Pages: [1] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
![Cinnamon267 Cinnamon267](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Cinnamon267
122
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.03.31 05:41:00 -
[1] - Quote
Most matches, for skirmish at least, begin with someone running to the first rail turret they see and destroying every weapons installation they see. 3 shots and they are gone. Rail turrets fire fast and hit hard. Tanks do the same. I regularly see tanks roam around destroying them for those easy points.
What purpose are they supposed to serve? Because, right now, they are just useless cannon fodder. Why should I ever capture one? I could get an easy 100 points instead. Or, if I'm on the rail,turret, I could get 300-400 points right off the bat. And deny the ability for the enemy to use them or destroy them for themselves.
Same with supply depots. I routinely see every supply depot destroyed. Some maps are an exception. But, I always find myself checking the map to bring out a forge gun if necessary to fight off dem tanks.... But there are never any supply depots.'so I'm kinda stuck. Do they need more health? Better placement? Or, no health? Permanence on the map? Or give them huge resistances to all weapons making it an enormous effort to destroy. You would have to go out of your way for an extended period of time to destroy it.
Am I alone here? |
![Kasote Denzara Kasote Denzara](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Kasote Denzara
A Vulture
2169
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.03.31 05:43:00 -
[2] - Quote
inb4 "to prevent threat to HAVs" excuse
"Go ahead and dual tank. My Commando dual ganks." -Kasote Denzara, Uprising 1.7
Long live the Commandos!
|
![Michael Arck Michael Arck](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
Michael Arck
Onuoto Uakan Huogaatsu Lokun Listamenn
3849
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.03.31 05:48:00 -
[3] - Quote
The very day they are erased from the maps is the very day you will notice why we needed them. It's one of those things where you just don't fuss about. You don't talk about it because you understand that it can be cannon fodder and at other times, it can be a very valuable item to have on the battlefield.
There's been games I've played where that one cannon not destroyed was manned by I and I was able to hold the tank from pushing forward to capture I CRU south of Alpha on the bridge. Or quite simply to kill some mercs when needed. I like the cannons. If they are destroyed, they are destroyed. Let us decide in its removal based on the evolving battlefield instead of wanting them removed entirely from the system.
Same as Supply Depots. They have been pivotal in many matches. From resupplying to having to change into another dropsuit for the changes of the battlefield; supply depots are an important piece to the puzzle. Who wants to kill themselves just to change a dropsuit? That one clone death can be a momentum shifter.
No, keep both. If they are destroyed, they are destroyed by us. But to remove them entirely? No. Plus this isn't the final game. We don't know how invaluable they may come to be when we face new threats that CCP introduce, like drones.
Hnolai ki tuul, ti sei oni a tiu.
Are you OUKH?
|
![straya fox straya fox](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
straya fox
Sad Panda Solutions
312
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.03.31 05:49:00 -
[4] - Quote
Installation turrets i'm not really fussed about, destroy them or keep them it's your teams call. But supply depots need to be really hard to destroy, much harder than now.
It is not viable to wait until you die or commit suicide to swap to an AV fitting, and it is not viable to run a whole game in AV.
Tanks destroy supply depot's for this exact reason, makes it harder to kill them.
If a tank has 5 mins to spare to blow up a supply depot then fair enough, but not easily destroyed like they are now. |
![The Robot Devil The Robot Devil](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
The Robot Devil
Sinq Laison Gendarmes Gallente Federation
2228
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.03.31 06:39:00 -
[5] - Quote
I wish the rep tool gave a lot more HP to structures, not to vehicle or people just turrets, CRUs and supply depots. I try repping structures all the time but it isn't enough and I have even seen three fr four logi repping a supply depot only to watch it get destroyed quickly. I don't even want WPs for it, I just want it to work better.
"One of God's own prototypes. A high-powered mutant of some kind never even considered for mass production."
Raoul Duke
|
![Nothing Certain Nothing Certain](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Nothing Certain
Bioshock Rejects
380
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.03.31 06:45:00 -
[6] - Quote
All installations, CRU'S and supply depots should be indestructible but capable of being disabled. This would make the role of a combat engineer to repair them. I would make it so that there were skill points involved in hacking, using and repairing turrets.
Because, that's why.
|
![Eko Sol Eko Sol](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
Eko Sol
Strange Playings
139
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.03.31 06:45:00 -
[7] - Quote
I don't know how many of you played Star Craft One back in the day but remember those maps that said "NR 20 minutes". If you know what NR means then I believe that is what we should have except enforced in the code. Just a NR 90 seconds for all installations in the red line. Maybe at 60 seconds they are deployed from the sky and land or something. |
![Garrett Blacknova Garrett Blacknova](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
Garrett Blacknova
Codex Troopers
4713
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.03.31 06:46:00 -
[8] - Quote
The Robot Devil wrote:I wish the rep tool gave a lot more HP to structures, not to vehicle or people just turrets, CRUs and supply depots. I try repping structures all the time but it isn't enough and I have even seen three fr four logi repping a supply depot only to watch it get destroyed quickly. I don't even want WPs for it, I just want it to work better. I've had a teammate hack a Large Blaster installation while a friendly tank bombarded it. The armour was down to less than 20% and I repped it back to full armour in about 5s with a Militia Repair Tool (I was running a disposable Uplink fitting and it seemed more helpful than a Nanohive). |
![Eko Sol Eko Sol](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
Eko Sol
Strange Playings
139
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.03.31 06:52:00 -
[9] - Quote
Garrett Blacknova wrote:The Robot Devil wrote:I wish the rep tool gave a lot more HP to structures, not to vehicle or people just turrets, CRUs and supply depots. I try repping structures all the time but it isn't enough and I have even seen three fr four logi repping a supply depot only to watch it get destroyed quickly. I don't even want WPs for it, I just want it to work better. I've had a teammate hack a Large Blaster installation while a friendly tank bombarded it. The armour was down to less than 20% and I repped it back to full armour in about 5s with a Militia Repair Tool (I was running a disposable Uplink fitting and it seemed more helpful than a Nanohive).
Ok I have to say that I rep turrets fairly often. I've even repped a tank along side another logi who was going to die but didn't and actually beat the other tank. Guardian points like a mofo after that. You get way more HP rep when applied to a vehicle or turret. Also, if you didn't know, if you are repping the person that is calling the OB then you get all of the guardian points from those OB kills. |
![Cinnamon267 Cinnamon267](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Cinnamon267
123
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.03.31 06:55:00 -
[10] - Quote
Eko Sol wrote:I don't know how many of you played Star Craft One back in the day but remember those maps that said "NR 20 minutes". If you know what NR means then I believe that is what we should have except enforced in the code. Just a NR 90 seconds for all installations in the red line. Maybe at 60 seconds they are deployed from the sky and land or something.
This is a good idea, actually. Because, it's like clockwork for the matches I'm in. Spawn, go to turret, destroy everything you can see and then move on. Then that is destroyed by a tank or dropship. |
|
![ANON Cerberus ANON Cerberus](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
ANON Cerberus
Tiny Toons
429
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.03.31 06:56:00 -
[11] - Quote
Installations and especially supply depots really need a rethink in terms of their placement on the maps.
The 'turrets' generally are in bad / horrible / useless locations and any that are actually usefull easily get taken out. I believe turret installations need some form of passive HP regeneration ability as well as more hit points.
As for supply depots, they need to be in better locations and certainly need to be a lot tougher than they are now. One thing is that they tend to be in bad locations. Also if you are in a dropship or tank and need to restock and rearm, half of the time supply depots are in totally inaccessible locations, especially for tanks.
This all needs to be properly addressed in a future patch for sure. |
![The Robot Devil The Robot Devil](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
The Robot Devil
Sinq Laison Gendarmes Gallente Federation
2229
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.03.31 06:57:00 -
[12] - Quote
Garrett Blacknova wrote:The Robot Devil wrote:I wish the rep tool gave a lot more HP to structures, not to vehicle or people just turrets, CRUs and supply depots. I try repping structures all the time but it isn't enough and I have even seen three fr four logi repping a supply depot only to watch it get destroyed quickly. I don't even want WPs for it, I just want it to work better. I've had a teammate hack a Large Blaster installation while a friendly tank bombarded it. The armour was down to less than 20% and I repped it back to full armour in about 5s with a Militia Repair Tool (I was running a disposable Uplink fitting and it seemed more helpful than a Nanohive).
I haven't done a turret in a while but CRUs and SD are a long rep even with a Lia Dia on a level 5 Min logi. I have died too many times trying to rep a turret because I either die with it or shortly after from HAV fire. I will have to try turrets again. Thanks for the info. I know CRUs are hard to pop now, I was actually in a HAV the other day using the small front turret and it was eating all three of our guns at once, we got to around 1/3 armor but it was a waste of ammo, then one of our blues hacked it.
"One of God's own prototypes. A high-powered mutant of some kind never even considered for mass production."
Raoul Duke
|
![Cinnamon267 Cinnamon267](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Cinnamon267
123
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.03.31 07:02:00 -
[13] - Quote
ANON Cerberus wrote:Installations and especially supply depots really need a rethink in terms of their placement on the maps.
The 'turrets' generally are in bad / horrible / useless locations and any that are actually usefull easily get taken out. I believe turret installations need some form of passive HP regeneration ability as well as more hit points.
As for supply depots, they need to be in better locations and certainly need to be a lot tougher than they are now. One thing is that they tend to be in bad locations. Also if you are in a dropship or tank and need to restock and rearm, half of the time supply depots are in totally inaccessible locations, especially for tanks.
This all needs to be properly addressed in a future patch for sure.
Most of the maps supply depots are in the open. Although, there is one, or two, maps where they are hidden in a hangar. But, as you stated, it needs to be accessible on the map for dropships. And, it can't be the red line, I feel. Makes it too easy for people to just, well, camp there and return safely there. No risk inherent to it.
If they aren't going to move them they should at least have the Supply Depots health significantly increased. Or create another way to change your fitting mid battle. Right now, it doesn't make any sense how it works. |
![Garrett Blacknova Garrett Blacknova](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
Garrett Blacknova
Codex Troopers
4716
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.03.31 07:14:00 -
[14] - Quote
The Robot Devil wrote:I haven't done a turret in a while but CRUs and SD are a long rep even with a Lia Dia on a level 5 Min logi. I have died too many times trying to rep a turret because I either die with it or shortly after from HAV fire. I will have to try turrets again. Thanks for the info. I know CRUs are hard to pop now, I was actually in a HAV the other day using the small front turret and it was eating all three of our guns at once, we got to around 1/3 armor but it was a waste of ammo, then one of our blues hacked it. Depots and CRUs are all really tough, so it makes sense to have them rep back up slowly - they have massive amounts of armour to repair. |
![Sam Booty Sam Booty](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Sam Booty
Valor Coalition Red Whines.
63
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.03.31 12:04:00 -
[15] - Quote
I think turrets should have a little bit more HP (like 50% more). They are a too easy to kill. |
![Sinboto Simmons Sinboto Simmons](https://web.ccpgamescdn.com/dust/img/character_creator/female_minmatar_128.jpg)
Sinboto Simmons
Sver true blood General Tso's Alliance
5609
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.03.31 12:06:00 -
[16] - Quote
Sam Booty wrote:I think turrets should have a little bit more HP (like 50% more). They are a too easy to kill. To be fair though alot of them can lock and hit at ridiculous ranges.
Not to mention the ones that can cover objectives. (WTF DEVs)
Sinboto - The True Blood Minja
Forum Warrior level 5
STB-Infantry (Demolition)
|
![Vulpes Dolosus Vulpes Dolosus](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
Vulpes Dolosus
Sver true blood General Tso's Alliance
1191
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.03.31 12:12:00 -
[17] - Quote
No.
They shouldn't exist in the first place if you ask me. Allow us to call our own in the we can talk about buffing them.
(And get rid of the darn sniper missiles that have infinite range!)
Me in my ADS: 1,2
|
![Yagihige Yagihige](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Yagihige
Crux Special Tasks Group Gallente Federation
705
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.03.31 12:26:00 -
[18] - Quote
Simple. Make it so destroying an unhacked installation rewards no points.
em ta kool t'nod
|
![Joseph Ridgeson Joseph Ridgeson](https://web.ccpgamescdn.com/dust/img/character_creator/male_caldari_128.jpg)
Joseph Ridgeson
WarRavens League of Infamy
914
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.03.31 12:35:00 -
[19] - Quote
Mr. Tanker here.
I destroy every turret I see if I can. Doesn't matter where they are. The reason is because I have been screwed over so many times by them. I will leave a turret alive thinking that it can be used to stop enemy dropships. Later in the match, I am running from a bad situation and run into Mr. Large Railgun Installation whom immediately starts killing me and making me question why I would ever not slaughter a turret installation. They may be farmed to hell for WP but they are the second or third worse thing to run into when you are not expecting it.
I find that destroying the Supply Depots and especially CRU's takes way too long to both. I can get 50 WP for killing a Supply Depot or CRU. It takes me nine shots to kill a Supply Depot and a CRU requires probably twice as many. My resources are better spent elsewhere, like making Gallente children cry themselves to sleep, than by beating on a CRU or Supply for two minutes.
"People that quote themselves in signatures confuse me." -Joseph Ridgeson
|
![m twiggz m twiggz](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
m twiggz
Pradox One Proficiency V.
403
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.03.31 12:38:00 -
[20] - Quote
Cinnamon267 wrote:Most matches, for skirmish at least, begin with someone running to the first rail turret they see and destroying every weapons installation they see. 3 shots and they are gone. Rail turrets fire fast and hit hard. Tanks do the same. I regularly see tanks roam around destroying them for those easy points.
What purpose are they supposed to serve? Because, right now, they are just useless cannon fodder. Why should I ever capture one? I could get an easy 100 points instead. Or, if I'm on the rail,turret, I could get 300-400 points right off the bat. And deny the ability for the enemy to use them or destroy them for themselves.
Same with supply depots. I routinely see every supply depot destroyed. Some maps are an exception. But, I always find myself checking the map to bring out a forge gun if necessary to fight off dem tanks.... But there are never any supply depots.'so I'm kinda stuck. Do they need more health? Better placement? Or, no health? Permanence on the map? Or give them huge resistances to all weapons making it an enormous effort to destroy. You would have to go out of your way for an extended period of time to destroy it.
Am I alone here? I find it utterly annoying when a tank destroys a supply depot. With that said, it's also out of strategy. Destroy an enemy supply depot could prove detrimental to the enemy teams survival and point defense, and vice versa. If you think supply depots are such valued assets then perhaps you should spend time protecting them.
I've been in PCs where we've had logis rep supply depots because we knew we needed it, or had tanks take out supply depots or CRUs right off the get go so the enemy team couldn't have them. The same thing goes for turrets. You dot realize how valuable they are util they're gone. I say they're fine. They 'work as intended' IMO.
PS; other than the supply depot on the Research Lag Facility. That supply depot is the single post annoying supply depot in this entire game. It's like a second point to capture, which is fun and adds a bit of secondary play to the map, but that equipment spam down there is always ridiculous. Causes far too much lag. |
|
![I-Shayz-I I-Shayz-I](https://web.ccpgamescdn.com/dust/img/character_creator/female_minmatar_128.jpg)
I-Shayz-I
I-----I
2779
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.03.31 12:49:00 -
[21] - Quote
I'm just waiting for them to release installation drops.
But for right now you should be able to hack a node where installations are on the battlefield in order to set them up, that way you can create your OWN defences the way you want to and reinforce certain areas on the map.
For instance if you wanted a bunch of rail turrets near an objective becayse of tanks on the field, or being able to create CRUs instead of supply depots...or vice versa.
Links:
7162 wp with a Repair Tool!
I make logistics videos!
|
![Nothing Certain Nothing Certain](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Nothing Certain
Bioshock Rejects
381
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.03.31 15:17:00 -
[22] - Quote
The Robot Devil wrote:Garrett Blacknova wrote:The Robot Devil wrote:I wish the rep tool gave a lot more HP to structures, not to vehicle or people just turrets, CRUs and supply depots. I try repping structures all the time but it isn't enough and I have even seen three fr four logi repping a supply depot only to watch it get destroyed quickly. I don't even want WPs for it, I just want it to work better. I've had a teammate hack a Large Blaster installation while a friendly tank bombarded it. The armour was down to less than 20% and I repped it back to full armour in about 5s with a Militia Repair Tool (I was running a disposable Uplink fitting and it seemed more helpful than a Nanohive). You don't get WP for repping these things, I usually do it anyway on the principle that if tanks hate it, it is good. I haven't done a turret in a while but CRUs and SD are a long rep even with a Lia Dia on a level 5 Min logi. I have died too many times trying to rep a turret because I either die with it or shortly after from HAV fire. I will have to try turrets again. Thanks for the info. I know CRUs are hard to pop now, I was actually in a HAV the other day using the small front turret and it was eating all three of our guns at once, we got to around 1/3 armor but it was a waste of ammo, then one of our blues hacked it.
Because, that's why.
|
![Temias Mercurial Temias Mercurial](https://web.ccpgamescdn.com/dust/img/character_creator/male_gallente_128.jpg)
Temias Mercurial
ANGEL FLEET
42
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.03.31 16:54:00 -
[23] - Quote
I don't see why a free asset should be so powerful, especially a weapon that doesn't have the same limitations as tank turrets. As an ADS pilot, rail installations really need to be nerfed to the same range and damage (hopefully lesser), as it's too easy for a person to sit in the redline when one is there. I don't know why installations keep being ignored.. it's stupid to allow them to have completely different and unbalanced mechanics (LONG range, no reload, infinite ammo, aimbot AI, etc). |
![Dunk Mujunk Dunk Mujunk](https://web.ccpgamescdn.com/dust/img/character_creator/male_minmatar_128.jpg)
Dunk Mujunk
RestlessSpirits
682
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.03.31 17:04:00 -
[24] - Quote
I would imagine current turrets, depots and CRUs are most likely placeholders of some sort. At some point corps will be buying their own installations to deploy as they see fit in battle (I understand this is waaaaay off). There would most likely be tiers of installations. Grant it this would all be PC stuff I would guess, but i'm sure this would change pub installations.
Switzerland is small and neutral. We're more like Germany. Ambitious and misunderstood.
Futurama
|
![Yan Darn Yan Darn](https://web.ccpgamescdn.com/dust/img/character_creator/female_gallente_128.jpg)
Yan Darn
Science For Death
471
![View only posts by author View only posts by author](/images/icon_filter.gif) |
Posted - 2014.03.31 17:08:00 -
[25] - Quote
m twiggz wrote:
PS; other than the supply depot on the Research Lag Facility. That supply depot is the single post annoying supply depot in this entire game. It's like a second point to capture, which is fun and adds a bit of secondary play to the map, but that equipment spam down there is always ridiculous. Causes far too much lag.
I think this is the way to go for cappable structures - they should be assests that need to be protected, captured and yes destroyed - but I think it should take more effort to destroy supply depots (turrets need to be exposed to work anyway) than simply manning a turret/tank at the beginning of a match.
Perhaps full damage turns them into husks that can be repaired back into use?
Right now they mostly seem smattered about the map with little thought of how that could affect the flow of gameplay.
The Ghost of Bravo
|
|
|
|
Pages: [1] :: one page |
First page | Previous page | Next page | Last page |