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Thread Statistics | Show CCP posts - 2 post(s) |
Fremder V1
Armed And Aimless
12
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Posted - 2014.06.28 14:06:00 -
[31] - Quote
CCP Rattati wrote:I have thought the same, interesting to hear other peoples thoughts.
It's one of those things, people brought up and discussed in several threads many many months ago, assuming it would be easy to implement, while possibly having a rather big, mostly positive impact. But eventually those people gave up on it, and the threads died, since (as far as i know) there was never any response from CCP.
If you could actually make it work, i for one would sure like to see it.
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Texs Red
DUST University Ivy League
348
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Posted - 2014.06.28 14:54:00 -
[32] - Quote
I like the idea but it seems a bit biased for tanks. If installations had similar eHP to supply depots then it would take an unreasonable amount of time for a dropshop to kill one (I am talking the potential for minutes here). In a tank it wouldn't be so bad, just find a nice piece of cover to roll forth from and back to until it's dead and eventually it will die. In a dropship however rail and missile installations both buck the dropship upon impact (making aiming more difficult on top of how hard it is already) plus dropships rarely have terrain to hide behind so they must hover in the safe spot above it (which screams to any AV within 500m "please come and shoot me while I am sitting still in the sky and am a easy target"). Oh an missile installations have unlimited range and, as a dropship pilot, the only thing I hate more is kamikaze dropships. Unlimited range + near constant volleys + high impact shots + taking minutes to kill = OP vs dropship pilots multiple levels. |
Ydubbs81 RND
Ahrendee Mercenaries
3166
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Posted - 2014.06.28 15:01:00 -
[33] - Quote
Jerricho Lionheart wrote:Hello there, while I may have no credibility as a game designer or expert player*, I was thinking of an interesting change to the battlefield that would make the game more intense and dynamic without the need to change much.
Seeing that there is never going to be deploy-able installations, that a dramatic buff to the hit points of weapon installations would make a lot of sense. Right now, the only thing they are good for are Pilots and AVers to farm early warpoints at the beginning of a battle. They make seemingly no difference in battle and aren't really a threat to anybody with mild common sense. But, if they were buffed to a reasonable level (I'd say to about the EHP of supply depot) that people would take them far more seriously.
Imagine if pilots had to start strategically maneuvering around not only other tanks and forge gunners, but also powerful installations. Their teammates would now need to start carefully infiltrating the area and hack the installation for their team pilots to safely access the region. This would give scouts more EWAR focused missions to have (minmatar), add additional ways to setup fortified strongholds, and give some of the newer players and those without proper AV an actual chance to stand toe to toe with skilled pilots.
I haven't spent extensive time as pilot, so if any of you think this would be unreasonable, please speak up. Some of the current installation placements may make this idea problematic but I think so much could be added to the current meta with this change, and in a positive way. Thanks for your time and I'd like to know what you all have to say on the matter.
At first..when I read the subject title, I thought, "WTF? Really dude?". But after reading your post, you make a good point. As long as the installations only target vehicles and defend themselves from infantry if they are being fired at, I would cosign this.
There is nothing worse than being camped by an auto turret as infantry. Being killed as infantry by auto turrets is a **** mechanic.
Removed all hope with this post
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Ydubbs81 RND
Ahrendee Mercenaries
3166
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Posted - 2014.06.28 15:05:00 -
[34] - Quote
Texs Red wrote:I like the idea but it seems a bit biased for tanks. If installations had similar eHP to supply depots then it would take an unreasonable amount of time for a dropshop to kill one (I am talking the potential for minutes here). In a tank it wouldn't be so bad, just find a nice piece of cover to roll forth from and back to until it's dead and eventually it will die. In a dropship however rail and missile installations both buck the dropship upon impact (making aiming more difficult on top of how hard it is already) plus dropships rarely have terrain to hide behind so they must hover in the safe spot above it (which screams to any AV within 500m "please come and shoot me while I am sitting still in the sky and am a easy target"). Oh an missile installations have unlimited range and, as a dropship pilot, the only thing I hate more is kamikaze dropships. Unlimited range + near constant volleys + high impact shots + taking minutes to kill = OP vs dropship pilots multiple levels.
Good because ADS is intolerable on the battleifeld. Once you hit an incubus with one shot, they activate the afterburner and is out of there with their double or triple armor reppers. Same could be said about pythons. Swarms can't touch..neither can tank rails since the distance nerf. All ADS pilots do is go high and drop behind the tank....and if they have a gunner, good luck.
Removed all hope with this post
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Stefan Stahl
Seituoda Taskforce Command
634
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Posted - 2014.06.28 15:11:00 -
[35] - Quote
1. Installations should receive a significant buff in ehp, but not in the order of magnitude of a supply depot or CRU. Right now I wouldn't mind if the ehp of installations was doubled. 2. If you want to see people try to repair installations while they are under attack, consider granting them passive resists to all relevant damage types. This way a Logi with a rep-tool has a better chance of standing up to the DPS of a railgun turret. Just make sure an installation doesn't turn invulnerable when maintained by a single player. Fyi: The highest repair rate on an installation achievable is 151 hp/s (core focused rep tool repairs 121 hp/s on installations, +25% Minmatar Logi bonus). A single IAFG sits at ~450 dps including reloads (1500 hp * 4 / (3*4s*0.75 + 4s) ) 3. In a dream world I think installations should respawn a while after they have been destroyed. Just to keep installations as a factor during the whole match. 4. Finally, please make sure that WP for neutral turrets is removed. It's overdue. |
Kallas Hallytyr
Skullbreakers
546
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Posted - 2014.06.28 15:20:00 -
[36] - Quote
Ydubbs81 RND wrote:Good because ADS is intolerable on the battleifeld. Once you hit an incubus with one shot, they activate the afterburner and is out of there with their double or triple armor reppers. Same could be said about pythons. Swarms can't touch..neither can tank rails since the distance nerf. All ADS pilots do is go high and drop behind the tank....and if they have a gunner, good luck.
Aside from the fact that ADSs are far from untouchable anymore, could you stick to the point at hand: we're talking about Turret Installations.
The only reason I brought up ADSs earlier is because of redline Missile Turrets having infinite range. Dropships are concerned about Turrets at the moment, just like HAVs, but only slightly. A buff to the toughness of Installations would serve to make them harder to destroy (obviously) but that would have the knock on effect of making their presence felt a ot more by those vehicle pilots.
(And as far as ADSs go, you can quite comfortably kill them now. Easy? No. Impossible? Far from it. If a pilot is afterburning away immediately after a single AV hit, they are going to be contributing very little to the outcome of the match. All ADS pilots from 1.6 knows this, though it's not nearly as bad as then.) |
Rynoceros
Rise Of Old Dudes
4055
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Posted - 2014.06.28 15:25:00 -
[37] - Quote
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.
PSN: The_Rynoceros
Destiny beta SoonGäó
Console Master Race
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Kallas Hallytyr
Skullbreakers
546
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Posted - 2014.06.28 15:25:00 -
[38] - Quote
Stefan Stahl wrote:1. Installations should receive a significant buff in ehp, but not in the order of magnitude of a supply depot or CRU. Right now I wouldn't mind if the ehp of installations was doubled. 2. If you want to see people try to repair installations while they are under attack, consider granting them passive resists to all relevant damage types. This way a Logi with a rep-tool has a better chance of standing up to the DPS of a railgun turret. Just make sure an installation doesn't turn invulnerable when maintained by a single player. Fyi: The highest repair rate on an installation achievable is 151 hp/s (core focused rep tool repairs 121 hp/s on installations, +25% Minmatar Logi bonus). A single IAFG sits at ~450 dps including reloads (1500 hp * 4 / (3*4s*0.75 + 4s) ) 3. In a dream world I think installations should respawn a while after they have been destroyed. Just to keep installations as a factor during the whole match. 4. Finally, please make sure that WP for neutral turrets is removed. It's overdue.
1) Agreed, they shouldn't be quite so tough, though I'd say maybe triple would be better: they are immobile installations, which are almost invariably tougher than mobile units. Triple the HP would put them (working from vague memory) at about 4500 Shields/6000 Armour(?)
2) Interesting idea. Definitely agree that they should not simply halt incoming damage, but being able to keep them alive and functioning for that little bit longer would be very good. Teamwork focused around a turret? That's some brand new gameplay right there!
3) Agreed. Though I think it would be best if they all respawned in a wave at set times, rather than individually. My biggest problem with some game modes previously (before 1.8) was that people would be spawning in almost as fast as you were reloading. I wouldn't want to see that happening here: "Yay, we just finished off that second - *ZZZZZSSSSS-boom!* - god damn, another one..."
4) Definitely. Neutral turrets should be worth maybe 25 Hack points. That should be it, no damage or destruction points. |
manboar thunder fist
Molon Labe. General Tso's Alliance
56
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Posted - 2014.06.28 15:26:00 -
[39] - 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.
I think you'll find it takes a railgun tank 4 shots to destroy an installation, whereas an installation still deals original "UNNERFED" damage to tanks. If a tank is in a battle, a railgun installation will definitely turn the tide.
The missile installation can successfully deter ADS and hot drop pilots all day. The blaster is a good suppression turret and can annihilate infantry and LAVs as well as dropships in the right hands.
Buffing the HP of installations would result in more people camping in them, even people repping them.
This would make the game slower paced, more frustrating and "campy"
NERF SCOUTS, NERF TANKS, NERF AV, NERF ASSAULTS, NERF LOGIS, NERF HEAVIES
nerf life
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Lorhak Gannarsein
Legio DXIV
3882
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Posted - 2014.06.28 15:33:00 -
[40] - Quote
manboar thunder fist 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. I think you'll find it takes a railgun tank 4 shots to destroy an installation, whereas an installation still deals original "UNNERFED" damage to tanks. If a tank is in a battle, a railgun installation will definitely turn the tide. The missile installation can successfully deter ADS and hot drop pilots all day. The blaster is a good suppression turret and can annihilate infantry and LAVs as well as dropships in the right hands. Buffing the HP of installations would result in more people camping in them, even people repping them. This would make the game slower paced, more frustrating and "campy" Installations in OMS are extremely powerful thanks to the often limited map size. The Border Gulch OMS is especially guilty of this - destroying the installations is a priority on many of those maps IMO.
Ironically they have far less utility in skirmish matches, although this may be thanks to the density of the turrets and the fact that they don't continue to spawn.
Should installations be buffed, OMS installations should be similar to their current statistics.
I also don't like the railgun installations in the redline with a significant view of the battlefield; it's less of a problem now than it once was, but the redline turrets are essentially denying access not only to the redline, but to the area hundreds of metres outside the redline also.
I would like it were railguns either moved far back in the redline, and placed in such a way as to not have an angle on null cannon hack panels, or removed from the redline entirely and replaced with blasters and missiles.
CCP Rattati Best Dev
AmLogi 5 GÇó AmAss 5 GÇó AmSent 4 GÇó CalScout 5
CalLogi, you're next!
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Scheneighnay McBob
Cult of Gasai
5479
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Posted - 2014.06.28 15:34:00 -
[41] - Quote
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. The missile installations are essentially the old large missiles- very long range, but it doesn't really matter because the damage is laughable.
pé¦pâ+pé¦pâ½pâäpâ¬pâ¦pé¦pâ¼pâ+pâêpü»sñ¬S+ïpéè
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Kallas Hallytyr
Skullbreakers
549
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Posted - 2014.06.28 15:38:00 -
[42] - Quote
manboar thunder fist wrote:I think you'll find it takes a railgun tank 4 shots to destroy an installation, whereas an installation still deals original "UNNERFED" damage to tanks. If a tank is in a battle, a railgun installation will definitely turn the tide.
The missile installation can successfully deter ADS and hot drop pilots all day. The blaster is a good suppression turret and can annihilate infantry and LAVs as well as dropships in the right hands.
Buffing the HP of installations would result in more people camping in them, even people repping them.
This would make the game slower paced, more frustrating and "campy"
Damage: sure, let's fix that. That's just numbers, hardly something that requires a rewrite of the Internet.
Missiles: Yes, they can deter them, but they still have restricted elevation. The only issue is, as I mentioned earlier, the infinite range. Once that gets dealt with, Missile turrets will be dangerous to the incautious DS pilot, but will be able to be dealt with still.
Blasters: With the dispersion changes, it's primarily AV, which is fine for the most part. It's still dangeorus to infatntry though.
Camping them? They're still vulnerable to Scouts running up and Knifing/Shotgunning them in the back, hacking them and switching its allegiance. On a turret, you're hal blind. If your squad is supporting you, then it's a lot less about the turret and more about OP Teamwork!!
As far as slower paced is concerned, I'm all for it: Dropships gain relevance, by being used to actually transport people, something lacking in our currently small and very fast paxed battles. Tanks have a purposes by distracting and/or destroying installations to push paths for their infantry, then taking on the role of a mobile turret to support them further. In other words, it gives HAVs a purpose, something they are lacking right now. People would need to be more cautious with moving about in the open: this is an FPS trying to relate a high-tech warzone, it should be dangerous out there!
As for frustration: why would a turret be any more frustrating than a fuill proto squad stomping your face in? At least if you grab an installation, you'll be able to hammer THEM!
Really, I don't accept your complaints. |
Kallas Hallytyr
Skullbreakers
549
|
Posted - 2014.06.28 15:40:00 -
[43] - Quote
Scheneighnay McBob wrote:The missile installations are essentially the old large missiles- very long range, but it doesn't really matter because the damage is laughable.
Damage is irrelevant if one missile clips you and you do 472 degree roll into a building.
I'm all for making them as potent as current missile launchers are, just make their range reasonable with it. Hell, if they're intended to be AA, keep the range, but make it a deliberate decision. |
Ydubbs81 RND
Ahrendee Mercenaries
3167
|
Posted - 2014.06.28 15:41:00 -
[44] - Quote
Kallas Hallytyr wrote:Ydubbs81 RND wrote:Good because ADS is intolerable on the battleifeld. Once you hit an incubus with one shot, they activate the afterburner and is out of there with their double or triple armor reppers. Same could be said about pythons. Swarms can't touch..neither can tank rails since the distance nerf. All ADS pilots do is go high and drop behind the tank....and if they have a gunner, good luck. Aside from the fact that ADSs are far from untouchable anymore, could you stick to the point at hand: we're talking about Turret Installations. The only reason I brought up ADSs earlier is because of redline Missile Turrets having infinite range. Dropships are concerned about Turrets at the moment, just like HAVs, but only slightly. A buff to the toughness of Installations would serve to make them harder to destroy (obviously) but that would have the knock on effect of making their presence felt a ot more by those vehicle pilots. (And as far as ADSs go, you can quite comfortably kill them now. Easy? No. Impossible? Far from it. If a pilot is afterburning away immediately after a single AV hit, they are going to be contributing very little to the outcome of the match. All ADS pilots from 1.6 knows this, though it's not nearly as bad as then.)
One...I wasn't responding to your statement about ADS. Second...I don't think you play the game much if you think you can "quite comfortably" kill a decent ADS pilot.
Removed all hope with this post
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Kallas Hallytyr
Skullbreakers
549
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Posted - 2014.06.28 16:00:00 -
[45] - Quote
Ydubbs81 RND wrote:One...I wasn't responding to your statement about ADS. Second...I don't think you play the game much if you think you can "quite comfortably" kill a decent ADS pilot.
I have Swarm Launchers up to L3 and am a committed Incubus and Python pilot. From both sides I see AV killing ADS. I have killed ADSs single handedly after the Bravo update, though against a good pilot it is not as simple as, "Lock, Fire, Derp, Fire, Derp, Fire, Reload."
As I mentioned though, an ADS pilot who is 'burning away for half the match because of AV is not going to be contributing a whole lot. Not to mention the AVer is going to be getting war points from the damage they deal.
With regards to the installations, ADSs have to come down fairly low, even with gunners, which means that if more than one turret can see them, there's a strong likelihood of the ADS being hurt severely enough to retreat, and if any AVer is paying attention there is a not insignificant chance of them getting downed.
ADSs are hard to kill if the pilot is aware of their surroundings. AV can kill them, and a little coordination goes a long way to achieving that.
So, do you have anything to say about the installations at all, or are you just here to complain? |
TechMechMeds
Inner.Hell
3721
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Posted - 2014.06.28 16:07:00 -
[46] - 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.
They are for the most part just free wp.
I have a tanker alt.
I will spam your face with aurum proto.
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Ydubbs81 RND
Ahrendee Mercenaries
3168
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Posted - 2014.06.28 16:26:00 -
[47] - Quote
Kallas Hallytyr wrote:Ydubbs81 RND wrote:One...I wasn't responding to your statement about ADS. Second...I don't think you play the game much if you think you can "quite comfortably" kill a decent ADS pilot. I have Swarm Launchers up to L3 and am a committed Incubus and Python pilot. From both sides I see AV killing ADS. I have killed ADSs single handedly after the Bravo update, though against a good pilot it is not as simple as, "Lock, Fire, Derp, Fire, Derp, Fire, Reload." As I mentioned though, an ADS pilot who is 'burning away for half the match because of AV is not going to be contributing a whole lot. Not to mention the AVer is going to be getting war points from the damage they deal. With regards to the installations, ADSs have to come down fairly low, even with gunners, which means that if more than one turret can see them, there's a strong likelihood of the ADS being hurt severely enough to retreat, and if any AVer is paying attention there is a not insignificant chance of them getting downed. ADSs are hard to kill if the pilot is aware of their surroundings. AV can kill them, and a little coordination goes a long way to achieving that. So, do you have anything to say about the installations at all, or are you just here to complain?
There is nothing else to say other than what I have already said when I responded to the OP. You quoted me from a post where I responded to someone else. You didn't like my thoughts on ADS so you decided to draw this out.
I agree with the OP as far as installations are concernced...what else is there to add?
Removed all hope with this post
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Nothing Certain
Bioshock Rejects
913
|
Posted - 2014.06.28 17:38:00 -
[48] - Quote
Sylwester Dziewiecki wrote:Jerricho Lionheart wrote:Hello there, while I may have no credibility as a game designer or expert player*, I was thinking of an interesting change to the battlefield that would make the game more intense and dynamic without the need to change much.
Seeing that there is NEVER going to be deploy-able installations, that a dramatic buff to the hit points of weapon installations would make a lot of sense. Right now, the only thing they are good for are Pilots and AVers to farm early warpoints at the beginning of a battle. They make seemingly no difference in battle and aren't really a threat to anybody with mild common sense. But, if they were buffed to a reasonable level (I'd say to about the EHP of supply depot) that people would take them far more seriously.
Imagine if pilots had to start strategically maneuvering around not only other tanks and forge gunners, but also powerful installations. Their teammates would now need to start carefully infiltrating the area and hack the installation for their team pilots to safely access the region. This would give scouts more EWAR focused missions to have (minmatar), add additional ways to setup fortified strongholds, and give some of the newer players and those without proper AV an actual chance to stand toe to toe with skilled pilots.
I haven't spent extensive time as pilot, so if any of you think this would be unreasonable, please speak up. Some of the current installation placements may make this idea problematic but I think so much could be added to the current meta with this change, and in a positive way. Thanks for your time and I'd like to know what you all have to say on the matter.
Problem of installations always consist in how quickly they can switch side and became extremely dangerous. Yes, they are dangerous that's why everyone is destroying them at the beginning of match. It has nothing to do with they EHP, they are silent-killers - if you will let blueberry to hack them, he will not defend them from enemy hack, when they are red and you retreat next to them with 25-35%HP left you are dead.
No one uses them because they get destroyed as soon as you do, if a scout doesn't put one in your head. Make them worth defending and people might defend them.
Because, that's why.
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Skybladev2
LUX AETERNA INT RUST415
117
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Posted - 2014.06.28 17:46:00 -
[49] - Quote
Pilots have to evade forgeguns, tanks, swarms and turrets, so I don't think it is a good idea to keep this threat constant until dropship EHP will be buffed or they (DS) will be completely removed and aerial vehicles completely revisited.
<[^_^]>
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Sgt Kirk
Fatal Absolution
6236
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Posted - 2014.06.28 17:50:00 -
[50] - Quote
I can agree to an installation ehp buff
This Federation is now at war. We have no time for dissenters
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deezy dabest
Sacred Initiative of Combat Killers
694
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Posted - 2014.06.28 18:01:00 -
[51] - Quote
Or..... We could remove the turrets.
If they do not get popped by a vehicle they just become the new headquarters for a blueberry for the match until some one is finally smart enough to shoot him in the back and hack it. At the point it turns red it becomes an AI nightmare half the time randomly one shotting people, usually being the guy that is trying to be useful and flank because the rest of his team is being protostomped.
If anything we should leave them around ground spawn locations in the red line with a HP buff and a big range nerf. Turrets in the actual battle area should be gone.
Laser focused in a room full of mirrors. Everything you ever wanted coming SoonGäó just keep buying boosters.
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Ryme Intrinseca
The Rainbow Effect
1398
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Posted - 2014.06.28 18:09:00 -
[52] - Quote
This is a good idea but id like to see railgun turret AI toned down first. If rail turrets are there for the whole game youll have a lot of infantry getting one shotted by AI that they havent even seen, which is the opposite of fun. Unmanned rail turrets should never shoot at infantry unless fired on with AV weapons IMO |
Tebu Gan
Dem Durrty Boyz General Tso's Alliance
1031
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Posted - 2014.06.28 18:16:00 -
[53] - 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, it's 3 shots thank you very much. But yes, an installation can be quite deadly for a tank which is why I take the out regardless of whether it could be useful for the blueberries or not.
Here's an interesting idea though, the most deadly turret is that which is already turned in our favor. Being someone from my side hacks it before I can get to it. Why? Because that **** gets hacked by a red dot and I run my happy ass into it while I'm already hurting, expecting it to be blue still.
Making them stronger would def do the trick (imagine if I had to expend 6 shots to drop one). Or maybe making neutral turrets unkillable until they are hacked by the opposing team.
Or doing one of these then adding more to the field, or adding random drops to domination and skirmish.
Tanks - Balancing Turrets
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Tebu Gan
Dem Durrty Boyz General Tso's Alliance
1031
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Posted - 2014.06.28 18:17:00 -
[54] - Quote
Ryme Intrinseca wrote:This is a good idea but id like to see railgun turret AI toned down first. If rail turrets are there for the whole game youll have a lot of infantry getting one shotted by AI that they havent even seen, which is the opposite of fun. Unmanned rail turrets should never shoot at infantry unless fired on with AV weapons IMO
That AI is deadly accurate too. Often times I almost WISH the thing was manned, as then I would stand a pretty good chance against it!
Tanks - Balancing Turrets
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Aeon Amadi
Edimmu Warfighters Gallente Federation
6124
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Posted - 2014.06.28 18:34:00 -
[55] - Quote
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.
Oh, they do. At least, one of the Large Missile Installations in between Bravo/Charlie on Border Gulch. Was really hilarious at one time when 1.7 was released because it didn't have a magazine limitation and could be infinitely rapid fired until the dispersion increase was applied to it xD
Useful Links
Aeon Amadi for CPM1
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Mortedeamor
NoGameNoLife
1673
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Posted - 2014.06.28 18:46:00 -
[56] - 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. 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 |
Temias Mercurial
Knights Of Ender Proficiency V.
98
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Posted - 2014.06.28 18:57:00 -
[57] - 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 -
[58] - 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. |
Ydubbs81 RND
Ahrendee Mercenaries
3174
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Posted - 2014.06.28 19:34:00 -
[59] - Quote
Ryme Intrinseca wrote:This is a good idea but id like to see railgun turret AI toned down first. If rail turrets are there for the whole game youll have a lot of infantry getting one shotted by AI that they havent even seen, which is the opposite of fun. Unmanned rail turrets should never shoot at infantry unless fired on with AV weapons IMO
My point exactly
Removed all hope with this post
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ResistanceGTA
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
1374
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Posted - 2014.06.28 20:03:00 -
[60] - Quote
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.
Missile Turrets don't have infinite range... Unless they have nothing blocking LoS... If its open then, yes, they do Rattati.
If you find an issue and I stumble upon your thread, I will do my darnedest to get the issue known.
Also, Raptors...
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