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Drake435
Algintal Core Gallente Federation
59
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Posted - 2013.12.13 07:03:00 -
[1] - Quote
Specifically, are these installations a bit too flimsy HP wise? Is there not enough installations on certain maps?
The reason I ask is because I feel like if the devs add a few more installations to certain maps in a couple locations, it would make for some intense fighting. Specifically, having a chokepoint be overlooked by 2 missile turrets would be an interesting scene. Or having several railgun turrets spread out over a wide barren area, effectively creating a vehicle kill zone.
In the matches I played, I see installations utilized very little or not at all and that makes me wonder the Devs' intentions on turret installations. I see them as a strategic tool that hasn't been looked at very much. And it's not like turret installations are hard to deal with considering a couple blasts from a tank's rail gun or forge gun would destroy them or just circle around and kill the user. 80% of the time, the person using the turret is not aware of any players sneaking up on them.
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Ld Collins
The Phalanx Inc
92
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Posted - 2013.12.13 07:08:00 -
[2] - Quote
Drake435 wrote:Specifically, are these installations a bit too flimsy HP wise? Is there not enough installations on certain maps?
The reason I ask is because I feel like if the devs add a few more installations to certain maps in a couple locations, it would make for some intense fighting. Specifically, having a chokepoint be overlooked by 2 missile turrets would be an interesting scene. Or having several railgun turrets spread out over a wide barren area, effectively creating a vehicle kill zone.
In the matches I played, I see installations utilized very little or not at all and that makes me wonder the Devs' intentions on turret installations. I see them as a strategic tool that hasn't been looked at very much. And it's not like turret installations are hard to deal with considering a couple blasts from a tank's rail gun or forge gun would destroy them or just circle around and kill the user. 80% of the time, the person using the turret is not aware of any players sneaking up on them.
I feel that turret installations are being extremely under valued by infantry. No one protects them from tanks or attempts to repair them at all and then once vehicles come into play everyone complains about how hard vehicles are to kill. Railgun installations easily take out HAVs while hardened and missile turrets easily clear dropships from the skys. Players need to protect these vital assets its a shame that no one uses them. |
Cyrius Li-Moody
The New Age Outlaws WINMATAR.
2244
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Posted - 2013.12.13 07:12:00 -
[3] - Quote
Ld Collins wrote: I feel that turret installations are being extremely under valued by infantry. No one protects them from tanks or attempts to repair them at all and then once vehicles come into play everyone complains about how hard vehicles are to kill. Railgun installations easily take out HAVs while hardened and missile turrets easily clear dropships from the skys. Players need to protect these vital assets its a shame that no one uses them.
No one uses them because they think the orbitals are more necessary. Also they're so ridiculously easy to destroy they never stay alive more than 5 minutes.
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Bojo The Mighty
Zanzibar Concept
2365
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Posted - 2013.12.13 07:13:00 -
[4] - Quote
They need to introduce them into the market personally. I'd like to see the small turret installations make a come back and see actual installation fittings (with armor reps or scanners or Armor Hardeners, etc.)
Allow them in FW and PC |
Ld Collins
The Phalanx Inc
94
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Posted - 2013.12.13 07:14:00 -
[5] - Quote
Cyrius Li-Moody wrote:Ld Collins wrote: I feel that turret installations are being extremely under valued by infantry. No one protects them from tanks or attempts to repair them at all and then once vehicles come into play everyone complains about how hard vehicles are to kill. Railgun installations easily take out HAVs while hardened and missile turrets easily clear dropships from the skys. Players need to protect these vital assets its a shame that no one uses them.
No one uses them because they think the orbitals are more necessary. Also they're so ridiculously easy to destroy they never stay alive more than 5 minutes. They aren't easy to destroy if you man them I killed 2 Gunnlogi's twice in a row with a railgun installation and I only died because I had no way to repair the turret. |
Drake435
Algintal Core Gallente Federation
59
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Posted - 2013.12.13 07:18:00 -
[6] - Quote
Honestly, if players had the option to call down turret installations at will, situations where a game is dominated by only vehicles wouldn't be that much of a problem if there is some slight coordination with the team.
On the note of turrets, I believe they should include a new type of turret that is designed to only wipe out shields but in AoE form. However, these turrets do no damage to armor, strictly shields. I think this type of turret would be invaluable in any sort of situation provided the team knows how to coordinate. And considering how easy it is to destroy turrets, its not considerably OP. |
Valmorgan Aubaris
Stellar and Orbital Strategic Services ACME Holding Conglomerate
2
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Posted - 2013.12.13 07:20:00 -
[7] - Quote
To be honest I get pissed when I'm trying to hack a turret and a "friendly" tank waltzes by and shoots it.
9X out of 10 I see them explode up the road from an enemy tank that I could have helped him by mounting the turret but noooo thpose few WP were just too important to him.
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Drake435
Algintal Core Gallente Federation
59
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Posted - 2013.12.13 07:25:00 -
[8] - Quote
Valmorgan Aubaris wrote:To be honest I get pissed when I'm trying to hack a turret and a "friendly" tank waltzes by and shoots it. 9X out of 10 I see them explode up the road from an enemy tank that I could have helped him by mounting the turret but noooo thpose few WP were just too important to him.
I think I've seen that scenario far too many times. But then again, he was probably thinking "If I blow it up, they can't use it either."
Which then raises the question to Devs "If installations are gone once you blow them up, when are we going to have the option to deploy our own installations on the spot? or What was the point of having these things anyway? Extra WP?" |
wripple
warravens League of Infamy
104
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Posted - 2013.12.13 07:26:00 -
[9] - Quote
Over freaking powered. Makes no sense to me how a 20 million Sp tanker can now get completely owned by one turret that's AI never misses. My python used to be able to survive 5 shots from the cowering red line rail jocky, now two shots in 2.5 seconds and I'm out 500,000 ISK. I personally think the damage felt by a free turret that the game hands you should be dealing allot less damage if it's to have unlimited ammo and the most aggressive long range AI. Tested out a 5000 shield gunnlogi fit and got annihilated in 5 seconds by a noob from the red line manning one if these beasts. They deserve a buff in hp but a pretty significant nerf to their damage and/or fire rate. I feel like those of us who spend sp into turrets and risk loosing assets on the field are the ones who are allowed to do damage, not scrubs who hop on free installations. |
Ld Collins
The Phalanx Inc
94
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Posted - 2013.12.13 07:26:00 -
[10] - Quote
Drake435 wrote:Honestly, if players had the option to call down turret installations at will, situations where a game is dominated by only vehicles wouldn't be that much of a problem if there is some slight coordination with the team.
On the note of turrets, I believe they should include a new type of turret that is designed to only wipe out shields but in AoE form. However, these turrets do no damage to armor, strictly shields. I think this type of turret would be invaluable in any sort of situation provided the team knows how to coordinate. And considering how easy it is to destroy turrets, its not considerably OP.
EDIT: But calling down installations at will does raise the question of what would the team quota be for installations. I wouldn't want to have a map littered with installations either. I think calling down installation would be a bad idea because they can squish players and vehicles. I've had my tanks and myself crushed by them as they came falling from the sky. The thing is that Railguns do a considerable amount of damage to both armor and shield. The weakest turret being the blaster is just meant for high speed targets such as lavs and infantry. At times I've been shot from my Lav be AI Blaster turrets.
I think the other problem is that there aren't enough players in game to utilize turret installations effectively.
wripple wrote:Over freaking powered. Makes no sense to me how a 20 million Sp tanker can now get completely owned by one turret that's AI never misses. My python used to be able to survive 5 shots from the cowering red line rail jocky, now two shots in 2.5 seconds and I'm out 500,000 ISK. I personally think the damage felt by a free turret that the game hands you should be dealing allot less damage if it's to have unlimited ammo and the most aggressive long range AI. Tested out a 5000 shield gunnlogi fit and got annihilated in 5 seconds by a noob from the red line manning one if these beasts. They deserve a buff in hp but a pretty significant nerf to their damage and/or fire rate. I feel like those of us who spend sp into turrets and risk loosing assets on the field are the ones who are allowed to do damage, not scrubs who hop on free installations.
I think its fine as a dropship pilot myself you should know that you shouldn't spawn in a dropship if turrets are on the map. |
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Drake435
Algintal Core Gallente Federation
59
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Posted - 2013.12.13 07:30:00 -
[11] - Quote
Oh yeah I forgot that unmanned, captured installations have an AI shooting for you......whoops.
But then wouldn't a simple solution be for the AI to have a decreased range of sight and have AI do less damage than manually controlled turrets?
And I am pretty positive that dropping installation on the fly was something the Devs were planning on before as it was in the list of drops when calling in vehicles and such. |
Lynn Beck
Granite Mercenary Division Top Men.
333
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Posted - 2013.12.13 07:32:00 -
[12] - Quote
Who's the scrubs constantly complaining about PvE and lack thereof? AI turrets. These turrets have too much Ai intensity: a blaster that autodetecta anything that is within it's 30 degree field of view, which also turns?
I find that they are too heavily armor based. Make the caldari rail like 2000/2000 and the gallente blaster like 1000/4000 Missiles should be like 3000/1000 or 2500/1500
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Ld Collins
The Phalanx Inc
94
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Posted - 2013.12.13 07:41:00 -
[13] - Quote
Drake435 wrote:Oh yeah I forgot that unmanned, captured installations have an AI shooting for you......whoops.
But then wouldn't a simple solution be for the AI to have a decreased range of sight and have AI do less damage than manually controlled turrets?
And I am pretty positive that dropping installation on the fly was something the Devs were planning on before as it was in the list of drops when calling in vehicles and such. I would rather see Devs drop that plan and add the ability for destroyed installations to be redeployed via null cannons. Once the other team captures that null cannon the enemy teams turrets are automatically switched to allied. If they are destroyed they can be redeployed with a higher shield base than the standard installation. |
DUST Fiend
OSG Planetary Operations Covert Intervention
8727
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Posted - 2013.12.13 07:44:00 -
[14] - Quote
Missile installations are obnoxious right now
Infinite rapid fire long range missile, yea, because that makes sense.
Vids / O7
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Cyrius Li-Moody
The New Age Outlaws WINMATAR.
2244
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Posted - 2013.12.13 07:45:00 -
[15] - Quote
Ld Collins wrote:Cyrius Li-Moody wrote:Ld Collins wrote: I feel that turret installations are being extremely under valued by infantry. No one protects them from tanks or attempts to repair them at all and then once vehicles come into play everyone complains about how hard vehicles are to kill. Railgun installations easily take out HAVs while hardened and missile turrets easily clear dropships from the skys. Players need to protect these vital assets its a shame that no one uses them.
No one uses them because they think the orbitals are more necessary. Also they're so ridiculously easy to destroy they never stay alive more than 5 minutes. They aren't easy to destroy if you man them I killed 2 Gunnlogi's twice in a row with a railgun installation and I only died because I had no way to repair the turret.
Yeah but chances are they aren't going to get manned because chances are they will be destroyed within the first few minutes of the match by a tanker driving around or some guy riding around with his forge gun. People don't see installations as useful pieces of defenses they see them as a way to get their name higher on the end of match boards. They see them as a way to get an orbital in a pub match in a matter of a few minutes.
They're not useful because hey, warpoints bro, i'm getting my orbital, bro. Who cares about defending and attacking? It's all about the war points.
Youtuber. Your friendly neighborhood whiskey-fueled merc.
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DUST Fiend
OSG Planetary Operations Covert Intervention
8727
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Posted - 2013.12.13 07:49:00 -
[16] - Quote
Cyrius Li-Moody wrote:Ld Collins wrote:Cyrius Li-Moody wrote:Ld Collins wrote: I feel that turret installations are being extremely under valued by infantry. No one protects them from tanks or attempts to repair them at all and then once vehicles come into play everyone complains about how hard vehicles are to kill. Railgun installations easily take out HAVs while hardened and missile turrets easily clear dropships from the skys. Players need to protect these vital assets its a shame that no one uses them.
No one uses them because they think the orbitals are more necessary. Also they're so ridiculously easy to destroy they never stay alive more than 5 minutes. They aren't easy to destroy if you man them I killed 2 Gunnlogi's twice in a row with a railgun installation and I only died because I had no way to repair the turret. Yeah but chances are they aren't going to get manned because chances are they will be destroyed within the first few minutes of the match by a tanker driving around or some guy riding around with his forge gun. People don't see installations as useful pieces of defenses they see them as a way to get their name higher on the end of match boards. They see them as a way to get an orbital in a pub match in a matter of a few minutes. They're not useful because hey, warpoints bro, i'm getting my orbital, bro. Who cares about defending and attacking? It's all about the war points. Actually, I kill installations with my forge gun because I fly dropships, and missile installations shoot indefinitely and railgun installations can cripple you, and blueberries can't be trusted to keep allied turrets blue, so all turrets must die because they are a liability. Buff turrets to the moon, I'll still clear them all out at the start of every match.
Vids / O7
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RedZer0 MK1
The Generals General Tso's Alliance
131
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Posted - 2013.12.13 08:30:00 -
[17] - Quote
Dust fiend got it right, they are more of a liability than an asset. It doesn't make for a fun match, but blowing them up is usually the best course of action. If your team doesn't do it, the reds will. They have to clear the area for advance, so if they are going to get destroyed might as well get the wp for yourself. |
Leovarian L Lavitz
NECROM0NGERS Covert Intervention
861
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Posted - 2013.12.13 08:32:00 -
[18] - Quote
I feel its important to know which turrets will benefit you and your tankers to hold. A few of my most common squadies run repair tools that we use on our buddy's turret to keep it alive while it blasts enemy vehicles.
Turrets are very powerful, and very underutilized, imo.
Omni-Soldier
Few are my equal in one of these specialties, and there are none who can compare in all of them.
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Judge Rhadamanthus
Amarr Templars Amarr Empire
952
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Posted - 2013.12.13 09:24:00 -
[19] - Quote
Leovarian L Lavitz wrote:
Turrets are very powerful, and very underutilized, imo.
You forgot to mention free. I seems unfair to me that a free tool that can be manned by a free starter fit can kill very expensive tanks and dropships. All the user does if he mans it and it starts to get shot is leave. No risk to field but huge rewards. That is unbalanced.
What if it costs ISK to hack it? ? Or it costs you isk if destroyed or counter hacked after you hack it? If infantry want such powerful free tools should there not be risk? What if once in it you cannot leave unless you do a similar recall function to tank users sending a vehicle back? So no instant popping in and out of the turret, or if taking damage you cannot leave it.
Actions, Risk, Consequence. This is how DUST works.
My point being that with great power comes great resentment. If an infantry player want access to powerful tool there must be a risk to using it to balance against the risk the target he chooses has taken. That is fair. An installation can kill 100k suits or 500k vehicles so if you want that power then pay for it like the rest of us.
So if you see me in my dropship expect turrets to die. They are rarely protected and if a red hacks one back you don't see blues rushing to the back of the map to get it as it is a limited threat to them. But to me its very dangerous and I cannot risk it suddenly turning on me behind me.
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