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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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Kierkegaard Soren
Forsaken Immortals Top Men.
114
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Posted - 2014.01.16 16:16:00 -
[2] - Quote
I posted exactly the same idea in F+R and it immediately sank without trace.
Right now, they're easy points for the first person to get into a rail tank or turret with a good view of the map.
Rail turret pinpoint accuracy makes me rage still, however. Nerf that somebody, somewhere, please.
Dedicated Commando.
So it's a good job KDR doesn't bother me, really.
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wripple
WarRavens League of Infamy
113
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Posted - 2014.01.16 16:29:00 -
[3] - Quote
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 |
Erobthedude
Vherokior Combat Logistics Minmatar Republic
5
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Posted - 2014.01.16 16:32:00 -
[4] - 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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SHANN da MAN
D3LTA FORC3
162
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Posted - 2014.01.16 17:48:00 -
[5] - Quote
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.
nothing to see here ... move along
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Erobthedude
Vherokior Combat Logistics Minmatar Republic
5
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Posted - 2014.01.16 18:05:00 -
[6] - 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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Harpyja
Molon Labe. Public Disorder.
1092
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Posted - 2014.01.16 18:07:00 -
[7] - Quote
No that's not solution. Why is almost everyone blind to the solution? Nerf militia tanks and bring back tiered modules! There! Problem solved!
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Erobthedude
Vherokior Combat Logistics Minmatar Republic
6
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Posted - 2014.01.16 18:11:00 -
[8] - 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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Bethhy
Ancient Exiles. Renegade Alliance
848
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Posted - 2014.01.16 18:20:00 -
[9] - Quote
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).
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. |
Erobthedude
Vherokior Combat Logistics Minmatar Republic
6
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Posted - 2014.01.16 18:26:00 -
[10] - 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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Harpyja
Molon Labe. Public Disorder.
1092
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Posted - 2014.01.16 18:27:00 -
[11] - Quote
Erobthedude wrote: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? I've killed plenty of tanks using them. And plenty of tanks have died to turret AI as well.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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BAD FURRY
SVER True Blood Public Disorder.
297
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Posted - 2014.01.16 18:28:00 -
[12] - Quote
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 ?
Yes i am a Undead Hell Wolf ... nice to meat you!
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Erobthedude
Vherokior Combat Logistics Minmatar Republic
6
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Posted - 2014.01.16 18:36:00 -
[13] - 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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Joseph Ridgeson
WarRavens League of Infamy
319
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Posted - 2014.01.16 18:38:00 -
[14] - Quote
It depends how Tanky they are. I believe the Railgun Turrets do more damage then a basic Railgun does. Whenever I see someone shoot a Turret with a Turret, the second shot brings the target to about 20% Armor. When my basic Railgun has the second shot, it is about 40% Armor. The Turrets kill my unhardened Tank in 5 shot. If they did the same damage as a basic Railgun, it would take 6. If their health was increased too much, even with a proper engagement they would kill anything.
I don't care too much about the WP from Installations. While it is nice, I kill every turret I can because they are extremely dangerous. I have lost Tanks before because I thought "I won't kill the neutral Turret because we can hack it." When you are running because you are taking heavy damage and suddenly get shot with Railgun, you learn that Yellow is as good as Red.
The main reason I believe Supply Depots and CRU's are so much harder to kill is because of the sheer power those installations have. A Turret might kill a Tank or two, snipe a couple people, and kill the enemy Turrets. A CRU gives your team a point by which to rally and kill the enemy (especially if it is a point defense map). A Supply Depot is the ability to change your suit which is the only way that can be done short of dying. Turrets hold a lot less power in that regard.
Be well. -Joseph |
Erobthedude
Vherokior Combat Logistics Minmatar Republic
6
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Posted - 2014.01.16 18:44:00 -
[15] - 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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Aderek
HavoK Core RISE of LEGION
55
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Posted - 2014.01.16 18:47:00 -
[16] - Quote
"The ability to call in Turrets, CRU's, Supply depots based on war points." I remember that for closer beta, where in storage/market was position: Instalations :)
I realy want to call Turrets for ex 500 WP ;) and 10 k - 1kk isk ;) (militia - proto). And i realy sugest cute WP for destroy neutral instalations ;) Neutral = 0 WP ;)
Im oposite to sugesstions that instalations are bad to destroy tanks ;) I can destroy militia tanks, its no problem, because turrets are also militia ;)
Give me a skill to call proto instalations ;)
Good hunting ;) |
Bethhy
Ancient Exiles. Renegade Alliance
849
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Posted - 2014.01.16 18:47:00 -
[17] - Quote
Erobthedude wrote: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.
Not much of DUST is available currently. But they do have some very big things in the works. Warpoint system was supposed to be a tactical advantage to pushing or defending objectives. currently? its used as a CoD like killstreak.... |
Nothing Certain
Villore Sec Ops Gallente Federation
27
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Posted - 2014.01.16 19:18:00 -
[18] - 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 ?
Why can't it be flanked? It doesn't move. It should be at least as hard to kill as a hardened shield tank. Of course it should not be able to fire on an objective and there should be blind spots and approaches, but these already exist on every turret now, do you think a manned turret can't be beaten by infantry or tank now? |
Leonid Tybalt
Dark Knightz Corp.
146
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Posted - 2014.01.16 19:22:00 -
[19] - 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, givingIthe 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.
Agreed. Reverse the health on stationary turrets and cru's/supply depots, and matches would instantly get more interesting.
And you should know that this goes completely against my profits because every time i use my tank I make a habit of rushing out and popping neutral turrets just to buff my warpoints. So by advocating this im actually gonna lose warpoints and income because of it. But i genuinely believe that matches would become more interesting that way. |
Dusters Blog
Galactic News Network
551
|
Posted - 2014.01.16 20:01:00 -
[20] - Quote
Erobthedude wrote: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?
Yes, make them repairable by the repair tool as well to improve the organic, tactical nature of the game.
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