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Ideas for Turrets!


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On 1/21/2022 at 8:01 PM, qwds said:

KeO7bTj.png

If it was possible to throw this amount of balls in such amount of time, I hope their damage wont be that huge?

Edited by asem.harbi

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On 1/22/2022 at 3:24 PM, Maf said:

So basically a grenade launcher. As far as I know, something like this has been planned for a long time. The only difference is that it will only bounce off walls and possibly friendly tanks, but will explode upon direct contact with enemy.

A grenade launcher would be very similar to Snowman or Magnum if the grenades are launched in a parabolic trajectory and if they explode on contact. Or, you can also compare the grenade to a rugby ball... This doesn't sound very exciting to be honest.

However, I like this "rolling" concept. If the turret could shoot out bombs which fall on the ground almost instantly and start rolling with some initial propulsion, then such a turret would be super cool! This is very similar to how a torpedo is launched from a ship — the torpedo is kinda thrown out of the ship, and it starts moving towards its target only after it enters the water below.

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22 minutes ago, Venerable said:

A grenade launcher would be very similar to Snowman or Magnum if the grenades are launched in a parabolic trajectory and if they explode on contact. Or, you can also compare the grenade to a rugby ball... This doesn't sound very exciting to be honest.

However, I like this "rolling" concept. If the turret could shoot out bombs which fall on the ground almost instantly and start rolling with some initial propulsion, then such a turret would be super cool! This is very similar to how a torpedo is launched from a ship — the torpedo is kinda thrown out of the ship, and it starts moving towards its target only after it enters the water below.

And why not. May as well have submarines in the game, we have just about everything else.

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11 minutes ago, Venerable said:

Or, you can also compare the grenade to a rugby ball, This doesn't sound very exciting to be honest.

That's because rugby balls aren't exciting. I honestly wish they would improve the throwing mechanic — make the ball fly faster, farther, and possibly even add a variable throw strength by holding and releasing F.

The grenade launcher turret could combine the ballistic trajectory and variable of strength of Magnum with the bounce mechanics of Ricochet to lob the grenades into really interesting places — over obstacles and around corners. It could also have some interesting augments, such as RRE (like Striker), extra bouncy shots, multi-shot with long reload, etc.

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On 1/22/2022 at 9:59 PM, asem.harbi said:

If it was possible to throw this amount of balls in such amount of time, I hope their damage wont be that huge?

I imagined as a turret that will give you a somewhat challenging time hitting tanks but does massive damage per triggered bomb that makes it worth it.

Edited by qwds

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On 1/22/2022 at 12:33 PM, qwds said:

Like teammates helping you by knocking or shooting the bombs into different directions

What if a teamate is trolling you by knocking your bombs to make you waste your shots? We all know that there are players that like to troll others.

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6 hours ago, numericable said:

What if a teamate is trolling you by knocking your bombs to make you waste your shots? We all know that there are players that like to troll others.

Could be a problem, or maybe it wouldn't be much more of an issue than friendly tanks standing in the way of your shots is right now.

But I guess you could make the bombs immovable for friendly tanks.

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I have an idea about a new turret, i will describe.  I call it Biohazard and it's a melee-range one, the properties of this turret is : ejecting toxic/nuclear waste and it's special effects is that this waste effects (decreases) the speed/damage/armor of the enemy tank for a certain period of time and of a certain % ranging from 25-50% depending on the MK version while the teamates of the effected tank (in case it survives the attack) will also be effected in case the effected teamate gets close to them (again with a certain rage which differs according to the MK version of Biohazard).  The colour of the waste might be purple or green.

 

My latest improved more original Biohazard turret version:   Ejects toxic nuclear waste,  special effect:  for a limited amount of time, the infected enemy tank is going to receive damage itself only as long as it fires (25-50%) of the damage that it inflicts as long as it fires depending on the MK version of Biohazard while glowing green/purple) until the radioactive effect is over + every time it touches one of it's teamates as long as it glows, they will also be infected for the same amount of time.  Special augments for this turret 1) one that decreases the damage towards other enemy tanks as long as the infected tank fires,  disadvantages: self-damage as long as it fires is decreased 2) Adrenaline 3) one that increases the infection range from 0 to melee range, disadvantages: infection time decreased. 4) one with a probability of stunning the enemy tank when it fires the toxic waste, disadvantages: direct damage from Biohazard is decreased.  I will let the names of the augments for the developers.  

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On 1/29/2022 at 1:02 PM, Megalodon_Shark said:

I have an idea about a new turret, i will describe.  I call it Biohazard. 

Interesting new mechanics. I assume this would require a new status effect though, right?

I am not sure how that would be received by the community, but kudos for the creative idea.

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So in my opinions, when you are using striker, guass etc. it is a great deal harder to home in on hovering hulls, as they can go side to side, unlike the other hulls. I think they should somehow change this, and make it easier to home in on a hovering turret that is doing so. Why should hovering hulls have a greater advantage the the rest?

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Being able to dodge shots easily via strafing is one of the hover hulls' intentional advantages. This is compensated by multiple disadvantages, most notably absolutely atrocious lateral acceleration and massive turning circles.

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35 minutes ago, Maf said:

Being able to dodge shots easily via strafing is one of the hover hulls' intentional advantages. This is compensated by multiple disadvantages, most notably absolutely atrocious lateral acceleration and massive turning circles.

LOL they don't need a turning circle when they have strafing.

They seem to move more than capably on the battlefield - don't seem handi-capped at all.

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8 hours ago, wolverine848 said:

LOL they don't need a turning circle when they have strafing.

You must not have played with hover hulls much.

I've been using mostly hover hulls ever since Ares came out. I felt the acceleration nerfs myself, and let me tell you — they are PAINFUL. There have been countless times where I lost a flag or died simply because I couldn't turn a corner fast enough, which either caused me to stay in the open for a second too long, or caused me to crash into a wall and lose my momentum. If we take Hopper and Wasp as example, Wasp may not be able to strafe side to side, but it is vastly superior when it comes to navigating tight spaces and making sharp turns. Here's a comparison I made a while ago:

This is part of the reason I loved playing with lightweight Hopper and PT Rico. Yes, the flying was the main advantage, but being able to quickly change direction by using the turret recoil as propulsion was extremely effective and I wish I could have it back.

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@Maf hovering hulls are still op in flag senarios tho, as they are more likelly to just hover over th person blocking them, if they are going fast enough

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12 hours ago, Maf said:

You must not have played with hover hulls much.

I've been using mostly hover hulls ever since Ares came out. I felt the acceleration nerfs myself, and let me tell you — they are PAINFUL. There have been countless times where I lost a flag or died simply because I couldn't turn a corner fast enough, which either caused me to stay in the open for a second too long, or caused me to crash into a wall and lose my momentum. If we take Hopper and Wasp as example, Wasp may not be able to strafe side to side, but it is vastly superior when it comes to navigating tight spaces and making sharp turns. Here's a comparison I made a while ago:

This is part of the reason I loved playing with lightweight Hopper and PT Rico. Yes, the flying was the main advantage, but being able to quickly change direction by using the turret recoil as propulsion was extremely effective and I wish I could have it back.

Much?  I don't play them at all - I refuse to buy into that META.

But I see what they can do every battle. Often impossible to hit ballistic turrets.

They have way better lateral movement than you suggest.

And I notice the wasp did not do the tight wall cornering - the only one that looked difficult for the hovering hull.  Other than that, barely a difference - not enough to make up for the hovering advantages.

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29 minutes ago, wolverine848 said:

I don't play them at all

Well I'm gonna stop you right there.

You can't form an accurate opinion about something without trying it first. It's easy to see an item's advantages when that item is being used by an opponent against you. It's much harder to see the weaknesses without trying the item for yourself. This is especially important when the characteristic in question is a hull's handling — there's simply no way to explain how frustrating it feels when the hull you're controlling is just refusing to make the moves you expect from it. You have to try it out.

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1 minute ago, Maf said:

 

its reall easy to tell how op a hull is, when the top 3 players in a battle are using it.

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12 minutes ago, Maf said:

Well I'm gonna stop you right there.

You can't form an accurate opinion about something without trying it first. It's easy to see an item's advantages when that item is being used by an opponent against you. It's much harder to see the weaknesses without trying the item for yourself. This is especially important when the characteristic in question is a hull's handling — there's simply no way to explain how frustrating it feels when the hull you're controlling is just refusing to make the moves you expect from it. You have to try it out.

And yet they dance around on the battle-field like a dragonfly.

They may not perform to your expectations - but the eye-test says they have more advantages than weaknesses.

I can only imagine how much better they'd do if they DID meet your expectations.

 

Edited by wolverine848
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13 hours ago, artc said:

its reall easy to tell how op a hull is, when the top 3 players in a battle are using it.

If you're talking about Paladin, its OP feature is the overdrive, not the handling.

How many Ares and Hoppers do you see nowadays?

 

13 hours ago, wolverine848 said:

 

Just try playing with them for a while smh

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2 hours ago, Maf said:

How many Ares and Hoppers do you see nowadays?

You didn’t mention Crusader. Because it’s still really damn effective.

I still see a good number of Ares users, however because heavy hulls are generally less popular I wouldn’t expect a massive number of them.

And Hopper is pretty bad after the latest changes; before that there were still a lot of Hoppers around.

Overall the hover hulls are just better, especially with mouse controls. In my opinion the advantages outweigh the disadvantages.

Edited by LambSauce
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On 3/5/2022 at 1:35 PM, Maf said:

Well I'm gonna stop you right there.

You can't form an accurate opinion about something without trying it first.

Literally all Hover haters

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