Jump to content
EN
Play

Forum

Ideas for Turrets!


 Share

Recommended Posts

On 5/25/2020 at 3:41 AM, sharifsahaf said:

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

Lol you quoted something I wrote two years ago

Share this post


Link to post
Share on other sites

3 hours ago, Potdindy said:

Lol you quoted something I wrote two years ago

da fk?it literally appeared out of nowhere in the pinned topics or whatever its called . i didnt even notice the date 

Share this post


Link to post
Share on other sites

On 5/14/2020 at 10:48 PM, paul-to-legend said:

 

 

On 5/18/2020 at 4:50 PM, PEW_PEW_YO_MOMMA said:

 

 

On 5/10/2020 at 11:24 PM, MR_Railgun2020 said:

 

 

On 5/12/2020 at 4:25 AM, mattb1853 said:

 

 

On 5/3/2020 at 1:03 AM, master_howitzer said:

 

 

On 4/25/2020 at 12:43 PM, LOLKILLERTOTHEDEATH said:

 

 

On 4/26/2020 at 12:25 PM, At_Shin said:

 

Topic Merged

 

Share this post


Link to post
Share on other sites

Here is my idea of a short-range laser turret (and long range in the second shooting mode). I propose a turret with 3/4 small barrels that shoot one after another (smaller than the smoky). When shooting in the arcade mode the part would moving like this:

c79ci.gif 

If 3 barrels, they will shout one after the other, in a clockwise rotation. If four barrels they would shot 2 by 2 (like in the gif).

It would shooting intervals would be longer than Vulcan, but than Twins. Also instead of plasma balls, this will be short laser beam ray. The range would be similar to other short/close-range turrets such as Twins, Ricochet and Hammer. 

I propose 2 shooting mode as it is the trend for any new turrets, however like vulcan and twins, pool energy turrets have a fault... they can only have one: The Brick tactic - keep the spacebar to continue shooting. How to solve this? 

Easy use the space-bar as an On/Off button. Press space bar one time and the turret shooting starts (mode ON). Press it again and you shut the turret off (mode OFF).

For the second mode keep the space-bar pressed and a lock on cross air will appears. Here you can have 2 options for the developers:

1/ Once the lock on is completed it will shoot 4 slavos from the 3/4 barrels shooting in unison (instead of one after another). They will also travel faster and further with long-range reach.

2/ During lock on, the 3/4 barrels will start to warm up and the individual beam will focus on one point, just like in the gif below. And when the lock down is completed it will shoot one large more deadly laser beam at the target (or 4 in a row). The big plus is that it will go through all the tanks in its path just like a railgun. It become a long range capability.

 giphy.gif

The good things is, with is laser you can also have color effect (for containers). 

With this and tesla we will have 4 turrets per range:
Long-range turrets are Railgun, Magnum, Gauss and Shaft.
Medium-range turrets are Smoky, Striker, Vulcan and Thunder.
Short/close-range turrets are Twins, Ricochet, Hammer and Laser.
Melee range turrets are Firebird, Freeze, Isida and Tesla.

  • Like 2

Share this post


Link to post
Share on other sites

Spoiler
On 6/20/2020 at 12:25 PM, Viking4s said:

Here is my idea of a short-range laser turret (and long range in the second shooting mode). I propose a turret with 3/4 small barrels that shoot one after another (smaller than the smoky). When shooting in the arcade mode the part would moving like this:

c79ci.gif 

If 3 barrels, they will shout one after the other, in a clockwise rotation. If four barrels they would shot 2 by 2 (like in the gif).

It would shooting intervals would be longer than Vulcan, but than Twins. Also instead of plasma balls, this will be short laser beam ray. The range would be similar to other short/close-range turrets such as Twins, Ricochet and Hammer. 

I propose 2 shooting mode as it is the trend for any new turrets, however like vulcan and twins, pool energy turrets have a fault... they can only have one: The Brick tactic - keep the spacebar to continue shooting. How to solve this? 

Easy use the space-bar as an On/Off button. Press space bar one time and the turret shooting starts (mode ON). Press it again and you shut the turret off (mode OFF).

For the second mode keep the space-bar pressed and a lock on cross air will appears. Here you can have 2 options for the developers:

1/ Once the lock on is completed it will shoot 4 slavos from the 3/4 barrels shooting in unison (instead of one after another). They will also travel faster and further with long-range reach.

2/ During lock on, the 3/4 barrels will start to warm up and the individual beam will focus on one point, just like in the gif below. And when the lock down is completed it will shoot one large more deadly laser beam at the target (or 4 in a row). The big plus is that it will go through all the tanks in its path just like a railgun. It become a long range capability.

 giphy.gif

The good things is, with is laser you can also have color effect (for containers). 

With this and tesla we will have 4 turrets per range:
Long-range turrets are Railgun, Magnum, Gauss and Shaft.
Medium-range turrets are Smoky, Striker, Vulcan and Thunder.
Short/close-range turrets are Twins, Ricochet, Hammer and Laser.
Melee range turrets are Firebird, Freeze, Isida and Tesla.

 

Flakvierling 38 20 mm

i already have a perfect name for it : Flak 4  ?

  • Like 2

Share this post


Link to post
Share on other sites

Weapon name: Bastion

Range: Short

Function: Defense


Holding down space creates a barrier in front of your tank like a ward spell from The Elder Scrolls. This will stop physical projectiles such as Smoky, Thunder, and Magnum. Energy-based weapons or weapons that have penetrating qualities like Railgun, Shaft, Ricochet, and Twins are unaffected. Additionally, simply tappping the spacebar creates a temporary barrier directly in front of where the turret is looking that can absorb all shots but has a limited health pool to do so. It also draws directly from your power supply, so having a wall up will lower the total health of your concentrated barrier. Both types will last until destroyed, and recharge when not actively in use.

 

Paramaters:

Concentrated barrier health: MK1-MK3 2000, MK4-MK6 2500, MK7 3000

Wall health: MK1-7 1000 

Number of walls available: MK1-Mk3 2, MK4-MK7 3,

Recharge rate: MK1-3 10/sec, MK4-MK6 15/sec, MK7 25/sec

 

Share this post


Link to post
Share on other sites

39 minutes ago, At_Shin said:

What is it good for if a turret can't even shoot or hurt enemy tanks? Nothing.

Your idea seems more fit for an alteration of titan overdrive which is solely intended for defence.

Support and defense. Same as Isida. 

Share this post


Link to post
Share on other sites

2 minutes ago, The-Operator219 said:

Support and defense. Same as Isida. 

Isida get battle points for the damage it deals or the healing it does. How would making walls grant you points? 

Share this post


Link to post
Share on other sites

3 minutes ago, Gauss-Hornet said:

Isida get battle points for the damage it deals or the healing it does. How would making walls grant you points? 

Total damage blocked, at  rate of one point per ten damage. 

Share this post


Link to post
Share on other sites

32 minutes ago, The-Operator219 said:

Total damage blocked, at  rate of one point per ten damage. 

Assuming this also blocks against overkill damage (like Lifeguard being able to trigger on a 1 HP tank that received as little as 2 damage or as much as 17k damage), then it would be possible to receive more than 10k points in a 7-minute battle. 

Share this post


Link to post
Share on other sites

48 minutes ago, TheCongoSpider said:

Assuming this also blocks against overkill damage (like Lifeguard being able to trigger on a 1 HP tank that received as little as 2 damage or as much as 17k damage), then it would be possible to receive more than 10k points in a 7-minute battle. 

Fine, one point per fifty. 

  • Haha 1

Share this post


Link to post
Share on other sites

new weapon well one of my old ideas , Other Ones near bottom of Post have been reposted  same with Below 

Tesla - looks like red alert 2 yuris revenge or red alert 2 tesla tank- has 2 barrels - special abilty to arc over walls slightly to shoot out electric zapper energy  https://cnc.fandom.com/wiki/Tesla_tank_(Red_Alert_2) 

(idea Above is now as a augment in Augment Post instead , as (Tesla) is in game already

sticky grenade - launches sticky explosives that explode after a while (check Raze on kongregate for the idea on weapon - has a clip of 10 i

 

Tomohawk missle - https://cnc.fandom.com/wiki/Tomahawk_launcher 

uses a missle to launch at enemys in a arc - medium range - medium reload 

1:11

Machine Gun - machine Gunner- has a machine gun mounted slightly downwards so short range machine gun weapon 

Missle Launcher- changed to alteration in Augments of striker 

Grinder - uses a close range Grinder weapon to attack enemies

https://cnc.fandom.com/wiki/Grinder_(Uprising)

https://cnc.fandom.com/wiki/Grinder_(Uprising)?file=Grinder.jpg 

 

Disc exploder - shoots (medium range) discs of metal and explosives (looks like frisbee) does 300-600 damage per shot  has a load of 10-15 shots before reloading

 

Acid - or corruptor -  

medium range like firebird and freeze

shoots out green acid  at opponents and leaves a small amount on ground  

 deals 100-200 damage to enemies  who go in it vanishes in 5-15-secs   1:00

https://www.youtube.com/watch?v=AnRAFN-FgAI

 

Disruptor - medium to long range 

https://cnc.fandom.com/wiki/Disruptor 

 

1.43 

 

 

Wave Force artillery - 

https://cnc.fandom.com/wiki/Wave-Force_Artillery  

similar to the railgun it attacks longe range 

cannot fire while moving

decreases energy through tanks at 50% second tank and 25% or less for any other tanks in blast

medium reload time

 

Shogun- 

https://cnc.fandom.com/wiki/Shogun_Battleship

use a weapon similar to the weapon on the battle ship in tanki 

tri shot weapon long range shots of energy blast-

300-500 per shot damage 

 

Future Tank  Alpha ?? -

3:47  - https://www.youtube.com/watch?v=IBZX5kqdJvM&list=RDCMUCZir-qs326Daam6dDBoo0YA&index=1

 

Battlemaster- https://cnc.fandom.com/wiki/Battlemaster_tank

regular tank weapon  Medium range-

-Nuke Augment-  on it adds a nuke to shell leaves a small amount on ground 5 secs it vanishes but units who move it it get a 100-200 points of damage

autoloader Augment - adds 2 additional shots to it  so fires 3 shots per reload

flame shell  Augment - small explosion of fire with regular shot

Shatterer weapon - ?  

https://cnc.fandom.com/wiki/Shatterer

0:20

Magnetron  weapon - cannot deal damage unless tank drops from certain height in air , stuns hovering hulls when they drop for 2 secs 

lifts up Light and medium Hulls from a medium to longish range cannot move hull if using weapon , heavy hulls are affected by decreasing their hull speed by at least 25%

Press M to stop turret 5-10 delay before you can use your turret again

https://cnc.fandom.com/wiki/Magnetron 

0:43  shows how weapon works 

Pro  (+) can lift an enemy towards it , enemy turrets are  less effective

Con  (-) cannot lift Heavy hulls , can only lift one tank at a time

https://cnc.fandom.com/wiki/ECM_tank

Ecm - weapon  (Electronic Counter Measures) Tank to support its attacking tank legions. It utilizes a soft-kill jammer designed to deflect incoming projectiles in a small radius around the vehicle. This vehicle-based suite of electronic countermeasures protects advancing Chinese columns. A multi-frequency jammer effectively disrupts guided missile and rocket attacks, which can cause them to miss their targets. Its directed beam can also disable the electronics of vehicle units.[1

would be cool to have a random non kill weapon right? lol 

 

Inferno cannon-  CandC generals for idea - basially a weapon that shoots out mini fire projectiles in a arc cannot rotate weapon (kind of like magnum) 2-3 + inferno cannons can shoot at same spot  to explode it into fire deals massive damage to players who drive through it (including self)  (its special ability Is to Stack with other Inferno cannon Shots on ground including your own) 

Toxin Turret - https://cnc.fandom.com/wiki/Toxin_tractor 

Uses toxins to attack - low damage like fire or Freeze -  leaves trails on ground to damage opponents-, its tanks are double or even Triple of the Firebird and Freeze , its Toxins cannot last Long like the Firebird or Freeze Turret can , 5 to 15 damage per second

-Pro-  Plus.png -  toxin can damage multiple tanks , Anyone with the Toxic Effect can cause damage to nearby Teamates of that Player , can attack for longer  time than Firebird Or Freeze  , 

-Con- Minus.png -  .  Quite Low Damage , second mode does more damage but disables hull ,  double damage is Disabled as well as Hull movement if second mode is active 

Secondary Mode,  Can Leave Lingering Toxins on the ground to leave a big amount of toxin for a long time, but it takes at least 5 seconds to switch modes Press M to switch to second Mode which disables Double damage and Movement of Hull , press M to switch back 

weapon turret , Laser -  basicially like generals Zero Hour general townes Laser Tank  https://cnc.fandom.com/wiki/Laser_tank

https://cnc.gamepedia.com/File:Generals_Laser_Tank.jpg

medium range turret 

Edited by GENERALSpidy

Share this post


Link to post
Share on other sites

Turret Idea: Prototype Laser-Firing Assault Rifle 

A basic idea for a new turret should be reminiscent of an assault rifle but more of a laser rifle seen in Star Wars. It is a long range turret similar to the shaft which has infinite range. The turret shoots slow-moving lasers, therefore it is crucial that the player shoots where the enemy tank should be in a later time. When the laser hits a target or obstacle, it generates half the splash damage of a thunder. When the laser hits an enemy tank, it has half the impact force of a railgun shot. The damage is greater when directly hitting enemy tanks. At M1, the damage should be around 550 hp. The turret is equipped with a scope that can be zoomed up to 2x magnification when double-clicking the right mouse button. There is no arcade firing of the turret; this means that there is no red lighting of enemy tanks however the turret can shoot lasers without using the scope. The turret can be fired on the run even if the scope is used. The M1 turret starts with a clip of 20 lasers and can be manually reloaded by pressing "R" or automatically reloaded when all 20 lasers have been fired. 

Edited by MetalRaze
I need to mention weapon range and weapon damage at M1.
  • Like 1

Share this post


Link to post
Share on other sites

Idea: "Sticky Surprise" (Actual name pending)

+Fires bombs that stick to walls like the Crash Bomber from Megaman 2, then detonate when Space is held

+M1 has four possible bombs, M2 five, and so on

=The explosions function uniquely in that, when they damage enemies in a close proximity (I.E, two bombs right next to one another), the damage stacks rather than calculating individually.

=Firing a new bomb when the maximum amount are already out causes the first one you shot to be destroyed, then the one after that, and so on.

-Slightly slower than Thunder on the reload

-Bombs must arm themselves, but this only takes a second (the team-colored light on them flashes to indicate this)

-Firebird and Freeze can destroy the bombs very easily due to their cone of attack letting them hit large clusters of bombs at once, but most weapons that can hit large areas at once will also work.

 

Details I haven't figured out yet:
>Prices
>Unlock rank

>Damage of the individual bombs

>A better name

  • Like 1

Share this post


Link to post
Share on other sites

"Wormholler"

Ya 'now, teleportation. This is very tacticool gun, because it doesn't shoot. This gun planning to be called Hunter, but we have one already.

For new mechanic: it will place some number of wormholes. They like mines cannot be destroyed and don't block the way. They need to generate for some time before start to properly work (like mines of saboteur drone). Between we have reload. After collapse gun reload slowly like hammer. When you hold space instead of press it wormhole will slowly collapse. While collapsing, wormhole will physically pull enemies around it towards itself and deals good damage per sec around in tight radius (tighter than the radius of attraction), then hardly push away enemies and give them stun in the end. Of course, you can stop collapsing at any time by just unpress the space.

U think that's all? No... Let's talk about wormholes themselves. They are (tldr) teleport stuff. So, our wormholes teleports other guns bullets (include Isida stream, and Firebird and others)! And placed wormholes autoaim at nearby tanks in some radius. At the same time each placed wormhole lowers amount of damage, that your tank gives by enemies! Buuut if you start to collapse them you loose the buff. After such loosing and stop of the collapsing you need to wait some time for boost to charge again. And yse, wormwoles will work with ally's bullets too (teammate Isida cannot heal u if u place at least one worm wole).

Spoiler

Sorry for my poor unreadable english...

 

Edited by The_Voltage
  • Like 2

Share this post


Link to post
Share on other sites

"Boomering"

Throw rings, that follow gun's rotation and penetrate tanks. Oh, and they fly back to the thrower. Now, in-depth.

For throw you need to hold the space. Ring will fly with slow speed and after some time (that's new) will start to slows down and fly back. Here comes the manual projectile control system. Rotation of the barrel cause ring with some inertia, but quite sensible and fast to follow it.In combine with first feature you can stop the disk somewhere wait and attack! Soooo tacticoool! Don't forget about penetration of the tanks. And if you unpress the space button while disk is still flies, it will dissipate and grow into bigger ring and expand around in some radius deals damage to enemies. This donut will blocked by tanks (like Firebird's cone of fire) and will be less effective than a sphere of damage (Thunder's booms).

  • Like 1

Share this post


Link to post
Share on other sites

I propose a turret like the Thunder and the Shaft, smaller than the Thunder and long ranged like the Shaft, but more powerful than both. It will do 3/4 the amount of damage in short range than long range. It is easier to hide with this turret and there will be no laser, for obvious reasons. It is for stealth and power. Pressing the Spacebar will allow short ranged combat and holding it will allow long ranged. The reload time will be 1 second. I don't yet know a name for it, but if you take this as an idea I'm sure you'll come up with one.

Edited by Firestar95
  • Like 1

Share this post


Link to post
Share on other sites

59 minutes ago, Firestar95 said:

I propose a turret like the Thunder and the Shaft, smaller than the Thunder and long ranged like the Shaft, but more powerful than both. 

Why should it be more powerful than those?

Share this post


Link to post
Share on other sites

Guys have you ever missed Isida's vampire feature? 

Yeah I know it became over powered when you use it with double damage but really Isida is really weak without that in combat alone and people don't prefer it so much. I hope admins and testers can find a way like double damage won't affect on heal stealing from opponent tank or something like range reducing which can balance the turret

I really miss that feature

Edited by 2famous4you

Share this post


Link to post
Share on other sites

Can we get a turret that has a scope like Shaft, but instead of shooting an insta-hit-detector-laser, it shoots shells like gauss, so you have to lead your target in order to shoot it and worry about things like bullet drop? Possibly have the same laser system as Shaft or Striker. 

Share this post


Link to post
Share on other sites

Ik the idea is denied before I even thought of it, but still. 

You shoot a normal shot, it flies straight, upon impact makes the gravity of opponent tanks like 10%,so the mammoth who weighs 4 tons will feel like 400 kg. Effect lasts for around 5-10 seconds, idk. Useful for breaching. 

If you charge the turret (not lock on, just charge) it will fire a Projectile which will be affected by gravity. The shell will be just like magnums Projectile, but upon explosion will pull all affected tanks towards explosion center.. 

This is what I made a while ago, it was my first test, it didn't work perfectly, but yeah. 

It disabled gravity, not lowered it. Buggy example but should get the point across

 

 

  • Like 2
  • Saw it 1

Share this post


Link to post
Share on other sites

You sure have a lost of fun creating this. ? However if it disable gravity then you should call it Anti-Gravity turret.

On my side I prefer a turret that increases gravity, because the increased gravity of the tank hit would be the source of the damages and the reason why its moves are slower or even fully immobilisation. Having double armor would help against the increased gravity.

Edited by Viking4s
  • Like 2

Share this post


Link to post
Share on other sites

14 minutes ago, Viking4s said:

 

Maybe the charged shot pulls the tanks down? While pulling  them. To explosion center? 

Cuz I personally would like it to decrease the gravity

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...