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Even with reduced damage it should have a huge impact effect - maybe even enough to flip a Juggernaut near the epicenter.

It doesn't have to be a turret - it can also be an overdrive for a new hull.

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On 7/18/2021 at 8:01 PM, The_Black_Pearl said:

Pin on Star Wars Xwing 

I was thinking this should be a new turret it launches these mines and it'll have a shockwave effect like Wasps N-2 bomb and the sound effect will sound something like this 

Seismic Charge / Sonic Mine Sound Effect - YouTube 

and the damage output would be as powerful as wasps N-2 bomb as well 

Star Wars???

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On 7/23/2021 at 7:12 AM, Benefactor said:

Even with reduced damage it should have a huge impact effect - maybe even enough to flip a Juggernaut near the epicenter.

It doesn't have to be a turret - it can also be an overdrive for a new hull.

good idea for an overdrive make a topic on it 

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a Burst Stream water turret that can shoot n push at enimies Douse , with 2 modes Stream steam burst and a Ice water stream for puttin out a Firebirds flames on a Team tan

 

all it after a ben 10 alien < water hazard

 

ah and it also can weaken Firebirds by 50%

 

augment - strong Burst ,

adds 25% to its tank loses its Icy water for 10 to 20% more Push and range

 

work out it tommorow

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Turrets that  should be Added from my posts, (check page 176 , 177, and 167 ,  also check 137 138 or 140, 141, 143 and  148  in augments for some Augment ideas for Existing / New Turret posts 

 Grenadier / Slingshot  is on a Dfferent page (176)

Water Hazard  , Shatterer weapon ----  Toxin    --- Battle master ? -   Laser ,  E.C.M , Magnetron , these are names i guess of about 7 Turrets developers could look and add  i reposted after this , The Turrets listed in this Post

 

Edited by GENERALSpidy

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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

make  a Turret similar to This one?  above In Vid link?  uses Sonic Blasts 

 

Magnetron  weapon - cannot deal damage , If tank drops from certain height in air  stuns any hovering hulls when they drop from a certain Height 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-  Plus.png -   can lift an enemy towards it , enemy turrets are  less effective , even heavy hulls are Effected but Heavy hulls cannot be Lifted Only Slowed by at least 30 to 50%

-Con- Minus.png -   cannot lift Heavy hulls , can only lift one tank at a time , it cannot deal damage to anyone

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  Uses a (looks like a Radar Dish like object) and Disables a Target , if target is Disabled it Auto beams on it until the Fire Button is Pressed again to turn it off , if not in use it  has a second ability to (listed Above ) that Deflects any Projectile in s Small radius around the Hull, user can still take minmal damage if it Deflects a Thunder shot or any splash damage , second abilty doesnt Effect Firebird or Freeze ----  Tesla and isida can attack you still but its 40 to 80% less damage  that veers it to the side

-Pro-  Plus.png -  Can Jam a Enemy Tank from Moving or Attacking 

-Con- Minus.png -    Does No damage , Its secondary ability is Disabled if main Weapon is active , a Single target is disabled, anyone With Protection from you takes longer to shut Down , User must remain still with Hull or main turret is Turned Off , Minimal Xp gained mostly if not in a team match , not Suitable in Dm 

 

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 to 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 , 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 -  basically like generals Zero Hour general townes Laser Tank >>   https://cnc.fandom.com/wiki/Laser_tank

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

Small to Medium range turret 

I posted all the Turret ideas all together here well almost all of my idea posts, just picked the ones i wish tanki could add some day 

Edited by GENERALSpidy
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Lifeneator

-Melee Turret

-This turret ignore all protects (except titan dome and modules)

- This turret is different of all, his damage is fixed based on the hp of enemy

For exemple: mk7 20/20 deals 30% of max hp of enemy(double damage increase it to 60%)

Type of shot: projectile without splash similar to ricochet

-Recharge: 1s

-Max range: 25m

-Dont have "ricochet ball" on default turret, if hit an wall , disappear

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I believe that magnum's damage is now insignificant compared to a few months ago; it feels like the new version of thunder or railgun and has lost its distinctive features as a powerful artillery turret. My idea is to either increase the reload time in proportion to increased damage or present a new augment that allows players to deal noticeably more damage with increased reload time.
The current specification table:

1bZle0P.png

 

 

An example parameters for my idea (preferably a new augment) would be like the following (Speaking of Mk7-20):

PhFwLX7.png

As it's obvious, every negative status (disadvantages) has been either increased or doubled (Add increased recoil to the list).
Reload time increased from 3000 to 6000 (for Mk7-20), slower turret rotation speed, but increased damage.

 

Let's do the calculation:

A typical magnum Mk7-20 would deal on average around 1500 damage every 3 sec which totals 9000 in around 18 sec.

With this idea, it will deal around 10500 damage every 18 sec.

The key thing is that most magnum players would want to at least one shot destroy light tanks and this gives them a sense of satisfaction even though the increase in reload time might be noticeable (the new 6s reload time could be a handicap especially at 8k-9k gear scores)

Edited by Shadows_3000

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How about “Auto turrets?”

Auto turrets are secondary turrets that cost two times as much and are aimed and fired by the computer.

They supplement your primary turret and are useful for finishing enemies or defending yourself if you are a shaft sniper.

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I think that the ricochet mechanics are not used as much at their maximum power capacity, because normally the bullet will expire before rebounding again

So i suggest this thing

After the shot hit the wall, the speed of the projectile will be 20% more faster and extendes the maximum range of him by 10 meters

This can help this mechanic hit more walls before the ball expires and hits an enemy

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Increase in range for every bounce seems kinda unnecessary. You can literally hit people on the other end of the map of Dusseldorf, with the help of Minus Field Stabilization.

Increase in speed for every bounce is itself sufficient.

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10 hours ago, pocrettttt said:

I think that the ricochet mechanics are not used as much at their maximum power capacity, because normally the bullet will expire before rebounding again

So i suggest this thing

After the shot hit the wall, the speed of the projectile will be 20% more faster and extendes the maximum range of him by 10 meters

This can help this mechanic hit more walls before the ball expires and hits an enemy

This makes ricochet quite a killer-turret, doesn't it ? From my experience of the MFS augment, Rico always stand a chance in long-range now. Increasing this mechanism to Rico in general would overall make this augment useless because even in maps with building close to it, players can exploit or abuse it in the sense and make Rico somewhat like a Vulcan. Players at the end of the side would never know what hit them because the plasma projectile has been hit so many times, so it is incoming with superfast speed with extended range now. Also, it would be just as easy to kill the player on the adjacent side of the wall at the corner, which is useful in some cases but somewhat too unfavourable in other.

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10 hours ago, nikunj04 said:

This makes ricochet quite a killer-turret, doesn't it ? From my experience of the MFS augment, Rico always stand a chance in long-range now. Increasing this mechanism to Rico in general would overall make this augment useless because even in maps with building close to it, players can exploit or abuse it in the sense and make Rico somewhat like a Vulcan. Players at the end of the side would never know what hit them because the plasma projectile has been hit so many times, so it is incoming with superfast speed with extended range now. Also, it would be just as easy to kill the player on the adjacent side of the wall at the corner, which is useful in some cases but somewhat too unfavourable in other.

8fgxdQy.png

Vulcan parameters(1000 range)

XWt6XYw.png

y93AkhF.png

Ricochet parameters(120 range)

Big difference here

And yes, im trying to put rico as same level, like vulcan Rubberized rounds augment stole the definition and work of ricochet turret

10 hours ago, Iron_Man said:

Under Review

Increase in range for every bounce seems kinda unnecessary. You can literally hit people on the other end of the map of Dusseldorf, with the help of Minus Field Stabilization.

Increase in speed for every bounce is itself sufficient.

I dont know if you dont know but the distance between walls is 16 or 17 meters, not like every ball will increase the total of bounces by +1

oFZCh7Q.png

My poor mk4 freeze with 13 meters of range as exemple

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Hi. Please make short reloading for shaft. This update upset many shaft user players. I was making it fully upgraded but now its not interesting. If we take boosted damage supply it is wasted doing only one kill or no kill because many players have armors and protections for shaft. I also suggest you that you can also make long period supplies for shaft if you you don't want to make shaft like previous version.

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After all, with a lot of nerfs, was very visible that the true problem of magnum was mortar, and his mine frequency, so they nerfed like a lot, for be impossible to plant a lot of mines in a row near of magnum player(since they dont know how to control exacly the warmup of percentage and just slap and plant the mine near him with 0% of warmup), but affected too the default magnum

So i suggest this

1-Default magnum and respective augments with the same thing (That Can turn turret) will have the penality of 6 seconds removed, and will be only be 3 seconds regardless of percentage charged, also the preload count will be removed (since the reload starts counting from the moment you hold the space bar)

2-Augments that can move the turret up will be locked in one angle when using viking overdrive, so you cannot turn up or down during viking od

 

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The innovators on the battlefield have developed a new innovation - the Glue Gun!
Immobilize your enemies by sticking them onto a nearby building or object using your yellow, sticky glue!
O3aSJtF.png

MK1 Modification available at rank 26px-IconsNormal_05.png - 725 Crystal.png
MK2 Modification available at rank First Sergeant7000 Crystal.png
MK3 Modification available at rank Warrant Officer 323000 Crystal.png
MK4 Modification available at rank Second Lieutenant47000 Crystal.png
MK5 Modification available at rank Lieutenant Colonel- 80000 Crystal.png
MK6 Modification available at rank Major General112000 Crystal.png
MK7 Modification available at rank Marshal150000 Crystal.png
MK7+ Modification avaliable at rank Marshal456000 Crystal.png

Protection Module
Vulture MK1-MK7
qObnn4S.png
New status effect ''Glue''
rg1oIXh.png
Glue is a new status effect. As the name suggests, it inflicts glue on the enemy tank which decreases movement speed, and inflicts more and more damage longer the time the enemy tank is glued. If a tank is near a prop, it will get glued to that prop, and stuck on it for a few seconds. If it's not near a prop, it will only get it's movement speed decreased, and not stuck. Heavy hulls have a harder time getting unstuck from buildings, while for light hulls it is easier.

Pros and Cons:

Plus.png - Excells at stopping enemies to a halt
Plus.png - Heavy hulls have a harder time to get unstuck from a building, causing them to get more damaged
Plus.png - Sports it's own status effect ''Glue'' that sticks opponents to nearby buildings

Minus.png - Longer rotation speed
Minus.png - Light hulls get unstuck from a building easier

The Design of the turret:
It's a turret with a barrel, similar to Smoky, that has a glue tank attached on the back. There are some blobs of glue visible on the turret.
The glue is yellow instead of white because white glue may be suggestive.
O3aSJtF.png

Inspirations:
My main inspiration was the Glue Monkey/Glue Gunner from Bloons Tower Defense.
He's a happy monkey spraying monkey glue on balloons to slow them down.
https://i.imgur.com/M1VVKcU.png

Augments:

Stickier Glue - Makes glue effect last longer, but glue speed decrease slightly lower.
Glue Spread - If a glued enemy tank touches another tank, the other tank will become glued, but for a shorter time.
Aviation Glue - Glue can now immobilize glued tanks in the air for a few seconds.
Relentless Glue - Glued tanks that were destroyed leave a blob of glue behind.
Glue Splatter: Glue can split and stick multiple tanks at once.
Adrenaline: This augment increases your turret's damage in proportion to the decrease in your tank's health points.
Burny Solvents: Fiery mixture mixed into the glue, burning glued opponents for a short time!
Corrosive Glue: Extreme solvents do extreme damage to tanks, but Glue effect is weaker.
Gorrila Glue: Very extremely sticky solvents immobilize tanks for a few moments, and slows tanks even more! Damage decreased.
Piercing Solvents: Armor piercing mixture is mixed in the glue, tanks inflicted will have their armor pierced for a few seconds.
Jamming Solvents: Glue with jamming solvents make their way inside the hull, and disable Overdrive for a few seconds. Speed decrease lower.

How to deal with Glue Gun:
-If you stay away from buildings and you're near a Glue Gun, you should be fine, because then Glue Gun can't glue you to a building.
-WARNING! A ''Glue Immunity'' will not exist. It makes no sense for a tank to be immune to glue.
-For Hoppers, it is recommended to jump over a Glue Gun, since Glue Gun has a hard time glueing enemies in the air.

Shot Effects for Glue Gun:
NormalkcOWzLN.png
Bubblegumgdy8e9g.png
RedR3Lajtv.png
Toxic4BxolUB.png
TealfzcS6kO.png
GoldUhr5rV1.png

There! Hope you enjoyed my turret idea. If anyone has any questions, feel free to ask :)

Edited by B.A.B.I
Added more augments, how to deal with Glue Gun, and Shot Effects!
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Why is everyone fixated on the mechanics of "glue" now ?

Well I've analysed and watched the working of the Glue Gunner from BTD battles/BTD 5, so I can understand how it will work. Good Idea in general ^^

Basically It's like the "Shock freeze" augment of freeze in general, with the addition of glueing tanks to specific buildings.

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