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Thread Statistics | Show CCP posts - 2 post(s) |
Temias Mercurial
Knights Of Ender Proficiency V.
98
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Posted - 2014.06.28 18:57:00 -
[1] - Quote
Rynoceros wrote:I've been saying this for a year. (This is the first time I haven't seen Spkr's pitiful attempts at logic included.) With the absolute Range now nerfed on Railgun and Missile Installations, why the hell not?
More drops in OMS (at least 100%). Please.
Installations are 3 shots from my FG and yield 100 WP. A Supply Depot takes my entire ammo cache, yet only yields 50 WP. CRU Destruction should be 100 WP (minimally) because of its high HP and importance on the field.
I think the reason that Supply Depots and CRUs have lower wp rewards is to discourage their destruction... just a thought. |
Temias Mercurial
Knights Of Ender Proficiency V.
98
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Posted - 2014.06.28 19:04:00 -
[2] - Quote
Mortedeamor wrote:CCP Rattati wrote:I have thought the same, interesting to hear other peoples thoughts. Would make tanks less "run around and two-shot all the installations first" and actually have to worry a little about them. you know i never though there was a functional brain inside ccp until i saw you. yes i think this is a great idea..one i have been for for a long time. although i would also like to note that rail gun installations have more range than rail tanks also they're ai is incredibly strong if your going to buff the ehp to make it take some serious time to kill them you should make they're offensive abilities more similar to the tanks. i think blaster installation ai could be buffed they are pretty weak..i would like to see infantry not running right at the red blaster installation without it even trying to kill em
If installations are buffed, they should have to reload like a normal turret, have the same number of shots per mag/clip every reload as a normal turret, and can retain infinite ammo capacity.
Hmm... I wonder if installations could act as ammo caches, but only when the turret type matches the ones in use of the vehicle. This would increase their significance substantially... it would make you think twice before destroying them. |
Temias Mercurial
Knights Of Ender Proficiency V.
99
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Posted - 2014.06.28 21:45:00 -
[3] - Quote
Kallas Hallytyr wrote:Temias Mercurial wrote:If installations are buffed, they should have to reload like a normal turret, have the same number of shots per mag/clip every reload as a normal turret, and can retain infinite ammo capacity.
Hmm... I wonder if installations could act as ammo caches, but only when the turret type matches the ones in use of the vehicle. This would increase their significance substantially... it would make you think twice before destroying them. Good point. I think this was raised before 1.7, but nothing ever came of it, because CCP Messia- I mean Rattati hadn't come along. The first part I definitely agree with and I mostly do for the second: but what about Projectie and Laser weapons? There are no Installations that use that damage profile - use the nearest? So Laser at Blaster, Projectile at Rail?
As we don't have either Laser or Projectile Turrets yet, if ever, I'd assume they would be implemented as both vehicle turrets and installations. The way it would work would be the following:
Missile Installation: provides ammo for missile turrets Blaster Installation: provides ammo for Blaster turrets Rail Installation: provides ammo for Rail turrets Projectile Installation: provides ammo for Projectile turrets Laser Installation: provides ammo for Laser turrets
If the two turret types do not match, then ammo is simply not provided. This would not replace supply depots, but instead make individual installations quite valuable, especially if a supply depot is far away or destroyed, but these installations would not repair armour as supply depots would.
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Temias Mercurial
Knights Of Ender Proficiency V.
99
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Posted - 2014.06.28 21:50:00 -
[4] - Quote
Brush Master wrote:CCP Rattati wrote:Kallas Hallytyr wrote:As an ADS pilot I would like to see something like this. My only concern is the redline turrets: quite often I/others in profession are driven to do runs into the redline to kill people on missile turrets (spamming the air with infinite range) or railguns nestled just far enough inside to be a major nuisance.
I'm all for turret relevance, but I just need to point Rattati at the redline, because it can be an issue. Don't think turrets have infinite range, will double check and make sure the turrets aren't over powered as a result. I also see a second benefit of strong redline turrets, to make escaping a vehicle spawn camp at the redline. Large Missile installations, missile projectile has a range of 2,000m which is longer than the longest map. When just the AI missile turret locks on you, they will stay locked on you the entire game and spam missiles half way across a map and not stop. So not infinite range but no difference.
I believe the term everyone is looking for is 'practically infinite' range, meaning it has no bounds within the map, and has the ability to shoot from one side to the other. This term has been used to describe Minecraft worlds, as they are ridiculously large, and are 'practically infinite', as you can travel for hours in a single direction and still not reach the end of the world. |
Temias Mercurial
Knights Of Ender
103
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Posted - 2014.06.30 16:37:00 -
[5] - Quote
Litany 0f Fury wrote:The way i see it is like this...
1.You buff the HP of turrets to the point similar to a Supply depot. This is so that they start to become fairly relevant. 2. Then give them the militia grade or basic grade Vehicle weapons with everything from range and damage that comes with it. This should stop them from having too much range and put them on a similar par to tanks. 3. I would suggest having different type Turrets for different functions tailoring positions accordingly. Keep Rail and Blaster Turrets the same (but with more HP), then have missile turrets slightly weaker but with increased angle of attack so that they can actively engage dropships. I like the idea of Assault dropships not being able to solo Missile Turrets but having to carry a team to storm it, dropping in then hacking or demolishing. Blaster and Rail Turrets would then have limited effect against dropships. 4. Increase Remote explosive efficiency against turrets to counter increased HP. 5. Apply Vehicle damage WP system for Turrets making them inline with tanks. 6. Get rid of all Red Line Turrets.
I like most of those ideas, but I wouldn't increase their hit points that high (more around 65-75% of the hit points of a Supply Depot), and with that increased health, the AI should be toned down or removed.
Turret Installations do need to be relevant, but not ludicrously powerful with near invincibility with that many hit points. I just feel that would be abused to gain an obscene number of kill and/or war points, especially from a free asset.
If we had the commander mode (calling down installations, placing them, controlling the MCC, and etc ) that was presented a few years ago I would consider having that many hit points for a turret installation, as they would likely have had to be bought for a hefty price. |
Temias Mercurial
Knights Of Ender
103
|
Posted - 2014.06.30 16:46:00 -
[6] - Quote
Kallas Hallytyr wrote:As an ADS pilot I would like to see something like this. My only concern is the redline turrets: quite often I/others in profession are driven to do runs into the redline to kill people on missile turrets (spamming the air with infinite range) or railguns nestled just far enough inside to be a major nuisance.
I'm all for turret relevance, but I just need to point Rattati at the redline, because it can be an issue.
I believe 1.7 was Rail Turret 514 for any ADS... two shotted out of the air across the map before even getting 10 feet off the ground... no thank you. |
Temias Mercurial
Knights Of Ender
105
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Posted - 2014.07.01 18:33:00 -
[7] - Quote
Litany 0f Fury wrote:TEBOW BAGGINS wrote:axINVICTUSxa wrote:CCP Rattati wrote:I have thought the same, interesting to hear other peoples thoughts. Would make tanks less "run around and two-shot all the installations first" and actually have to worry a little about them. Actually, I differ on this slightly. I feel that just as there are 80 GJ Blasters and 20 GJ blasters and such sizes of turrets, there should also be "Small Installations." In HALO, they would have strategically placed Plasma Cannons at random points of the map. Maybe something similar would be nice. While destroyable, they have a decent amount of eHP. If anything, destroying small installations should net an insta kill if a person is manning the small installation. However, just as with Large installations, users can still be shot off. As for turret placement, I think large open maps (I really do not know any of the map names) but perhaps Peaks, Overlook points of some sort, Cities (especially on building balconies, where I can see there being a use of some sort). I see more uses for a forge gun now, countering these turrets would be difficult for anything less than a sniper/rail rifle/forge gun. What do you think? once we retrain to hotdrop troops and kill the operator/RE the turret they will be back here demanding some kind of force field while manning turret it takes 9 XT-1 small missles to destroy turret, if it only takes 16 after an EHP buff i could get behind that but another buff to make the turret shoot straight up/90 degree, plus an EHP buff is what bothers me most. this would effectively render dropship useless vs turret and force pilots into a tanking role when we already struggle to eliminate turrets each map. the biggest issue the CCP is not acknowledging is %30 of turrets are located in redline- those are the turrets we struggle to destroy because we have to fight the redline juvenile redline at the same time as we fight the turret. if the turrets get buffed then they should remove half of them and remove them from the redline. I agree that a assault dropship should eventually be able to take out a missile turret on its own but it would have to spend a bit of time doing it. If it was not maned then the turret would defend itself in the normal way they do now, causing the ADS pilot to move and therefore make it more challenging. It would therefore be more efficient to hotdrop a small squad in. Either that or coordinate attacks so that scouts take out all AA (missile) turrets before going in with ADS to transport, harass, take out other turrets, which wont be able to shoot up, and generally do your thing. This as you say would not be possible without either (preferably both) getting rid of all turrets in the red line or changing turret weapons to the same stats as basic vehicle weapons. However i completely disagree with the ideology that by using those ridiculous XT-1 missiles, you should be able to take out and have free rain at destroying all targets from tanks, infantry and turrets with only having to worry about the occasional group of AVers.
Turret angle is fine, it does not need to be increased, otherwise they won't have a weakness with a strong AI and power. The only safe place for a dropship to be is way up in the sky, where we are completely useless when turrets can lock onto you from every direction.
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Temias Mercurial
Knights Of Ender
107
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Posted - 2014.07.02 17:38:00 -
[8] - Quote
CELESTA AUNGM wrote:Yes, Litany... you're identifying a tricky thing with Dust 514. We console players are "WICKED", we rapidly detect patterns or glitches in the sessions of a game title, grin to ourselves, and EXPLOIT IT faster than a duck can poop! (Someday, I'd like to find out if PC players are as good at finding 'exploits' in their games as consolers are in ours...could be interesting data). I THINK (could be wrong) that CCP would want small-turrets (vehicle-mounts) and large-turrets (not to be confused with what we call installations) to always be two slightly overlappng species. In the small-turret species, there really isn't a drastic champion in range or EHP, because the type of moving platform we choose to fit them on substantially effects how lethal each one ends up. (I think when most players say the XT-1 missile is the "best" turret, they're really just responding to the fact that it's the only turret type that will forgive you for mounting it on the back of a drunk-bucking bronco bull, and will still get reasonable kills for you while you're sloshing around. LOL) . In the large-turret species, there tends to be an argument that the RAIL is the best turret to mount on your HAV as soon as you can afford it. (The large-blaster and large-missile heads MAY be something most vehicle players resort to because they don't have the ISK/SP to fit the good Rails yet, or because sometimes you just want a "disposable" turret on your HAV). I suggest treating the "installation" as a distinct THIRD species. Since it's something that (for now?) is not bought or fitted in the game by PLAYERS, like the HAV/Lav/DS turrets, it has a right to be given its own distinct stats that don't need to overlap or relate much to say the HAV's stats. To deter stand-off sniping, keep the range of any Installation type substantially LONGER than the its HAV (large-turret) version. This would give it an advantage over the HAV turret weapon. (The HAV turret weapon already has an advantage over the Installation by being MOBILE on the map). Hence, the BLASTER installation would have a noticeably longer reach (range) than the Blaster-turret an HAV driver could buy. The MISSILE installation would have a longer reach than the HAV's Missile-turret, and the RAILGUN installation longer reach than the HAV's large-Railgun turret. This way the HAV will always have to risk itself in order to "snipe" most installations. (This would reinforce MY personal feeling about choosing to use installations and vehicles in a fight: if you want to stay way in the back-edge of the map and sniper at folks with the biggest non-handheld weapon you can find, you ought to be allowed enough reach to kill the enemy 3-fifths across the map, but only harass/frighten/suppress an enemy at 4-fifths distance, and NEVER be able to touch reds at the other end of the football field. If you want to DESTROY someone that far away and stay out of retaliatory reach, only a true sniper rifle should give you that privelege---the rest of us should be foreced to step in closer and risk getting killed in return, if we want to be a merc).
Except that you unlock Railgun turrets before you unlock missiles, so there is no excuse that you could not fit a decent or proper railgun on a tank... and Missiles can rip through tanks, and they are not forgiving. Also, railgun installations do not need increased range, the result of that has already been demonstrated after 1.7.
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