Jump to content
EN
Play

Forum

Ideas for Turrets!


 Share

Recommended Posts

New lightning e turret: Tempest

 

Unlike the abomination that is Gauss, Tempest will be a turret that is interesting, original, and awesome.

Features:

·Can manually charge shots while moving or staying still or both.

·Can target up to 7 enemies at once.

·Has 1750 (M0) and 3500 (M4) damage limit.

·Damage breakoffs when hitting more than one target.

·Can shoot out a less than full charge for less damage like shaft.

·Hit tolerance will be similar to what hammer has; 5 degrees up and down, 10 degrees left and right.

How it will work:

· Holding down the firing button not only increases damage but also increases how many targets you can hit (7 max).

· If you hit one target with a full power shot then it'll deal somewhere around 1750-3500 depending on the modification. If you hit more than one target like two (875-1750) or seven (250-500) then it'll drop off and again depending on the modification.

 

·Best of all it'll shoot out a spectacular lightning shot.

Share this post


Link to post
Share on other sites

Hmm, I'll see what I can do. 

 

On 12/17/2019 at 1:13 PM, DieselPlatinum said:

·Hit tolerance will be similar to what hammer has; 5 degrees up and down, 10 degrees left and right.

I'm not sure what you mean by this. Do you mean horizontal auto-aim? Hammer doesn't have horizontal auto-aim, that's just how far one of the pellets on each side fly when they're shot. Think of it as spreading 9 pellets over a distance of 20 degrees from the centre of your turret. 

Tempest sounds like a long-range turret. If so, then it would have an upwards and downwards auto-aim of 7 and 10 degrees respectively. 

  • Like 1

Share this post


Link to post
Share on other sites

For the time to reach max damage on the charge, I'm thinking about 3.5 seconds. And for the reload time, I'm thinking of making it depend on how long it was charged for, like for example: 0.5 secs of charge would equal 1 second of reloading while 3.5 secs of charge would equal a 7 second reload.

Share this post


Link to post
Share on other sites

Alts: (upgradeable)

Spread - short distance, somewhat like Hunter's OD 

Chain Lightning - a concentrated shot, something like the Railgun Hyperspace alt but the targets would have to be in sight of one another, not necessarily in a straight line

 

Just spitballing ideas.

Edited by Benefactor

Share this post


Link to post
Share on other sites

Gauss is a pretty original and cool concept for a turret, but it was balanced terribly, so you can blame bad execution for that.

 

I really like this one though. But it may be a bit too overpowered if its shots are instant hits, deal very high damage to multiple targets and are from long ranges.

 

Share this post


Link to post
Share on other sites

4 hours ago, Michael828 said:

Gauss is a pretty original and cool concept for a turret, but it was balanced terribly, so you can blame bad execution for that.

 

I really like this one though. But it may be a bit too overpowered if its shots are instant hits, deal very high damage to multiple targets and are from long ranges.

 

Well, that's why it'll have damage dropoffs for multiple targets. It's all explained in OP.

Share this post


Link to post
Share on other sites

On 12/17/2019 at 12:13 PM, DieselPlatinum said:

Unlike the abomination that is Gauss, Tempest will be a turret that is interesting, original, and awesome.

Features:

·Can manually charge shots while moving or staying still or both.

·Can target up to 7 enemies at once.

·Has 1750 (M0) and 3500 (M4) damage limit.

·Damage breakoffs when hitting more than one target.

·Can shoot out a less than full charge for less damage like shaft.

·Hit tolerance will be similar to what hammer has; 5 degrees up and down, 10 degrees left and right.

How it will work:

· Holding down the firing button not only increases damage but also increases how many targets you can hit (7 max).

· If you hit one target with a full power shot then it'll deal somewhere around 1750-3500 depending on the modification. If you hit more than one target like two (875-1750) or seven (250-500) then it'll drop off and again depending on the modification.

 

·Best of all it'll shoot out a spectacular lightning shot.

What is the range?

How does it target multiple enemies?

Edited by wolverine848

Share this post


Link to post
Share on other sites

1 hour ago, wolverine848 said:

What is the range?

How does it target multiple enemies?

Range would be unlimited because it'll be a long range turret.

 

It targets multiple that are in its peripheral vision.

 

However it'll start off with 1 target for the first 0.5 seconds then 2 targets at 1 second all the way to 7 targets at 3.5 seconds.

 

Pretty much the same way as it's reload mechanics as explained in the quote below.

On 12/18/2019 at 11:31 AM, DieselPlatinum said:

For the time to reach max damage on the charge, I'm thinking about 3.5 seconds. And for the reload time, I'm thinking of making it depend on how long it was charged for, like for example: 0.5 secs of charge would equal 1 second of reloading while 3.5 secs of charge would equal a 7 second reload.

 

Share this post


Link to post
Share on other sites

32 minutes ago, DieselPlatinum said:

Range would be unlimited because it'll be a long range turret.

 

It targets multiple that are in its peripheral vision.

 

However it'll start off with 1 target for the first 0.5 seconds then 2 targets at 1 second all the way to 7 targets at 3.5 seconds.

 

Pretty much the same way as it's reload mechanics as explained in the quote below.

 

Damage is based on charge-time.  The more damage I want to do, the longer I hold it.

But what If I want to do high damage to a single target that is close to other tanks.  How does it decide between 1) damaging 1 tank or 2) damaging multiple tanks?

 

Also - what defines "peripheral vision" interms of max distance between tanks that can be damaged?

Share this post


Link to post
Share on other sites

57 minutes ago, wolverine848 said:

Damage is based on charge-time.  The more damage I want to do, the longer I hold it.

But what If I want to do high damage to a single target that is close to other tanks.  How does it decide between 1) damaging 1 tank or 2) damaging multiple tanks?

 

2) Also - what defines "peripheral vision" interms of max distance between tanks that can be damaged?

1) you could probably aim away from that second target until the targeting indicator on it disappears. (Yes there'll be targeting indicators for this turret). Other than that, there's no way.

 

2) 5-10 degrees up and down and left and right.

  • Like 1

Share this post


Link to post
Share on other sites

1 hour ago, wolverine848 said:

Damage is based on charge-time.  The more damage I want to do, the longer I hold it.

But what If I want to do high damage to a single target that is close to other tanks.  How does it decide between 1) damaging 1 tank or 2) damaging multiple tanks?

 

Also - what defines "peripheral vision" interms of max distance between tanks that can be damaged?

I think he means that highest damage is always dealt to the tank you're aiming at,and damage divisions occur for enemies nearby.

 

Okay from what I've understood, let's consider an M4. If there were 7 enemies around the target then each will receive 250dmg. at full charge and if there were only 4 around your target then each would receive 875dmg. assuming you're still fully charged. If your charge level is not enough AND there are too many surrounding enemies then they'll simply receive minimal to no damage.

Share this post


Link to post
Share on other sites

I thought of a new turret that can deliver a nasty blow up close and personal called Boxer.

Features:

· Can deal the most amount of damage per shot of any turret, meaning it can even one shot heavy hulls of same modification 10% of the time.

· Has to be really close to deliver the heavy blow like 5 metres at M0 and 7.5 metres at M4.

· Can also deal the most impact force per shot of any turret.

· Shot travels extremely fast for the first 5 to 7.5 metres then rapidly slows down to a speed less than that of twins, which would also deal much less damage and impact force.

· Reload 3 to 5 seconds.

 

I guess that's all I wanted to say about this turret.

  • Like 1

Share this post


Link to post
Share on other sites

16 minutes ago, Hate said:

oof, quite the OP turret.

Yeah, but hey, at least it would have to get up right in your face to kill you. Maybe it shouldn't always be able to kill a heavy hull despite being close enough to do so.

 

Yeah I think I should make some changes here.

 

Ok I changed it a bit. Go check it out and see what you think.

Edited by DieselPlatinum

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...