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21 minutes ago, TWICE said:

It would be cool if devs consider to make Gauss's charged shot like Smoky's critical hit.  The charged shot may deal the same damage as normal shot when it's not a critical hit.  This could save Shaft's face, make Thunder's mid-range shot meaningful again, and stop the current "Gauss camping spam".

Spend 7 seconds (2+3+2) and likely get 2 regular shots that do meh damage?

I'd stop using it.   I'd ask for crystals back but I know they don't do refunds.

 

Not to mention many complaints were that it's not different enough from thunder or striker.  Making it more like smoky is not gonna endear it to that camp.

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I personally feel guass is a bit crazy (not OP) but mainly on siege and control points because of splash damage. I'm a shaft main but I do switch to guass when I play these 2 modes. However I do understand the frustration of going against a team full of them. It's not that spectacular. Honestly if I were to nerf it in any way, the only thing I would say would be to decrease the time it can stay locked on with an enemy behind a wall, other than that it's pretty well rounded. Superior, probably. Extraordinary, no.

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4 hours ago, Copperhead91 said:

I personally feel guass is a bit crazy (not OP) but mainly on siege and control points because of splash damage. I'm a shaft main but I do switch to guass when I play these 2 modes. However I do understand the frustration of going against a team full of them. It's not that spectacular. Honestly if I were to nerf it in any way, the only thing I would say would be to decrease the time it can stay locked on with an enemy behind a wall, other than that it's pretty well rounded. Superior, probably. Extraordinary, no.

If I was to make a bit of a nerf I'd change the splash mechanics of the Snipe-shot.  Does too much damage to other tanks not the prime-target.

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If the developers think that nerfing the splash damage of Gauss is going to cause them cash-damage, then...

...add splash damage to Shaft? 

Then see whether people still complain about Gauss. ?

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It's been a while but, imo, it is kinda not ok how Vulcan is doing and in what position it occupies in the current meta ( of Magnums and Gauss ).

If buffing the DPS isn't an option; then my idea is to give it somewhat of an on-hit slow effect (slight tho) to keep your target at bay when you're firing... It's kinda weird sometimes because you just have to hold up your spacebar and you won't start firing till you are... you know, dead ?

Main reason why Vulcan is mostly used only with Titan (Minority with Viking) even tho you don't even see much vulcans compared to the other turrets.

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19 minutes ago, aqwzsxedc said:

 

That's actually an ingenious idea. It would also counter the slow rotation speed that Vulcan possesses, and be unique amongst the other turrets (Other than Freeze, though that is a short-range turret). 

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1 hour ago, aqwzsxedc said:

It's been a while but, imo, it is kinda not ok how Vulcan is doing and in what position it occupies in the current meta ( of Magnums and Gauss ).

If buffing the DPS isn't an option; then my idea is to give it somewhat of an on-hit slow effect (slight tho) to keep your target at bay when you're firing... It's kinda weird sometimes because you just have to hold up your spacebar and you won't start firing till you are... you know, dead ?

Main reason why Vulcan is mostly used only with Titan (Minority with Viking) even tho you don't even see much vulcans compared to the other turrets.

I find it to be in a pretty good spot after its 2 damage buffs. It has untapped potential with light hulls as well. Some players say they don't play with Vulcan either because it is not worth the effort trying to play it or because they find it boring to play with. The gameplay with it on Wasp is amazing. I do reasonably well when I come up against any protection modules. I'd need to use almost if not my entire energy bar to take them down. 

 

The silver lining is that it presumably has the least protection module equip rate of all the modules. So it's not likely to come up against protection modules in an average battle. 

 

 

 

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49 minutes ago, TheCongoSpider said:

I find it to be in a pretty good spot after its 2 damage buffs. It has untapped potential with light hulls as well. Some players say they don't play with Vulcan either because it is not worth the effort trying to play it or because they find it boring to play with. The gameplay with it on Wasp is amazing. I do reasonably well when I come up against any protection modules. I'd need to use almost if not my entire energy bar to take them down. 

 

The silver lining is that it presumably has the least protection module equip rate of all the modules. So it's not likely to come up against protection modules in an average battle. 

That is the main reason why the current vulcan players can do pretty well; if there were protections in their map, they wouldn't... Definitely not the same applies for some other turrets. Even if you do have protection, you still get killed relatively faster than what it should be.

52 minutes ago, TheCongoSpider said:

 I'd need to use almost if not my entire energy bar to take them down. 

To be frank, that's the real deal; You're constantly focused on a single target for a not reasonable amount of time just to kill that target... sometimes even fail that and end up dying before doing so. Since I think a feeling Vulcan's DPS would probably not get buffed anytime soon (hopefully I'm wrong), the best alternative solution-ish is to give it a little slow on-hit effect, at least you can stick to a target and be more confident you'll kill it

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I made a unique feature that is some kind of hammer mixed with gauss and its made as a firework launcher but its a bid different. Its a heavy shot that is even heavier than thunder or gauss. It reloads like railgun but a bit longer. Can aim like striker but time to load is like gauss.. There are more features which I'll explain later

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With the new Gauss EMP Alteration, it seems like there is already a new mechanic in the game that will probably be used more and more in new updates: the EMP lightning thing. It's already in Hunter's OD. I rarely post ideas for new turrets or hulls, but I have a new idea for a turret that I will call "Sidious". 

What Sidious will do is that it will shoot lightning (single shot with no splash in standard form) that deals relatively low damage and it has a 0.3 second stun. This 0.3 second stun can stun tanks into not moving, but it will NOT remove supplies (unlike both Gauss EMP and Hunter OD). However, the stun is able to reset turrets that require a charge up. So, if I were a Gauss locking on to a target and I was hit by a Sidious shot, I would be stunned and my lock-on would be lost. Similarly, if I was a shaft in sniper mode and I get hit by a Sidious, my shot automatically resets. If I were a railgun charging up, and I get hit, I would have to do charge up again. If I were a striker or magnum charging up, they too would have to reset. To ensure that this turret isn't too OP, you're reload doesn't completely reset, you're shot-bar would still be at full and you could procede with the shot immediately after you are hit. Also, it will have a relatively low DPS. 

What this turret will do is that it will force turrets to use their standard single shot modes (many turrets now have lock-on and single shot modes), to counter Sidious's relatively low DPS. So, I would have to use arcade mode on Shaft, single-shot on Striker, single-shot on Gauss, etc to counter Sidious. Railguns and Magnums will have to be careful, but its charge up time should be faster than Sidious's reload, so it shouldn't have to worry about never getting a shot off. 

Vulcan will have a different effect when it is hit because it might be too weak if it received the same effect. Vulcan will just have its shooting bar reset to full (but already charged up) everytime it is hit. 

 

I can see this turret as a decent defender and viable in 1 on 1s given its stunning mechanic. Remember, its DPS will be kept relatively low (but not too low) to make it a balanced turret that provides a completely new gaming experience. 

 

Combined with Viking OD, you get this:

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Hi all,

I don't know if it has been covered but would it be possible to develop a turret with a tv-guided missile launcher among its shooting options?

Once the tv-guided missile is launched, the player view swithes to a 1st person view on the missile itself, to control its direction. The player role would be to fly the missile, able to turn around obstacles. Missile speed could be imposed and fast enough to require a bit of skills.

Obviously the hull and the turret can't be moved during the missile flight, being out if view. It could momentarily be a risk for defense but kind of like the Shaft sniping mode - keeping in mind that the guided missile principle would allow to hide even better.

Thank you all!

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31 minutes ago, Galdar said:

Hi all,

I don't know if it has been covered but would it be possible to develop a turret with a tv-guided missile launcher among its shooting options?

Once the tv-guided missile is launched, the player view swithes to a 1st person view on the missile itself, to control its direction. The player role would be to fly the missile, able to turn around obstacles. Missile speed could be imposed and fast enough to require a bit of skills.

Obviously the hull and the turret can't be moved during the missile flight, being out if view. It could momentarily be a risk for defense but kind of like the Shaft sniping mode - keeping in mind that the guided missile principle would allow to hide even better.

Thank you all!

You want to be able to hide, fire your missile, and guide it to a target somewhere else on the map?  Why would anyone ever use a Magnum after that?

Aside from this being ridiculously OP, the closest you're gonna get is the alteration for Striker that allows you to detonate the missile when desired.  Your "tv-view" would, IMHO, be way too complex to adopt for this game.

 

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6 hours ago, sensei_tanker said:

 

Not bad idea, but it is too OP, so i don't want to see it in the game, sorry. I think we have enough turrets, developers should concentrate on other things. But nice meme!

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4 minutes ago, mjmj5558 said:

Not bad idea, but it is too OP, so i don't want to see it in the game, sorry. I think we have enough turrets, developers should concentrate on other things. But nice meme!

Sidious has a low DPS to balance its stunning effect. It takes a while to destroy an opponent, but it also makes the opponent to take a while to kill you. 

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36 minutes ago, sensei_tanker said:

Sidious has a low DPS to balance its stunning effect. It takes a while to destroy an opponent, but it also makes the opponent to take a while to kill you. 

There's players out there that have been crying about hunter stunning them for 2.2 seconds - using an OD, that has a short range.

How do you think they will react to a turret that can do that from a distance much more frequently than Hunter can?

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4 hours ago, wolverine848 said:

There's players out there that have been crying about hunter stunning them for 2.2 seconds - using an OD, that has a short range.

How do you think they will react to a turret that can do that from a distance much more frequently than Hunter can?

I mean... if you wanna contrast these two:

Palpatine                        Hunter OD

 0.3 sec                             2.2 sec

 single-shot                   crowd-control

doesn't reset drugs       resets drugs AND forces cooldown

  Low damage              pretty sure whatever turret the hunter has will do more

 

 

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1 hour ago, sensei_tanker said:

I mean... if you wanna contrast these two:

Palpatine                        Hunter OD

 0.3 sec                             2.2 sec

 single-shot                   crowd-control

doesn't reset drugs       resets drugs AND forces cooldown

  Low damage              pretty sure whatever turret the hunter has will do more

 

 

Now add frequency of effect and range... kind of important ... no?

I'd like to know how you plan on the target keeping the flag when "zapped".  I have a feeling Devs will NOT be able to figure that out.

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10 hours ago, sensei_tanker said:

Sidious has a low DPS to balance its stunning effect. It takes a while to destroy an opponent, but it also makes the opponent to take a while to kill you. 

The problem that you are thinking only of sidious... There are other turrets. It will be too OP, like gauss emp rounds. We don't need more unbalanced turrets.

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12 hours ago, wolverine848 said:

Aside from this being ridiculously OP, the closest you're gonna get is the alteration for Striker that allows you to detonate the missile when desired.  Your "tv-view" would, IMHO, be way too complex to adopt for this game.

 

And I must say I don't know what to propose to make it less OP. We'll see if the idea goes somewhere...

Edited by Galdar

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4 hours ago, Galdar said:

 

And I must say I don't know what to propose to make it less OP. We'll see if the idea goes somewhere...

Well the first step would be having a lockon required.  Which means you can't hide, since you can't move after firing...

I just don't see this being adpted - too complex.  And we already have striker - don't need another missile launcher.

Edited by wolverine848

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56 minutes ago, wolverine848 said:

Well the first step would be having a lockon required.  Which means you can't hide, since you can't move after firing...

I just don't see this being adpted - too complex.  And we already have striker - don't need another missile launcher.

Sure, but then it wouldn't be a player-guided missile anyway, and more a copy of Striker indeed, which was not the idea.

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12 hours ago, wolverine848 said:

Now add frequency of effect and range... kind of important ... no?

I'd like to know how you plan on the target keeping the flag when "zapped".  I have a feeling Devs will NOT be able to figure that out.

Easy. Low hit speed, relatively low damage per hit makes it balanced. Freeze will still be the better defender. The range of the turret should be around the range of twins without any alts.

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8 hours ago, mjmj5558 said:

The problem that you are thinking only of sidious... There are other turrets. It will be too OP, like gauss emp rounds. We don't need more unbalanced turrets.

I thought I made it clear how they are different. Sidious does significantly less damage, has less range, no splash, and doesn't take away your drugs.

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