Jump to content
EN
Play

Forum

Ideas for Turrets!


 Share

Recommended Posts

On 5/22/2025 at 10:01 PM, NikmanGT said:

And add like a solid impact force, more than hammer's current projectile force.

idk if that's a joke or not? ?

Hammer's impact force is too much if you ask me. I still think Railgun-Scorpion should be N°1 in impact force. It is sad they decided to decrease Scorpion's impact force ?

Share this post


Link to post
Share on other sites

Tesla Balance

Increase the Ball Lightning damage from 1160 to 1400

Electroturret augment: If the Ball Lightning damage is 1400, instead of increasing the damage by 25%, decrease the Ball Lightning reload by 25%.

Dilatory Protocol: It is ineffective because of the recent change of Ball Lightning connection range is 15m. Increase the radius of adding a ball lightning to the circuit by 100% and decrease the radius of adding an ally tank to the circuit by 50%.

Shock Therapy: This augment is killed! Increase the Ball Lightning speed from 6 m/s to between 30 m/s - 50 m/s.

Status effect augments for Tesla

Option 1: Since the connection range for Ball Lightning is only 15m I think it wouldn't hurt to give back it's chaining ability.

Option 2: Make the Ball Lightning speed 75 m/s & reduce the Ball Lightning damage by 50% (except Jamming).

 

  • Agree 2

Share this post


Link to post
Share on other sites

Scorpion Balance

Decrease the regular shot reload from 3 to 2.6 s

Increase the radius of critical explosion damage from 1 to 2 m

Increase the radius of max explosion damage from 1 to 3 m

Increase the radius of medium explosion damage from 1 to 6 m

Increase the radius of min explosion damage from 1 to 8 m

Increase the explosion force from 1 to 9 cond. units (not projectile force!)

Increase the rocket damage from 400 to 460

Decrease the amount of rockets in a salvo from 10 to 6

Salvo damage is 2760 if all 6 rockets hit

Decrease the reload after salvo from 14 to 10 s

Decrease the initial rocket speed from 70 to 25 m/s

Increase the final rocket speed from 20 to 50 m/s

Decrease the rocket acceleration time from 2.5 to 1.5 s

Increase the rocket force & explosion force from 1.5 to 2.5 cond. units

Increase the rocket recoil from 0.2 to 0.33 cond. units

Rename Explosive shells augment to Stabilized shells. Mechanics: Reload time: -10%, Projectile speed: +100%, Projectile force: +25%, Self damage removed, Splash damage removed

Missile Launcher Wolfpack augment: Rockets in salvo: 10, Aiming time: +100%, Reload after salvo: +40%

Missile Launcher Tornado: Rockets in salvo: 18, Pause between salvo's rockets: -50%, Aiming recovery time: +30%, Rocket minimum splash damage radius: 10 m, Rocket average splash damage radius: 5 m, Initial rocket speed: 50 m/s, Final rocket speed: 25 m/s, Aiming time: +100%

Missile Launcher Swarm: Rockets per salvo: 18, Minimum rocket angular velocity: +100%, Maximum rocket angular velocity: +900%, Aiming time: -50%, Pause between salvo's rockets: -30%, Salvo reload time: +25%, Damage per rocket: -50%, Initial rocket speed: 20 m/s, Final rocket speed: 40 m/s

Missile Launcher Spear: Salvo reload time: -25%, Aiming time: -50%, Initial rocket speed: 100 m/s, Final rocket speed: 75 m/s. Initial rocket min. angular velocity: 10 deg/sec, Initial rocket max. angular velocity: 300 deg/sec, Rocket acceleration phase duration: -50%, Rockets in salvo: 4, Pause between salvo's rockets: +30%, Projectile acceleration time: -50%

Uranium shells augment: Max ricochet count: 3, Shell minimum ricochet angle: 5°, Maximum Critical Damage Chance = 100%, Initial Critical Damage Chance = 100%, Critical Damage Chance Increase = +100%, Radius of critical explosion damage: 12m Radius of max explosion damage: 7m, Radius of medium explosion damage: 10m, Radius of min explosion damage: 20m Minimum Critical Damage Chance = -100%

  • Like 2

Share this post


Link to post
Share on other sites

Posted (edited)

The current situation of the turret, Scorpion:

The projectile doesn't have splash damage like thunder, it cannot penetrate through enemies like railgun, the initial projectile speed is the same as smoky but the final speed is slower, yet smoky has 2.7x faster reload, the projectile force is only 7 while railgun has 9 which can give that force to multiple enemies. The rockets of Scorpion are a disgrace to the turret. The stock turret's rockets are not able to hit an enemy except when they are not moving at all. what kind of mechanics is this? and after all that the reload of the salvo is horrible, the damage is not even that good... the speed of the rocket is bad, no splash damage for the rockets... nothing! This is the only turret where using the status effect augments are not worth it, because the rockets will not hit the enemy, and the critical damage is reduced by 50%, the status effect wears off before I get my reload back and could make another hit. In my opinion Scorpion needs a rework to make it a usable turret. I am not thinking about making it OP but it is useless without augments, and even the current augments are bad and only been nerfed since they came out while other augments and turrets are shining.

For the standard shot take it into account of what I said in the beggining. The projectile doesn't have splash damage, barely has more damage than a thunder while 50% slower reload, the projectile force is not that great and the projectile speed is not so good regarding it's reload.

The rockets are straight up garbage because as I said it cannot hit anyone beside motionless tanks, so it needs a full rework!

Here is my suggestion, please test it out because the current Scorpion turret is dead in the game. @Opex-Rah

Regular shot

Damage: 1160 -> 1400

Critical damage: 1400 -> 1750

Critical damage chance: 18.7%

Reload: 3s -> 3.4s

Initial projectile speed: 700m/s -> 1000m/s

Final projectile speed: 300m/s -> 700m/s

Projectile speed after a ricochet: 300m/s -> 700m/s

Projectile acceleration time: 0.5s

Range of max damage: 120m

Range of min damage: 180m

Weak damage: 50%

Projectile radius: 1m

Maximum number of ricochets: 1

Minimum angle of ricochet: 72°

Projectile force: 7 cond. units -> 9 cond. units

Explosion force: 1 cond. units

Recoil: 3 cond. units

Radius of critical explosion damage: 1m

Radius of max explosion damage: 1m

Radius of medium explosion damage: 1m

Radius of min explosion damage: 1m

Percentage of medium explosion damage: 50%

Percentage of min explosion damage: 50%

Salvo shot

Rocket damage: 400 -> 460

Salvo damage: 4000 -> 2760

Amount of rocekts in a salvo: 10 -> 6

Pause between the rockets in a salvo: 0.11s -> 0.1s

Reloading a salvo: 14s -> 10s

Aiming time: 1s

Aim recovery time: 3s -> 2s

Initial rocket speed: 70m/s -> 20m/s

Final rocket speed: 20m/s -> 50m/s

Initial rocket angular speed: 80deg/sec -> 100deg/sec

Final rocket angular speed: 7deg/sec -> 10deg/sec

Rocket acceleration time: 2.5s -> 1s

Rocket force: 1.5 cond. units -> 2.5 cond. units (it is the same as before 1.5*10=15 2.5*6=15)

Explosion force: 1.5 cond. units -> 2.5 cond. units (it is the same as before 1.5*10=15 2.5*6=15)

Rocket recoil: 0.2 cond. units -> 0.4 cond. units

Radius of max explosion damage: 2m -> 3m

Radius of medium explosion damage: 2m -> 6m

Radius of min explosion damage: 2m -> 9m

Medium explosion damage: 50%

Weak explosion damage: 50%

Augments I would change

Explosive warheads -> Dimmed warheads: Reload after salvo: -25%, Aiming time: +50%, Splash damage removed

Missile Launcher "Wolfpack": Rockets in salvo: +4 (10 total), Final rocket speed: +100%, Aiming time: +50%, Salvo reload time: +50%

Missile Launcher "Tornado": Rockets in salvo: +14 (20 total), Pause between salvo's rockets: -50%, Aiming recovery time: +50% Initial rocket speed: 75 m/s, Aiming time: +100%, Salvo reload time: +50%, Final rocket speed: 25 m/s, Rocket acceleration time: +100%, Damage per rocket: -13%

Missile Launcher "Swarm": Rockets per salvo: +14 (20 total), Minimum rocket angular velocity: +100%, Maximum rocket angular velocity: +900%, Aiming time: -50%, Pause between salvo's rockets: -50% Initial rocket speed: 50m/s, Salvo reload time: +25%, Damage per rocket: -56.5%,

Missile Launcher "Spear": Salvo reload time: -25%, Aiming time: -50%, Initial rocket speed: 80m/s, Initial rocket min. angular velocity: 10 deg/sec, Initial rocket max. angular velocity: 300 deg/sec,  Final rocket speed: 40m/s, Rocket acceleration time: +100%,  Rockets in salvo: -2 (4 total), Pause between salvo's rockets: +50%

Uranium shells: Max ricochet count: 3, Shell minimum ricochet angle: 5°, The first shot after spawning will be a critical, Every third hit is guaranteed to be a critical, Reload: -20%,  Shell speed: +100%, Critical damage: +15%, Radius of mean area damage in normal mode = 2 meters, Minimum area damage radius in normal mode = 12 meters, Self damage at close range

 

Edited by Isshiki
  • Saw it 2
  • Agree 1

Share this post


Link to post
Share on other sites

I think it would be cool if Magnum could load the rugby ball into the barrel and shoot it directly off the map. This is because, in my opinion, Rugby is a silly gamemode and a waste of server space.

Share this post


Link to post
Share on other sites

Hi, just wanted to suggest to bring back shaft multi killing feature, like if there is 3 or more tanks lined up behind each other  it damages them all, it'd be nice to add it back as an augment or rework the turret by adding this feature in it, idk why they removed it though it was a nice feature. 

  • Like 1

Share this post


Link to post
Share on other sites

On 8/15/2025 at 7:53 PM, NikmanGT said:

When did this exist ? ?

Before 2013, I think. Shaft had the ability to damage exactly one additional tank behind the main target.

Or maybe it was an urban legend, can't confirm.

  • Thanks 1

Share this post


Link to post
Share on other sites

Posted (edited)

At one point there was a funny bug that allowed you to instakill the tank that would get hit by the penetrating shot. Nowdays it would pretty much be shaft with hyperspace rounds augment. Maybe that's where they got inspiration from.

Opex, just in case you're reading this, i haven't given you any ideas.

 

Edited by JustBlackWolf
  • Haha 1
  • Agree 1

Share this post


Link to post
Share on other sites

On 8/15/2025 at 9:37 PM, JustBlackWolf said:

At one point there was a funny bug that allowed you to instakill the tank that would get hit by the penetrating shot. Nowdays it would pretty much be shaft with hyperspace rounds augment. Maybe that's where they got inspiration from.

Opex, just in case you're reading this, i haven't given you any ideas.

 

NO. its Shaft if the turret released in 2025. Also would have the well received 3 sec reload after sniping shot and no laser too. The damage would also be like 10,000 per snipe shot at mk8 but nerfed to pathetic 6000 per snipe shot after "taking in players feedback" for 6 months. 

 

On 8/15/2025 at 6:56 PM, Maf said:

Before 2013

more like 2015-17

 

On 8/15/2025 at 2:23 PM, Diddy said:

Hi, just wanted to suggest to bring back shaft multi killing feature, like if there is 3 or more tanks lined up behind each other  it damages them all, it'd be nice to add it back as an augment or rework the turret by adding this feature in it, idk why they removed it though it was a nice feature. 

there was no reason for it to be removed in the first place. It made shaft even more unique but i guess in todays tanki where every turret is just better/worse Smoky that looks different i would not expect shafts piercing to come back any time soon besides a game breaking augment that makes piercing not an extra cool looking addition that might get you an assist point every 5 years but now the whole point of the turret is to get that piercing shot because it'll oneshot the jugger or something. sad.

  • Thanks 1

Share this post


Link to post
Share on other sites

Posted (edited)

            Smoky_XT.png

              Cool smoky XT skin! ??

Edited by LegendaryTitan
In my last post I asked for a new skin, which I don't consider necessary anymore because after some time I like the current one more than what I was asking for. Good luck, everyone!

Share this post


Link to post
Share on other sites

Posted (edited)

Echoshot - (mid range) loaded turret has 2 shots before full reload. Pressing space will shot them both with little delay. First shot has lower than smoky damage. Second shot is devastating. Main gameplay is to hit second shot, but it will be hard as there is delay from first shot and enemy can hide before you get chance. This weapon has no splash damage and have great punching power. Also damage will falloff in longer range as it is mid range weapon
This weapon can have unique appearance : tower with two barrels that has different length on top of each other

Bouncer - (any range, better in close combat). Has 1 bullet (that travels something like Twins shots and has large ball appearance) . That bullet will launch at target or location and when it hits surface, tank or fly out of map - change direction and go back right to you're tank (with tracking and maybe ignoring surface). Has no reload and will be counted as "ready to shoot again" only after Bouncer ball traveled back to tank. In close range is more efficient as travel time is super short
This weapon can have unique appearance : large plasma ball with 3 mechanic holders stands vertically on hull. If shot has been done - that plasma ball at center will launch leaving turret leaving just holders alone to indicate that its not ready to shoot

Comet - (long range). Has 1 bullet that has long trail like comet. After you shoot, turret goes in "guidance mode" and turning tower left and right will turn that comet shot trajectory to left and right, giving access to shot campers around corners. Reload starts right after shot, during "guidance mode" and pressing space to shot a new one will lock current bullet trajectory and fire new bullet
This weapon can have unique appearance : satellite dish with weapon barrel at center. Antenna on back will emit pulses to indicate that you are in "guidance mode"

Barricade - (close range). Yellow bar is durability of photon shield that is projecting where you aim. Space / shoot will toggle shield projection. This weapon will create cover for you and teammates as it will soak damage from that direction. If ally's bullet goes thru that shield - they will do more damage. Shield will lose durability and deal damage if collides with enemy tank. Barricade shield will repair only in toggle off mode and will automatically toggle off after durability reaches 0
This weapon can have unique appearance : little mechanical holder with hexagon like or squares shiny part that is creating shield 

Edited by Smit

Share this post


Link to post
Share on other sites

Posted (edited)
On 10/1/2025 at 11:49 PM, Smit said:

Echoshot - deadly second shot

Bouncer - back and forth bullet

Comet - bullet turn left and right

Barricade - shield

Blaster - long range sniper alternative. Long press attack (or space) to toggle sniper mode. In sniper mode you can move your aim as Shaft does and can't move tank (also scope does not zoom in that close like in shaft- more like first seconds of snipe mode). The difference is that Blaster shoots 5 insta hit (scanshot, has no travel time) laser bullets. Short pressing "attack" will shoot one bullet in sniper mode. First bullet can't crit, last bullet always crits, other three bullets in-between has progressing crit chance. Can only shoot in snipe mode, has laser to alert enemy's. You might use different strategies as to shoot out 4 bullets to use only crit one, or shoot 3 bullets and change position to fire next 2. Yes. Leaving snipe mode save current bullets load. Reload starts after all 5 bullets are out

This weapon can have unique appearance : turret created with 5 magnifying glasses to focus beams. Every leans represent bullet and will move away.

 

Idontcomeupwithnameyet - (mid or long range) this weapon efficient to control and defend paths from safe distances. Long press will create marker on ground before you and visible only to you (hold longer to move it further away from your tank). Long press second time erase marker. Short press - tower will shoot to that marker using smart projectile path to land exactly in middle with splash damage, has low reload (bullets looks like disks have travel time and arch trajectory). While marker is created, you can't manually rotate tower (left and right), because tower rotates to marker automatically and change barrel angle to shoot. (Bullet still can miss if collides with tall buildings). You can shoot pretty frequently with low reload, medium damage and large splash, but you tied to marker and can't rotate tower without long process of resetting marking new area to bomb. Idea is that this weapon shot up, bigger angles like Magnum all the time and have unique targeting

This weapon can have unique appearance : a really wide barrel that with placed marker  transforms - side parts of wide barrel move forward to create a longer barrel appearance.

 

Please stop me, I can do this all day

 

Slammer - (close range) can't turn tower, deals damage around tank. Short hold deal in large close range low damage with low reload time. Longer you hold fire button > longer will be reload, bigger damage and lower range. You can't delay shoots - ones yellow bar depletes to 0, Slammer will shoot automatically (so you have to time it well to deal max damage and be close enough). Spam low holds chasing enemy's, hold longer to jump on enemy's around corners.

This weapon can have unique appearance : looks like hydraulic press that moves up and down with drums features.

Edited by Smit

Share this post


Link to post
Share on other sites

Posted (edited)
On 10/2/2025 at 5:41 PM, Smit said:

Echoshot - deadly second shot
Bouncer - back and forth bullet
Comet - bullet turn left and right
Barricade - shield

Blaster - scope shooting

Idontcomeupwithnameyet - shoots at marked area

Slammer - damage around tank

(new) 

Factory - auto aim swarm

Pointer - amplify next damage

Charger - overdrive as turret

Factory - mid \ long range swarm carrier turret. Can aim for ally and enemy. Factory has 4 bullets (swarms) that are constantly reloading (with good speed), and you have a medium fire rate. Short press sends 2d animated sprite of little robot swarm (like flies cloud) that move not really fast but can track nearest enemy to hit it, sit on enemy tank little time dealing damage over time (every instance can crit) and come back to you. If you miss, swarm will not come back, but if it deals damage to enemy it will fly of enemy and come back to you with ability to sit (and damage) another enemy tank if collides. Returning swarm goes in your factory tower and reloads 1 bullet (swarm). Long hold will send swarm on ally's tank. That support swarm will fly to enemy tank that you're ally has been attacked or attacks (that ally's swarm will fly on one enemy, then track beck to ally and leave it going back to you to reload you still having chance to damage on way back any other enemy like other swarm do). All swarm that are flying or on ally's will be destroyed when you're tank dead (except ones dealing damage to enemy, but after they done that, they will be destroyed). Main gameplay is to send as many swarms as you can out on different enemy (not beneficial to spam swarms on the same target due to the limitation that I explain later). While you are constantly reloading, you can have flying more than 6 swarms out. Priorities long range enemy to keep swarm flying and spend rest on closer enemy's, make sure to position yourself that way so you hit closer enemy's with returning swarms to max out damage. If you can't keep up, you can place them on ally's to not waste reload on downtime. Dealing with close range enemy will not benefit much (as it is with other my tower idea - Bouncer) as you will reload faster then you're fire rate is and limitation that only one of you're turrets swarm can deal damage on same target (swarm does stack on same target from different players). This turret is good to annoy any number of spreded enemies and secure kills on low health enemies. Alternative gameplay is to supply your attacking teammates with swarm using long hold without leaving the base.

This weapon can have a unique appearance : toaster with four line shaped holes on top, swarm will send out not from front but from top of turret

 

Pointer - long range support. Unlike Factory that is dive support, Pointer is camper support. Shoots an insta hit bullet with medium fire rate, low damage, no splash or impact force. Have large ammo, reload all time with slow rate. Dealing damage to enemy makes them visible thru walls and vulnerable to next shot for x seconds, that will deal +% bonus damage (this number shows to ally that shoot vulnerable enemy and you, but damage gives points only to you). This +% damage itself can't crit and don't respond to critical damage, treating as normal. Basic Pointer shots do not crit either, but shoots two times instead of one (better synergy with +% damage then just raw damage). Good in complbination with ally using great single hit weapon, like shaft ir railgun as % will be huge number. Useful with medium fire rate like smoky and thunder because they can constantly hit same target, but usless with firebird, freeze and twins as % will be to low numbers and you can't keep up with fire rate

This weapon can have a unique appearance : a steering wheel with microphone on the center as gun barrel

 

Charger - close / mid range. Starts with empty yellow ammo bar. Short press will fire hight rate fast bullets from 3 turret barrels. Dealing damage will fill yellow (ammo) bar. Ones ammo bar fully charged, hit long press attack to send huge projectile that will consume other enemy's projectiles if colided and deal massive damage.

This weapon can have a unique appearance : 3 barrel twins pointing same direction with bell shape in center.

Edited by Smit

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now
 Share

×
×
  • Create New...