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SPESHULz
The Southern Legion
37
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Posted - 2014.03.18 17:04:00 -
[1] - Quote
At the moment turrets are mostly used to get Wp from blowing up or hacking. If the turret destruction wp was decreased to 75 or 50 and they had more hp at least so it took 4 hits rather then 3 they might not all get blown up in 2 min. Getting destroyed by an unmanned turret is annoying and this would mean it would happen even more but would make it a bit more challenging rather then farming wp
Blood flows. Death comes. War rages.
Maths is OP. It is all those numbers that kills you.
Forum Warrior lvl 0.02
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Dauth Jenkins
Ultramarine Corp
253
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Posted - 2014.03.18 17:08:00 -
[2] - Quote
Reduce destruction to 25, so it's more cost effective to hack
Sees prototompers...
Sees blueberries start to snipe...
Pulls out commando suit with laser rifle and swarm launcher...
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Terry Webber
Turalyon 514 Turalyon Alliance
423
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Posted - 2014.03.21 00:03:00 -
[3] - Quote
Turrets really do need to have more survivability. If given a health buff and reduced to 75 Warpoints for their destruction, they would be very useful for defense.
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Fizzer94
L.O.T.I.S. D.E.F.I.A.N.C.E
2337
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Posted - 2014.03.21 00:49:00 -
[4] - Quote
It should reward more WP for hacking a neutral turret than it does to blow it up. Blowing up a hostile turret should reward the same amount of WP as hacking one.
Turrets should be a threat to more than Dropships and LAVS, their health should be increased to 10K (7500 Shields/2500 Armor) and they should repair as fast as HAVs.
To stop them from being abused, they are only able to be used by a mercenary if they have at least 75% of their EHP.
Fizzer94 // Forum Warrior Operation II // MAG Vet
Gallente Neutron Rifle
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Kigurosaka Laaksonen
DUST University Ivy League
695
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Posted - 2014.03.21 00:57:00 -
[5] - Quote
Being stationary would justify turret installations being better in every way compared to HAV main turrets.
They need enough HP to be waste of effort to destroy (think about how long it takes to pop CRUs) and maybe have people think about defending or capturing them.
They need better range, better rotation, better elevation, better zoom, better heat build up. How much better is up for discussion, but being stationary is definitely enough to justify every single one of those things, especially considering the God awful placement of some of them.
(I hear some people whine about how accurate unmanned turrets are. I've actually had the opposite experience. When I run in on an unmanned turret and it starts shooting me, I've never been hit. It might have something to do with the way I approach, I don't know. Just never had problems with it.)
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Soldier Sorajord
Subsonic Synthesis RISE of LEGION
168
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Posted - 2014.03.21 03:15:00 -
[6] - Quote
and how about fixing their auto aim. How does a turret spot you 500+ metres away and hit you with higher effectiveness than any player could? and how does it just stop thinking you're a threat when you stand right next to it?
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Dexter307
The Unholy Legion Of DarkStar
1100
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Posted - 2014.03.21 05:25:00 -
[7] - Quote
No WP for blowing up neutral turrets |
Dunce Masterson
Savage Bullet
49
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Posted - 2014.03.21 05:54:00 -
[8] - Quote
Turret installations are traitors and should all be destroyed!
this is a bad idea they are fine the way they are.
I could give you 10 reason why the Dust team cant get the Amarr tank style right but they are all out of care.
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SPESHULz
The Southern Legion
59
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Posted - 2014.03.21 07:30:00 -
[9] - Quote
Soldier Sorajord wrote:and how about fixing their auto aim. How does a turret spot you 500+ metres away and hit you with higher effectiveness than any player could? and how does it just stop thinking you're a threat when you stand right next to it?
generally cause you shot at it first. Rail turrets only auto aim shoot tanks within 100m and only at infantry if they shot first..
Blood flows. Death comes. War rages
Maths is OP. Those numbers kill you
RedLineLove
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SPESHULz
The Southern Legion
59
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Posted - 2014.03.21 07:32:00 -
[10] - Quote
Kigurosaka Laaksonen wrote:Being stationary would justify turret installations being better in every way compared to HAV main turrets.
They need enough HP to be waste of effort to destroy (think about how long it takes to pop CRUs) and maybe have people think about defending or capturing them.
They need better range, better rotation, better elevation, better zoom, better heat build up. How much better is up for discussion, but being stationary is definitely enough to justify every single one of those things, especially considering the God awful placement of some of them.
You cant make them to much better without making them unbalanced.
Blood flows. Death comes. War rages
Maths is OP. Those numbers kill you
RedLineLove
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KalOfTheRathi
Nec Tributis
1038
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Posted - 2014.03.21 08:02:00 -
[11] - Quote
CCP/Shanghai had an Event awhile back. Regarding blowing stuff up. Remember?
Well, for better or worse that event taught everyone what the WP was to destroy a turret. Before that the AV crowd and Tankers knew. Now, all know. Which means getting there and blowing up a turret is a viable solution for many Blue Berries.
If you want to keep a turret hack it fast. If you don't want the Reds to blow it up defend it and use it. If it is not defensible nor usable just let those that destroy turrets get the 100WP, you can get 25WP by shooting at it while it is being destroyed. And you are much less likely to die from a Particle Accelerator round.
As a tanker I want them gone. Specifically all rail gun turrets. CCP/Shanghai has made them more aggressive and it is unwise to leave any of them on the battlefield. I have died too many times from Blue turrets that get hacked after I engage in a tank fight.
My alt heavy blows them up, then he takes a cheap HAV to use as a portable turret and then he blows up the ones he could reach with the other turrets. If the turrets were placed by a Battlefield Commander, in logical placements, then many would rethink their decisions. Until that happens don't give the Reds free WP just so they can drop an OB on your Blue Belle head.
And so it goes.
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Soldier Sorajord
Subsonic Synthesis RISE of LEGION
168
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Posted - 2014.03.21 19:02:00 -
[12] - Quote
SPESHULz wrote:Soldier Sorajord wrote:and how about fixing their auto aim. How does a turret spot you 500+ metres away and hit you with higher effectiveness than any player could? and how does it just stop thinking you're a threat when you stand right next to it?
generally cause you shot at it first. Rail turrets only auto aim shoot tanks within 100m and only at infantry if they shot first.. They fire on you if they see you. I've been hit by turrets from distance and been killed at insane range only to find it was unmanned.
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Glitch116
On The Brink CRONOS.
102
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Posted - 2014.03.21 20:32:00 -
[13] - Quote
turrets currently have no place or role on the battle field there is nothing a turret can do that an unfitting militia tank cant do better
i do not believe that something that has its own AI and can so easly be flipped by the enemy should be that strong turrets change hands way too much and cant be realisticly defended without pulling some one out of the fight for every turret you try to defend is one less bunny pushing a point there is also the fact that a turret is only useful for a minute or two of every match
but again tanks are better in everyway to a turret
i personlly think turrets need to be pulled from the battlefield untill CCP can find away to make them useful but not overpowered what you are putting out would very much push turrets into the op range as there are many turrets that can fire directly from red line to red line nothing should have that kind of power yet alone one controled by an AI
right now all turrets do is give out free wps to tanks and infantry while being the worst thing for Derpships they need to go for now atleast maybe once Dust has more content and large maps would turrets be able to be put back in
I AM THE KING OF THE BLASTER!!!
deal with it
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1915
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Posted - 2014.03.21 20:57:00 -
[14] - Quote
lol, and what makes you think that won't stop me from blowing them up? They're a threat to my pals in the skies and on the ground, and I'll gladly make them disappear.
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Blup Blub Bloop. Translation: Die -_-
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Temias Mercurial
ANGEL FLEET
17
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Posted - 2014.03.22 01:08:00 -
[15] - Quote
Pre 1.7, turrets were destroyed simply because they would screw you over if you left them alive, especially as a dropship pilot. It would be simple enough to make neutral turrets 25wp and enemy turrets 75 or 100wp. Might encourage them to not be destroyed by those who farm them simply for the points, while true vehicle users would destroy them regardless, as we want them all dead. Honestly, why should a free weapon be so effective and powerful? It sucks to get two shotted out of the air by AI, or when a player is controlling it. |
SPESHULz
The Southern Legion
62
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Posted - 2014.03.23 15:05:00 -
[16] - Quote
Soldier Sorajord wrote:SPESHULz wrote:Soldier Sorajord wrote:and how about fixing their auto aim. How does a turret spot you 500+ metres away and hit you with higher effectiveness than any player could? and how does it just stop thinking you're a threat when you stand right next to it?
generally cause you shot at it first. Rail turrets only auto aim shoot tanks within 100m and only at infantry if they shot first.. They fire on you if they see you. I've been hit by turrets from distance and been killed at insane range only to find it was unmanned.
It being unmanned when you blow it up doesnt mean it was unmanned when it started. People get out instead of dieing generally.
Blood flows. Death comes. War rages
Maths is OP. Those numbers kill you
RedLineLove
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Cinder Integ
Ancient Exiles. Dirt Nap Squad.
144
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Posted - 2014.03.23 17:38:00 -
[17] - Quote
quadruple the health, remove the AI. Win
Side thought after posting: Make them worth fighting for, and eventually when we can drop them... make them worth defending or worth using to stage a push on an objective..
Trading Carrots for Isk! Come and Get em!
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wiseguy12
Ancient Legion
0
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Posted - 2014.03.23 18:39:00 -
[18] - Quote
SPESHULz wrote:Soldier Sorajord wrote:and how about fixing their auto aim. How does a turret spot you 500+ metres away and hit you with higher effectiveness than any player could? and how does it just stop thinking you're a threat when you stand right next to it?
generally cause you shot at it first. Rail turrets only auto aim shoot tanks within 100m and only at infantry if they shot first.. Yes well you must remember that making them two good would make an even bigger problem reduce WP that's it, or else railguns will be used to snipe in the enemy redline. Also, realize AV Weapons are weak and all weapons are getting weaker as of 1.8 so killing turrets will become more difficult. Only thing that needs to be changed is the railguns never missing a target I've been shot out of my LAV by installations countless time and trying to take one out with a forge gun is suicide.
W.I.D.O.S. when in doubt orbital strike
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Godin Thekiller
OSG Planetary Operations Covert Intervention
1931
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Posted - 2014.03.23 18:40:00 -
[19] - Quote
Cinder Integ wrote:quadruple the health, remove the AI. Win
Side thought after posting: Make them worth fighting for, and eventually when we can drop them... make them worth defending or worth using to stage a push on an objective..
lolno
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Blup Blub Bloop. Translation: Die -_-
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wiseguy12
Ancient Legion
0
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Posted - 2014.03.23 18:57:00 -
[20] - Quote
Cinder Integ wrote:quadruple the health, remove the AI. Win
Side thought after posting: Make them worth fighting for, and eventually when we can drop them... make them worth defending or worth using to stage a push on an objective.. They will have different bases and use different turrets that cost isk, most likely, and will more than likely require eve pilots to drop them.
W.I.D.O.S. when in doubt orbital strike
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Nevyn Tazinas
Company of Marcher Lords Amarr Empire
0
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Posted - 2014.03.23 20:29:00 -
[21] - Quote
An interesting point to consider, well, Several actually.
1. What if we had small blaster & rail turrets. More like a small swivel shield that covers the operator. These could be smaller WP obviously. And would also work to teach people about using LAV guns & side guns on tanks.
2. What if Large turrets had set fittings. Like a tank. So you could trigger a hardener or damage mod.
3. What if you could rebuild destroyed turrets. (Also bring back their old art that someone linked yesterday, the current turrets are just horrible) |
wiseguy12
Ancient Legion
1
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Posted - 2014.03.23 21:33:00 -
[22] - Quote
Nevyn Tazinas wrote:An interesting point to consider, well, Several actually.
1. What if we had small blaster & rail turrets. More like a small swivel shield that covers the operator. These could be smaller WP obviously. And would also work to teach people about using LAV guns & side guns on tanks.
2. What if Large turrets had set fittings. Like a tank. So you could trigger a hardener or damage mod.
3. What if you could rebuild destroyed turrets. (Also bring back their old art that someone linked yesterday, the current turrets are just horrible) why not add turrets in as a vehicle type your small turret idea is great for this. When it gets called in You would get a map and select were to call it in at and it would launch a pod from the warbarge or an EVE ship.
W.I.D.O.S. when in doubt orbital strike
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Asha Starwind
DUST University Ivy League
581
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Posted - 2014.03.23 22:18:00 -
[23] - Quote
SPESHULz wrote:Soldier Sorajord wrote:and how about fixing their auto aim. How does a turret spot you 500+ metres away and hit you with higher effectiveness than any player could? and how does it just stop thinking you're a threat when you stand right next to it?
generally cause you shot at it first. Rail turrets only auto aim shoot tanks within 100m and only at infantry if they shot first..
eh no. blaster turrets lock on to me all day everyday, and I run a dampened scout explain that one away.
Mad Bomber - 50% less profile
Return dumbfire to Swarms
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