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Yes, I know, every time somebody proposes these hybrids of two or more turrets, somebody has to call them out for their lack of invention. But actually if you sit down and think, there are many interesting turret possibilities that you can conjure up simply by combining characteristics of separate turrets.  

 

Here are some of my ideas (more like fantasies) :P  Mods, I know this probably belongs in "Ideas For Turrets", but I would like a separate topic so I can add people's ideas to the main post.  

 

Striker-Shaft-Ricochet:   A "chargeable" Ricochet. It functions like a normal Ricochet, but if you hold down the spacebar for a few seconds, you can fire a massive Ricochet projectile. It has three times the range of a normal Ricochet and will bounce 3 times as much. It also travels twice as fast and has three times the impact force and twice the recoil. Disadvantage? Damage and impact for standard shots is decreased.

 

Railgun-Ricochet-Isida: Bouncy Zapper. A standard Railgun that has Ricochet's bouncing ability and 100% penetration at all modifications. When this laser touches your teammates, it gives them a burst of hp.   Disadvantage? It has much less damage than a standard railgun.

 

Shaft-Striker: Multishot Rifle:  Like Shaft, but After charging for much longer than normal, you can fire 5 shots without coming out of scope mode or having to reload. These shots also have splash damage.  Disadvantage? The shots have a small delay before hitting the target (not instantaneous) , the damage for each shot is halved, and the shots are not accurate (they hit anywhere within a small aiming circle).

 

Magnum-Isida-Hammer: Spirit Circle: Like Magnum, but any allied tanks within the splash radius receive a hp burst, and any enemy tanks receive an impact push from the splash circle more than the impact of Hammer. Disadvantage?  Very low damage.

 

Firebird-Freeze-Shaft: Corrosive capsules. Like Shaft, except whenever you hit somebody, they start slowing down as if getting frozen and taking damage as if they were burning from firebird.  Disadvantage? Initial Damage is decreased drastically and impact force is non-existent.

 

Twins-Hammer-Isida: Drones. The drone spawner fires continously, drones all go toward the cluster of drones previously spawned. When not controlled, drones form barrier around tank and act as another module (soaking up incoming damage), but when controlled, drones move in a cluster. Upon reaching a tank, they latch onto the tank and either start sucking hp out of it or healing it. Drones are speedily expended during this process and the tank user is left vulnerable until the rate of drone spawning can catch up, which means he/she must keep them nearby for a few moments.

 

Ricochet-Twins: Vengeful Bubble.  A growing bubble of plasma energy surrounds the tank, preventing any physical movement into the bubble and absorbing all types of ammunition. After the charge time is reached, the bubble bursts, releasing all the previously absorbed energy in all directions and crippling anybody nearby. Once this happens the owner has to wait, then start to "grow" the bubble again. Note that this process is not controllable, it happens at regular intervals.  This also gradually drains the hp of the owner, and it is speeded up whenever the bubble takes too much damage (however, this would require many opponents at once). This is one of the most interesting weapons since it has very little offensive power (the base bubble explosion is quite weak); and relies on the user getting close to another fight and soaking up some of the ammunition, then releasing it in a crippling burst. However, the owner undergoes periods of brief invincibility.

 

Vulcan-Striker-Shaft-Smoky: Quad Defensive System.  A tank with four barrels (a Vulcan, Striker, Shaft, and Smoky) evenly spaced all around for 360 degrees, each has limited rotation capability. One turret is player-controlled, the other 3 are auto-controlled and will target the nearest enemy. By pressing a certain key the player will be able to switch the turret he is controlling at the moment. The disadvantage is that the turrets are each much weaker than normal, and incoming impact force affects the aim of the auto-turrets quite negatively.  

 

Vulcan-Twins-Smoky-Freeze: Repeller. Like Vulcan, except with endless firing but less damage and range. Every now and then a shot will do the same damage as a Smoky critical hit and the opponent will freeze on the spot.

 

Railgun-Striker: The Summoner.  When you press space, this turret spawns a flat orange projectile where your turret is pointing, but at the farthest point in the map from it. The projectile actually comes towards you like a returning boomerange, and anything within a certain distance from it as it passes, it goes out of it's way and hits. It has 100% penetration and accelerating speed like a Striker rocket. To make the maximum use of this turret you want to point it where most enemies are more or less lined up or clumped. It's also good against melee turrets if you are pointing your turret towards them.  Reload is about that of Thunder.

 

Thunder-Hammer-Magnum: Cluster Bombs. A shotgun, but each pellet has much farther range (think ricochet) and explodes on impact, resulting in splash damage.  They also travel in an slight arc, not a directly horizontal line from your turret. Some pellets also have more range than others, resulting in sporadic explosions between you and the target where randomly determined pellets fell.  Reload is about the same as Magnum.

 

Everything: The Troller. You never know what will come out of it. The turret changes itself to another turret every 2 seconds, so you can be using firebird and close the distance, only to find the turret has changed itself to a railgun.  The advantage is this gun's version of the other turrets is more powerful than the individual turrets.  

 

Okay, I'm kidding about the last one. :ph34r:

 

Share your own creative turret mash-ups! The more strange the better! :) Make us laugh. But one thing: try to keep the turret within the actual game balance and think how it would perform in game. This needs to be somewhat serious to be truly creative.  We don't want any "Nuclear bombs". :P  I'll add your ideas to the OP.

 

P.S. More coming soon! ;)

Edited by r_I_already_won0
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How about a gun that charges up, has a scope, heals teammates, deals massive splash damage, burns enemies, bounces off walls, has dual barrels, slows down enemy's movement, pierces tanks, has a chance to crit and fires self-aiming salvos?

 

We'll call it "The Abomination"

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Yes, thank you for supporting development of Acid turret.

Corrosive Capsules is not the same as the Acid turret.

 

Corrosive Capsules is like Shaft. It enables players to hit players from afar.  It is also bad in melee combat.

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Railgun-twins.

Weakness.

 

Advantages:

This combo is good by his fast reloading, his range is same as railgun and his beam color is green (m1), red (m2) and black (m3).

 

Disadvantages:

his power is less than striker.

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Railgun-twins.

Weakness.

 

Advantages:

This combo is good by his fast reloading, his range is same as railgun and his beam color is green (m1), red (m2) and black (m3).

 

Disadvantages:

his power is less than striker.

no no no, you mean shaft-twins, all the reloading of twins and the damage of sniper mode at max power. Noob.

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Yes, I know, every time somebody proposes these hybrids of two or more turrets, somebody has to call them out for their lack of invention. But actually if you sit down and think, there are many interesting turret possibilities that you can conjure up simply by combining characteristics of separate turrets.  

 

Here are some of my ideas (more like fantasies) :P  Mods, I know this probably belongs in "Ideas For Turrets", but I would like a separate topic so I can add people's ideas to the main post.  

 

Striker-Shaft-Ricochet:   A "chargeable" Ricochet. It functions like a normal Ricochet, but if you hold down the spacebar for a few seconds, you can fire a massive Ricochet projectile. It has three times the range of a normal Ricochet and will bounce 3 times as much. It also travels twice as fast and has three times the impact force and twice the recoil. Disadvantage? Damage and impact for standard shots is decreased.

 

Railgun-Ricochet-Isida: Bouncy Zapper. A standard Railgun that has Ricochet's bouncing ability and 100% penetration at all modifications. When this laser touches your teammates, it gives them a burst of hp.   Disadvantage? It has much less damage than a standard railgun.

 

Shaft-Striker: Multishot Rifle:  Like Shaft, but After charging for much longer than normal, you can fire 5 shots without coming out of scope mode or having to reload. These shots also have splash damage.  Disadvantage? The shots have a small delay before hitting the target (not instantaneous) , the damage for each shot is halved, and the shots are not accurate (they hit anywhere within a small aiming circle).

 

Magnum-Isida-Hammer: Spirit Circle: Like Magnum, but any allied tanks within the splash radius receive a hp burst, and any enemy tanks receive an impact push from the splash circle more than the impact of Hammer. Disadvantage?  Very low damage.

 

Firebird-Freeze-Shaft: Corrosive capsules. Like Shaft, except whenever you hit somebody, they start slowing down as if getting frozen and taking damage as if they were burning from firebird.  Disadvantage? Initial Damage is decreased drastically and impact force is non-existent.

 

Twins-Hammer-Isida: Drones. The drone spawner fires continously, drones all go toward the cluster of drones previously spawned. When not controlled, drones form barrier around tank and act as another module (soaking up incoming damage), but when controlled, drones move in a cluster. Upon reaching a tank, they latch onto the tank and either start sucking hp out of it or healing it. Drones are speedily expended during this process and the tank user is left vulnerable until the rate of drone spawning can catch up, which means he/she must keep them nearby for a few moments.

 

Ricochet-Twins: Vengeful Bubble.  A growing bubble of plasma energy surrounds the tank, preventing any physical movement into the bubble and absorbing all types of ammunition. After the charge time is reached, the bubble bursts, releasing all the previously absorbed energy in all directions and crippling anybody nearby. Once this happens the owner has to wait, then start to "grow" the bubble again. Note that this process is not controllable, it happens at regular intervals.  This also gradually drains the hp of the owner, and it is speeded up whenever the bubble takes too much damage (however, this would require many opponents at once). This is one of the most interesting weapons since it has very little offensive power (the base bubble explosion is quite weak); and relies on the user getting close to another fight and soaking up some of the ammunition, then releasing it in a crippling burst. However, the owner undergoes periods of brief invincibility.

 

Vulcan-Striker-Shaft-Smoky: Quad Defensive System.  A tank with four barrels (a Vulcan, Striker, Shaft, and Smoky) evenly spaced all around for 360 degrees, each has limited rotation capability. One turret is player-controlled, the other 3 are auto-controlled and will target the nearest enemy. By pressing a certain key the player will be able to switch the turret he is controlling at the moment. The disadvantage is that the turrets are each much weaker than normal, and incoming impact force affects the aim of the auto-turrets quite negatively.  

 

Vulcan-Twins-Smoky-Freeze: Repeller. Like Vulcan, except with endless firing but less damage and range. Every now and then a shot will do the same damage as a Smoky critical hit and the opponent will freeze on the spot.

 

Railgun-Striker: The Summoner.  When you press space, this turret spawns a flat orange projectile where your turret is pointing, but at the farthest point in the map from it. The projectile actually comes towards you like a returning boomerange, and anything within a certain distance from it as it passes, it goes out of it's way and hits. It has 100% penetration and accelerating speed like a Striker rocket. To make the maximum use of this turret you want to point it where most enemies are more or less lined up or clumped. It's also good against melee turrets if you are pointing your turret towards them.  Reload is about that of Thunder.

 

Thunder-Hammer-Magnum: Cluster Bombs. A shotgun, but each pellet has much farther range (think ricochet) and explodes on impact, resulting in splash damage.  They also travel in an slight arc, not a directly horizontal line from your turret. Some pellets also have more range than others, resulting in sporadic explosions between you and the target where randomly determined pellets fell.  Reload is about the same as Magnum.

 

Everything: The Troller. You never know what will come out of it. The turret changes itself to another turret every 2 seconds, so you can be using firebird and close the distance, only to find the turret has changed itself to a railgun.  The advantage is this gun's version of the other turrets is more powerful than the individual turrets.  

 

Okay, I'm kidding about the last one. :ph34r:

 

Share your own creative turret mash-ups! The more strange the better! :) Make us laugh. But one thing: try to keep the turret within the actual game balance and think how it would perform in game. This needs to be somewhat serious to be truly creative.  We don't want any "Nuclear bombs". :P  I'll add your ideas to the OP.

 

P.S. More coming soon! ;)

"I cant seem to find time to come on, anymore," you say yet you've got like four topic on the I&S and this long post.

 

I can see now you lied. I can see you never really wanted to be part of my clan. Fine, I get it, everybody hates me all of a sudden anyway.

 

But whatever. I can't say I'm not surprised. I've lost like half my friends in the past couple days.

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"I cant seem to find time to come on, anymore," you say yet you've got like four topic on the I&S and this long post.

 

I can see now you lied. I can see you never really wanted to be part of my clan. Fine, I get it, everybody hates me all of a sudden anyway.

 

But whatever. I can't say I'm not surprised. I've lost like half my friends in the past couple days.

See my PM.  I didn't lie, I don't hate you, I would love to be in your clan, and you haven't lost me as your friend.

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