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Ideas for Turrets!


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I don't think this should be changed; just think before you pump out tesla balls whether your tank has enough health to engage another

tesla. Maybe they should have it where your own tesla balls would damage you.

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Right now Scorpion have the longest barrel, but I think Shaft should have that honor since it's the strongest gun of all.

So when HD Shaft is made, give it one heck of a barrel and shows it means business!

It could also be a very slight nerf to campers with Shaft, since Shaft players will need to be mindful of their barrel sticking out of covers and being hit my other Shafts.

Edited by ekf
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On 1/6/2023 at 10:48 PM, NikmanGT said:

Under Review

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?

yes

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On 1/7/2023 at 8:02 AM, DragonKnight said:

I dont like this idea, i always use this to counter attack. If this idea is implemented, i will be defenseless in battles

maybe, but the way tesla work now make no sense, what if tesla get new shot effects, then for example your blue zaps 
will be mixed to your enemys black balls? ( with black shot effect) how is that gonna work?
 

Edited by Noob_001

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On 1/8/2023 at 6:04 PM, Noob_001 said:

maybe, but the way tesla work now make no sense, what if tesla get new shot effects, then for example your blue zaps 
will be mixed to your enemys black balls? ( with black shot effect) how is that gonna work?
 

Right now none of that exists and its all theoretical, if it is implemented, think it would be awesome to look at  

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I dont like this idea as it takes away from the uniqueness of the turret. I think little mechanics like this that allow for tactics to be used, i.e. using enemies tesla balls to your advantage / not shooting a tesla ball against another tesla if you are low in health / dont have a prot module should be kept.

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interesting idea i was thinking of it having a reload more like hammers but instead it has 4 shots and there being an augment that extend its clip size and would work nice with status affect augments because they can activate on critical  and last grenades in a clip 

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In the very early days, Shaft used to be twice the length of a Wasp. After its temporary removal from the game and rework it got a size that was more coherent with the measurements of other turrets. More than ten years later, however, we got this huge abomination that people call Scorpion. Wouldn't say that Shaft is small (I don't mind if it gets bigger), but the size of Scorpion is just obnoxious. Same goes for Tesla. 

Spoiler


On 1/8/2023 at 5:47 PM, PirateSpider said:

Sus title and sus description.

Oh no, no. Anything but the Pinocchio nose!

Ο χρήστης WitchDoctorDB ?‍☠️ στο Twitter: "I'm like Squidward from that  one scene where Spongebob makes a statue and Squidward plucks a giant nose  onto it. But replace the statue with a

 

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Is there an option to turn off Magnum's ballistic cue? I need this switch. I should be able to choose to turn on or off the hints, because the track and drop point hints will affect some of my operations

Edited by 565223605
In

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Idea: a melee-turret that shoots out a wire/rope that sticks to enemy tanks and can haul them towards itself, or itself towards them, if the enemy tank weigh more.

The wire-gun/harpoon have an extreme amount of vertical aiming range, so the harpoon can hit an enemy tank that is almost above or below the player. This makes it a good at ambushes, like hiding beneath a bridge that enemies are on, and pulling them off it with the wire.

If you attach the wire to a tank with a higher weight/more pulling power than yourself, you will be pulled towards it instead. So in the example with the bridge, you will lift yourself up and up on the bridge. Maybe this can be used against you, if a weakness is that you can't release the wire for a certain amount of time after you've attached it, and it will also haul itself in automaticaly. So a heavier enemy tank can use it against you and pull you in a way so that he and his teammates can more easily kill you. A heavy tank can also push a lighter teammate that's harpooned to stop him from being hauled in. A harpooned tank can save itself by driving into some immovable obstacle on the map, and instead cause you to be pulled to him, maybe out of your cover to be killed. If both tanks are pulled towards an immovable obstacle, the harpoon will snap loose.

The harpoon can also be fired, like Magnum, over obstacles and large walls, so that you can use enemy tanks on the other side to pull yourself up on or over these obstacles, or make a crazy surprise attack and pull them over the wall or building, to the other side. The harpoon should have a super-long range, though at long range the enemy will get more chances to save itself.

As for the melee weapon, it should make a very scary noise- only fitting when it sticks you with a wire and haul you to your doom...

I'd use a grinding machine as inspiration. You can hear it starts buzzing as the drums are spinning, and the horrible sound of metal being crushed when it destroys a tank, with sparks flying everywhere.

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The wire-gun/harpoon have an extreme amount of vertical aiming range, so the harpoon can hit an enemy tank that is almost above or below the player. This makes it a good at ambushes, like hiding beneath a bridge that enemies are on, and pulling them off it with the wire.

If you attach the wire to a tank with a higher weight/more pulling power than yourself, you will be pulled towards it instead. So in the example with the bridge, you will lift yourself up and up on the bridge. Maybe this can be used against you, if a weakness is that you can't release the wire for a certain amount of time after you've attached it, and it will also haul itself in automaticaly. So a heavier enemy tank can use it against you and pull you in a way so that he and his teammates can more easily kill you. A heavy tank can also push a lighter teammate that's harpooned to stop him from being hauled in. A harpooned tank can save itself by driving into some immovable obstacle on the map, and instead cause you to be pulled to him, maybe out of your cover to be killed. If both tanks are pulled towards an immovable obstacle, the harpoon will snap loose.

The harpoon can also be fired, like Magnum, over obstacles and large walls, so that you can use enemy tanks on the other side to pull yourself up on or over these obstacles, or make a crazy surprise attack and pull them over the wall or building, to the other side. The harpoon should have a super-long range, though at long range the enemy will get more chances to save itself.

As for the melee weapon, it should make a very scary noise- only fitting when it sticks you with a wire and haul you to your doom...

I'd use a grinding machine as inspiration. You can hear it starts buzzing as the drums are spinning, and the horrible sound of metal being crushed when it destroys a tank, with sparks flying everywhere.

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I have an issue with the shaft it has a scope and laser, the whole point of the shaft is for it to remain hidden and undetected so if it's at all possible can you remove the shafts' scope and laser and have it be an iron sight rifle, doesn't matter if this is declined or accepted I just want to know if it's at all possible?

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Tiny suggestion: Add in a slider in settings (possibly under General>UI Scale) to adjust how large magnum's impact location scope appears.

Maybe also allow the user to make the scope's pointing arrow appear only after a certain distance (another slider in the same location).  This can be set to infinity to make the arrow simply never appear.

Slider range for above could perhaps be nonlinear scale, such as x^2 with endpoints of 0 (to disable the slider's functionality) and ∞  (to disable the arrow altogether) and more reasonable numbers in between.

 

If only one of these can be implemented, I would prefer the latter. 

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So I noticed that currently striker has 3.90-2.60 seconds of aiming time and 1 second of aiming recovery time while scorpion has 1 second of aiming time and 3 seconds of aiming recovery time.

 

I'd like to change it so that scorpion would have the 3.90-2.60 seconds of aiming time and 1 second of aiming recovery time while striker can have the 1 second of aiming time and 3 seconds of aiming recovery time.

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Name: Inferno
Attack Type: Single Target
Range: Short
Avility: Longer it attacks enemy tank higher damage it deals for example the beginning damage is 100/sec and every second it damage increases by 50. i got this idea from clash of clans inferno tower. 
video

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On 1/25/2023 at 8:48 AM, NikmanGT said:

Would be very Overpowered in cases, to the point where even max protection wont help from the focused damage.

Then just find an obstacle to hide behind? It's not like we don't already have multiple turrets/augments where even max protection doesn't help much once they start attacking you.

Idea is pretty cool. I imagine it would work like a laser, where you connect to the enemy and must keep them focused to have the increasing damage effect.

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  As a concept, it is the antithesis to the burst damage meta, so it most definitely is curious; that said, I do not believe that this would be sufficiently strong as a short-range weapon, unless of course it were to enter the overpowered-by-design territory. I think that in tanki, this would translate into a "reward for not missing" kind of thing for mid to long range turrets, and that is likely something already on Opex's backlog of ideas. As an augment, I would guess. Alternatively - you could just slap this on Firebird whilst increasing its fuel capacity and decreasing the base damage a bit. 

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Cool concept, I had thought of something similar in the past. The mechanic of a laser-gun opens up the possibility to make a turret that can be used at all ranges. The concept of "reward for not missing" may make it more feasible at certain ranges, but specific augments could increase its effectiveness at other ranges (slower/faster turning speed; target detection). 

Dealing increasing damage or having a fixed damage-output could make for interesting augment as well

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