Instead of having offensive weapons, maube defensive ones would spice up the game. Some ideas would be weapons that do not do damage but shifts the terrain, or a beacon station that heals players for a few health per turn. This could bring about new strategies and teamwork.
Desert is a great defensive weapon. Can put yourself in an untouchable location in deep maps c: (op in rebound) Wall also good if it's all-shot. (Though all-shot is pretty easy to make several weapons defensive) Do like the idea of weapons made specifically for defense though.
Current Defensive Weapons (According to OP's Definition) Bulge > Big Bulge Volcano > Erruption (Or whatever its called) Flattner > Wall > Fortress > Funnler Half of the defensive weapons require you to play 5000 games lol.
I was thinking maybe something that builds a large wall in the map or huge trench, that "does 0 damage", which would allow you to maybe avoid damage for that turn used if the enemy uses certain weapons. other ideas would be various types of deplooyables. They would provide various types of stat buffs and others, but contain small ranges. Also for a nerf, maybe if the deployables are destroyed, they may self-destruct like destroyed tanks. So maybe instead of attacking tanks all the time, teams my use the other teams deployables to lure opposing tanks and attack at a certain time. A really cool idea is that these weapons can be implemented into the skill tree to avoid lving up weapons that do 0 damage. Ex. For speed beacon, a small vertical range is possiblen to transverse extreme sloped terraine, like quicksand traps. The giant wall, and giant bunker can be for defense. A Weapon drops beacon that has a chance to calls weapons near the beacon per turn for luck. A crit rate increase beacon for attack. If we can limit the maximum skill points from obtaining all possiblities, we can make various tanks with diverse gameplays