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Text Grant
Death Firm. Canis Eliminatus Operatives
335
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Posted - 2014.02.17 16:56:00 -
[1] - Quote
At the current state I believe installations fire at scanned enemies, enemies they happen to passively scan, enemies that fire at them, and of course, when they are player controlled.
Now this is a problem because they cost 0 isk, rarely miss, and never need to reload.
My suggestion is to only allow them to fire at enemies when player controlled or an enemy fires at them first. Also they should have the same clip size as large turrets. |
Ku Shala
Onuoto Uakan Huogaatsu
867
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Posted - 2014.02.17 17:04:00 -
[2] - Quote
naw they are easy enough to destroy remove them at the start of battle, should shoot anything in its line of sight that why they are there,
However I do agree with the ammo reload but with unlimited amouts of reloads since you cannot drive to a resupply
For what is right. For what is ours, Onuoto Uakan Huogaatsu Join us today!
-¦a+ó a+ú-Æa+äla+ä
The States Necromancer
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Text Grant
Death Firm. Canis Eliminatus Operatives
335
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Posted - 2014.02.17 17:17:00 -
[3] - Quote
Ku Shala wrote:naw they are easy enough to destroy remove them at the start of battle, should shoot anything in its line of sight that why they are there,
With my RE's? |
Glitch116
On The Brink CRONOS.
69
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Posted - 2014.02.17 19:04:00 -
[4] - Quote
the major problem is that the damn AI seems to be able to track players though objects there have been many time when i have hit turrets only to pull back move almost half way across the map only to get hit with prefect aim the second i break cover those things can see through damn walls
I AM THE KING OF THE BLASTER!!!
deal with it
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shaman oga
Nexus Balusa Horizon
1636
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Posted - 2014.02.17 19:11:00 -
[5] - Quote
Installations Hardener active > they don't give a F Hardener in cooldown > shoot to death!!!
1.8 it's so secret that nobody know what will be in it, even after patch notes...
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Text Grant
Death Firm. Canis Eliminatus Operatives
335
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Posted - 2014.02.17 19:29:00 -
[6] - Quote
Glitch116 wrote:the major problem is that the damn AI seems to be able to track players though objects there have been many time when i have hit turrets only to pull back move almost half way across the map only to get hit with prefect aim the second i break cover those things can see through damn walls They are better than players for sure |
Llast 326
An Arkhos
1916
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Posted - 2014.02.17 19:35:00 -
[7] - Quote
Ku Shala wrote:However I do agree with the ammo reload but with unlimited amouts of reloads since you cannot drive to a resupply This is actually a very important point. You have all probably seen the crazed turret unloading on the Null CanonGǪ A reload cycle would be an interesting addition though.
KRRROOOOOOM
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Glitch116
On The Brink CRONOS.
70
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Posted - 2014.02.17 19:46:00 -
[8] - Quote
Text Grant wrote:Glitch116 wrote:the major problem is that the damn AI seems to be able to track players though objects there have been many time when i have hit turrets only to pull back move almost half way across the map only to get hit with prefect aim the second i break cover those things can see through damn walls They are better than players for sure
all too true i fear the AI more then any player on a turret
I AM THE KING OF THE BLASTER!!!
deal with it
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Bojo The Mighty
L.O.T.I.S. D.E.F.I.A.N.C.E
3181
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Posted - 2014.02.17 19:47:00 -
[9] - Quote
You can tell by the green laser if they detect something. If that laser goes red, hide. They also only scan by LoS so at least you know where the turret can detect you. Rail gun ai is way too good though
(I Enjoy Difficulty); GB-9 Breach AR, EK-AR Breach Mass Driver, GK-13 and Allotek Burst AR
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Adelia Lafayette
Science For Death
689
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Posted - 2014.02.17 19:49:00 -
[10] - Quote
I wish they were removed with a mechanic making them player dropped.
Assault dropship gets blown up....
(Gò»°Gûí°n+ëGò»n+¦ Gö+GöüGö+ "Kitten this I'm out"...
..."I'm back"
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Text Grant
Death Firm. Canis Eliminatus Operatives
335
|
Posted - 2014.02.17 20:11:00 -
[11] - Quote
Adelia Lafayette wrote:I wish they were removed with a mechanic making them player dropped. This would make it mildly better than it is now |
Text Grant
Death Firm. Canis Eliminatus Operatives
335
|
Posted - 2014.02.17 23:06:00 -
[12] - Quote
Llast 326 wrote:Ku Shala wrote:However I do agree with the ammo reload but with unlimited amouts of reloads since you cannot drive to a resupply This is actually a very important point. You have all probably seen the crazed turret unloading on the Null CanonGǪ A reload cycle would be an interesting addition though. A reload cycle is needed or they are far better DPS than their tank counterparts |
Text Grant
Death Firm. Canis Eliminatus Operatives
336
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Posted - 2014.02.18 14:58:00 -
[13] - Quote
Lets nerf AI |
maka rax
Space Road Truckers.
12
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Posted - 2014.02.18 15:11:00 -
[14] - Quote
I think they should just all be removed from battle start, just keep the ones at spawn and make them beefy (to help prevent spawn camping).
They should be player spawned, and give them a skill tree to advance their capabilities. Maybe make it so they can't be deployable within firing range of enemy MCC (idk, half way down the map). Or, if allowed to be deployed in "enemy territory" they are targeted by the MCC and fired on...better installation skills (shield hardeners) the longer they last.
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Soldier Sorajord
Subsonic Synthesis RISE of LEGION
72
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Posted - 2014.02.18 15:27:00 -
[15] - Quote
We need to know how much a Large Railgun Installation does per shot & compare that to Tank Railguns.
Do not complain if you have never done anything about it.
Chromosome Veteran
Subsonic.
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Awry Barux
New Eden Blades Of The Azure Zero-Day
833
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Posted - 2014.02.18 16:15:00 -
[16] - Quote
Soldier Sorajord wrote:We need to know how much a Large Railgun Installation does per shot & compare that to Tank Railguns.
It does approximately "f--k your ADS" amounts of damage. Seriously, on some maps it's like an AI redline rail tank. |
Text Grant
Death Firm. Canis Eliminatus Operatives
337
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Posted - 2014.02.18 16:48:00 -
[17] - Quote
Awry Barux wrote:Soldier Sorajord wrote:We need to know how much a Large Railgun Installation does per shot & compare that to Tank Railguns. It does approximately "f--k your ADS" amounts of damage. Seriously, on some maps it's like an AI redline rail tank. The fact that they can hit a moving ads is a great reason to make them not fire unless fired at |
Text Grant
Death Firm. Canis Eliminatus Operatives
337
|
Posted - 2014.02.19 12:50:00 -
[18] - Quote
Soldier Sorajord wrote:We need to know how much a Large Railgun Installation does per shot & compare that to Tank Railguns. I would imagine they do the same as basic large turrets, but the damage per shot isn't really my issue with them. |
Text Grant
Death Firm. Canis Eliminatus Operatives
341
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Posted - 2014.02.20 03:08:00 -
[19] - Quote
Nerf AI anyone? |
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