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Ideas for Turrets!


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On 3/2/2024 at 5:53 PM, TheCongoSpider said:

This would have been correct in 2022 during the iteration where Railgun had a 1.6 second shot delay. During that period their damages were identical. Both having 1,250 normal and 1,500 critical damage. Both having a 30, 0, 5, 10, 15, 20, 25, 30 critical hit scheme. With Scorpion being more practical because of the almost instant arcade damage delivery as well as a salvo that could be used during the cooldown of arcade shot. 

 

However, things have changed since then. Railgun got a big damage output buff since then as well as the resurfacing of Large Calibre Rounds and Round Destabilisation as powerful augments in their own ways. Stock Railgun no longer has the long 1.6 seconds shot delay and both the normal and critical damage is higher and breaks more barriers than Scorpion by itself and with damage enhancers. 

 

You also have to be aware that the Stock turrets are vessels for the augments to work off of, each with their own design philosophy from the Devs. You have turrets whose power is concentrated around the Stock turret like Firebird, Freeze and Vulcan and you have those with a variety of augments that change their damage output in different ways like Thunder and Smoky. You have those that are thematic around a specific firing mode, like Shaft, Scorpion and Striker. 

 

Railgun has been the clearest example of this since the introduction of critical damage. It has gone through a number of iterations of the Stock and the augments working off of that Stock turret in that iteration. As such, certain augments would become more practical than others in certain iterations. The current iteration favours Large Calibre Rounds, for example. Whereas in previous iterations, LCR was consistently one of the worst. 

Currently the game is more focused on the augments than the "vessel" items. The augments should be balanced on how the original items interact with each other. This is not the case. Currently the augments ARE the gameplay. The state of Tanki's balancing is too complicated. You have the OG turrets, drones, protections, too many status effects half of which shouldn't be in the game, and augments. To fix all of this the devs would have to rebalance the OG turrets and hulls first and build off of there. Tanki's weapons are supposed to have roles. Freeze was originally your defensive melee range. Firebird was your offensive melee. Smokey was your all rounder. Thunder ranged splash. Shaft sniper. Railgun mid damage range sniper with cqc capeabilities. Richo was the trickshotter angle camper. Now there are augments for every turret to do every turret's job.

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Gauss

The Gauss turret is a great turret on special occasions, with the advantage of a direct attack reaching the target in less than 1Sec.

Joining her in Hover tanks that float (Hopper example)and performing floating shots at a moment in the match can be decisive.

The idea is that the knockback of the gauss turret is concentrated in the barrel and less towards the body, as its barrel when fired moves sharply backwards especially in the salvo, the barrel could be where the greatest concentration of the knockback impact is, reducing the knockback in the hull.

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The new effect looks very good I think and unless Tanki plans on adding improved effects to all shooting turrets in the game, they should add this effect to the other shooting turrets.

Edited by demon09

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Hi!

Terminator in railgun mode and striker should have the same shot effect color as the shot effect from railgun turret and striker turret equipped in your garage.

Edited by Pleasant
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It's a long or medium-ranged turret. Like Shaft, it has 2 firing modes:

- Arcade shot shoots a projectile without a wire attached

- Scope-mode shoots a projectile with a wire attached, and once the projectile has hit something the turret starts to reel the wire in.

This can be used to prevent an enemy tank from escaping with your team's flag, or pull a tank hidden behind cover into the open (imagine hitting the gun barrel of an annoying magnum and pulling him out of his cover!), pull them off an edge, pull them close to a teammate with a close-range weapons so they can kill them - the possibilities are endless! 

If your tank is heavier than theirs, they will be pulled towards you. But if you place your tank behind an obstacle, they will always be pulled towards you.

Also, you can also use the harpoon to pull yourself over obstacles or up a vertical wall. With the scope-mode you can carefully choose where you want the harpoon to attach. You could also attach it to something above your tank and hang in the air, to ambush tanks by dropping down like a ninja.

If it should be possible to attach the wire to friendly tanks (if it wasn't abused by trolls) then you could also help pull friendly tanks over obstacles, up vertical walls etc, help a slow tank move faster by pulling them towards you, say if a friendly heavy tank has captured the flag, you could help them return to the base faster, move around a shaft in scope-mode...

Maybe the wire should be damaged by enemy fire, so enemy tanks could free themselves or other tanks, or make an enemy tank climbing up a wall with the wire fall down. Regardless, there should be a limit to how long an enemy tank can be "captured", but that's a matter of balancing the turret.

Edited by demon09

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On 3/1/2024 at 11:37 PM, CaffeineCaffeine said:

 

On 3/4/2024 at 8:17 PM, demon09 said:

 

On 3/19/2024 at 8:42 PM, demon09 said:

 

On 3/19/2024 at 10:03 PM, Pleasant said:

 

On 3/22/2024 at 5:32 PM, demon09 said:

 

Topic Merged

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Is it me or standard ricochet is a bit weak now? It has only slightly higher burst than smoky, but way lower DPS. Its range is smaller. Basically it was good 5 years ago, but now with defender/crysis, way more competent players with upgrades protections, and lifeguard.. I just empty my energy bar, enemy is alive and well, and I awkwardly wait to die. I don't main this turret, so I might be wrong. 

Same should be true for augments like berseker and status effects (excluding AP). 

So my suggestion is either add 15% or so to the energy bar, or make it reload 10% faster. Helios and the other crystal augment seem good, so those should be balanced accordingly if a buff happens. 

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Here are some concepts for possible turrets! That said, some of them can be OP. So I'd love to hear your thoughts on them!

Resonance Generator(Concept Name only)

The Resonance Generator is a sophisticated sonic weapon that attacks the structure of enemy tanks using precisely tuned sound waves. Each type of tank, each combination of hull and equipment, has a unique resonant frequency - a sort of "weak spot" in its molecular structure. The Resonance Generator analyzes the composition of enemy tanks at lightning speed and adjusts its sound waves to that specific frequency.

When the resonant frequency is reached, the tank begins to vibrate uncontrollably. These vibrations not only cause direct damage to the tank structure, but also disrupt internal systems and can even lead to a temporary total failure. Imagine shattering a wine glass with the right pitch - the Resonance Generator does exactly that, only with tanks!

The importance of resonant frequency for different tank types:

Light tanks: Light tanks tend to have a higher resonant frequency due to their thinner armor and lighter construction. The Resonance Generator can quickly make them vibrate and deal significant damage before they can react.
Medium Tanks: Medium tanks have a more balanced resonance frequency. The Resonance Generator can still damage them effectively, but it takes a little longer to reach resonance.
Heavy Tanks: Heavy tanks have a lower resonance frequency due to their thick armor and robust construction. It takes more time and energy to make them vibrate, but once resonance is reached, the damage can be devastating.
Tanks with Specific Equipment: Certain pieces of equipment can affect a tank's resonance frequency. The Resonance Generator can detect these changes and adjust its sound waves accordingly to effectively attack even modified tanks.

Adaptive Shield Projector(Concept Name only)

This weapon creates a protective shield that adapts to the type of incoming damage while also being able to damage enemies with reflected energy. When hit by a certain type of weapon, the shield increases its resistance to that weapon type for a certain amount of time and absorbs some of the damage energy. This absorbed energy is then thrown back at the attacker in the form of a damage pulse. The shield can be configured to protect either your own tank or nearby allies. You can also switch between attack (against attackers) or defense (for allies) mode by pressing the space bar (attack key). In defense mode you can project a shield, with protection mode projecting a shield around the ally within range. In both modes the shield consumes energy, and the shield has a resistance when the projection is active, which is reduced as soon as shots are absorbed. If the resistance becomes too low the shield dissolves. But it regenerates again after a certain time if the shield is not "attacked". In addition, the shield remains for a few seconds when it is not actively projected (only in defense mode) and the resistance is weakened by a percentage.

I find it difficult to come up with good weapon ideas as a concept, but I think these two ideas are a good approach to uniqueness.

Edited by HexXByte
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This turret would be a laser type turret with 3 firing modes!

First firing mode: Pressing the firing button shoots a smaller laser like projectile (similar to ricochet or twins with blaster effect)

Second firing mode: Holding the firing button shoots a stronger, charged up version of the laser (this laser would be bigger in size compared to the first one). It will only fire the shot if you let go off the firing button. You can also "prepare" this shot in advance, and let go of the firing button when you see an enemy. There could be some cosmetics to know when the charged up laser is ready to be shot.

Third firing mode: This is a lock-on type mechanism which allows you to continously damage nearby enemies (damage is in ticks), but it only works within a limited range (the laser "connects" to the enemy). The "lock-on circle" actually showing you for how long you can damage the enemy, after it's over you have to reload. 

The second and third firing mode can be a little tricky when enemies are close to you, because if you aim at the enemy and they are in the range of the 3rd firing mode, it will do the continous laser attack, and you won't be able to charge up your shot, but if you look away, where there is no enemy, you can start to charge up your shot, aim at the enemy and fire it.

 

Some parameters of the turret:

First firing mode

Damage (hp): 900

Critical damage (hp): 1400

Critical damage chance (%): 12

Impact force (cond. units): 400

Reload (seс): 1.5

Range (m): 60 (The projectile explodes after it has reached the maximum range)

Radius of min explosion damage (m): 12m

Projectile speed (m/seс): 350

 

Second firing mode

Damage (hp): 1800

Charge up time (s): 2

Impact force (cond. units): 900

Reload (seс): 5

Range (m): 1000 (The projectile explodes after it has reached the maximum range)

Radius of min explosion damage (m): 20

Projectile speed (m/seс): 1000

 

Third firing mode

Damage (hp/s): 1000 (The damage dealt per 1s)

Damage (tick): 250 (The damage dealt per 0.25s)

Damage per cylinder (hp): 6000

Reload (seс): 10

Range (m): 20

Cone angle (degrees): 20

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On 10/28/2024 at 11:15 PM, AcnoIogia said:

Second firing mode

Damage (hp): 1800

Charge up time (s): 2

Impact force (cond. units): 900

Reload (seс): 5

Range (m): 1000 (The projectile explodes after it has reached the maximum range)

Radius of min explosion damage (m): 20

Projectile speed (m/seс): 1000

This sounds like it powercreeps Gauss' salvo. 

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On 10/29/2024 at 11:02 PM, TheCongoSpider said:

This sounds like it powercreeps Gauss' salvo. 

Gauss aim is 1s, reload is 5.8s so it's 6.8s in total, This turret is 7s in total ? and gausses salvo is instant damage, this projectile travels with 1000 m/s. That why I gave it 1800 damage not 1700. But it is kinda similar, yes. ? 

But after all Gauss is also a mix of 2 turrets, Scorpion is mix of 2 turrets, so... This is mix of Thunder, Gauss, and a weaker Isida

Edited by AcnoIogia

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On 10/30/2024 at 10:18 PM, AcnoIogia said:

Gauss aim is 1s, reload is 5.8s so it's 6.8s in total, This turret is 7s in total ? and gausses salv

Your laser turret can charge it beforehand and release it whenever it wants while Gauss needs LOS to charge. In many situations it would have a faster firing rate than a Gauss that salvo spams. 

 

On 10/30/2024 at 10:18 PM, AcnoIogia said:

and gausses salvo is instant damage, this projectile travels with 1000 m/s. That why I gave it 1800 damage not 1700. But it is kinda similar, yes. ?

1,000m/sec is pretty much hitscan in terms of travel time. And 1,800 base damage allows Booster/Crisis to push the final damage above 4,000 while Gauss cannot. 

 

On 10/30/2024 at 10:18 PM, AcnoIogia said:

But after all Gauss is also a mix of 2 turrets, Scorpion is mix of 2 turrets, so... This is mix of Thunder, Gauss, and a weaker Isida

None of them are mixed in a way that directly copies the parameters of another turret and make them slightly better. They are all done with their own TTK and attributes. 

Your turret idea is interesting, but your second firing mode needs to be more distinguished against Gauss' salvo. 

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EBG is a short-range turret (like Hammer or Twins) that fires flat-ish energy barriers. Barriers have special properties:

  • Projectile: they fly with some constant speed and loose damage over distance;
  • Penetration: they penetrate tanks and loose some damage with each tank;
  • Durability: they have HP and can be destroyed;
  • Protection: they reduce/block any incoming damage gone through them;
  • Size: they have some radius or dimensions, specify their size;
  • Explosion: upon destruction they explode and deal splash damage;

This turret is quite straight forward (just shoot projectiles) with interesting new shielding mechanic and have some good augment-tweaking potential. 

Edited by The_Resistance
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Hi Tanki Development Team,as a 10+ gaming experience i want to tell you my idea about turret's augment sounds.Like if you use  <Corrosion shells> augment,when an enemy tank effected by it,some glass braking sound appears.This interface augment sounds can make game more playable and enjoyable.Thanks for attention!

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My idea is for a turret which shoots a rolling bomb that rolls on the ground and can be exploded at any time. The speed with which the bomb is shot with is determined by how long the spacebar is held, ranging from moving fairly fast to having no speed at all. The bomb will move with the physics of a bouncy ball and will react to being shot at, so that enemies can shoot at the ball to steer it off course. If the bomb is damaged enough it will explode. The bombs explosion is the strongest in the game, basically a mini- Wasp bomb but balanced of course. The turret can shoot several bombs at once.

While the bombs are very powerful, the turret is balanced by being awkward to use. Self damage is a serious danger when using it at close range. It's difficult to use it at long range as enemies can shoot at the rolling bombs to steer their direction away from themselves or to slow them down. The turret is fun when you make clever use of the map, by bouncing the bombs on walls, or hiding a bomb behind a corner and waiting for enemies to drive close unknowingly.

Edited by demon09

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Firebird

Damage per second: 1200

Damage per tick: 300

Critical damage: 375 (with super charge in 1 second: 1500)

Special: Burning (400 dmg/s = 100 dmg/tick, which eleveates the DPS of the turret to 1600)

 

Freeze

Damage per second: 1200

Damage per tick: 300

Critical damage: 750 (with supercharge in 1 second: 3000)

Special: Freezing (Slows down enemies, almost impossbile to move and takes away their damage boost)

 

Isida

Damage per second: 1160

Damage per tick: 290

Critical damage: 300

Special: Healing (You can heal allies and receive points for it or with some augments you can heal yourself)

 

Tesla

Damage: 900

Reload: 1.2s

Damage per second: 750 ( divide damage by reload and you get the dps)

Critical Damage: 900

Special: Lightning ball & Chain lightning (1160 damage & 6s reload, and you can lengthen your range with lightning ball if you don't use status augments, plus you can chain between enemies, but the damage splits every time by each enemy!)

(I know Faust is an augment for Striker, but even that has 0.9s reload with 900 damage and 40m range,  while Tesla only has 25m range and 1.2s reload)

 

I think It is very clear that Tesla is a well hated and nerfed turret after all! It shows in Damage, Reload, DPS, and the Special ability itself, even Critical damage is the same. Tesla is killed after the nerf, because that wasn't a fix. Among the Melee range turrets Tesla is the weakest, and I know not everything about Time to kill, but after the lightning ball nerf It is not that special anymore, and we can say it clearly: It is weak!

 

How to make Tesla good again:

1. Option

Damage: 900

Reload 1.2s

Critical damage: 1100 of 1160

Lightning ball damage: 1350 or 1400 (even with electroturret augment it will stay under 2000)

2. Option

Damage: 900

Reload 1.0s

Critical damage: 900 or 1000

Lightning ball damage: 1160

 

I think It is impossible to make Tesla OP after the nerf of Lightning ball, and this would only adjust the nerf it received.

Please do something with Tesla, because it is unusable! We are only surviving on Electroturret augment!!!

Thanks if it reaches the Developers!

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Magnum is a really nice turret. Despite being mainly used for camping (not to say that camping is bad...), it requires some skill to master it. However, it has one disadvantage. In fact, it would be more appropriate to call it a convenient feature that is missing, rather than a disadvantage. It's that when using it with an augment that allows it to be rotated horizontally, it has a fixed elevation angle, which we cannot adjust. My idea is to change this. There could be two ways to do it, which I can think of right now:-

1. Players will have the option to adjust its elevation angle in the garage itself. If required, they can change this elevation angle in a battle by going into the garage.

2. Players will be able to change the elevation angle of the turret when they are in a battle, by binding two keys which are not used for any other task, for changing the elevation angle of the turret.

Any of these two methods would be fine. However, some players may find the second method to be a bit impractical, because if it is implemented, there would be too many keys for players to press simultaneously, making the controls more complicated. But the reason I took it into consideration is that I don't think players would need to keep changing the elevation angle of Magnum continuously in a battle. Most of the times, they will adjust the elevation angle of the turret maybe twice or thrice according to the map in which they are playing. For example, in the Forest map, I'd mainly be hitting the enemies from the lower part of the map to both the lower part and the higher part of the map. In this case, I'd set the elevation angle of the turret to maybe about 65°, so as to hit the players present on the higher portion of the map, without my shots getting blocked by any obstruction.

Also, in the two aforementioned ways, the first one has a disadvantage - since players can adjust the elevation angle of Magnum only in the garage, and not anywhere else, if they wish to change the elevation angle of the turret when they are in a battle, they would only be able to do it once, because of the equipment change timer. The second method doesn't have this disadvantage though...

I hope this idea gets implemented, as it would add another useful layer of customization to the game.

 

Edit: This post got posted twice, don't know why...

 

Edit 2: I guess it's fine now, because I don't see the 2nd post anywhere.

Edited by Sharva
Clarification for 2 posts

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On 10/29/2024 at 8:45 AM, AcnoIogia said:

 

On 11/6/2024 at 3:11 PM, The_Resistance said:

 

Topic Merged

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Tesla needs a huge rework after the nerf implements. It has been 2 months that we got the last major patch notes. Whenever I ask people about Tesla they say It has been over nerfed! Even people who doesn't like Tesla say that this was way too much of a nerf!

 

History of Tesla, and the main problems:

Just a few stats about Tesla from last year. It had 630 damage, 0.66s reload which comes out to a 954 Damage per second, and a 810 critical damage, 15% critical chance

Later the reload was nerfed to 0.75s which left the Damage per second of 840.

At the end of the year Tesla got a major rework. The damage is 900, reload was 1.1s of a 818 Damage per second, and 900 critical damage, 15% critical chance.

A week later the Reload was nerfed again to 1.2s leaving the Damage per second of 750 !!!

 

In my opinion these changes should be implemented for Tesla (only mentioning the things i would change)

Reload: from 1.2s to 1.0s

Critical damage: from 900 to 1160

Critical damage chance: from 15% to 12%

Lightning ball damage: from 1160 to 1400

Lightning ball range: from 100m to 60m

(The thing is that this wouldn't make Tesla OP, because connecting to a lightning ball acts like an enemy, splitting the damage)

 

The problems in details:

1. The damage per second is horrible. Compared to other melee range turrets Firebird: 1200 Freeze: 1200 Isida: 1160 (I know these 3 turrets needs to reload, but the amount of damage they can do in a short amount of time makes the reload not significant)

2. The critical chance was never adjusted. When It was 0.66s reload it was 15% and now the reload is almost doubled and the critical chance is still 15%??? It should be around 25% to be similar when it had faster reload. (or offer a higher critical damage)

3. Critical damage is the exact same as the regular damage, which has never occurred in any existing turret other than Tesla! I understand it can damage multiple enemies, but other turrets can damage multiple enemies too and has a much higher critical damage.

4. Connecting to a ball lightning acts like connecting to an enemy, which means if you connect to a ball lightning and an enemy is in the circuit you will only damage him 450 instead of 900. If there is 2 you will damage them 300 each. (The biggest nerf of Tesla in history)

5. Melee range turret special abilities: Firebird: burning (400 dps-thus elevating the dps from 1200 to 1600), Freeze: freezing (nullifying damage boost, slowing down enemies) Isida: healing (receiving points after healing) Tesla: ball lightning (It is supposed to increase the range but it fails doing that because the speed of the ball is so slow enemies can easily back up and not receiving any damage, and the ball lightning also has a damage which again fails to do anything significant because of the speed. If you succeed connecting to a ball lightning and get some enemy in the circuit the damage is split when connecting to a lightning ball, and further splitting if more enemies are in the circuit.)

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Thank you for reducing the cooldown of Tesla from 1.2 sec to 1.0 sec... But there is still way too much work to do with Tesla.

 

Updates for Stock Tesla

Critical Damage: 1160

Lightning ball damage: 1400

Lightning ball range: 50m

 

Updates for Status effect augments for Tesla (Option 1)

Remove the feature: Range from one chain lightning to the next ball lightning: 1 m

Remove the feature: Permits ball lightning to bounce off props, similar to Ricochet: Maximum number of ricochets: 10

Add feature: Lightning ball range: -50% (25m total)

Exception: Jamming Discharge (stays as it is)

 

Updates for Status effect augments for Tesla [Rework (Option 2)]

Lightning ball speed: 75 m/s

Lightning ball range: 1000 m

Lightning ball warmup time: +200%

Lightning ball damage: -75%

The ball lightning as well as critical damage will apply the status effect as before, but the difference is that the ball is much faster and can hit targets easier, granting status effect on contact with the ball, however the lightning ball damage becomes insignificant.

Exception: Jamming Discharge (stays as it is)

 

Update for Electroturret augment for Tesla

Lightning ball speed: 75 m/s

Lightning ball range: 1000 m

Lightning ball reload: -25%

Lightning ball warmup time: +200%

After the stock tesla update is implemented, increasing the damage is not necessary, instead i advise decreasing the reload for the lightning ball.

 

Phoenix augments were first designed to solve the cons of turrets, and enhance the pros with some augments. However Tesla's Phoenix reduces the chain reload but not the lightning ball reload... which is way more. The range of the chain is barely increased, which is a great con. So let me design the Phoenix augment, and I suggest the Developers to try and see how it is, and everything mentioned above.

Update for Tesla Phoenix augment

Damage: +12% (1008 damage) (OR set to 1000 fix damage)

Range: +40% (35m)

Lightning ball damage: +8% (1512 damage) (OR set to 1500 fix damage)

Lightning ball speed: 75m/s

Lightning ball range: 1000m

Lightning ball reload: -25% (4.5 sec)

Lightning ball warmup time: -100% (completely removed)

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