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The Terminator T-1000
The Praetorian Legionary
38
|
Posted - 2013.09.16 16:27:00 -
[1] - Quote
I dont think yellow structures should be able to get destroyed before they are hacked. Some people would rather destroy a turret that it is in the friendly zone than hack it to help protect the objective because they get more points. I think it is dumb! |
Lorhak Gannarsein
Molon Labe. RISE of LEGION
370
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Posted - 2013.09.16 16:29:00 -
[2] - Quote
Intact turrets are a liability. Destroyed ones are 1/25th of an orbital. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
1764
|
Posted - 2013.09.16 16:31:00 -
[3] - Quote
I like to destroy turrets in friendly territory because if I don't it only takes a redberry about 5 seconds to turn it against us which is far more troublesome than a friendly turret is helpful. |
8213
Grade No.2
272
|
Posted - 2013.09.16 16:36:00 -
[4] - Quote
Its so sad to see that DUST really only has one "killstreak" and people will do whatever it takes to obtain it. How many kills can an orbital get? Is it really that useful?
...or, is it just a killstreak, that FPS players are programmed to want to obtain for no reason other than obtaining it...
Really, who gives a sh*t about Orbitals? They last 5 seconds, are kind of neat to watch, and then its back to the game as usual. |
The Terminator T-1000
The Praetorian Legionary
38
|
Posted - 2013.09.16 16:36:00 -
[5] - Quote
Aero Yassavi wrote:I like to destroy turrets in friendly territory because if I don't it only takes a redberry about 5 seconds to turn it against us which is far more troublesome than a friendly turret is helpful.
I guess it makes some sense..... |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
1764
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Posted - 2013.09.16 16:40:00 -
[6] - Quote
8213 wrote:Its so sad to see that DUST really only has one "killstreak" and people will do whatever it takes to obtain it. How many kills can an orbital get? Is it really that useful?
...or, is it just a killstreak, that FPS players are programmed to want to obtain for no reason other than obtaining it...
Really, who gives a sh*t about Orbitals? They last 5 seconds, are kind of neat to watch, and then its back to the game as usual. Well again I destroy them for other reasons than the points, but orbitals can be game changes if used at the right moment. It's not about getting the kills, it's about neutralizing a threat like some devastating HAV or neutralizing an area long enough to gain control.
And yeah most tanks can survive the normal orbitals, but they're not getting away from the EVE ones.
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Reav Hannari
Red Rock Outriders
1298
|
Posted - 2013.09.16 16:44:00 -
[7] - Quote
People will feel like protecting turrets when their corp has to pay for them and the team commander calls them in when and where they are desired. Until then they are pretty much just a liability. |
Lorhak Gannarsein
Molon Labe. RISE of LEGION
372
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Posted - 2013.09.16 16:47:00 -
[8] - Quote
Like Aero said, intact turrets are dangerous for tankers. I've lost more than a few tanks because the blues were pathologically unable to hold the turrets along my retreat routes, and were irritating enough to capture them rather than destroying them. It happens most often on maps with which I'm unfamiliar; had a shocking moment this week when I rounded a corner on one of the new maps, hunting turrets, and three of the things started shelling me. |
MarasdF Loron
Dark Knightz Corp.
152
|
Posted - 2013.09.16 16:53:00 -
[9] - Quote
Lorhak Gannarsein wrote:Like Aero said, intact turrets are dangerous for tankers. I've lost more than a few tanks because the blues were pathologically unable to hold the turrets along my retreat routes, and were irritating enough to capture them rather than destroying them. It happens most often on maps with which I'm unfamiliar; had a shocking moment this week when I rounded a corner on one of the new maps, hunting turrets, and three of the things started shelling me. Yeah, and not to mention that when you have to retreat and you can recall (memory, not vehicle) that there was friendly turret somewhere so you go to it to be just a tiny little bit more safe and whaddya know, when your not looking: it turns red and kills you. This applies for both infantry and any vehicles. |
Blue Buggs
L.O.T.I.S.
30
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Posted - 2013.09.16 16:58:00 -
[10] - Quote
I like blowing up 5/6 at the begining of a match on certain maps. Makes life easier for friendly HAVS/LAVS/DS in the long run |
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Forlorn Destrier
Bullet Cluster
1695
|
Posted - 2013.09.16 17:00:00 -
[11] - Quote
8213 wrote:Its so sad to see that DUST really only has one "killstreak" and people will do whatever it takes to obtain it. How many kills can an orbital get? Is it really that useful?
...or, is it just a killstreak, that FPS players are programmed to want to obtain for no reason other than obtaining it...
Really, who gives a sh*t about Orbitals? They last 5 seconds, are kind of neat to watch, and then its back to the game as usual.
They are essential for squad activities, and can make capturing an objective possible by calling it and having the squad rush in to hack.
It's not a killstreak; the fact that you see it that way tells me that you are not as involved in the team concept of this game as others. |
Vin Mora
Sanguis Defense Syndicate
146
|
Posted - 2013.09.16 17:15:00 -
[12] - Quote
Aero Yassavi wrote:I like to destroy turrets in friendly territory because if I don't it only takes a redberry about 5 seconds to turn it against us which is far more troublesome than a friendly turret is helpful. But you make the assumption that your team can't hold it, that is my issue with this practice. People assume that their team is full of idiots that can't hold a resource, or recapture a resource.
I love the battles where the enemy hacks a friendly turret, the battle around the turrets are some the funnest that I have had in the game. |
Everything Dies
Chatelain Rapid Response Gallente Federation
92
|
Posted - 2013.09.16 17:19:00 -
[13] - Quote
I always look to destroy unhacked turrets that are closer to the opponent, just to prevent them from gaining the advantage of using them. Personally, I do like to keep the friendly blaster turrets that are close to nodes alive so that I know when an enemy is close by. |
Skihids
Bullet Cluster
2095
|
Posted - 2013.09.16 17:21:00 -
[14] - Quote
Vin Mora wrote:Aero Yassavi wrote:I like to destroy turrets in friendly territory because if I don't it only takes a redberry about 5 seconds to turn it against us which is far more troublesome than a friendly turret is helpful. But you make the assumption that your team can't hold it, that is my issue with this practice. People assume that their team is full of idiots that can't hold a resource, or recapture a resource. I love the battles where the enemy hacks a friendly turret, the battle around the turrets are some the funnest that I have had in the game.
It's not that they can't hold a turret, they just don't care to.
Most are totally useless to man as they don't cover any objectives. Those that are get destroyed in the first couple minutes of a match.
That leaves random turrets laying around to ambush vehicle drivers. Infantry doesn't care about that. Only vehicle pilots do.
So pilots will destroy them. |
Operative 1171 Aajli
Bragian Order Amarr Empire
323
|
Posted - 2013.09.16 18:22:00 -
[15] - Quote
The only time to leave structure in place is if a squad leader in a premade squad says to leave it because they'll defend it and use it.
Otherwise, if no blueberries are actively around it and it goes red it needs to go.
If it is on the opposite side of the map it MUST go. |
Chris F2112
High-Damage
469
|
Posted - 2013.09.16 18:24:00 -
[16] - Quote
They should reduce the warpoints for destroying turrets. Maybe make it 100 for an enemy turret, and 50 for a neutral turret. |
Spkr4theDead
International-Fleet
725
|
Posted - 2013.09.16 18:30:00 -
[17] - Quote
Aero Yassavi wrote:8213 wrote:Its so sad to see that DUST really only has one "killstreak" and people will do whatever it takes to obtain it. How many kills can an orbital get? Is it really that useful?
...or, is it just a killstreak, that FPS players are programmed to want to obtain for no reason other than obtaining it...
Really, who gives a sh*t about Orbitals? They last 5 seconds, are kind of neat to watch, and then its back to the game as usual. Well again I destroy them for other reasons than the points, but orbitals can be game changes if used at the right moment. It's not about getting the kills, it's about neutralizing a threat like some devastating HAV or neutralizing an area long enough to gain control. And yeah most tanks can survive the normal orbitals, but they're not getting away from the EVE ones. NOS is very handy on a tank. |
Spkr4theDead
International-Fleet
725
|
Posted - 2013.09.16 18:32:00 -
[18] - Quote
Vin Mora wrote:Aero Yassavi wrote:I like to destroy turrets in friendly territory because if I don't it only takes a redberry about 5 seconds to turn it against us which is far more troublesome than a friendly turret is helpful. But you make the assumption that your team can't hold it, that is my issue with this practice. People assume that their team is full of idiots that can't hold a resource, or recapture a resource. You haven't been on the teams I've been on. Stupidity at its finest. I'm talking about all red objectives within the first 3 minutes because nobody can do anything. |
Spkr4theDead
International-Fleet
725
|
Posted - 2013.09.16 18:34:00 -
[19] - Quote
Chris F2112 wrote:They should reduce the warpoints for destroying turrets. Maybe make it 100 for an enemy turret, and 50 for a neutral turret. That will turn into basically another nerf towards tanks.
You can keep that idea to yourself. |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
1767
|
Posted - 2013.09.16 19:05:00 -
[20] - Quote
Vin Mora wrote:Aero Yassavi wrote:I like to destroy turrets in friendly territory because if I don't it only takes a redberry about 5 seconds to turn it against us which is far more troublesome than a friendly turret is helpful. But you make the assumption that your team can't hold it, that is my issue with this practice. People assume that their team is full of idiots that can't hold a resource, or recapture a resource. I love the battles where the enemy hacks a friendly turret, the battle around the turrets are some the funnest that I have had in the game. To be fair, out of all the public and factional contracts I have taken up over my time in Dust, the blueberries haven't exactly given me a reason to believe they are anything more than idiots who can't hold a resource or recapture a resource.
And honestly, even if they can hold them down for the most part it still only takes about 5 seconds to convert them and very easily to sneakily do that. If installations entered a contested state like null cannons then it would be different, and perhaps we'd see less of them getting blown up from the get go. |
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Vespasian Andendare
Subsonic Synthesis Alpha Wolf Pack
424
|
Posted - 2013.09.16 19:06:00 -
[21] - Quote
Just remove WPs from unhacked (yellow) ones, please! |
Aero Yassavi
PIE Inc. Praetoria Imperialis Excubitoris
1767
|
Posted - 2013.09.16 19:09:00 -
[22] - Quote
Vespasian Andendare wrote:Just remove WPs from unhacked (yellow) ones, please! I put it in my edit of last page, but for the sake of a new page I'll add it here.
The problem isn't the warpoints, it's how quickly these can be turned without anyone noticing. If you remove the warpoints tankers will still blow these things up, I guarantee you. What would be much better is if once you hack an installation it enters a contested state similar (but shorter) to the null cannons so you at least have time to acknowledge it and perhaps counter it. |
The Terminator T-1000
The Praetorian Legionary
39
|
Posted - 2013.09.16 19:21:00 -
[23] - Quote
Maybe I should have posted this under requests/feedback |
Chris F2112
High-Damage
470
|
Posted - 2013.09.16 20:20:00 -
[24] - Quote
Have the turret icon blink when it is being hacked, similarly to an objective. I would not put in a contested period though. And I still think they should limit the warpoints from destroying unhacked turrets. It's silly that you get three kills worth of WP for killing a turret that won't fight back. |
Godin Thekiller
Hellstorm Inc League of Infamy
712
|
Posted - 2013.09.16 20:34:00 -
[25] - Quote
8213 wrote:Its so sad to see that DUST really only has one "killstreak" and people will do whatever it takes to obtain it. How many kills can an orbital get? Is it really that useful?
...or, is it just a killstreak, that FPS players are programmed to want to obtain for no reason other than obtaining it...
Really, who gives a sh*t about Orbitals? They last 5 seconds, are kind of neat to watch, and then its back to the game as usual.
1: Like people has said, they are liabilities. And it's not like you scrubs will guard them.
2: OB's are very useful for clearing needed areas, hard to get people, objectives, etc. use them at the right time, and it turns games around. |
Godin Thekiller
Hellstorm Inc League of Infamy
712
|
Posted - 2013.09.16 20:36:00 -
[26] - Quote
Chris F2112 wrote:Have the turret icon blink when it is being hacked, similarly to an objective. I would not put in a contested period though. And I still think they should limit the warpoints from destroying unhacked turrets. It's silly that you get three kills worth of WP for killing a turret that won't fight back.
So you think you should get 0 wp's for killing a unoccupied HAV? It's the same concept. Plus, someone (currently a AI) paid for it, which means that killing it is worth it, in which I should get rewarded for it. |
Godin Thekiller
Hellstorm Inc League of Infamy
712
|
Posted - 2013.09.16 20:37:00 -
[27] - Quote
Chris F2112 wrote:They should reduce the warpoints for destroying turrets. Maybe make it 100 for an enemy turret, and 50 for a neutral turret.
Still would kill them. empty turrets are dangerous. I'd like to have all areas cleared so if I need to bolt, I won't get shot at still. |
Godin Thekiller
Hellstorm Inc League of Infamy
712
|
Posted - 2013.09.16 20:38:00 -
[28] - Quote
Aero Yassavi wrote:8213 wrote:Its so sad to see that DUST really only has one "killstreak" and people will do whatever it takes to obtain it. How many kills can an orbital get? Is it really that useful?
...or, is it just a killstreak, that FPS players are programmed to want to obtain for no reason other than obtaining it...
Really, who gives a sh*t about Orbitals? They last 5 seconds, are kind of neat to watch, and then its back to the game as usual. Well again I destroy them for other reasons than the points, but orbitals can be game changes if used at the right moment. It's not about getting the kills, it's about neutralizing a threat like some devastating HAV or neutralizing an area long enough to gain control. And yeah most tanks can survive the normal orbitals, but they're not getting away from the EVE ones.
I haven't been killed in my Maddy by a EVE OB. no skillz whatsoever lol |
Operative 1171 Aajli
Bragian Order Amarr Empire
323
|
Posted - 2013.09.16 21:37:00 -
[29] - Quote
Aero Yassavi wrote:Vespasian Andendare wrote:Just remove WPs from unhacked (yellow) ones, please! I put it in my edit of last page, but for the sake of a new page I'll add it here. The problem isn't the warpoints, it's how quickly these can be turned without anyone noticing. If you remove the warpoints tankers will still blow these things up, I guarantee you. What would be much better is if once you hack an installation it enters a contested state similar (but shorter) to the null cannons so you at least have time to acknowledge it and perhaps counter it.
I agree. Make the things work like the objectives. Hack it and it takes time to change in which case it will go neutral and you can see the icon filling up like the objectives.
You can either pop it at neutral for no points or let it go red and pop it for points. If it is hacking toward blue you can't pop it. |
Godin Thekiller
Hellstorm Inc League of Infamy
712
|
Posted - 2013.09.16 21:40:00 -
[30] - Quote
Operative 1171 Aajli wrote:Aero Yassavi wrote:Vespasian Andendare wrote:Just remove WPs from unhacked (yellow) ones, please! I put it in my edit of last page, but for the sake of a new page I'll add it here. The problem isn't the warpoints, it's how quickly these can be turned without anyone noticing. If you remove the warpoints tankers will still blow these things up, I guarantee you. What would be much better is if once you hack an installation it enters a contested state similar (but shorter) to the null cannons so you at least have time to acknowledge it and perhaps counter it. I agree. Make the things work like the objectives. Hack it and it takes time to change in which case it will go neutral and you can see the icon filling up like the objectives. You can either pop it at neutral for no points or let it go red and pop it for points. If it is hacking toward blue you can't pop it.
1: If it's neutral, still would kill it. Those things are too dangerous. And since I did work, I should be paid. No exceptions.
2: Read #1
3: Wait, let me get this straight: you want to remove the law of physics and not allow damage to be taken if someone's hacking it? What are you on? |
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Kane Fyea
DUST University Ivy League
1664
|
Posted - 2013.09.16 21:44:00 -
[31] - Quote
The only installation I hate seeing destroyed are supply depots. Turrets cause more trouble then they are worth. |
Everything Dies
Chatelain Rapid Response Gallente Federation
93
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Posted - 2013.09.16 21:46:00 -
[32] - Quote
Godin Thekiller wrote: 2: OB's are very useful for clearing needed areas, hard to get people, objectives, etc. use them at the right time, and it turns games around.
Prophetic words!!! Was in a public match today (FW was full, apparently) with my alt and the two sides were absolutely slugging it out. We had the lead in damage and nodes held (50% to 25%, 3-1 respectively) and our clone reserves were about 25-15 in our advantage. Next thing you know, OB...and it's suddenly like 18-11. We get to 11-7 and then Bam! another OB. It's suddenly 5-7 in their favor. They ended up winning with 2 clones left, thanks entirely to the OBs taking out a good dozen or so players from my team. |
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