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Mortedeamor
1160
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Posted - 2014.01.01 02:17:00 -
[31] - Quote
Lorhak Gannarsein wrote:Galvan Nized wrote:I don't think tankers target turrets as preemptive strike, because I've never seen a tanker rush to the other side and destroy any red turrets in the beginning of a match.
Why are they worried about turrets that could "potentially"go red rather than turrets that are guaranteed red?
Neutral turrets are too easy of WPs, they are destroyed for this reason primarily. The benefit that they take away a potential enemy turret is just a nice extra. A couple of reasons. We don't go to the redline to do it because those ones aren't going to kill us as we run away from the first engagements. Blues don't like keeping turrets hacked, so we destroy them to eliminate the liability. The warpoints are nice, but even if they gave negative WP I'd still do it. Finally, use the search function. Every time this topic comes up, we give the same answers. seriously like ive said regardless of wp reward it is simply the tactical choice to make eliminating liabilities before they become a detriment to your game
why use suits when ccp gave us nice shiny op as hell tanks that cost next to nothing
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Aizen Intiki
Hell's Gate Inc
626
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Posted - 2014.01.01 02:27:00 -
[32] - Quote
I thought I went over this. Priority #1: kill any installations that my team/squad doesn't want. That means (most of the time, as in 98% of the time) any turret. I go as far as to go into the redline to kill the turrets.
Why? Because they can slow movement towards the null cannons, stopping that needed hack, and could down any air traffic with ease. I am willing (and have done it on several occasions) to drive deep into the redline, knowing that I will lose a expensive HAV (note: I'm not one of those scrubs that uses a 80k Soma and says "I'm good." No, I'm the gu who uses a fully fitted one, that'll cost me 200k+), find that turret, and kill it. It'll come out of my pocket as well. As long as my team wins, I'm fine with that. I gotz ISK to burn, and those turrets need to go.
"Hello, world!" lol, sounds like something a whore lover would say
Alt of the great Godin
I like chocolate ^___^
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Pvt Numnutz
Black Phoenix Mercenaries Legacy Rising
546
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Posted - 2014.01.01 02:41:00 -
[33] - Quote
Actually I will still blow up those turrets, this would just add another game to my grind to get back in my dropship. I know you have been told this before, but the reason pilots destroy turrets is so a red doesn't kill your 707k vehicle with no sp or isk investment. However if you are truly set on this I'd be willing to compromise, you can remove turret wp, but in return I want those red line turrets removed. |
Borne Velvalor
Endless Hatred
1894
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Posted - 2014.01.01 02:52:00 -
[34] - Quote
Galvan Nized wrote:I don't think tankers target turrets as preemptive strike, because I've never seen a tanker rush to the other side and destroy any red turrets in the beginning of a match.
Why are they worried about turrets that could "potentially"go red rather than turrets that are guaranteed red?
Neutral turrets are too easy of WPs, they are destroyed for this reason primarily. The benefit that they take away a potential enemy turret is just a nice extra. In Skirmish, I often head to the enemy home point and pop all their defenses, actually. I pop neutral blasters in our area for WP, everything else for preempt. WP is nice, though. I agree the WP makes no sense.
Many suits I've worn, many burdens I've borne, for the oaths I've sworn.
Panda.
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Aleph Rynedee
Science For Death
20
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Posted - 2014.01.01 17:36:00 -
[35] - Quote
Judge Rhadamanthus wrote:Afraid not. Vehicle users kill turrets so they cannot be taken by reds and used against us. Points or no points we will always kill them.
This line of thinking has always bothered me, especially now that infantry fits cost more than HAVs. Why is your 80k ISK HAV more important than my three-man squad (250-300k combined ISK)? Turrets provide ground support, be it active or passive (as in a target for opposing HAVs), to the infantry. HAVs spend more time hunting installations than engaging the enemy, so as a ground troop I'd much rather have access to a turret near an objective than rely on some jackass who is trying to kill a turret in the opponent's redline.
HAV pilots need to get over themselves and just accept they are in a support role, not the rock-star fighter pilot they assume they are.
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Eurydice Itzhak
State Patriots Templis CALSF
271
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Posted - 2014.01.01 17:44:00 -
[36] - Quote
Almost every reply already said it but they are a hazard. I kill them no matter the color. Ill kill blue ones in fw too. They are dangerous to my wallet.
Also if you're worried about the wp... It only matters in pubs. In fw you need eve support. I don't really see the issue with the wp in pubs. |
Justice Darling
Expert Intervention Caldari State
11
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Posted - 2014.01.02 14:51:00 -
[37] - Quote
Mortedeamor wrote:Justice Darling wrote:Mortedeamor wrote:Galvan Nized wrote:I don't think tankers target turrets as preemptive strike, because I've never seen a tanker rush to the other side and destroy any red turrets in the beginning of a match.
Why are they worried about turrets that could "potentially"go red rather than turrets that are guaranteed red?
Neutral turrets are too easy of WPs, they are destroyed for this reason primarily. The benefit that they take away a potential enemy turret is just a nice extra. number 1 objective with tank wipe out all ..AND I MEAN ALL TURRETS first thing ..so maybe scrubby tankers dont but s far as i am aware of all true tankers make turrets a priority only under enemy tanks upon entering the battlefield Then start at the enemy side of the map plan and simple, or at less half way up the map don't kill friendly stuff that is usefully that is just bad manners :P why so after im done wiping out the enemy objectives turrets and fighting they're tanks and im coming back to ground base because all my cooldowns are ticking..i can be shot from where i just came by enemy turrets because blue dots cant bunker down and hold anything and then lose my tank? no in pc no one hacks turets..they let the tanks blow them up because they can only later become a major hindrance in battle stop Q_qing and stfu it is common practice to eliminate all turrets from the front to back lest the rear becomes lost and result in the hindrance of the ally tanks
Common practice don't mean that its the right thing to do, I've had tanks take on turrets like they was nothing full on came right up to it and tanked to heaven and cant get it down to half armor. Good thing some butt head in a tank killed the other turret that was next to me so there was two of us vrs one, and yes some times they get taken over but who cares just another way to give more points out by taking it back in the end and maybe get some kills, but this can't happen if you take them out right away
In fact if we was paid for our service that we put in and you lost a tank or two you wouldn't care in the first place with the pay system that is setup, lets face it, it sucks the way its done, pays off wp's not what you used in game to win a match, if this was fixed who knows then, maybe you wouldn't care. |
Justice Darling
Expert Intervention Caldari State
11
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Posted - 2014.01.02 14:59:00 -
[38] - Quote
Aleph Rynedee wrote:Judge Rhadamanthus wrote:Afraid not. Vehicle users kill turrets so they cannot be taken by reds and used against us. Points or no points we will always kill them. This line of thinking has always bothered me, especially now that infantry fits cost more than HAVs. Why is your 80k ISK HAV more important than my three-man squad (250-300k combined ISK)? Turrets provide ground support, be it active or passive (as in a target for opposing HAVs), to the infantry. HAVs spend more time hunting installations than engaging the enemy, so as a ground troop I'd much rather have access to a turret near an objective than rely on some jackass who is trying to kill a turret in the opponent's redline. HAV pilots need to get over themselves and just accept they are in a support role, not the rock-star fighter pilot they assume they are.
There is no way I could have said this better, I think you hit the nail on the head with this one.
Look at us, look at us, we have 30 kills, yeah only cuss you tankers banded to gather on both sides and made ground forces your personal meat grinder. Where the hell is our clocking land mines!!!!! |
Mahal Daj
Mahal Tactical Enterprises
9
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Posted - 2014.01.08 16:46:00 -
[39] - Quote
Please remove WP for neutral turret kills.
If tankers want to kill them as a strategy, that's fine... but I see a lot of people call in a tank, shoot the yellows, recall the tank and proceed.
Or you can add WP for repairs (the kind you are supposed to get anyway and don't because of 'farming') and turret repairs :)
Boost your squad's points by 40%, learn to use the Squad Wheel!
I provide training: 1M isk: 90 Minutes of Basic Command
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Jason Pearson
3814
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Posted - 2014.01.08 17:14:00 -
[40] - Quote
Go for it, I doubt many of us care.
We destroy turrets because they're a massive pain in the ass because useless bluedots go off and hack the turrets and then ******* leave them. You're not helpful and you're not smart, because you've just hacked that turret and ran off leaving it UNDEFENDED, so thanks for that. Now the enemy has taken it from us while I'm up ahead saving your ass from two blaster tanks and suddenly I've been annihilated by a ******* rail installation.
The lack of WP won't make us stop and if you want to buff turret installations, you better buff vehicle HP, it takes 3 shots to kill a Turret from a proto rail, it takes 3 shots from the installation to kill my tank without hardeners.
King of the Forums // Vehicle Specialist for Hire.
You're a total git, Jason. - Kingbabar
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Fox Gaden
Immortal Guides
2099
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Posted - 2014.01.08 17:38:00 -
[41] - Quote
So to sum up, removing WP for neutral turrets would not change Tank behavior, but would negatively effect Forge Gunners.
The Swarm Launcher being under powered is causing Medium Frame Infantry to call for a HP buff to Turrets.
Hand/Eye coordination cannot be taught. For everything else, there is the Learning Coalition.
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el OPERATOR
Mannar Focused Warfare Gallente Federation
22
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Posted - 2014.01.08 19:52:00 -
[42] - Quote
Better idea- Make the destruction of neutral field assets negative WP, equal to double w/e the WP are for destroying them. And make destruction of friendly field assets in FW count toward the kick total. And allow OMS assets to be deployable by squad leaders for less WP but right in line with OBs. I'm sorry friendly tankers, but you're proven largely unreliable in the destruction of enemy tankers, yet very reliable at reducing infantry's ability combat enemy AV. This is bass-ackwards.
Open-Beta Vet.
NPC Corp Independent Contractor.
Drunk Night Tree Burner.
This is my Main and Original.
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Ayzazel
Crimson Saints
34
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Posted - 2014.01.08 20:26:00 -
[43] - Quote
I agree with taking away WP for unclaimed turrets, I also understand the reasoning of destroying turrets for tanks defense. Here is the deal though, STOP BLOWING UP INSTALLATION INSIDE OUR REDLINE DICKS. Ahem, we can use those to help when you get your own shiny tank proto stomped, then rage quit the battle or switch to a starter fit and we are left completely defenseless, (also, thanks for that idiots AND quitters). Ever heard of DROPSHIPS? Large railgun installations in our own redline are great helps with these.
Also, you don't REALLY need to blow up the blaster installations, you can easily destroy them before they you.
Build a man a fire and he will be warm for a day, set a man on fire and he will be warm for the rest of his life
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