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1 hour ago, At_Shin said:

How about a new turret that can do relatively low damage than other existing turrets but has the awesome ability to deploy a large drone that we get to to fly and attack our enemies using that large drone's guns? If you like this idea would you please read my post and share your ideas on it?

 

if you are controlling it - lets you hide away in a corner and attack.  We already have Magnum.  Even with short-ish range... it seems a lot like the camera-missile suggestion above.  Too complex.

36 minutes ago, sensei_tanker said:

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.

It would just be annoying.  Just use freeze or Hunter or both.

Respectfully pass on this one.

Edited by wolverine848

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1 hour ago, sensei_tanker said:

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.

I think you don't understand me. I wrote you just thinking 1v1, not 7v7, so in 1v1 it can be balanced, but not in MM. For example, a sidious stans an enemy with a flag, and firebird easily destroy it without receiving damage. I don't want this turret.

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23 minutes ago, mjmj5558 said:

I think you don't understand me. I wrote you just thinking 1v1, not 7v7, so in 1v1 it can be balanced, but not in MM. For example, a sidious stans an enemy with a flag, and firebird easily destroy it without receiving damage. I don't want this turret.

Yeah... if it was close to flag you'd HAVE to kill it first, else you'd never go more than 10m with having to stop completely.  Then try to accelerate again, each time.  Assuming you still had the flag (I have my doubts).

 

Would also be lousy for score in battles.  Hunter gets nothing for stunning or removing supplies.  If this thing had low damge it's not killing much - just annoyng.

Edited by wolverine848
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4 hours ago, mjmj5558 said:

I think you don't understand me. I wrote you just thinking 1v1, not 7v7, so in 1v1 it can be balanced, but not in MM. For example, a sidious stans an enemy with a flag, and firebird easily destroy it without receiving damage. I don't want this turret.

But but but the freeze alt that can literally slow you down to the point where you can't move. I don't see anything wrong with it. The stunning will be less annoying than the freezing I can assure you of that... plus, the freeze actually does some serious damage.

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9 hours ago, sensei_tanker said:

But but but the freeze alt that can literally slow you down to the point where you can't move. I don't see anything wrong with it. The stunning will be less annoying than the freezing I can assure you of that... plus, the freeze actually does some serious damage.

But freeze is a melee turret, and it is perfectly balanced. Nobody want an infinitive ranged freeze, so i don't want to see it in the game. You should accept this. 

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To be honest with you. we got too many turrets that have the laser indicators and now many want it on gauss also it becomes confusing whats on the other end of the laser. So here's how I think their new indicators should be:

 

Shaft: Will just have a bit thicker laser.

 

Striker: Will have brackets around your tank and a locator that shows you what general direction it will shoot from. Something like this:

h7voE6b.png

 

Guass: Will be similar to striker except it'll just have the brackets. No locator.

 

Juggernauts Striker: Will remain the same.

 

 

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Okay... I've been writing my idea for 2 hours, and somehow It refreshed the page and my writing disappeared... So I will be writing another version of it.

This whole thing will took me 2+3 hours so please If you like or not like it, let me know. If you don't like it tell me what and how would you change.

I will be comparing this turret to other turrets so you can see the similarities/differences

 

The name for the new Turret: Archer

 

It has 2 firing modes.

1. Normal arcade shot, which is a single arrow. Low damage but fast reload.

2. Aiming mode: It has the same lock-on as Striker and Gauss, with a little twist. It has 2 firing mode besides the aiming mode.

If you complete the first half of the lock-on and lift your fingers up from the space button you will shoot 3 arrows that does slightly bit more damage than the arcade shots /  arrow.

If you choose not to lift up your fingers from the space button and complete the second half of the lock-on you will give a ''weakening'' effect to the target, which lets you deal critical damage to the marked enemy. But important note, that only you can deal critical damage to the marked enemy, and the weakening effect comes before shooting the 3 arrows!

The ''weakening'' effect should like a smaller but clearly visible circle and an eagle head inside of the circle.

 

will tell the details about it ( in Mk7 20/20 full upgraded) Damage, reload and a little bit more details and comparing to other turrets.

 

Arcade shot

Damage: 310 - 560 damage, with an average of 435 damage, but of course it can be below and above it.

Reload: 1 second

 

Comparison:

Gauss single shot: 580-830 damage, 1.5 seconds reload

Striker single shot: 790-970 damage, 1.8 seconds reload

3 seconds of shot with Gauss would do 2 shots, around  1500-1660 damage (Has splash damage)

3.6 seconds of shot with Striker would do  2 shots, around  1700-1940 damage (Has splash damage)

3 seconds of shot with Archer would do 3 shots, around 1000-1300 damage. But if the impossible is possible and you can make 560 damage all the 3 times you can pull out 1680 damage           (No splash damage)

 

 

Aiming mode

 

Aiming shot 1:

Damage: 1 Arrow does 580 - 840 damage, that means 3 arrows would do 1740 - 2520 damage.

Lock-on time: 2,5 seconds

Reload: 2,5 seconds

Projectile speed: I can't say numbers because I have no idea in this topic how it works, So I will just compare it. The same speed as Gauss with Electromagnetic salvo alteration.

Delay between each arrows: 0.3 or 0.5 seconds, I don't know how it would affect the turret so I will leave it up to the developers. There is a delay between the 3 arrows, like there is a delay when shooting the 4 or 8 rockets with Striker, or shooting with Hammer Duplet alteration, or just any kind of turret that shoots more than 1 projectile.

No Laser, just like Gauss

 

Aiming shot 2:

Ability: Applies ''weakening'' effect to the targeted enemy, which allows the user of this turret, to deal Critical damage for the marked enemy.

Critical hit: +100% damage (like double damage)

Critical hit chance: 50%

Lock-on time: Not sure but around 1.5 - 2 seconds. The first lock-on needs 2.5 sec and the second part of the lock-on requires 1.5 - 2 seconds, which means altogether it is either 4 or 4.5 seconds. But because It is a 50% chance to deal critical damage I think 4  seconds altogether is pretty fair. Mainly you will deal 1 or 2 critical damage, 0 and 3 times critical damage will be possible as well, but not so often.

Duration: 6 seconds

Reload: 3.5 seconds. After completing the second part of the lock-on you have to wait 1 second more just to balance it out and  to be fair.

No Laser, just like Gauss

 

Further Information

 

First option: The Lock-on ''circle'' is separated into 2 parts. If you complete the first half of the lock-on, it will shoot the 3 arrows (not interrupted or killed). Once you completed the second half of the lock-on, then it will automatically apply the ''weakening'' effect and immediatelly fire the 3 arrows and as i said earlier your 3 arrows has 50% chance to deal critical damage!

 

Second option: The Lock-on ''circle'' is just as normal as Gauss or Striker's lock-on, a simple ''circle''. The color of the lock-on circle will be Orange and once it's completed it will continue the lock-on with Red color to show that the second part is started. (The color can be different, doesn't have to be Orange and Red)

 

Alteration Ideas for the Future

 

I heard that tanki won't be making Alterations for Crystals anymore, so If not I will be mentioning the Real Money price for the Crystals alteration as well.

 

Alteration idea for Crystals

Cost: 65.000 Crystals / 46.99$

Rank: Second Lieutenant / Recruit If sold for real money

 

Arcade shot: -40% Damage

Arcade shot: +20% Reload

Aiming shot 1: Min Damage -45%

Aiming shot 1: Max Damage -55%

Aiming shot 2: 100% Critical hit chance

Aiming shot 2: +1 second for Reload  (Altogether 5 seconds)

Critical hit:  Instead of 100% It will be 300%

Duration of the weakening effect: Until you shoot off the 3 arrows, hit the target and it will immediatelly goes off, which means after the 3 shots you are not able to deal critical damage, unless you start off the aiming shot again.

 

Aiming mode: The Damage without weakening effect:  957 - 1134 damage.

Aiming mode: The Damage with weakening effect: 3828 - 4536 damage.

The explanation for this alteration is to be able to destroy Heavy hulls. I think there are very few turrets, that can do that. Only Striker with ''Cyclone'' and Shaft with Heavy capacitors alteration.

 

 

Alteration idea for Real Money (This will be sold for real money, no matter what)

Cost: 89.99$

Rank: Recruit

 

Aiming mode: It has 3 firing mode besides the aiming mode.

when starting off the lock-on, it would be separated into 3 parts (or as i said before into 2 colors, but this one it is 3 colors. Maybe Yellow-Orange-Red)

The first tier (let's call it tier instead of part) of the lock-on will be the ''weakening'' effect as mentioned.

The second tier of the lock-on will be the 3 arrows shot.

The third tier of the lock-on will apply 'Poison' effect to the enemy.

 

First lock-on: 1.5 seconds. Reload is 1 second

Second lock-on: 2 seconds (1.5 + 2 = 3.5 sec). Reload is 2 seconds (1 + 2 = 3 seconds)

Third lock-on: 1.5 seconds (1.5 + 2 + 1.5 = 5 sec). Reload is 1 second (1 + 2 + 1 = 4 seconds)

Critical hit chance: 30% instead of 50%

Critical hit damage: 80% instead of 100%

Duration of the ''weakening'' effect: 3 seconds instead of 6 seconds

Min and Max Damage fot the 3 arrows: -20% damage (each arrow losses 6.67% damage)

Poison: 150 damage / sec, The duration of the poison: depends on the Level of your Turret. Mk1 is 1sec, Mk2 is 2sec, Mk3 is 3sec, Mk4 is 4sec, Mk5 is 5sec, Mk6 is 6sec, Mk7 is 7sec. Fully upgraded Turret also has 7 seconds of Poison. Also It makes the enemy unable to get healed by Isida, Repair kit, or any kind of overdrive that has Healing effect. Only Juggernaut can cancel this Poison and heal itself right after.

 

 

I'm sorry for any grammar mistake if I made, but I hope this is a great turret idea because I worked on this for 5-6 hours, and once it got deteled as well. So I would be more than happy and excited If the developers could make this turret come true. They would make MY dreams come true, haha.

If anything is not clearly understandable or have any question feel free to ask or talk about it. I will be looking on every day  at 22:00 CEST (Central European Summer Time)

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4 hours ago, At_Shin said:

hehe nope not gonna comment...

i do like your idea but i do not think there should be an indicator for striker (which tells us direction of incomming rockets) in case of being locked-on upon by an enemy striker... i think seeing that laser is enough to tell the direction of rockets.

True

On 4/16/2020 at 5:51 AM, DieselPlatinum said:

To be honest with you. we got too many turrets that have the laser indicators and now many want it on gauss also it becomes confusing whats on the other end of the laser. So here's how I think their new indicators should be:

 

Shaft: Will just have a bit thicker laser.

 

Striker: Will have brackets around your tank and a locator that shows you what general direction it will shoot from. Something like this:

h7voE6b.png

 

Guass: Will be similar to striker except it'll just have the brackets. No locator.

 

Juggernauts Striker: Will remain the same.

 

 

AIA good idea. With this update, night mode can also be added into MM

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New turret .50 machine gun / cannon that has 8 bullets that give 800 to 900 damage (without double damage) with each shot a delay of 1.2 seconds and loading of 8 seconds and with medium distance sniper mode.

- 8 bullets.

- 700,800 damage without double damage.

- Loading of 8 seconds.

- Each shot a delay of 1.2 seconds

Medium distance sniper mode.

50-bmg-m2-browning-caliber-heavy-machine

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There is nothing special about this turret. New turrets must introduce new gameplay mechanics, while this is just a weird mix between Hammer and Smoky.

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Due to the recent change that makes it so that status effects need seperate alterations to be dealt with, I feel that Firebird's afterburn really needs to get nerfed. The problem is that players can use Firebird without worrying about enemy protections if they use compact tanks (or really any other alteration barring incendiary mix). The purpose of protection modules is to protect. Since they can't do that and Firebird's afterburn is quite powerful, I feel it needs a nerf. Supplies can't be the answer here. It doesn't make sense to either have Firebird be broken and Overpowered (if you don't have immunity) but completely useless if you have immunity along with protection. There should be a middle ground which doesn't involve Firebirds hijacking the meta. Thanks for reading!

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With the introduction of new Hull Alterations, there are two new solutions to Firebird's afterburn - Fire Resistance and Fire Immunity. Both of these alterations decrease the power of Firebird's afterburn, just as you want, which completes your idea. Adding anything extra would make Firebird under-powered.

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55 minutes ago, Mr.Nibbles said:

With the introduction of new Hull Overdrives, there are two new solutions to Firebird's afterburn - Fire Resistance and Fire Immunity. Both of these alterations decrease the power of Firebird's afterburn, just as you want, which completes your idea. Adding anything extra would make Firebird under-powered.

But see the problem is, if players use Fire immunity Firebird becomes very underpowered without incendiary mix. If players don't use Fire immunity, Compact tanks makes Firebird too Overpowered. Moreover, obtaining those alterations for a hull you actually use will more likely than not take a long time.

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1 minute ago, LOLKILLERTOTHEDEATH said:

But see the problem is, if players use Fire immunity Firebird becomes very underpowered without incendiary mix. If players don't use Fire immunity, Compact tanks makes Firebird too Overpowered. Moreover, obtaining those alterations for a hull you actually use will more likely than not take a long time.

Nonetheless, there IS a viable solution to the problem of Firebird being over-powered...

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1 minute ago, Mr.Nibbles said:

Nonetheless, there IS a viable solution to the problem of Firebird being over-powered...

Well yes, but that doesn't do anything for the current situation. Honestly, I think it would be better if Firebird's damage could be adjusted depending on the alteration and enemy's hull alteration used. If I use compact tanks against an enemy without Fire immunity, the afterburn should be slightly reduced. Similarly, if I use compact tanks against enemies with Fire immunity, I should be given a slight boost in direct damage. 

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9 minutes ago, Mr.Nibbles said:

Nonetheless, there IS a viable solution to the problem of Firebird being over-powered...

So I can go into the garage right now and buy the fire immunity hull alteration?

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8 minutes ago, wolverine848 said:

So I can go into the garage right now and buy the fire immunity hull alteration?

You can receive the Fire Immunity alteration from Ultra Containers. If you would like some Ultra Containers, you can complete the Special Missions currently active in the game for the Discount Weekend, or you can purchase them using Tankoins.

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1 minute ago, Mr.Nibbles said:

You can receive the Fire Immunity alteration from Ultra Containers. If you would like some Ultra Containers, you can complete the Special Missions currently active in the game for the Discount Weekend, or you can purchase them using Tankoins.

So you were wrong - it is NOT a viable solution if it completely depends on luck. 

Your team is so disingenuous on this it is laughable.

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1 minute ago, wolverine848 said:

So you were wrong - it is NOT a viable solution if it completely depends on luck. 

Your team is so disingenuous on this it is laughable.

That doesn't change the fact that you CAN get it, and it IS a viable solution to make Firebird less powerful...

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Good luck with that. Tanki solution is simple, buy 500 Ultra container and with luck you get what was already existing. Bad luck, then buy more.

Oh, by the way this is only for one hull, you will have to repeat that process with the 6/7 other hulls. At the moment only the lucky Hunter can protect themselves, for everybody else it is more death waiting for you at the corner.

This is sheer Tanki logic about the greater good balance. Some contest ( from the v-log ) all this was made because of the thunder protection, everybody has one so it is not fun to play with thunder. ?

Edited by Viking4s

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19 minutes ago, Mr.Nibbles said:

That doesn't change the fact that you CAN get it, and it IS a viable solution to make Firebird less powerful...

Yes, but an equally viable solution is to play only XP/BP. Additionally, only Hunter can be used to do so. If I don't want to use Hunter, then the game isn't well-balanced.

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1 minute ago, LOLKILLERTOTHEDEATH said:

only Hunter can be used to do so. If I don't want to use Hunter, then the game isn't well-balanced.

Other hulls will receive alterations soon, and then Hunter won't be the only option to use for these buffs.

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