Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Nothing Certain
Villore Sec Ops Gallente Federation
0
|
Posted - 2014.01.07 21:25:00 -
[1] - Quote
Turret installations should be strategic center pieces not merely free WP buttons. First, they should be indestructible, but they could be disabled, repairing them could require a module and skill. There should be no WP for hacking a neutral one, you merely get the use of it and no AI systems. Turret use should be a scalable skill with its capabilities determined by both the hacker and the user, this would allow a whole new skill set to be introduced. Yes, tankers hate installations, that's the point, they should be strategically important. |
Meee One
Clones Of The Damned Zero-Day
89
|
Posted - 2014.01.08 02:10:00 -
[2] - Quote
Unkillable? No Durable as a CRU so they don't go down in three shots? Yes No AI? Easy defenseless target so,no No WP for hacking? Yes WP for hacking,but 0 WP for destroying neutral turrets. Better locations? Yes,turrets should be able to shoot more than obstacles. Mandatory module for reps? What about the flux rep tool designed specifically for vehicles/installations. You sound like an angry vehicle driver trying in a round about way to make turrets worthless. |
Jackoun Amarthon
Federation Foreign Fighters
14
|
Posted - 2014.01.08 17:28:00 -
[3] - Quote
Meee One wrote:Unkillable? No Durable as a CRU so they don't go down in three shots? Yes
No way! even a Rail tank wouldn't be able to kill it before the user has found the rail tank in the distance and shot it down.. they need to be stronger yes.. they need to be placed better.. but CRU strenght.. that would be insane
Help me make Faction Warfare feel like conquering a planet!
|
Bradric Banewolf
D3M3NT3D M1NDZ The Umbra Combine
9
|
Posted - 2014.01.08 18:13:00 -
[4] - Quote
Jackoun Amarthon wrote:Meee One wrote:Unkillable? No Durable as a CRU so they don't go down in three shots? Yes No way! even a Rail tank wouldn't be able to kill it before the user has found the rail tank in the distance and shot it down.. they need to be stronger yes.. they need to be placed better.. but CRU strenght.. that would be insane I apoligize if i've judged any of these comments wrong, but it seems like tankers just do NOT want ANY opposition AT ALL! All AV weapons have been nerfed, tanks have been buffed, and any suggestion toward giving tankers something other than a free ride gets criticized big time. The game should be as challenging for tankers as it is for everyone else. BALANCE DAMN YOU!!!
"Anybody order chaos?"
|
Nothing Certain
Villore Sec Ops Gallente Federation
5
|
Posted - 2014.01.08 19:29:00 -
[5] - Quote
Meee One wrote:Unkillable? No Durable as a CRU so they don't go down in three shots? Yes No AI? Easy defenseless target so,no No WP for hacking? Yes WP for hacking,but 0 WP for destroying neutral turrets. Better locations? Yes,turrets should be able to shoot more than obstacles. Mandatory module for reps? What about the flux rep tool designed specifically for vehicles/installations. You sound like an angry vehicle driver trying in a round about way to make turrets worthless.
Completely the opposite, I want turrets to be a valuable asset worthy of using/repairing and defending for their worth, not just no oby hack points and free WP for tankers. As long as they can be destroyed they will be destroyed, it makes for better dynamics if they can only be disabled and are reparable, keeping them a factor for the duration of the game, not just the first minute. AI makes manning the turret optional, while if they are to be strategic pieces their benefits should justify their manning or not, it shouldn't be hack and leave, you get your WP from using a turret effectively, not just hacking it. The flux rep tool doesn't fix destroyed turrets, turrets should be valuable enough that they justify having to skill into just to use and repair and it adds another level of strategy in determining team load outs. |
Sergei Domar
Rautaleijona Top Men.
11
|
Posted - 2014.03.15 11:10:00 -
[6] - Quote
Few problems with current turrets
-There should be no WP given out for killing neutral turrets. Current state is that it's just race between forge gunners and tankers to collect as many WP as possible before turrets can be hacked. -Placement should be looked again, few turrets are in good spots, but most of them are useless where they are, especially blaster turrets. -Placement should be randomized, having several spots for each spawning turrets where it may spawn, this would make them more unpredictable -Slight increase in turrets hp should be done, they are very vulnerable to tanks than can run behind cover to recharge shields. -AI turrets detection should be worked on, but accuracy should be poor/very poor for any moving target. Stationary targets would be easy to hit. Make turrets asset in player hands, but not good in passive defence |
Stefan Stahl
Seituoda Taskforce Command Caldari State
455
|
Posted - 2014.03.15 18:09:00 -
[7] - Quote
I like changing turrets so they can only be disabled temporarily. Anyone with a (vehicle) reptool should be able to bring them back online if he invests something like 30 seconds. That way turrets wouldn't be restricted to the first 2 minutes of any match. |
Godin Thekiller
OSG Planetary Operations Covert Intervention
1870
|
Posted - 2014.03.15 18:21:00 -
[8] - Quote
I don't get the whole "buff installations" thing you scrubs keep asking for.........
'lights cigar' fuck with me, and I'll melt your face off. Gallente forever!
Blup Blub Bloop. Translation: Die -_-
|
Nothing Certain
Villore Sec Ops Gallente Federation
307
|
Posted - 2014.03.15 18:47:00 -
[9] - Quote
Godin Thekiller wrote:I don't get the whole "buff installations" thing you scrubs keep asking for.........
I don't get the DON'T buff installation YOU scrubs keep asking for.
Because, that's why.
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |