axINVICTUSxa
DETHDEALERS RISE of LEGION
151
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Posted - 2014.07.01 00:22:00 -
[1] - Quote
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?
Wherever the Wind (Aero) might take me, may it ever be True, for the way of the Commando is noble and right.
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axINVICTUSxa
DETHDEALERS RISE of LEGION
151
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Posted - 2014.07.01 04:42:00 -
[2] - Quote
Edgar Reinhart wrote:As a novice blueberry in a Militia suit I often find that falling back and using a turret is one way that I can...... briefly..... be of genuine use to the team. I've posted about this before and although I'm not sure of it's viability with the fixes that can be made at the moment I was wondering if it would be worth buffing the turrets in a way that would encourage them to be manned during the battle.
To this end I thought it might be worth giving them active modules as standard so that if there is somebody operating them they have access to a decent dmg module, repair module and hardener module meaning they can keep the turret in the fight longer and do more damage.
I don't know how the AI works but presumably it wouldn't have access to the modules and therefore a manned turret would have the potential to be more dangerous and useful than an AI one and to repair itself after an engagement. HAVs and, especially, Dropships and LAVs can easily out manoeuvre a turret and would need to use this advantage more.
I'd also remove WP from un hacked neutral turrets, by all means destroy them for the threat that they potentially pose but until they are an actual threat no WP...... or substantially reduced say +5 like equipment.
As I said this is coming from the POV of a relative newb with little experience of using vehicles themselves so I only have a one sided view of balance at the moment but that's my two cents worth.
This, sir...IS ONE OF THE BEST AND MOST PRODUCTIVE THINGS I HAVE HEARD ALL DAY!!!
You are a worthy comrade!
-Dmitri aka Invictus
Wherever the Wind (Aero) might take me, may it ever be True, for the way of the Commando is noble and right.
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