content
EN
Play

Forum

Ideas for Turrets!


 Share

Recommended Posts

On 7/11/2023 at 8:25 PM, ekf said:

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

It's a long range turret, 
It has a ''scope mode'',
It fires explosive projectiles with splash damage,
Its projectiles have a non-instantaneous flight speed.

:D

  • Agree 1

Share this post


Link to post
Share on other sites

On 7/11/2023 at 7:40 PM, Assasin-TO said:

It's a long range turret, 
It has a ''scope mode'',
It fires explosive projectiles with splash damage,
Its projectiles have a non-instantaneous flight speed.

?

nerd-emoji-nerd.gif

Well akcually 

Striker is considered a MEDIUM range turret. 
It fires rockets that have splash damage but its barely noticable and the OP said that the slash damage of this Turret X is potentially reaching magnum level of splash.

Strikers projectiles travel so slow that you can make a sandwich until it reaches you on a big map. 

Spoiler

Take the L lil bro + Ratio

 

Share this post


Link to post
Share on other sites

On 7/11/2023 at 9:32 PM, Kimura said:

Striker is considered a MEDIUM range turret. 

LMAO HOW? I just cconfirmed it, i never knew that. Dude you can lock on people who are miles aways from you and not suffer any loss in damage. How is it possible that it's a medium-range turret tho?

On 7/11/2023 at 9:32 PM, Kimura said:

It fires rockets that have splash damage but its barely noticable

The remote rocket alt laughing in the corner:

 

On 7/11/2023 at 9:32 PM, Kimura said:

slash damage

Sure bro, I always knew striker made sharp cuts

 

On 7/11/2023 at 9:32 PM, Kimura said:

Strikers projectiles travel so slow that you can make a sandwich until it reaches you on a big map.

Use uranium for maximum experience

Striker pretty much looks like what the topic starter described tho lol

Share this post


Link to post
Share on other sites

On 7/11/2023 at 8:52 PM, Assasin-TO said:

Sure bro, I always knew striker made sharp cuts

Pardon me kind sir i was drawing a commision while typing this (not recommended to do) i meant Splash damage... :((((

 

On 7/11/2023 at 8:52 PM, Assasin-TO said:

LMAO HOW? I just cconfirmed it, i never knew that. Dude you can lock on people who are miles aways from you and not suffer any loss in damage. How is it possible that it's a medium-range turret tho?

I think they say that hammer is "close" range turret too. the problem is that it can reach you even if ur like half a medium map away... Close i guess bruh. I guess striker is "medium" because its way more effective at medium range? I mean there is a reason you dont see striker campers.

Share this post


Link to post
Share on other sites

On 7/11/2023 at 9:40 AM, Assasin-TO said:

It's a long range turret, 
It has a ''scope mode'',
It fires explosive projectiles with splash damage,
Its projectiles have a non-instantaneous flight speed.

?

Actually, it sounds alot more like gauss than it does striker. Except for the non instantaneous part.

Share this post


Link to post
Share on other sites

Something that could be fun with my turret idea maybe is sniping in scope-mode and shooting at walls, the ground etc near hidden tanks, to kill them with the massive splash damage, I think ? 

  • Like 1

Share this post


Link to post
Share on other sites

On 7/12/2023 at 6:21 AM, ekf said:

 shooting at walls, the ground etc near hidden tanks, to kill them with the massive splash damage

so... you basically want to make a shaft shoot like a round from the magnum turret.... but have it fly straight. It just sounds like some weird mix of shaft scope, remote explosives striker, and magnum.

  • Like 1

Share this post


Link to post
Share on other sites

On 7/11/2023 at 9:52 PM, Assasin-TO said:

How is it possible that it's a medium-range turret tho?

The logic is that because of the long projectile flight time, Striker is ineffective at long range unless the target is stationary. But yes, it is often effective at long range despite being a medium range turret.

Share this post


Link to post
Share on other sites

On 7/12/2023 at 9:22 AM, Princeps said:

so... you basically want to make a shaft shoot like a round from the magnum turret.... but have it fly straight. It just sounds like some weird mix of shaft scope, remote explosives striker, and magnum.

I imagine it with a much faster projectile speed than magnum tho, maybe more like thunders speed. It's a sniper after all.

That would probably be just slow enough for it to be hard to hit fast moving/peekaboo-ing enemies at long ranges, unless you get good at leading shots, which would be a superfun skill ceiling imo

Edited by ekf

Share this post


Link to post
Share on other sites

Hello all,

I became very acurrate prior to the new aim red line in which I disagree with since now almost anyone can play Mag. Because of my distaste for the change, in turn I would like to see:

1. A faster reload time for each direct hit. I.E. 1st direct hit reload time decreases by 10% up to as high as 50%.

Or

2. Make a over change to decrease reload time by 30%.

 

Its not right with all these bad ass new hulls and turrets that the Mag is left in the cold with no opportunity. There are too many times in battle I could have changed the tide if the reload was faster. Not a huge amount, but enough to overcome a 1 vs 1 more often due to the lag of reload time. 

Share this post


Link to post
Share on other sites

On 1/25/2023 at 4:18 AM, Noob_001 said:

 

On 2/27/2023 at 10:18 AM, PirateSpider said:

 

On 2/16/2023 at 7:32 AM, PirateSpider said:

 

On 2/12/2023 at 9:43 PM, SS-class-Hunter said:

 

On 3/17/2023 at 11:04 AM, ekf said:

 

On 4/14/2023 at 5:48 AM, Jaden_Master_XXX said:

 

On 4/3/2023 at 7:42 PM, ekf said:

 

On 5/26/2023 at 1:13 PM, ekf said:

 

On 6/26/2023 at 9:18 PM, ekf said:

 

Topic Merged

Share this post


Link to post
Share on other sites

Concept for freeze:

Make the freezing effect reduce reload speed of turrets.

 

Reason:

Freeze and firebird serve different purposes, and right now, there is no real reason to choose freeze over firebird. Making freeze useful in a different way would be nice. Firebird can already out dps freeze and freeze is meant for surviving, so decreasing the reload speed would help freeze survive more.

 

Also, PLEASE DONT ADD THIS AS ANOTHER AUGMENT JUST ADD IT TO THE GENERAL FREEZE MECHANICS!!!

Share this post


Link to post
Share on other sites

On 7/29/2023 at 10:36 PM, Shock_Freeze said:

Concept for freeze:

Make the freezing effect reduce reload speed of turrets.

 

Reason:

Freeze and firebird serve different purposes, and right now, there is no real reason to choose freeze over firebird. Making freeze useful in a different way would be nice. Firebird can already out dps freeze and freeze is meant for surviving, so decreasing the reload speed would help freeze survive more.

 

Also, PLEASE DONT ADD THIS AS ANOTHER AUGMENT JUST ADD IT TO THE GENERAL FREEZE MECHANICS!!!

Freeze is already really annoying though because it disables damage boosters.

  • Agree 1

Share this post


Link to post
Share on other sites

Besides this ability, the turret has a "normal" weapon aswell, but I don't know what that would be.

Here's a rough idea of this turret:

You send out a drone, which you control through a camera. For balance reasons, it could have a very long reload time between use. It's very vulnerable and you have to be sneaky, but it's easy to hide as long as you're careful. You choose an enemy tank to take control of and can now use it to damage the unsuspecting enemies, by destroying them, take their flag, take back your own captured flag etc. They will only find out you're an enemy once you attack them. You get damaged like normally by them though.

Meanwhile, the enemy player wakes up in your tank, which becomes very powerful at killing you - maybe he has a long-ranged beam weapon of sorts and only needs to hit you once to destroy you, but he can't kill your teammates or be killed by them, and you can't kill him either, so he will search for you to stop you. This weapon is your normal weapon, besides the weird ability. You need to be strategic with there you parked your tank before you sent our the drone.

I don't know how long you should be able to take over their tank though, if there should be a timer or if it lasts until you die.

Edited by demon09
  • Like 1

Share this post


Link to post
Share on other sites

A turret lets you control an enemy tank for a while and use it to attack or sabotage his team

No need to add this turret since it's already here. It's called "Half of your team in Matchmaking" the catch is that you can't control the tank and they do it themselves.

  • Haha 8
  • Agree 1

Share this post


Link to post
Share on other sites

On 10/2/2023 at 3:00 PM, demon09 said:

Meanwhile, the enemy player wakes up in your tank, which becomes very powerful at killing you - maybe he has a long-ranged beam weapon of sorts and only needs to hit you once to destroy you, but he can't kill your teammates or be killed by them, and you can't kill him either, so he will search for you to stop you. This weapon is your normal weapon, besides the weird ability. You need to be strategic with there you parked your tank before you sent our the drone.

The question "what about the other player" got into my mind when i satrted reading this, however, i think this is a pretty good solution. I think it'd be evn better if the following happens: when you take control of the enemy tank, you'll get their equipment, but if you use supplies it is used from your inventory, and you won't be able to activate the OD. It should have a visual indicator that an enemy is controlling a tank. While your're at someone's tank, i think the other person, should have similar abilities: he can get your tank, use suppies from his inventory, but not the od, and he should be able to deal damage to you, and your teammates. The reason why i think that should be possible, is because if he can only deal damage to you, that means that in an 8v8 there'll be 8 tanks that can damage the enemy, but only 7 that can deal damage on the other team. So you get the opportunity to get into any enemy tank and deal damage from there, but on the other hand after you are returned to your tank you'll probably find yourself in a dangerous place, while the other player can damage your team and you without being able to damaged back. 

As capture modes are pretty hard already, i don't think you should be able to control tanks that have theflag\ball\ are the juggernauts, and you shouldn't be able to interact with these elements while the players "swapped tanks". 

As for the cooldowns, i think 2-3 minutes per tanks swap, 20s for maximum duration would be pretty fair (by the way, this could even be a hull OD), and if you get destroyed you should be returned back. Also, an enemy could be only controlled in every 5-6 minutes (and it doesn't matter who controlled him previously), so it won't get irritating for anyone.

The only thing that will be hard to solve is getting control over tanks with extra speed, that might be hard to implement.

Edited by mjmj5558

Share this post


Link to post
Share on other sites

On 10/3/2023 at 5:24 PM, mjmj5558 said:

The question "what about the other player" got into my mind when i satrted reading this, however, i think this is a pretty good solution. I think it'd be evn better if the following happens: when you take control of the enemy tank, you'll get their equipment, but if you use supplies it is used from your inventory, and you won't be able to activate the OD. It should have a visual indicator that an enemy is controlling a tank. While your're at someone's tank, i think the other person, should have similar abilities: he can get your tank, use suppies from his inventory, but not the od, and he should be able to deal damage to you, and your teammates. The reason why i think that should be possible, is because if he can only deal damage to you, that means that in an 8v8 there'll be 8 tanks that can damage the enemy, but only 7 that can deal damage on the other team. So you get the opportunity to get into any enemy tank and deal damage from there, but on the other hand after you are returned to your tank you'll probably find yourself in a dangerous place, while the other player can damage your team and you without being able to damaged back. 

As capture modes are pretty hard already, i don't think you should be able to control tanks that have theflag\ball\ are the juggernauts, and you shouldn't be able to interact with these elements while the players "swapped tanks". 

As for the cooldowns, i think 2-3 minutes per tanks swap, 20s for maximum duration would be pretty fair (by the way, this could even be a hull OD), and if you get destroyed you should be returned back. Also, an enemy could be only controlled in every 5-6 minutes (and it doesn't matter who controlled him previously), so it won't get irritating for anyone.

The only thing that will be hard to solve is getting control over tanks with extra speed, that might be hard to implement.

I didn't care about making the situation of the player who got his tank taken over completely equal, both because it is a weapon against his team and it's possible to protect yourself from it, and also because it might be really irritating for other teammates when their teammember uses this ability, and suddenly "spawns" an enemy tank amongst them, which is immortal and is attacking them.

Hm, having the enemies be able to see that a tank is taken over kinda defeats the whole purpose to me! I imagined that it would be fun to sneak around amongst the enemies, pretending to be one of them, and try to not act suspicious, while waiting for the moment to unleash whatever your plot is! To protect your secret identity, the player you took over is temporarily muted in the chat lol.

I imagined that you can use the enemy tank's OD, which might be a reason for why you choosed that enemy tank to use, but you'll use up your own OD charge, not his, same with the supplies ofc.

Yes, there has to be restrictions in capture modes.

  • Like 1

Share this post


Link to post
Share on other sites

On 10/3/2023 at 7:37 PM, demon09 said:

I didn't care about making the situation of the player who got his tank taken over completely equal, both because it is a weapon against his team and it's possible to protect yourself from it, and also because it might be really irritating for other teammates when their teammember uses this ability, and suddenly "spawns" an enemy tank amongst them, which is immortal and is attacking them

You're right with this, so either than the origanl tank should have the ability to receive damage as well, which means that the player has to be cautious with leaving his tank near his teammates, or it should get an other ablity with which the player who's tank is getting controlled can help his team, as otherwise things could go wrong if like half of the enemy is using this equipment...

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
 Share

×
×
  • Create New...