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Liquid Big Boss
Quebec United
117
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Posted - 2014.02.14 15:20:00 -
[1] - Quote
I don't know why yellow (not capture) installation should give WP. Tank spawn and the only thing they do at first is to destroy turret for having their free 100WP.
So i think yellow installation should not give WP, you can destroy it if you think this is dangerous to keep it on but no WP if it's yellow.
I'm the boss to superpass big boss itself
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Liquid Big Boss
Quebec United
118
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Posted - 2014.02.18 14:24:00 -
[2] - Quote
so nobody desagree, do it CCP
I'm the boss to superpass big boss itself
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Glitch116
On The Brink CRONOS.
71
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Posted - 2014.02.18 17:56:00 -
[3] - Quote
the problem is those turrets are dangerous to tanks you can take the war points but tankers are still going to kill them infantry only see turrets a quick 50wp and way to get their hands on large turret weapon without paying for so they can get cheap kills at no cost to them
to tankers it is not about the wps but removing a dangerous asset before it can be used against you
I AM THE KING OF THE BLASTER!!!
deal with it
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Harpyja
Molon Labe. General Tso's Alliance
1160
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Posted - 2014.02.18 19:04:00 -
[4] - Quote
This has been discussed already multiple times. A decent tanker will always destroy turret installations because they are liabilities. It can't suck any more than retreating after winning a tank battle with a bare minimum of your EHP left and being blown up by a rail installation that used to be blue.
Also, I disagree with removing WP from neutral installations because destroying them absolutely ensures that the enemy won't get ahold of them, which should technically be considered as "playing the objective."
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Bradric Banewolf
D3M3NT3D M1NDZ The Umbra Combine
134
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Posted - 2014.02.18 19:06:00 -
[5] - Quote
Glitch116 wrote:the problem is those turrets are dangerous to tanks you can take the war points but tankers are still going to kill them infantry only see turrets a quick 50wp and way to get their hands on large turret weapon without paying for so they can get cheap kills at no cost to them
to tankers it is not about the wps but removing a dangerous asset before it can be used against you
I don't disagree, but the tanker you refer to is different from the tanker he was referring to. Some tankers get mad when we assault kill red turrets before them with swarms or forge guns. You would think they would rejoice, but not so much apparently.
We all want war points, and if our squad agrees to destroy or hack and use turrets it's ultimately a squad decision. There are, however, useless tankers who make rounds racking up 700+ wp's killing turrets we may need. Then they return to the redline to rail gun snipe the whole match, leaving us to defend for ourselves with AV weapons. If said tanker was in squad communicating that we keep control of these turrets in certain areas they could be helpful. If we loose them he knows to drop them.
Instead of only looking out for themselves tankers could try and understand how difficult it is to fight blaster tanks on foot, while friendly tankers are safe in a tank in the redline.
"Anybody order chaos?"
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Liquid Big Boss
Quebec United
121
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Posted - 2014.02.18 20:06:00 -
[6] - Quote
Harpyja wrote:This has been discussed already multiple times. A decent tanker will always destroy turret installations because they are liabilities. It can't suck any more than retreating after winning a tank battle with a bare minimum of your EHP left and being blown up by a rail installation that used to be blue.
Also, I disagree with removing WP from neutral installations because destroying them absolutely ensures that the enemy won't get ahold of them, which should technically be considered as "playing the objective."
haha what a joke, then let your team take it, it will help you destroy enemi tank, yellow installation don't even shoot. You all criing for WP don't get me wrong.
I'm the boss to superpass big boss itself
MAG vet Raven forever
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The Black Jackal
The Southern Legion The Umbra Combine
1026
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Posted - 2014.02.19 05:25:00 -
[7] - Quote
Liquid Big Boss wrote:Harpyja wrote:This has been discussed already multiple times. A decent tanker will always destroy turret installations because they are liabilities. It can't suck any more than retreating after winning a tank battle with a bare minimum of your EHP left and being blown up by a rail installation that used to be blue.
Also, I disagree with removing WP from neutral installations because destroying them absolutely ensures that the enemy won't get ahold of them, which should technically be considered as "playing the objective." haha what a joke, then let your team take it, it will help you destroy enemi tank, yellow installation don't even shoot. You all criing for WP don't get me wrong.
As a tanker myself. I know that ANY installation is a massive threat to HAVs. Even Blue Ones are mindful because the infantry do not attempt to hold them, and when they go red, it puts tankers at a disadvantage without them knowing it. Infanrty don't relay that turrets turned red, so the most expedient way to safeguard ourselves in to d3estroy the installations.
Removing the WP reward for destroying them will not deter us from this. It is simple common sense to remove the threat to ourselves, before the enemy is able to gain control of it.
If and when deployable turrets are in place, maybe they will have greater strategic value. I also agree that removing said turrets reduces your team's effectiveness Vs. Enemy Armor, but in public matches, and even Faction Warfare matches, this is a null consideration since communication and teamwork is almost zero.
Infantry should not have to rely solely on AV to counter vehicles. I'm one of the major proponents to having multiple ways to deal with every situation (inclusive of deployable walls, gate structures, and most important of all Map Balance). But the idea of removing WP for destroying neutral installations is ill considered, worthless, and will not prevent their immediate destruction upon spawning in a vehicle.
Once you go Black, you just never go back!
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WeapondigitX V7
The Exemplars Top Men.
146
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Posted - 2014.02.19 06:13:00 -
[8] - Quote
Liquid Big Boss wrote:I don't know why yellow (not capture) installation should give WP. Tank spawn and the only thing they do at first is to destroy turret for having their free 100WP.
So i think yellow installation should not give WP, you can destroy it if you think this is dangerous to keep it on but no WP if it's yellow.
I like this. +1
I support the idea. |
WeapondigitX V7
The Exemplars Top Men.
146
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Posted - 2014.02.19 06:17:00 -
[9] - Quote
The Black Jackal wrote:Liquid Big Boss wrote:Harpyja wrote:This has been discussed already multiple times. A decent tanker will always destroy turret installations because they are liabilities. It can't suck any more than retreating after winning a tank battle with a bare minimum of your EHP left and being blown up by a rail installation that used to be blue.
Also, I disagree with removing WP from neutral installations because destroying them absolutely ensures that the enemy won't get ahold of them, which should technically be considered as "playing the objective." haha what a joke, then let your team take it, it will help you destroy enemi tank, yellow installation don't even shoot. You all criing for WP don't get me wrong. As a tanker myself. I know that ANY installation is a massive threat to HAVs. Even Blue Ones are mindful because the infantry do not attempt to hold them, and when they go red, it puts tankers at a disadvantage without them knowing it. Infanrty don't relay that turrets turned red, so the most expedient way to safeguard ourselves in to d3estroy the installations. Removing the WP reward for destroying them will not deter us from this. It is simple common sense to remove the threat to ourselves, before the enemy is able to gain control of it. If and when deployable turrets are in place, maybe they will have greater strategic value. I also agree that removing said turrets reduces your team's effectiveness Vs. Enemy Armor, but in public matches, and even Faction Warfare matches, this is a null consideration since communication and teamwork is almost zero. Infantry should not have to rely solely on AV to counter vehicles. I'm one of the major proponents to having multiple ways to deal with every situation (inclusive of deployable walls, gate structures, and most important of all Map Balance). But the idea of removing WP for destroying neutral installations is ill considered, worthless, and will not prevent their immediate destruction upon spawning in a vehicle.
It may not stop all tankers from destroying them but it may deter some from doing so because some would be doing it because of the WP reward, not the strategic reward. |
Liquid Big Boss
Quebec United
123
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Posted - 2014.02.19 11:49:00 -
[10] - Quote
Or I'm ok with only 25wp, 100 is too mush, 50 too. Destroy depot should be -1000 lol
I'm the boss to superpass big boss itself
MAG vet Raven forever
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Dusters Blog
Galactic News Network
671
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Posted - 2014.02.19 12:45:00 -
[11] - Quote
+1 to this. no points for destroying nuetral installations.
our battery of questions for CPM1 candidates: http://tinyurl.com/mjvwe7f
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Skihids
Bullet Cluster Legacy Rising
2865
|
Posted - 2014.02.19 14:19:00 -
[12] - Quote
-1
Blue dots hack yellow turrets just for the points, then they abandon them. They don't use them and they don't guard them, they are just "free points".
So vehicle pilots who are actually invested in not allowing red turrets around should be able to get those free points as well.
Case in point: I'm practicing with my Incubus deep in our redline when some red dot hacks a turret just on our line, which proceeds to cost me 350k ISK. What was my offense? Not killing that damn yellow installation right at the start. |
Harpyja
Molon Labe. General Tso's Alliance
1164
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Posted - 2014.02.19 14:52:00 -
[13] - Quote
Liquid Big Boss wrote:Harpyja wrote:This has been discussed already multiple times. A decent tanker will always destroy turret installations because they are liabilities. It can't suck any more than retreating after winning a tank battle with a bare minimum of your EHP left and being blown up by a rail installation that used to be blue.
Also, I disagree with removing WP from neutral installations because destroying them absolutely ensures that the enemy won't get ahold of them, which should technically be considered as "playing the objective." haha what a joke, then let your team take it, it will help you destroy enemi tank, yellow installation don't even shoot. You all criing for WP don't get me wrong. Help? Allowing a turret installation turn blue only becomes a hinderence. The AI is entirely unpredictable. Sometimes it will snipe you at max range, other times it's focused on shooting something else. Also, the AI doesn't lock on to you immediately unless you shoot the turret.
Also, imagine it this way. Most blue dots just hack turrets for a +50 WP bonus then move on. It's extremely rare that I see a player using an installation show on the killfeed. Turrets for now are just situational; you don't see anyone spending more than a few minutes using a turret before moving on. Now when the enemy comes along and destroys the turret, they get +100 WP for doing so. Now the enemy has a net advantage of 50WP assuming that nobody used that turret, which is the case almost always. As an end result, it's better to destroy a neutral installation than it is to hack it with regards to WPs.
Neutral installations are always a top priority for vehicles (tanks and dropships) and always will be; nothing will change that. It's entirely our own fault and we pay dearly if destroying that installation was a bad idea. But in almost all cases, it's never a good idea to let an installation get hacked. And as such, there should be a WP award for permanently removing an asset that could potentially harm your team.
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Rogue Saint
Science For Death
799
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Posted - 2014.02.19 16:10:00 -
[14] - Quote
I agree about yellow installations being a threat, I also agree that there should be no WP for killing them, BUT what would be better in skrimish matches is if the turrets randomly appeared through the match and were actually useful and not WP whoring tools.
GôêGÆ+GÆ+GƦ - Causes headaches, it's official
+1 for Infantry Skills Refund in 1.8 or I win DUST514
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Orion Sanjeet
Fatal Absolution General Tso's Alliance
37
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Posted - 2014.02.19 16:23:00 -
[15] - Quote
What I would prefer to this would be to start out with no installations on the map but instead beacons that you "hack" to request an installation be called to that point, and the beacon should always be there however be on a timer so that you can repeatedly call in the same installation without it being spammed thus giving newberries a way of fighting the titans of the battlefield e.g. tanks and/or protostompers. This would change the game in a good way I think.
P.S. CCP would be able to track which installations are called in more and which ones less and start changing the locations of installations based on data. |
Skihids
Bullet Cluster Legacy Rising
2869
|
Posted - 2014.02.19 18:03:00 -
[16] - Quote
Unguarded/abandoned material is best destroyed rather than left to be captured by the enemy and used against your forces. It's an ancient doctrine of warfare.
Turrets qualify as abandoned material 99.9% of the time.
Hacking WPs should be removed from turrets because it incentivizes negative behavior. Hand them out for getting kills with the turret, but not for simply tagging it.
Infantry isn't affected by red turrets so they have no skin in the game. It is vehicle pilots who suffer when a previously blue turret turns red behind them. Good pilots clear away enemy turrets as they move into an area, but they can't do squat about abandoned blue turrets, they just sit there like automated mine fields waiting to go off.
How would infantry feel if CCP scattered AI turrets around the map? Would they just leave them in odd places to gank them if they turn red? Or would they destroy them if they weren't using them?
I feel there should be no yellow turrets. Let people buy and deploy them if they want one. The menu mechanism for deployment is already in game, as are the art assets and slot in the market so it shouldn't take more than six months to make the change.
And while we are at it, why the hell are there any neutral objects in the game at all? Why do the defenders wait for the referee's whistle to race the attackers for possession of their own property? It doesn't make a lick of sense. |
Gavr1lo Pr1nc1p
TRA1LBLAZERS
701
|
Posted - 2014.02.19 18:13:00 -
[17] - Quote
Glitch116 wrote:the problem is those turrets are dangerous to tanks you can take the war points but tankers are still going to kill them infantry only see turrets a quick 50wp and way to get their hands on large turret weapon without paying for so they can get cheap kills at no cost to them
to tankers it is not about the wps but removing a dangerous asset before it can be used against you
I call bullshit. Most people i know who are massive war point whores take out a militia rail tank with double damage mods at the start of each match, destroy every installation they can find, recall, and then put out uplinks and use a rifle
Kills- Archduke Ferdinand
Balance!
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Chesyre Armundsen
Thanes Of Dust
435
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Posted - 2014.02.19 20:12:00 -
[18] - Quote
I'd like to add that there are those of us who do use turrets. We may move from one location to another if we're needed somewhere else, but that doesn't mean turrets are a complete liability.
The thing I hate the most is when a blue tank takes out turrets on the side of our MCC where I was holding a defensive perimeter. There was no way a red was going to hack a redline turret.
I've been in plenty of pub matches where the reds have us pinned in our drop zone because we lost a valid defense at the beginning of the match to a tanker that wanted easy WP.
Mihi gravato Deus - "Let God lay the burden on me!"
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Skihids
Bullet Cluster Legacy Rising
2870
|
Posted - 2014.02.19 21:10:00 -
[19] - Quote
Chesyre Armundsen wrote:I'd like to add that there are those of us who do use turrets. We may move from one location to another if we're needed somewhere else, but that doesn't mean turrets are a complete liability.
The thing I hate the most is when a blue tank takes out turrets on the side of our MCC where I was holding a defensive perimeter. There was no way a red was going to hack a redline turret.
I've been in plenty of pub matches where the reds have us pinned in our drop zone because we lost a valid defense at the beginning of the match to a tanker that wanted easy WP.
Don't be too sure about that.
Some folks can run a fast scout with hacking mods to make it pretty deep in the redline to get a hack and make it back out again, especially if they hitch a ride in a dropship.
Frankly turrets are sitting ducks to basic SL's. If it can see me I can see it and I can destroy it in 3-4 volleys, so it's not going to help your redline situation very much. |
Shadow Archeus
OSG Planetary Operations Covert Intervention
293
|
Posted - 2014.02.19 21:17:00 -
[20] - Quote
......just saying if av was stronger against vehicles this wouldn't be an issue
Real heavies use lasers
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Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
1465
|
Posted - 2014.02.20 08:37:00 -
[21] - Quote
Shadow Archeus wrote:......just saying if av was stronger against vehicles this wouldn't be an issue As if they weren't blowing up neutral installations before 1.7.
+1
Where is my Gallente sidearm? 1.8? When is that? SoonGäó514
"No blue tags make Tallen go crazy."
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MarasdF Loron
Fatal Absolution General Tso's Alliance
167
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Posted - 2014.02.20 09:30:00 -
[22] - Quote
Liquid Big Boss wrote:Or I'm ok with only 25wp, 100 is too mush, 50 too. Destroy depot should be -1000 lol You know, IDGAF if installation kills reward WP or not, but if you infantry want to have those installations, then make damn sure that the enemy wont get it's hands on it. And if the worst comes to worst and the enemy gets hold of it, let ALL friendly vehicles know that it is about to turn red, also announcing which turret it is and where. You see the problem here? And even if destroying a depot means losing all my WP I would still destroy it if I consider it a threat.
Red turret that you are aware of: very low threat Yellow turret: moderate threat Blue turret: high threat Red turret that you are not aware of: very high threat
R.I.P. Pre-1.7 tanks, you will be missed.
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MarasdF Loron
Fatal Absolution General Tso's Alliance
167
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Posted - 2014.02.20 09:43:00 -
[23] - Quote
Chesyre Armundsen wrote:I'd like to add that there are those of us who do use turrets. We may move from one location to another if we're needed somewhere else, but that doesn't mean turrets are a complete liability.
The thing I hate the most is when a blue tank takes out turrets on the side of our MCC where I was holding a defensive perimeter. There was no way a red was going to hack a redline turret.
I've been in plenty of pub matches where the reds have us pinned in our drop zone because we lost a valid defense at the beginning of the match to a tanker that wanted easy WP. On Ashland map my dropship has been destroyed before landing, by our redline rail. So think again.
PS. Sorry about douple posting but I am on my phone.
R.I.P. Pre-1.7 tanks, you will be missed.
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BulletsOfFury
Paladin Survey Force Amarr Empire
0
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Posted - 2014.02.20 13:16:00 -
[24] - Quote
Even better how about removing yellow installation since nobody is paying ISK to have them in the battlefield |
Harpyja
Molon Labe. General Tso's Alliance
1169
|
Posted - 2014.02.20 14:35:00 -
[25] - Quote
Skihids wrote:Unguarded/abandoned material is best destroyed rather than left to be captured by the enemy and used against your forces. It's an ancient doctrine of warfare.
Turrets qualify as abandoned material 99.9% of the time.
Hacking WPs should be removed from turrets because it incentivizes negative behavior. Hand them out for getting kills with the turret, but not for simply tagging it.
Infantry isn't affected by red turrets so they have no skin in the game. It is vehicle pilots who suffer when a previously blue turret turns red behind them. Good pilots clear away enemy turrets as they move into an area, but they can't do squat about abandoned blue turrets, they just sit there like automated mine fields waiting to go off.
How would infantry feel if CCP scattered AI turrets around the map? Would they just leave them in odd places to gank them if they turn red? Or would they destroy them if they weren't using them?
I feel there should be no yellow turrets. Let people buy and deploy them if they want one. The menu mechanism for deployment is already in game, as are the art assets and slot in the market so it shouldn't take more than six months to make the change.
And while we are at it, why the hell are there any neutral objects in the game at all? Why do the defenders wait for the referee's whistle to race the attackers for possession of their own property? It doesn't make a lick of sense. Agreed with everything, especially the last part. Especially in FW and PC where one team owns/defends the district, why isn't everything theirs to start out with?
"By His light, and His will"
- The Scriptures, Gheinok the First, 12:32
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Talos Vagheitan
Ancient Exiles.
452
|
Posted - 2014.02.20 16:55:00 -
[26] - Quote
Glitch116 wrote:the problem is those turrets are dangerous to tanks you can take the war points but tankers are still going to kill them infantry only see turrets a quick 50wp and way to get their hands on large turret weapon without paying for so they can get cheap kills at no cost to them
to tankers it is not about the wps but removing a dangerous asset before it can be used against you
Theres more than one valid reason to destroy yellow turrets, but WP shouldn't be one of them.
+1 OP
Who cares what some sniper has to say
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Krom Ganesh
Nos Nothi
1426
|
Posted - 2014.02.20 18:03:00 -
[27] - Quote
Krom Ganesh wrote:Chuck Nurris DCLXVI wrote:As it is now, [neutral installations] are all just free WP for tanks. Turrets (neutral and enemy controlled) are just free WPs. Give turrets a ton of eHP but decrease their damage. This would cause turrets to be less of a target to vehicles (low wp/time to destroy) but they also wouldn't be a major threat to vehicles on their own. They would still be useful as a deterrent to vehicles or providing extra damage when coordinating with friendly AV. I.E. The turrets should be difficult enough to destroy that tanks are better off leaving to find easier and more rewarding targets. To balance this, they need to have low enough dps that tanks can leisurely drive away but still have enough that a tank can't sit in their range without a care. Also, make neutral turrets attack both teams. What use is a defense system that is turned off as an invasion force arrives? |
Glitch116
On The Brink CRONOS.
79
|
Posted - 2014.02.21 22:22:00 -
[28] - Quote
Bradric Banewolf wrote:Glitch116 wrote:the problem is those turrets are dangerous to tanks you can take the war points but tankers are still going to kill them infantry only see turrets a quick 50wp and way to get their hands on large turret weapon without paying for so they can get cheap kills at no cost to them
to tankers it is not about the wps but removing a dangerous asset before it can be used against you I don't disagree, but the tanker you refer to is different from the tanker he was referring to. Some tankers get mad when we assault kill red turrets before them with swarms or forge guns. You would think they would rejoice, but not so much apparently. We all want war points, and if our squad agrees to destroy or hack and use turrets it's ultimately a squad decision. There are, however, useless tankers who make rounds racking up 700+ wp's killing turrets we may need. Then they return to the redline to rail gun snipe the whole match, leaving us to defend for ourselves with AV weapons. If said tanker was in squad communicating that we keep control of these turrets in certain areas they could be helpful. If we loose them he knows to drop them. Instead of only looking out for themselves tankers could try and understand how difficult it is to fight blaster tanks on foot, while friendly tankers are safe in a tank in the redline.
the problem i feel is that turrets simple are not needed anything your squad could gain through the use of a turret they could gain through using a tank
as for the not working with people that is another thing you can't expect everyone to be on the same page or even want to if you are in a squad then your squad needs to be able to handle everything one its own this is how my squads work and they work pretty well (not being mean here just trying to help) dicks will happen that is just the way it is so plan for it
I AM THE KING OF THE BLASTER!!!
deal with it
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Glitch116
On The Brink CRONOS.
79
|
Posted - 2014.02.21 22:27:00 -
[29] - Quote
Gavr1lo Pr1nc1p wrote:Glitch116 wrote:the problem is those turrets are dangerous to tanks you can take the war points but tankers are still going to kill them infantry only see turrets a quick 50wp and way to get their hands on large turret weapon without paying for so they can get cheap kills at no cost to them
to tankers it is not about the wps but removing a dangerous asset before it can be used against you I call bullshit. Most people i know who are massive war point whores take out a militia rail tank with double damage mods at the start of each match, destroy every installation they can find, recall, and then put out uplinks and use a rifle
WP whores will always find ways to ***** mate that is why they are WP Whores
I AM THE KING OF THE BLASTER!!!
deal with it
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Skihids
Bullet Cluster Legacy Rising
2890
|
Posted - 2014.02.21 22:41:00 -
[30] - Quote
Krom Ganesh wrote:Krom Ganesh wrote:Chuck Nurris DCLXVI wrote:As it is now, [neutral installations] are all just free WP for tanks. Turrets (neutral and enemy controlled) are just free WPs. Give turrets a ton of eHP but decrease their damage. This would cause turrets to be less of a target to vehicles (low wp/time to destroy) but they also wouldn't be a major threat to vehicles on their own. They would still be useful as a deterrent to vehicles or providing extra damage when coordinating with friendly AV. I.E. The turrets should be difficult enough to destroy that tanks are better off leaving to find easier and more rewarding targets. To balance this, they need to have low enough dps that tanks can leisurely drive away but still have enough that a tank can't sit in their range without a care. Also, make neutral turrets attack both teams. What use is a defense system that is turned off as an invasion force arrives? Edit: As for why neutral turrets are neutral to both attackers and defenders I attribute it to both sides being mercenaries. No corporation is going to cough up the funds to keep a clone team guarding some buildings on a mostly uninhabited planet all the time. More likely, corporations are only contracting us when they hear another group has contracted a different group of clones to attack their outpost. This would explain why the defenders start in similar circumstances as the attackers. The defenders just arrived themselves and the corporation contracting the defenders wouldn't have had time to update the defense systems to identify the defenders as friendlies. Doesn't explain PC... but PC is broken and half-baked anyways. Edit2: This would also explain the turrets being extremely tough but having fairly weak attacks. These turrets are meant for normal non-clone enemies like bandits that similarly won't be using clone level gear. The extra punch needed to destroy a clone tank would be a waste of money 99% of the time. However, the turrets are also meant to be used in harsh conditions and work for long periods of time so they need to be tough giving them the durability to withstand clone-level weaponry.
No, it doesn't explain yellow turrets in pub matches.
The defending organization owns the turret, so it has programming access to it. Having programming access means they know and can give the IFF code to the mercenary organization they contract with. They wouldn't need to have their hires hack the equipment. |
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