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Ideas for Turrets!


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I Have a great suggestion for a turret.

It is by far the last turret i ask tanki to make!

it took me about 1 month to think,draw and model!

the turrets name is called stean 

it looks like gauss mixed with hammer 

its like a firework launcher but the sound is a bit dull

its a heavy shot like hammer

it has an aiming spot which loads a bit less than strikers aim load!

it has two missile shots which go at the same time not like strikers missiles

when you press spacebar once it only fires once

i have also made shot effects and like any other efffects,i added rainbow effect

please someone respond to this or just like i really need it!!!

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Although I'm not quite sure what to think about this turret based upon your description, I'm currently envisioning some sort of cluster bomb turret. if so, that would be epic. 

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I don't think it does. It's already powerful as is with its incendiary and cryo rounds alterations (and you're not going to see a stock smoky user anyway), and due to overwhelming lack of hull alterations to protect yourself against them, which makes them all the more powerful. If any stock turret deserves a buff, it's definitely Railgun (and that's objectively speaking).

 

So, in essence, why I believe Smoky is far from requiring a buff:

  • Lack of Smoky protection modules in battles (close to none);
  • Lack of freezing and burning status-related hull alterations on the battlefield;
  • Having to have both the module, and the freeze and burning status protection alterations equipped to effectively protect yourself against Smokies (3 total protection types needed against 1 turret, and having two status protections equipped at the same time is not possible (and difficult if not impossible for some people to even obtain in the first place));
  • Achieving freezing and burning criticals too easily (which are superior to the standard critical hit, and have zero drawbacks), in a very quick succession, and from any range;
  • Fast reload speed and strong impact force, easily knocking off the enemies' aim and rendering all their attacks useless (especially when against other recoil turrets, such as Railgun, Thunder, Striker, Shaft etc.);
  • Not getting a projectile speed penalty, such as Thunder did.
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1 hour ago, ControlledChaos said:

Not getting a projectile speed penalty

Also allowing to be stealth in many situations.

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2 minutes ago, Galdar said:

Also allowing to be stealth in many situations.

Indeed, good point. Not being able to register where it's firing from (especially when concealed), and thus being unable to take counter action.

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58 minutes ago, sensei_tanker said:

It already has devastating alterations. The stock form may need a tiny buff but I don't want to see an OP smoky. 

The thing is, buffing the stock version only worsens the underlying problem - overpowering alterations. The two go hand in hand.

You cannot bring about an effective change without closely looking at both aspects of a turret, and tweaking them in harmony with one another.

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1 hour ago, ControlledChaos said:

The thing is, buffing the stock version only worsens the underlying problem - overpowering alterations. The two go hand in hand.

You cannot bring about an effective change without closely looking at both aspects of a turret, and tweaking them in harmony with one another.

That's exactly my point. The regular smoky may need a buff, but everyone has a smoky alt, which most certainly does not need a buff. I would only be open to a smoky buff if they nerfed the alts slightly while slightly buffing some of its original stats.

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I see... 

9 hours ago, ControlledChaos said:

I don't think it does. It's already powerful as is with its incendiary and cryo rounds alterations (and you're not going to see a stock smoky user anyway), and due to overwhelming lack of hull alterations to protect yourself against them, which makes them all the more powerful. If any stock turret deserves a buff, it's definitely Railgun (and that's objectively speaking).

 

So, in essence, why I believe Smoky is far from requiring a buff:

  • Lack of Smoky protection modules in battles (close to none);
  • Lack of freezing and burning status-related hull alterations on the battlefield;
  • Having to have both the module, and the freeze and burning status protection alterations equipped to effectively protect yourself against Smokies (3 total protection types needed against 1 turret, and having two status protections equipped at the same time is not possible (and difficult if not impossible for some people to even obtain in the first place));
  • Achieving freezing and burning criticals too easily (which are superior to the standard critical hit, and have zero drawbacks), in a very quick succession, and from any range;
  • Fast reload speed and strong impact force, easily knocking off the enemies' aim and rendering all their attacks useless (especially when against other recoil turrets, such as Railgun, Thunder, Striker, Shaft etc.);
  • Not getting a projectile speed penalty, such as Thunder did.

I see, thank you for your explanation!

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Just now, Benefactor said:

You should try firing back. Worked wonders for me.

I get that... I mean its not really that I can't shoot them... it's more like they keep beating me up at close range, or wreck me in midranges... I can't snipe fast enough.

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26 minutes ago, printing_now said:

I get that... I mean its not really that I can't shoot them... it's more like they keep beating me up at close range, or wreck me in midranges... I can't snipe fast enough.

Oh, you are Shaft. You are not meant for 1v1 melee. The Rapid-fire mode augment would give you some chance. Smoky is a versatile turret so it is difficult to face at close/medium ranges. Have you considered using Mammoth so you can survive a beating to out damage him when trading shots?

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On 7/18/2018 at 7:32 PM, Potdindy said:

Twins and Riccochet occupy the spot of Assault Rifles...they offer fast high damage at a short to medium range. Merely switching plasma for bullets would not make enough of a reason to add yet another turret, I think

 

And this is despite me thinking that SCAR's are cool, they just don't offer anything different

actually if u played the game you would find that a turret like that already exists .its called vulcan ?

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On 4/26/2020 at 11:59 PM, Kyouka said:

Hi. well... Gauss supposed to be the combination of 2 turrets said by tanki.

But in my opinion Gauss Arcade shot is like Shaft+Thunder, because the same reload as Shaft, but has Splash damage. and the damage is between Shaft and Thunder. and The Aiming mode is like Magnum like damage and the huge splash area, but it has a lock-on like Striker.

So I don't think there would be a problem by combining more turrets in one. Just like there are tons of turrets that has an altearation that can Burn and Freez an enemy which only supposed to be existing for Firebird and Freeze.

 

To be honest this idea came from a mobile game, that has a Character who is an Archer. Her basic is to fire 1 arrow, then fire 3 stronger arrow, she can weaken the enemy for herself, and she has an eagle to help her fight. Her ultimate skill is that she jumps in the air, the eagle will grab her and she fire off 7-8 arrows dealing immense damage. (She cannot be damaged during her ultimate skill)

But since this is a Tank game, I tried to ''convert'' these things into a more realistic TO Turret;) and tbh I really like it

The Arcade shot is almost like Gauss you are right, but Archer reloads faster and deals less damage.

The Aiming shot is without laser since it's a bow and bows usually don't have lasers, lol. So It shoots 3 stronger arrow and the second part of the aiming mode has a chance to weaken the enemy for yourself only.

gauss is an abomination which never should've been made .you want a  second turret with no laser ?and that also has a kind of special effect like hornet od and weakens the enemy?hell no .a turret which would freeze and burn at the same time?that's literally impossible .coming up with hybrid turrets is a bad idea .suppose they mix railgun and hammer and give u a long range turret which shoots pellets at such a high speed it penetrates multiple tanks at once and not in a single line like railgun .like 4-5 pellets spreading in different directions at once .

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Airburst Cannon!

(no image available because idk how to upload)

Best for medium-long range fighters, this gun shoots explosive shells filled with depleted uranium and plutonium pellets (basically hammer but read on). This gun has a clip of 12 57mm shells that, when fired, stay single until 7-8 meters before impact (on anything, tank, wall, floor, etc), splitting into a shotgun-blast-style explosion. Reload takes a good amount of time. Hit power of each shell is about 1/3 that of a Hammer. (Note, I am keeping modifications to the old scale because it's more simple)

This turret is great for parkour too, with it's quick fire rate and high knockback!

HOPEFULLY THIS TABLE DISPLAYS PROPERLY!

------------------------------------ M0:------- M1:--------M2:---------M3:--------M4:

Damage per pellet: -----------13 --------15----------16----------18-----------20   

No. of pellets: ------------------12---------13----------14----------15-----------16

Cooldown between shots:---0.50s-----0.46s-----0.42s------0.38s-------0.33s

Reload time: --------------------10s-------9.38s-----8.72s------8.05s-------7.5s

Turret rotation speed: -------72.5-------83.9-------93.4-------101.8-------110

Knockback:-------------------- 1.05-------1.33-------1.68-------1.82--------2.00

Recoil:--------------------------- 0.40------0.49-------0.61--------0.73--------0.80

 

Alterations:

Bofors-barrel: This alteration changes the barrel and several other systems within the gun. It allows for shooting rate to be increased 80%, but the best part is that it shoots more like a Vulcan - it can fire 40 shots before forcefully stopping. Shots don't airburst, rather just hitting the enemy and they do much less damage (around 50% less per hit) as well as having much less force. 

 

Heavy Cannon: This alteration replaces the barrel and changes the ammo used in the gun. The number of shots in the gun per clip is reduced to 3 and cooldown time between shots is increased by 500%. Shots fired have 350% more damage and 250% more force per hit. One may notice that the shells explode on impact and 15 pellets doing (the same amount of damage as a pellet from normal gun without alterations at your modification level) damage fly in all directions (this was complicated)

 

Targeting System: To fire the cannon, one has to lock onto the enemy for 1.75 seconds, then the gun takes control and fires 12 or as many shells as needed to kill the enemy, whichever is less. 

 

Have fun!

ShooterMK7 

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