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Minwer
Betamax 2.0 INTERGALACTIC WARPIGS
22
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Posted - 2014.04.17 10:19:00 -
[1] - Quote
As it stands, neutral turrets spawn in at the start of planetary conquest games and they also spontaneously drop during Ambush games. Turrets in the free fire zone start out neutral and then need to be hacked by a player. Before they are hacked, they are at threat from players, as well as other turrets which tag them as enemy. This can make it pointless to have two turrets next to each other at the entrance to a base for example; as you hack one and it will destroy the other before you can do anything about it.
What I am suggesting is, instead of having a neutral turret spawn on the field; what should happen is a beacon or marker should drop and flash on the map. This can then be hacked by a player and that causes an allied turret to fall from the sky. The falling turret should be a dangerous object, so you should stay away from where it is about to land.
I also feel turrets should pose more of a threat to players, as it stands they appear fairly inconsistent about targeting infantry and I rarely consider them a threat. They are also quite easy to destroy and GÇÿlootGÇÖ for war points at the moment which isn't really how they should function in game.
Hello World!
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Edgar Reinhart
Resheph Interstellar Strategy Gallente Federation
3
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Posted - 2014.04.17 12:27:00 -
[2] - Quote
I agree that at present turrets are a bit of a wasted resource. They need a bit of a rethink as regards positioning and power. No starter turret should be able to lock down the battlefield, an objective directly, or shoot clear across the map, but they should be able to influence a battle, provide covering or delaying fire and make vehicles think about their early game mobility.
I think reduced WP (5?) for destroying an un-hacked turret is a good starting point.
They should also be seen more as 'extra heavy' weapons and to that end turrets should be able to SLIGHTLY out range their tank mounted equivalents. Tanks have the advantage of manoeuvrability and positioning etc so will still be able to blindside manned turrets. Dropships should still be able to use altitude to avoid elevation. Infantry will still be able to take out the stationary gunner.
As always with posts I'm going to say. New, learning, still a long way to go so I am more than happy to have my ideas pulled apart and the error of my ways explained. |
Edgar Reinhart
Resheph Interstellar Strategy Gallente Federation
3
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Posted - 2014.06.09 14:03:00 -
[3] - Quote
I know this is an old topic and as DUST stands there are more important things, AND it's not possible in the current life support status of DUST, but as my spongy militia suit was manning a turret the other day I wondered if a way to help their relevance would be to give them all active modules?
Each turret would have access to an active damage, repair and hardener module that the clone using it would have access to. That way AI turrets would still be easy pickings but a manned turret could buff itself when attacked and repair itself if it survives meaning manning them could be worthwhile and more interesting.
Like I said I know this isn't a hot topic at the moment but it's an idea to throw out there. |
Dauth Jenkins
Ultramarine Corp Covert Intervention
541
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Posted - 2014.06.09 17:31:00 -
[4] - Quote
+1
-Sincerely
--The Dual Swarm Commando
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Brotherband
REMNANT ENFORCERS
1
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Posted - 2014.06.09 19:08:00 -
[5] - Quote
Has your tank ever took a direct hit from a rail turret. It deals a lot of damage and gets more accurate the longer you stay in its effective range.
While we are on the topic, I would like to have the missile turret looked at. currently it's a sniper rifle, people will get on the missile turret in their redline and stay their until someone can brave the rain of fire they unleash and blow it up. |
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