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I think we are done with high reload, high damage turrets. One magnum is enough.

Exactly what I wanted to say the game is unbalanced enough with Magnum & Striker

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Neutrino turret

 

This sci-fi turret shoots neutrinoes. Neutrino is much smaller and lighter than proton or neutron. It has incredible penetrating ability but no destructive effect. Well, at normal speeds.

Neutrino turret is able to shoot neutrinoes with astonishing speed of 1500000 km/s. Yes, 5 times faster than light (insta-shot). It has fast reload but low damage. It is like a combination of Rail and Vulcan. No peek-a-boo, just pure DPS.

M4 stats:

Damage: 250-500
Reload: 1 sec
Range: infinite
Penetration: 100%
Recoil: 50
Impact force: 100

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Striker introduced heat-seeking missiles, Magnum introduced ballistic projectiles. What kind of brand new mechanic does this turret introduce that justifies making it a whole new turret, rather than an alteration for Vulcan or Railgun?

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Looks like the spec of a weak Railgun.

The only and main flaw in your new gun is that neutrinos interact very very very very very seldom with real matter, therefore neutrinos typically pass through normal matter unimpeded and undetected.

You better try another particles with a bad-ass name like anti-matter anti-proton or find another particle among these: https://en.wikipedia.org/wiki/Particle_physics

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Looks like the spec of a weak Railgun.

The only and main flaw in your new gun is that neutrinos interact very very very very very seldom with real matter, therefore neutrinos typically pass through normal matter unimpeded and undetected.

You better try another particles with a bad-ass name like anti-matter anti-proton or find another particle among these: https://en.wikipedia.org/wiki/Particle_physics

exactly! that was gonna be my criticism. 

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Looks like the spec of a weak Railgun.

The only and main flaw in your new gun is that neutrinos interact very very very very very seldom with real matter, therefore neutrinos typically pass through normal matter unimpeded and undetected.

You better try another particles with a bad-ass name like anti-matter anti-proton or find another particle among these: https://en.wikipedia.org/wiki/Particle_physics

antimatter is probably the first thing that comes to anyone's mind but i suppose this guy was trying to show everyone what a scientist he is by using something not so common... so for him tachyon would be more suitable

Edited by ZloyDanuJI

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Striker introduced heat-seeking missiles, Magnum introduced ballistic projectiles. What kind of brand new mechanic does this turret introduce that justifies making it a whole new turret, rather than an alteration for Vulcan or Railgun?

It has a new mechanic. It would be the only infinite range turret with no weak damage, no shot delay, no overheat, no scope, no ballistics and no slow rockets. Its only disadvantages would be low DPS (but higher than Rail), low damage per shot and visible shot trail (like on Rail but not so bright).

 

Antimatter needs to be stored inside a solid projectile, I already thought about antimatter alt for Thunder but it would have just bigger splash.

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Antimatter needs to be stored inside a solid projectile, I already thought about antimatter alt for Thunder but it would have just bigger splash.

no you don't, you can just fire a positronic laser

 

and because you'll only need to fire 0.00000002 of the antimatter equivalent to the tank's total mass, and we know the main composition of that tank, it wil be easy to fire enough of it's positrons to cause matter-antimatter explosions to destroy the tank

 

it would only have to be stored inside a solid projectile if you want to be able to use it to destroy anything. but if it's just tanks a positronic laser fed with positrons of any component of the tank will do

Edited by ZloyDanuJI

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New turret: Bouncer

 

Bouncer:

Kinda like magnum except that the projectile is shot out at much slower speeds, deals much less damage, reloads much faster, much less impact force, the splash radium is about 7 m. But the biggest difference is that the projectile will bounce off of non tank surfaces, and explodes only a few seconds after stopping or comes within contact with enemy tanks.

What do you guys think? :)

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New turret: Outburst

 

Outburst (that's the best name I could think of for this)

Kinda similar to striker except it has no lock on feature. And splash damage is replaced by a new mechanism. So when the OG shell hits a surface, it breaks of into several smaller projectiles that deal less damage.


What do you guys think? :)

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Turret Tragedy - How the Vulcan has become the worst turret in the game.

 

Whenever a new turret comes out there's a great hype associated with it, ideally we assume it's going to change the 5 turret meta ( Smoky, Thunder, Freeze, Firebird, Railgun ) - which you will mostly see the majority of turrets in any game. And though it's arguable the other turrets have had a better balance in the game even though they aren't played as much, i have a feeling it's less to do with player skill and more with that these turrets are finicky, unbalanced, difficult to understand and most people don't want to invest in that curve - 

 

And that sort of fits how tanki is because for most players, it's a fast paced rapid game where the roles of each turret and hull should be pre-determined and understood. I mostly think the turrets in particular deserve to be made simpler, what's the point of making these elaborate turret designs and mechanics if no one ends up playing them. 

The Vulcan i thought was the exception, it had a simple enough learning curve and it fit well with the " Sentry " role - but with recent updates it has objectively become the worst turret in the game - 

A combination of a painfully slow charge up time between firing - a self damage mechanic that sets in way too rapidly and can do worse to you than any firebird would a turret traverse that essentially means
any one can get out of the spray with ease, it doesn't matter if you lock on since the turret won't traverse enough to maintain it and the damage drop which means the turret is useless at range - 

All these things combined mean the Vulcan is useless at doing what it was supposed to do - being a sentry, providing fire support -

 

Part of the reason i think is, that due to the vast meta being of five turrets, the player who use them positively hate anything that disturbs the meta - any disruption or change to that is unwelcome and they will bombard the team to nerf a perfectly good system. Some turrets and hulls are supposed to be defensive, they are supposed to stop and camp - even in real life that's what tanks do, they stay hull down and fire from a safe position - and if  a camping spot is too good then the problem exists with map design not the turret.

The Vulcan was perfect, was balanced, was a good turret to invest in - but it was victimized because of that - now you're lucky to see a vulcan in game, and just feel sorry for whoever is playing it. It needs to be brought out of that, these new turrets actually need buffs so we'll start to see more of them in game.


 

Edited by r_T-100MS0
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Turret Tragedy - How the Vulcan has become the worst turret in the game.

 

Whenever a new turret comes out there's a great hype associated with it, ideally we assume it's going to change the 5 turret meta ( Smoky, Thunder, Freeze, Firebird, Railgun ) - which you will mostly see the majority of turrets in any game. And though it's arguable the other turrets have had a better balance in the game even though they aren't played as much, i have a feeling it's less to do with player skill and more with that these turrets are finicky, unbalanced, difficult to understand and most people don't want to invest in that curve - 

 

And that sort of fits how tanki is because for most players, it's a fast paced rapid game where the roles of each turret and hull should be pre-determined and understood. I mostly think the turrets in particular deserve to be made simpler, what's the point of making these elaborate turret designs and mechanics if no one ends up playing them. 

 

The Vulcan i thought was the exception, it had a simple enough learning curve and it fit well with the " Sentry " role - but with recent updates it has objectively become the worst turret in the game - 

 

A combination of a painfully slow charge up time between firing - a self damage mechanic that sets in way too rapidly and can do worse to you than any firebird would a turret traverse that essentially means

any one can get out of the spray with ease, it doesn't matter if you lock on since the turret won't traverse enough to maintain it and the damage drop which means the turret is useless at range - 

 

All these things combined mean the Vulcan is useless at doing what it was supposed to do - being a sentry, providing fire support -

 

Part of the reason i think is, that due to the vast meta being of five turrets, the player who use them positively hate anything that disturbs the meta - any disruption or change to that is unwelcome and they will bombard the team to nerf a perfectly good system. Some turrets and hulls are supposed to be defensive, they are supposed to stop and camp - even in real life that's what tanks do, they stay hull down and fire from a safe position - and if  a camping spot is too good then the problem exists with map design not the turret.

 

The Vulcan was perfect, was balanced, was a good turret to invest in - but it was victimized because of that - now you're lucky to see a vulcan in game, and just feel sorry for whoever is playing it. It needs to be brought out of that, these new turrets actually need buffs so we'll start to see more of them in game.

 

 

Incendiary Band is the only way to play Vulcan these days. 

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The turret of DELETION should be added.

 

Basically a turret that is like thunder and it will take this many shots to kill different types of hulls

 

Light: 1 shot

Medium:3 shots

Heavy : 4 shots

 

If the hulls have double armor:

 

Light:2 shots

Medium: 4 shots

Heavy: 6 shots

 

If you have double damage and your enemies have nothing:

 

The Ultimate DELETION of your foes

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The turret of DELETION should be added.

 

Basically a turret that is like thunder and it will take this many shots to kill different types of hulls

 

Light: 1 shot

Medium:3 shots

Heavy : 4 shots

 

If the hulls have double armor:

 

Light:2 shots

Medium: 4 shots

Heavy: 6 shots

 

If you have double damage and your enemies have nothing:

 

The Ultimate DELETION of your foes

...How long is the reload?

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I also wanted to propose an artelary/granade lunched.. but then I realised, that the whole map design of tanki is based on weapons that use line of sight or bounce. Bur still I like the idea :)

Ehm, Magnum, anyone?

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The turret of DELETION should be added.

 

Basically a turret that is like thunder and it will take this many shots to kill different types of hulls

 

Light: 1 shot

Medium:3 shots

Heavy : 4 shots

 

If the hulls have double armor:

 

Light:2 shots

Medium: 4 shots

Heavy: 6 shots

 

If you have double damage and your enemies have nothing:

 

The Ultimate DELETION of your foes

Anything that can kill a light hull with 1 shot (min 2000 damage) can kill a medium in 2 shots.  Can also kill a heavy in 2 shots.

2000 / 3000 / 4000

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Yeah railgun needs a buff , all agree (expect some noobs xd)

Hmm , i do not consider myself noob , and i do not think rail needs a buff . I do get shot multiple times with brand new m4 Titan , how can you say railgun isnt strong ?

Railgunner are the people who think they are the best and all the rest is lower then them , and their weapon should be the same . Yes , this is generalisation , which is not good , but it is true . They got their own gamemode , got by far most alts , and if you ever want to play esports tournament , you absolutely need railgun since it is a vital part of esports . You better learn the game and the players better .... at your rank , i do consider you as noob , unless you take your high account to answer here .

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The railgun lost its most fun feature which was the flipping feature. If the railgun got buffed in only one way(which is adding the flipping feature back), It would only affect tanki positively. If you've played with the railgun and flipped other players before, It is extremely entertaining and it adds value to your match. I've already asked many XP/BP players if they liked the old flipping feature of tanki and I haven't had one person tell me that it was a bad feature of the railgun. The railgun should have its flipping power back.. XP/BP is getting boring without it and I'm sure every XP/BP player would agree with this. Adding the flipping power back to railguns would not only bring other XP/BP players back who quit the game, but also make the game more active in general. The railgun m2 and m3+ should be buffed back to the point where it can flip hornet m2's and hornet m3's. Tanki, please buff the railgun back to the point where it could flip Wasps and Hornets. 

Edited by Exponential

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Turret Idea: Pounder

 

Long range turret. Deals high damage each shot, can’t turn this turret, and requires manual aiming.

 

This turret has a large appearance, everything about it is jumbo size, it’s massive bore direct-fire howitzer fires gigantic shells of iron at your enemy, dealing huge raw damage. The impact is unmatched, the same can be said of its recoil, light tanks risk of flipping from a stand-still, even the heaviest of hulls of will experience an inconvenient jolt. The reload is also unmatched, it does make up for this by having no warm-up time. Sadly this mammoth cannon is simply too heavy to be able to rotate like other turrets, it must lay bolted in its iron box, however the barrel is attached to a ball-joint rotation system, allowing the cannon to rotate slightly inside it’s armor. 

 
vxemhv.png
Horizontal rotation is limited to 15left & right.
 
Note: There's some confusion, it can't rotate verticlly either, only slightly horizontally. 
Edited by Hate

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