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Ideas for Turrets!


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On 8/21/2022 at 6:34 PM, KokoNut said:

So a shorter-range Magnum with lingering fragments, yet another campers' dream..

NO, magnum is a canon and it works different.

as i mentioned before, it is similar to twins and ricochet.

Edited by abdul12340

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On 8/18/2022 at 12:09 PM, YourLovelyCrush said:

       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)

                                                                 

 

IMO, it makes gameplay have less desire. smething that happened to TX. a similar feature which was not desirable.

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On 8/18/2022 at 12:39 PM, YourLovelyCrush said:

       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)

                                                                 

 

This would be very unbalanced for Parkourist 

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it won't matter if this request is denied or approved, what if the tesla turret was somehow improved like it shoots a bolt of lightning instead of a ball of electricity just a thought a suggestion approve or disapprove doesn't matter to me, I am only asking because the tesla turrets balls of electricity isn't very effective against tanks, and it does such little damage as well so as I said deny or approve of this it won't matter to me either way 

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Hello,

Tesla actually has augments that massively increase the speed of the lightning ball, doing somewhat of what you suggest.

But to be honest, I prefer the "slow lightning" augments, ideally with ricochet ability, so I can create chain lightnings to increase my range and/or reach opponents behind obstacles.

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On 9/11/2022 at 3:35 AM, frederik123456 said:

Hello,

Tesla actually has augments that massively increase the speed of the lightning ball, doing somewhat of what you suggest.

But to be honest, I prefer the "slow lightning" augments, ideally with ricochet ability, so I can create chain lightnings to increase my range and/or reach opponents behind obstacles.

informative thank you 

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On 6/18/2022 at 11:21 PM, Incorp said:

 

On 6/24/2022 at 3:17 AM, thunderhunter123 said:

 

On 6/16/2022 at 7:50 PM, qwds said:

 

On 7/14/2022 at 6:55 PM, The_Resistance said:

 

On 8/5/2022 at 11:21 PM, The_Resistance said:

 

On 8/8/2022 at 10:35 PM, Cor7y said:

 

On 8/18/2022 at 9:11 PM, The.Carnage said:

 

Topic Merged

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On 8/9/2022 at 5:16 PM, Benefactor said:

 

On 8/18/2022 at 1:09 PM, YourLovelyCrush said:

     

On 9/10/2022 at 8:07 PM, The_Black_Pearl said:

 

Topic Merged

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Hello, why the Railgun is now the worst weapon??? i remember before it was the best turet but now u cannot kill anyone, even if u have alteration! this game starting to SUCK, thats sad but true!!!

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So recently in a patch update, there was an experimental change to smoky in which the radius of the projectiles were increased for the sole purpose of fixing shots flying over the tank, which was a problem present for a long time ( 2 years, in my experience ). I had suggested a fix for this last year but it got no consideration whatsoever, probably because it wasn't noticed at that time. Currently, it is, and the given experimental fix has no effect on the smoky gameplay, and as a passionate smoky player I can approve the problem still remains unfixed. 

 

If increasing projectile radius wouldn't fix the problem, this might.

 

My suggestion is:

Increase smoky vertical auto aim. 

I also noticed that the projectiles somehow hesitate to touch the turret of tanks - look in to that please. 

Edited by It_Aint_Too_Late

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Dionysus : 

Мk7+

Dionysus is an Ultra Advanced military turret which was discovered by Dr Elroy Eliot in the story and universe of Tanki Online.

the Turret mechanism comes from the gluon energy, an exotic type of matter converter which converts matter into some type of exotic energy which come from the high fusion mini reactor inside the turret .

it has characteristics very similar to the railgun, the firing rate is instant, Dionysus shots appear as an instantaneous unique fuzzy purple beam across the map, it has a limited range and it can't go too far in range/distant, this instantaneous and very powerful light beam will damage almost all of other tanks that comes in the way or get instantly destroyed, like a lightsaber. this Turret also has a really low reload time after it empties out.

the technology behind it is still very recent, Dionysus is still very fun to use, just like its competitors the this powerful exotic new type of gluon energy.

these disadvantages where if you are close to an enemy  or to a wall you will  risk getting damaged or destroy the tank.

Here is some sketches that I've made:

turret:

https://ibb.co/7QggQSP

beam:

http://<a href="https://www.vecteezy.com/vector-art/4911022-modern-abstract-high-speed-movement-dynamic-motion-light-beams-on-dark-blue-background-futuristic-technology-pattern-for-banner-or-poster-design-background-concept">Modern abstract high speed movement. Dynamic motion light beams on dark blue background. Futuristic, technology pattern for banner or poster design background concept. Vectors by Vecteezy</a>

 

https://images.pond5.com/sci-fi-ambience-tractor-beam-sound-effect-133964333_iconl.jpeg


3D module still in the work, will show very soon ...

 

Edited by AbsoluteSupreme
Update

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also make the aiming time greater than striker's aim time. This scorpion kid's turret aims through walls, fires over walls, and tracks tanks better than striker. 1 second of aiming is so terrible compared to 2.8 seconds for striker aiming time.

Scorpion has no visual laser even though the turrets skin shows a big laser pointer above the cannon just like shaft. 

Both one shot a medium hull,  but scorpion is way too easy for little timmy to play with compared to striker.

and scorpion has even more irritating advantages with its augments and its instant hit cannon that in my opinion many players have abandoned railgun for.

I'm so tired of all the camper drone scorpion garbage in juggernaut mode. Why not add a missile lock on warning or a laser like striker?

This turret doesnt deserve status effects or critical damage. This is my opinion.

One more thing: why can the cannon part of the turret immediately shoot after 5000 damage worth of over buffed automatic tracking spam comes out of it. Why doesnt juggernaut have this ability to immediately shoot the railgun after using missiles? 

I thought I hated railgun and its critical damage, but I hate this mini juggernaut turret a lot more.  

 

 

  • Agree 3

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On 24/12/2022 at 05:35, master_howitzer said:

também faça com que o tempo de mira seja maior que o tempo de mira do atacante. A torre deste garoto escorpião aponta através de paredes, atira sobre paredes e rastreia tanques melhor do que atacante. 1 segundo de mira é tão terrível em comparação com 2,8 segundos para o tempo de mira do atacante.

Scorpion não tem laser visual, embora a pele da torre mostre um grande ponteiro laser acima do canhão, assim como o eixo. 

Ambos dispararam um casco médio, mas o escorpião é muito fácil para o pequeno Timmy jogar em comparação com o atacante.

e o escorpião tem vantagens ainda mais irritantes com seus aumentos e seu canhão de acerto instantâneo pelo qual, na minha opinião, muitos jogadores abandonaram o railgun.

Estou tão cansado de todo o lixo de escorpião drone campista no modo rolo compressor. Por que não adicionar um bloqueio de míssil em alerta ou um atacante tipo laser?

Esta torre não merece efeitos de status ou dano crítico. Esta é a minha opinião.

Mais uma coisa: por que a parte do canhão da torre pode disparar imediatamente após 5.000 de dano no valor de spam de rastreamento automático superbuffado? Por que o juggernaut não tem essa habilidade de atirar imediatamente no railgun depois de usar mísseis? 

Eu pensei que odiava o railgun e seu dano crítico, mas eu odeio muito mais essa minitorre juggernaut.  

 

 

I totally agree, we need a nerf in Skorpion, not a buff!!!!

Damage extremely high and you have a automatic aim to shot any enemy quickly. 

A lot of times I just spawn in map, just when my protection is gone... Some skorpion hits me with power loaded from heaven.

Striker should have a pre assistence in your aim... A lot of times you are in front of enemy, target is red, and you give a shot, and your shot go so far away from enemy... It's ridiculous.

And striker's power needs a lot of seconds to load, so many times, your striker's aim is gone and has a bug now you have to load 2, 3 times to get a hit from full power.

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On 12/20/2022 at 1:03 PM, Nascimento_Br said:

The scorpion automatically charges players even if they are not in missile range, this could change with him only targeting targets in range.

Scorpion has two strong modes that have no cooldown between each other. If you choose a specific player to lock on to, you do so with the understanding that they have a delayed death countdown. 

Besides, they specifically made a change where the missiles follow the dead target's corpse rather than your suggestion. If anything, Striker should get it and not Scorpion. 

 

  • Agree 1

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Merging my previous post:

Since Tesla had a rebalance that gave it a more defensive focus, how about changing the aspects of ball lightning to match? Maybe higher reload time for less damage, or an augment that does the same?

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Anti-tank grenade launcher with medium range. Have four barrels close to each other that allow rapid fire a croud of enemies with splash-damage like a collapse of rocks. After prolonged use will overheat and light itself on fire.

Features (all stats are ~ and only for MAX modification):

  • Ranges and damage degradation, rotation speed and acceleration is the same as other medium range turrets.
  • Overheat resistance works more like fuel tank with coolant:
    • Reload is ~0,5 sec (=Smoky's Autocannon),
    • Overheat resistance ~10 sec (2 sec less than a Vulcan's) = coolant tank filled with 1000, and each shot takes 50 energy from it,
    • Coolant tank have 1 sec cooldown before it starts to restoring (so no restore while firing).
    • Recharge speed is 166 eng/sec (6 seconds to fully restore the tank)
    • When self-heating starts reload is gradually increased up to +200% (=Gauss' regular shot reload).
    • It takes 5 seconds to reach max reload slowdown and to fully heat-up.
  • Grenades is slow-flying low-punching projectiles with increased explosion efficiency:
    • Recoil is ~200 (=Gauss' regular shot).
    • Direct hit impulse ~100 (=Smoky's)
    • Explosion impulse ~500 (=Striker' rocket's explosion)
    • Splash-damage parameters is similar to Striker's
    • Damage of one grenade is ~250 (so can kill unarmored heavy hull and deal another 1000 damage)
    • Critical is maybe 2 x Regular with chance of 20% (Twins' crin dynamics)
  • Like 1

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I think enemy shouldn't be able to use your tesla ball against you 

when you release tesla ball to reach enemies at long distance 
enemy tank with tesla shouldn't be able to use your tesla ball
for counter-attack 

Solution: remove the ability that allows tesla to use enemy (or teammate's tesla) balls for counter-attack 
and allow only use balls that are released only by your tesla

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Do you by chance mean that the electric damage transfer due to enemy and ally's tesla balls ? The moment when the tesla's balls from yourself  and ally and enemy are in the range where the damage is connected by zap to a much larger distance?

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