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Erobthedude
Vherokior Combat Logistics Minmatar Republic
5
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Posted - 2014.01.16 16:12:00 -
[1] - Quote
If it's harder to destroy turret installations wouldn't that provide a resource for leveling the playing field? Tanks would be required to maneuver to get into a better position in order to kill the clone using the turret, giving the player more time to pew pew the tank. It might also increase infantry battles around the turrets (each side vying for control of the turret).
"Dear Lord, without you we are butt dust."
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Erobthedude
Vherokior Combat Logistics Minmatar Republic
5
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Posted - 2014.01.16 16:32:00 -
[2] - Quote
wripple wrote:If you want tank spamming to go down just increase their cost. Makes no sense to me how a combat ready soma costs 70,000 ISK while a meta 5 logi can cost 85,000 ISK. People were more conservative and tanked smarter back in 1.6 simply because tanks were a high risk high reward venture, players were hesitant to bring out more than one tank per match simply because of their profit line. Now though, even proto bears are running stock militia tanks, losing three per match and still turning profit. For the amount of damage low tier tanks do, they easily worth double the cost they are now. 1.6 militia tanks were worth 70,000 ISK, but these new beefed up 1.7 ones are worth at least 130,000
I get you, but will increasing the cost decrease the amount of players that risk using them?
"Dear Lord, without you we are butt dust."
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Erobthedude
Vherokior Combat Logistics Minmatar Republic
5
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Posted - 2014.01.16 18:05:00 -
[3] - Quote
SHANN da MAN wrote:Erobthedude wrote:If it's harder to destroy turret installations wouldn't that provide a resource for leveling the playing field? Tanks would be required to maneuver to get into a better position in order to kill the clone using the turret, giving the player more time to pew pew the tank. It might also increase infantry battles around the turrets (each side vying for control of the turret). Giving Turret installations more health would also make them more WORTH the 100 WP you get for destroying them; as opposed to the 50 WP you get for destroying any OTHER type of installation that currently are more than twice as hard to destroy. (And tanks would be vulnerable for the 10-15 seconds it would take to destroy a Turret Installation instead of 2-3 shot popping them now) It would also reduce the "WP Rush" at the beginning of the game where everyone is racing to destroy as many Turret Installations as they can to scoop up easy War Points.
Reducing the WP rush is a good thing right, as a disadvantage to the opposing team at least? It's funny though, most of the pilots I have talked to destroy installations purely because they hate them, with the WP being a bonus to protecting their own hides.
"Dear Lord, without you we are butt dust."
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Erobthedude
Vherokior Combat Logistics Minmatar Republic
6
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Posted - 2014.01.16 18:11:00 -
[4] - Quote
Harpyja wrote:No that's not solution. Why is almost everyone blind to the solution? Nerf militia tanks and bring back tiered modules! There! Problem solved!
You're not even going to consider it? Turret installations seem useless right now because tanks and dropships can destroy them so easily. Why not make them viable as a source of defense?
"Dear Lord, without you we are butt dust."
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Erobthedude
Vherokior Combat Logistics Minmatar Republic
6
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Posted - 2014.01.16 18:26:00 -
[5] - Quote
Quote:Turret Installations and interactable structures where supposed to be a specialization in DUST. Turret gunners where in Fanfests and testing part of the DUST landscape.
The ability to call in Turrets, CRU's, Supply depots based on war points.
The ability to then Buy and Fit installations with specific modules depending on the circumstances of the match. You'll notice when you call in a vehicle or an orbital there is an "Installations" option.
There is an entire skill tree and module list aswell as racial turret structures planned almost 4-5 years ago? alot of their balance plans where and are still based on original game designs from 6 years ago that have never been implemented or really tested in any beta phase.
I forgot about this. So currently the skills you have described are not available? Other than skilling into turret use for extra damage.
"Dear Lord, without you we are butt dust."
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Erobthedude
Vherokior Combat Logistics Minmatar Republic
6
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Posted - 2014.01.16 18:36:00 -
[6] - Quote
BAD FURRY wrote:Erobthedude wrote:If it's harder to destroy turret installations wouldn't that provide a resource for leveling the playing field? Tanks would be required to maneuver to get into a better position in order to kill the clone using the turret, giving the player more time to pew pew the tank. It might also increase infantry battles around the turrets (each side vying for control of the turret). most turrets get blown up be for they are even hacked most teams dont care for them and if its maned and you cant flank it how are you going to kill it if you have no tank REMEBER YOU DID SAY BUFF THERE HP SO HOWS AV GOING TO WORK ?
So if turret installations had enough HP to survive long enough for you to destroy an OP rail tank, are you saying you wouldn't take advantage of that? Especially if you're using a dropsuit fit that is not equipped with AV.
"Dear Lord, without you we are butt dust."
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Erobthedude
Vherokior Combat Logistics Minmatar Republic
6
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Posted - 2014.01.16 18:44:00 -
[7] - Quote
Joseph Ridgeson wrote:...If their health was increased too much, even with a proper engagement they would kill anything...
Which is incentive for infantry to sneak up, kill the bastard firing the turret, and hack it for yourself, no?
"Dear Lord, without you we are butt dust."
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