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Turret ideas


Blackmagic9000

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Hello you fellow survior scrubs, today i will talk about my ideas for turrets, remember this is just my opinion, now to counter the turret limits perhaps there should be "special" types to balance things out

 

rocket turret: boom! This turret is what it's all about, max upgrade (perhaps metal and chips) to a max of four tubes to Fire, good against hard and soft targets, may use rpg or homing rockets for better accuracy can be on rafts and saddle rafts (at the cost of mobility by a bit due to the weapon systems weight)

Poison rockets: much stronger then poison nades with a larger area of effect and last slightly longer, rockets cost 2x of a regular rpg rocket

fire rocket: creates fire in it's wake, deals slightly more damage then oil jars set on fire and last slightly longer, area is also slightly bigger, cost 2x like poison and velocity slightly slower 

Cluster rockets: perfect for Cluster of enemies or when one rocket wasn't enough! Slightly more powerful then Clusters, however the smaller clusters are not timed, will only blow up once it hits something, can be on rafts and saddle plats

pros: enjoys longer range then any turrets (2x of turrets) and rockets have 2x velocity and damage of regular rockets, can be set for air only etc, all tubes shoot at once, will not get shot down by turrets, can also attack any vehicles 

cons: rocket turret must reload (slightly longer then hand held rpg) can be fooled by flares, rockets can harn dinos, rocket turrets can not see clocked dinos nor see through smoke, will not shoot down rockets

Flamethrower turret:  for when you wana see the world burn! Keep your enemies from getting too close, flamethrower turrets by default have a range slightly lower of a regular turret by 5, perfect for humans and ok with dinos, can be on rafts or saddle plats

hellbringer: this special ammo type was made to reach your enemies! It's velocity may be that of plant turrets but you can hit at the range of a turret! Ammo is 4x of flame ammo and deals slightly lower damage but last a bit longer, can harm structures as well as friendly, burning all who are in

fire breath: lower range then it's normal ammo type (by 6) but deals alot of damage and has a blue flame, more damage but victims don't stay on fire for long (only 1 seconds) flame ammo cost is 5x and flame damage is 3x

pros: perfect for crowd control, can set dinos and humans alike on fire, bugs take 3x damage from flamethrower turret and the rate of fire is slightly more

cons: can set friendlys on fire, turrets will explode (half the power of c4) and leave a pool of fire for 10 seconds, cannons will one shot it and 2% chance that bullets hitting it's tanks could cause it to blow up, consumes flame fuel slightly faster then normal flamethrowers

Gatling gun: for when you want to block the sun with bullets or to kidnly tell your enemies to eat the dirt! This turrets rpm is un matched by any turrets, able to use from simple bullets to advanced with pros and cons to each, as always pistol rounds have a faster cycle rate, damage is slightly higher and depending on ammo can bypass dino hide and armor, very expensive (cost of 3 heavy turrets)

Simple bullet: for when you wana hit fast and just as hard, due to the shape of the bullet it is tuff for the machine to work it, deals the best pistol damage of it's class at 1300 rpm, can not pen

Advanced pistol round: for when mobility and speed is more important then raw power, can shoot at 2000rpm due to advanced design and although deal more damage then an advanced pistol this isn't by much

Advanced rifle bullet: the perfect balance of mobility and stopping power, although Advanced the turret struggles somewhat, at 1500 rpm and less damage then regular turrets, can't pen armor or hide 

Sniper bullet: for when velocity wasn't enough, fastest velocity of it's class and the only few that can pen hide or armor, at 800rpm and slightly more damage you can't go wrong, can pen armor and hide taking 20% reduction off on dinos

Simple longneck bullet: deals more damage then any turrets of it's class, at 600 rpm you can deal greater damage then any ammo type, can pen hide and armor with no damage reduction, unlike sniper bullets their velocity is somewhat slower

Shotgun shell: for when cqc is an order, slightly faster then a pump but at the great cost of range, after 12 shots a loud "ping" can be heard where it must reload, taking 6 seconds to do so, due to the turret not designed to fire this round the further the target is the worst the damage drop off is

Pros: jack of all, very versatile and can engage a verity of targets with excellent firerate, can be set to fire in brust mode to fire longer, the bigger the caliber the better it pushes even dinos back

Cons: this turret must spin it's barrel in order to fire (about 3 seconds) 

Riot shield and riot users have 50% reduction when hit by this turret, sniper and longneck bullets only have a 10% chance to pen depending on armor of riot with best being 5%

This turret without the help of water to keep it cool (so it may fire longer) either by pipes or water jars and up will overheat and not able to fire for 5 seconds (the turret will glow more red as it heats up more) leaving the turret to fire only for 20 seconds 

Can't see through smoke 

Can't shoot down any rockets 

Cannons will 5 shot it

Without water res the turrets that are connected to a water pipe will drain water very fast

If turret over heats it will slowly damage itself or to water pipe systems that it is hockes up to

End notes: what i mean by pen is bypassing hide (dinos) and armor (like riot or flak etc

 

Please tell me what you guys think, what would you change? What crazy ideas do you have? Please let me know!

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