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Ideas for Turrets!


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14 minutes ago, Benefactor said:

Sounds like an augment for Thunder or even Magnum.

Yeah I agree, I don't think it would warrant being a separate turret.

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Short range battle lazer Photon shoot insta-hit traces of energy, that penetrate tanks and disappear after some time.

  • similar autoaim, rotation, range and damage fall settings as other SR turrets
  • damage after penetration fall lesser than Railgun's
  • doesn't have impact force and recoil
  • shoot like Thunder/Smoky (no clips, no fuel tanks)
  • rate of fire similar to Thunder's but damage is bigger due to shorter range
  • traces of energy is quite big (around 2 m in radius)
  • traces of energy dissapears after time and deal little DPS to everyone that it hits

In addition, this turret allows you to play using obstacles on maps unlike other SR turrets (Thunder/Railgun-like gameplay).

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Title. 
It's pretty infuriating to play with Smoky after it's projectile speed was heavily nerfed a couple months back. You miss a lot of shots for no reason.

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The Magnum turret can only be shot by Shaft under scope mode. Going by this scope-mode premise, maybe include the drone in the shotbox as well? It would be a tough target to hit, but a target nonetheless. It could cause damage (partial or complete) or just disable the drone for an amount of time. 

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If its magnum losers  campers then when you hit their drone they die. If its any another turret then they just get jammer for like 3 seconds or jammer with -1000 HP if mk8 shaft hit you

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I feel like it's not even the projectile speed, but just the way it's aiming. If it aimed at the hull instead of the turret, shots on moving targets would miss less often. Or just increase projectile hitbox, I guess.

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On 8/15/2022 at 12:39 PM, Maf said:

I feel like it's not even the projectile speed, but just the way it's aiming. If it aimed at the hull instead of the turret, shots on moving targets would miss less often. Or just increase projectile hitbox, I guess.

Also the hull you are using makes a huge difference. If I want to play smoky dictator I have to rock back and forth to even hit my targets.

Improved vertical autoaim would be useful too I guess.

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On 8/15/2022 at 4:12 PM, frederik123456 said:

Also the hull you are using makes a huge difference. If I want to play smoky dictator I have to rock back and forth to even hit my targets.

Improved vertical autoaim would be useful too I guess.

Vertical autoaim isn't the problem, it's the stupidly slow projectile shots that hurt Smoky users.

On 8/15/2022 at 4:09 PM, Maf said:

I feel like it's not even the projectile speed, but just the way it's aiming. If it aimed at the hull instead of the turret, shots on moving targets would miss less often. Or just increase projectile hitbox, I guess.

Wait what? Turrets aim at the turret instead of the hull?

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On 8/15/2022 at 3:18 PM, Cor7y said:

Wait what? Turrets aim at the turret instead of the hull?

I don't know for sure, but I think they aim at the closest available part of the tank. So if your turret is pointing at the space above the centre of an enemy tank, but the enemy tank is well within the auto-aim depression angle, the turret will only auto-aim downward the minimum required amount, i.e. at the top tip of their turret, rather than the middle of the tank. So if the enemy tank is moving, the chance to miss is higher.

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I believe that what makes it difficult to hit moving tanks with smoky is because the hitbox moves a little behind the actual tank's movements, making it difficult to hit a tank if it's moving fast horizontally from your own point of view. Aiming at the rear of the tank and the space immediately behind it seems to "solve" it.

Uq2mkL8.png

 

Another issue also seem to exist where smoky's shots fly right through a tank, doing no damage, no matter how obvious it is that it should hit. Seems to happen rarely though but it's still annoying.

Edited by qwds
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Since every turret now has a CRIT possibility, it no longer makes Smoky unique. They should reimplement Smoky's old speed of insta-hit. It could only it one target at a time, so it wouldn't be an OP menace. And maybe buff its impact power at all levels.

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On 8/15/2022 at 11:18 AM, Benefactor said:

Since every turret now has a CRIT possibility, it no longer makes Smoky unique. They should reimplement Smoky's old speed of insta-hit. It could only it one target at a time, so it wouldn't be an OP menace. And maybe buff its impact power at all levels.

Smoky has a much higher firing rate than before and has the ability to advance its critical hit chance on misses. Only Thunder can also do that. 

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On 8/15/2022 at 6:39 AM, Maf said:

I feel like it's not even the projectile speed, but just the way it's aiming. If it aimed at the hull instead of the turret, shots on moving targets would miss less often. Or just increase projectile hitbox, I guess.

It's both.

 

And smoky shots often don't travel straight.  Many a time they go sailing over the top of targets - even when they are not moving.

Kind of like when they also fire into the ground below a target.  Trying to hit a target while on the move is often an exercise in futility.  Increasing the fire-rate does not compensate for no-reason-misses.  Better off with a bit slower ROF and more accuracy (velocity).

Edited by wolverine848
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On 8/15/2022 at 10:07 PM, wolverine848 said:

And smoky shots often don't travel straight.  Many a time they go sailing over the top of targets - even when they are not moving.

That doesn't seem right. You sure about that?

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       1.Light turrets as smoky, isida and hammer for example would give a small speed buff to hulls:-

  • +5-7% Acceleration for Light hulls
  • +3-5% Acceleration for Medium hulls                   
  • +2-3% maximum speed for Heavy hulls

       2. Medium turrets as tesla, thunder and such would not change most of the hull speeds by much:-

  • - 2% Acceleration for light hulls
  •    0% Acceleration for Medium hulls
  • +0-2% maximum speed for Heavy hulls

      3. Heavy turrets as shaft, magnum and vulcan would decrease most hull speeds/ acceleration:-

  • - 5-7% Acceleration for light hulls
  • - 2-3% Acceleration for medium hulls                        
  •   0% maximum speed increase for Heavy hulls

         Light construction would help deccrease the speed/ acceleration nerf and be usable outside parkour matches

       (All stats and turrets are changable)

                                                                 

 

Edited by YourLovelyCrush
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 Spark Lite : 

Мk7+

Spark lite is a turret which it's mechanism comes from the sparks which come from a fireworks , these sparks can leave little peices around the map where within those peices there is an after effect , it's after effect will damge some of your health while bluring your screen when you reach a really low health point. this Turret also has a fast reaload just like twins But it has few disadvantage where if you are close to an enemy or you get caught in one of the spark lite peices then you will receive damage. this turret's reload is not just like twins but rather it has a stop between each 15 seconds, it's power is slightly more powerful than twins But has more of disadvantage.

Description in Garage :

 Medium range turret , Highly explosive splash effect which damages player's which drives past or above it for a few seconds , sparks from the shots can also hurt your own tank, be careful, and avoid battles with close proximity to the target.

This medium-range turret was designed with a rich history of using the bon fire Night of the amazing firework display which took place after the death of Guy Fakes . It's sparks consist of after effect spark's which can easily destroy many tanks , such sparks can give a splash effect to many players at once . Spark Lite can turn into a deadly weapon in the hands of a seasoned tanker . Not so seasoned tankers do not exist, since they tend to blow themselves up very quickly.
 

 

Damage per shot (hp) : 215.00

Critical damage (hp) : 275.00

Reload time (sec) : 0.30

Impact force : 110

 Rotation speed (º/s) and acceleration (º/s²) : 150.00

Range of min damage (m) : 50

Range of max damage (m) : 40

Explosion impact :  420

Sparkler,spark,fireworks,light,celebration - free image from needpix.com

 

Edited by abdul12340

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I guess it's an original idea, but is it really needed? How does it improve gameplay or any other aspects of Tanki? To me it looks like unnecessary complications to coding, game balance and user friendliness.

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On 8/21/2022 at 12:22 AM, Maf said:

but is it really needed?

Well maybe not, however, I thought it might balance heavy hulls so it opens up more agressive play for them, and for light hulls to balance their speed; especially with drones like trickster and crisis increasing their speed greatly.

 

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I always thought that shaft is a very heavy turret for the hull, so in my beginnings 2012 I was using isida for parkour as it's the most light turret in the game. I wasn't know (or maybe until now??) that turrets doesnt have a weight.

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I like this idea; since it is realistic and would like you say open up many variations and possibilities. Any % increase/decrease in speed affects

the battle. It is quite different and fun when you use trickster with a heavy hull.

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