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Posted (edited)

Idk what kind of wacky scoring philosophy is this, but this stupid mechanism makes it so that when you die, you will have to find an ally to click on for the score to be GAINED! this brings trouble at the end of matches, where if you died while healing and the match ends, you basically lose on score...and exp.... and crystals

make it like shaft/thunder's healing augment, each healing TICK should give you the score equivalent (when eligible), instead of when the beam is detached, or, atleast whenever your ally's health reaches 100%
 

Edited by Acecaddy

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On 3/10/2025 at 11:24 AM, Acecaddy said:

where if you died while healing and the match ends, you basically lose on score...and exp.... and crystals

I think this was tested before and confirmed that all "floating" score is added up at the end of the battle, so you don't lose anything. I'm sure there's a reason for the score to be counted the way it does now. Probably simplicity of implemntation, or optimisation to reduce lag. Since players normally don't monitor their score after every action, this isn't a major issue.

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On 3/10/2025 at 5:17 PM, Maf said:

I think this was tested before and confirmed that all "floating" score is added up at the end of the battle, so you don't lose anything. I'm sure there's a reason for the score to be counted the way it does now. Probably simplicity of implemntation, or optimisation to reduce lag. Since players normally don't monitor their score after every action, this isn't a major issue.

So, I'm still getting my exp and crystals regardless?

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On 3/10/2025 at 8:59 PM, Acecaddy said:

So, I'm still getting my exp and crystals regardless?

Yeah, I'm like 90% sure that's the case.

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Hello, I want to give my suggestion for changing Thunder's DMG because it is extremely inadequate. My Thunder is maxed out with Viking, I also have a Booster drone and protections, and yet many weapons kill me with one shot or in a second. While with Thunder I deal 100-200 dmg to some tanks, which means I have to shoot them at least 20 times, which is crazy. Even if they are AFK, I still won't be able to kill them, let alone if they shoot me. It's unequal. Thunder's DMG should be at least 2000 or even more for me to have any chance, and even then I won't because apparently some weapons kill me with one shot. Please raise Thunder's DMG so the game is even!

And let me just say that even if I put a drone that gives me 1000Hp extra and despite my protections my tank has over 4000HP life and despite the Armor I use they beat me with one shot. I got really angry and I won't deal with it anymore if you don't fix this. This is not normal and fair.

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On 3/12/2025 at 12:13 PM, Rage_Machine said:

I got really angry

Well... the name sure checks out ?‍♂️

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Posted (edited)
On 3/12/2025 at 9:13 AM, Rage_Machine said:

Hello, I want to give my suggestion for changing Thunder's DMG because it is extremely inadequate. My Thunder is maxed out with Viking, I also have a Booster drone and protections, and yet many weapons kill me with one shot or in a second. While with Thunder I deal 100-200 dmg to some tanks, which means I have to shoot them at least 20 times, which is crazy. Even if they are AFK, I still won't be able to kill them, let alone if they shoot me. It's unequal. Thunder's DMG should be at least 2000 or even more for me to have any chance, and even then I won't because apparently some weapons kill me with one shot. Please raise Thunder's DMG so the game is even!

And let me just say that even if I put a drone that gives me 1000Hp extra and despite my protections my tank has over 4000HP life and despite the Armor I use they beat me with one shot. I got really angry and I won't deal with it anymore if you don't fix this. This is not normal and fair.

Thunder deals 900 damage per shot which turns into 1800 with double damage, and with booster you might as well reach that "2000" you talk about. However all players use supplies and most players also use Thunder protection which means it is not practical in many situations against them, if you get one shot, you need protection against those weapons. Do this: join every battle with protection from shaft, scorpion, Magnum, critical hits, and then as it starts switch protection to the most annoying turret in that battle.

Also remember that AP negative effects remove any kind of protection from your tank so might as well have AP immunity at hand, even though most people use EMP weapons nowadays. You can remove any negative effects with your repair kit to avoid getting instakilled.

Stock thunder isn't the best but i find myself doing just fine by using adrenaline with it, even against players using protections.

Edited by JustBlackWolf

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On 3/10/2025 at 4:17 PM, Maf said:

I think this was tested before and confirmed that all "floating" score is added up at the end of the battle, so you don't lose anything. I'm sure there's a reason for the score to be counted the way it does now. Probably simplicity of implemntation, or optimisation to reduce lag. Since players normally don't monitor their score after every action, this isn't a major issue.

You sure it's confirmed? Never had the chance of personally testing this out.

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On 3/12/2025 at 9:13 AM, Rage_Machine said:

Hello, I want to give my suggestion for changing Thunder's DMG because it is extremely inadequate. My Thunder is maxed out with Viking, I also have a Booster drone and protections, and yet many weapons kill me with one shot or in a second. While with Thunder I deal 100-200 dmg to some tanks, which means I have to shoot them at least 20 times, which is crazy. Even if they are AFK, I still won't be able to kill them, let alone if they shoot me. It's unequal. Thunder's DMG should be at least 2000 or even more for me to have any chance, and even then I won't because apparently some weapons kill me with one shot. Please raise Thunder's DMG so the game is even!

And let me just say that even if I put a drone that gives me 1000Hp extra and despite my protections my tank has over 4000HP life and despite the Armor I use they beat me with one shot. I got really angry and I won't deal with it anymore if you don't fix this. This is not normal and fair.

Topic relocated

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Recently Tesla got a re-work. I feel like Scorpion's missiles need one as well. Why? It is hard to hit moving tanks with the rockets. Saving it for the heavy hulls only is just a waste of a 2nd shooting mode... but heavy hulls can also escape the rockets because the angular velocity is bad at the max speed of the rocket. The minimum range to hit someone with the rockets is 60m if I am not wrong. The damage is good but at what cost? for not being able to hit the enemy? I would rather have less rockets or a salvo which deals less damage but has higher chance to hit the enemy. Solely relying on augments feels wrong to me. The stock turret should be somewhat good, not just bearable with augments.

 

(Parameters are in Mk7 MAX modification, and I will mention how it is changed from the current turret)

Solution:

Number of missiles in salvo: 6 (-4)

Damage per rocket: 450 (+50)

Salvo damage: 2700 (-1300)

Salvo reload: 10 sec (-4sec)

Max. rocket speed: 150 m/s (+100%)

Min. rocket range: 40m (New feature)

Max. rocket range: 180m or 250m (New feature)

Important! I don't know how angular velocity works, I have not figured it out yet! All I know is that I want my rockets to hit the enemy who are in the Min. and Max. range of the rocket, If the target is further than the max range it doesn't let you aim at them, if they are in the range but later go out of it the rockets explode at the max range.

I hope It is a valid suggestion, and reaches the right people!

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On 12/4/2024 at 1:53 AM, AcnoIogia said:

 

 

On 12/7/2024 at 4:46 PM, Sharva said:

 

 

On 3/10/2025 at 8:24 AM, Acecaddy said:

 

 

On 3/12/2025 at 9:13 AM, Rage_Machine said:

 

Topic Merged

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On 3/17/2025 at 7:54 PM, M4STER-BR said:

New turrent model generated by IA, but it may be an idea of Torreta to be added in the game.

 

https://drive.google.com/file/d/1sxoEcxnY6uaz1cRVHxtw2PR33Yll3J3x/view?usp=sharing

 

On 3/18/2025 at 7:10 PM, NikmanGT said:

How would this work though, sharpshooter with scope on ?

Looks like an Archer to me, could be Ballistic Archer?

There could be 2 shooting modes similar to Teslas. Long pressing space would should smaller arrows infinitely. Pressing space once shoots a bigger ballistic arrow or magic arrow that has splash, big impact and high damage.

 

Firing mode 1 (Mini arrows)

Damage: 225

Critical damage: 900

Chance of critical damage: 3.5%

Reload: 0.25 sec

Initial velocity of the projectile: 500 m/s

Final velocity of the projectile: 300 m/s

Projectile acceleration time: 0.5 sec

Impact Force: 1

Total kill range: 90m

Low impact range: 120m

(Could use some negative effect after shooting for a long time like Vulcan has afterburn? Like slower projectile or less damage, maybe double reload?!)

 

Firing mode 2 (Ballistic arrow)

Damage: 2700

Reload: 10 sec

Initial velocity of the projectile: 1000 m/s

Final velocity of the projectile: 500 m/s

Projectile acceleration time: 0.5 sec

Impact Force: 9

Range: Unlimited

Radius of total blast damage: 7m

Intermediate blast kill radius: 10m

Maximum blast damage radius 20m

(To prevent chaos and after shooting a Ballistic arrow there could be a cooldown so you can't instantly use the mini arrows, like 1 or 2 seconds)

 

OR my second thought:

 

Firing mode 1 (Arrows)

Damage: 450

Critical damage: 750

Chance of critical damage: 7%

Reload: 0.6 sec

Initial velocity of the projectile: 500 m/s

Final velocity of the projectile: 300 m/s

Projectile acceleration time: 0.5 sec

Impact Force: 2

Total kill range: 90m

Low impact range: 120m

 

Firing mode 2 (Triplet arrows)

Arrow damage: 900

Salvo damage: 2700

Arrows in salvo: 3

Reload: 7 sec

Aiming time: 1 sec

Pause between arrows in a salvo: 0.2

Initial velocity of the projectile: 1000 m/s

Final velocity of the projectile: 500 m/s

Projectile acceleration time: 0.5 sec

Impact Force: 3 x 3

Range: Unlimited

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Acid weapon (Can't think about any good names yet)

 

First firing mode: Unknown

I don't want to say anything for first firing mode because this is not the main part of the turret, If Developers decide to make this idea real, I let them pick whatever they want. This is just a concept about Acid.

 

Second firing mode: This mode is only to apply the Acid that is special to this turret. Regular damage and critical damage does not apply acid. This mode by itself doesn't inflict damage, though the last stage of acid can inflict damage overtime! This mode can be very hard to understand but I will try my best to explain. The Acid exists in 3 variatons: Normal acid, Strong acid, Hazardous acid

Normal acid: Opponents are unable to use repair kit or be healed by any turret, Duration: 3 seconds

Strong acid: Opponents are unable to use repair kit or be healed by any turret, cancels rare & epic hull augments, Duration: 5 seconds

Hazardous acid: Damage per tick: 50, Damage per second: 200, opponents are unable to use repair kit or be healed by any turret, cancels rare, epic & legendary hull augments, Duration: 10 seconds

Aiming time for normal acid: 1 sec

Aiming time for strong acid: 3 sec

Aiming time for hazardous acid: 5 sec

 

I wanted to make this post because of the Acid status effect to be honest, It has been on my mind for a very very long time and I had even posted about it but It never gets recognition. I would love to see an Acidic weapon. #Developers

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Dear Developers! Ladies & Gentlemen!

The white letters are the important part if you want to read this fast, but I felt the need to explain it thoroughly.

The Scorpion turret has become outdated. What I mean by that is there is nothing new on it, shot effects, skins, augments. Not only that, but the stock turret itself is weak in way from my point of view. Comparing turrets with each other is very hard because every turret is unique in a way, so instead of doing that I will jump right in on how I think Scorpion should be balanced.

Damage: 1000, Critical damage: 1500, Reload: 2.6

The 1160 damage is not needed because it doesn't do anything significant, not even with booster/crisis drone. I'd rather have a round 1k damage with less reload. OR... the other way

Damage: 1400, Critical damage: 1750, Reload: 3.6s

This is significant, because with booster/crisis drone you can 2 shot medium hulls.

The standard shot is not even the real problem, but the rockets are! It could be controversial, but I prefer rockets that deal less damage, but has a high chance of hitting the enemy and my aiming time + salvo won't go in waste because the target is too fast they can easily dodge the rockets.

Rockets in salvo: 6

Damage per rocket: 450

Salvo damage: 2700

Salvo reload: 10 seconds

After this we are left with 2 options. Option A: Faster rockets, Option B: Better angular velocity...

A: Min. rocket speed: 50 m/s, Max. rocket speed: 100 m/s

B: Min. rocket angular velocity: 200 deg/sec, Max. rocket angular velocity: 100 deg/sec

 

Best Regards!

Isshiki

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Hello, since I am a big support player and we only have one heal turret exept for the augs, here is a concept for a new healing turret

                Lumo

Shoots small drones that attach to allies and enemies, healing or dealing damage over time. Ideal for backline play

  • Lumo shoots up to 3 drones, one by one.
  • Each drone stays up for 8 seconds. If the allie/enemy dies or the time runs out, the drone is destroyed.
  • The shooting is the same as the Gauss turret, the tracking time being 2 seconds.


Visuals wise, it doesnt need to be necessarily be a drone. It could be an aura or a status effect...

 

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Posted (edited)

What about the Triple Cannon Smoky?

& The Freeze Turret fan that puts on both sides in it that look like freezing headphones.

A Magnum barrel that replaces with a combination of Hammer barrel, Vulcan barrel or Gauss barrel design.

Shaft looks the same even at hd improvements so why not redesign the way that looks flat like the thunder turret but more aerodynamic triangular shape.

Edited by KingSamuelB

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Posted (edited)

I noticed that whenever there is a bot in a battle (and in your team), who has equipped Isida, and you have lost some HP, sometimes it just ignores you, unless you obstruct its path by directly coming in front of it, which is annoying, but the main thing about which I'm talking here is that whenever it does heal you, it doesn't do it fully. It heals about 90% of the HP of your tank, but it's never 100%. I don't know what the reason behind it is, and whether it is a bug or it has been done on purpose, but I think it should be fixed (or changed, if it has been done on purpose, for some reason), even if it's not a bog deal at all.

Thanks in advance ?

Edited by Sharva

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The only combo damage we have is Railgun shoting a grenade dealing 4000 damage.

I have Idea for Tesla Combo damage.

1. Your Lightning balls can collide with each other dealing more damage

2. Connecting to an ally can trigger more damage

3. At least 2 ally in the circuit can trigger more damage

4. At least 2 enemy in the circuit can trigger more damage

(2. 3. 4. is more like an augment, but 1. is for sure a combo damage ?)

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And add like a solid impact force, more than hammer's current projectile force.

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