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Jerricho Lionheart
Royal Uhlans Amarr Empire
0
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Posted - 2014.06.28 10:42:00 -
[1] - Quote
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.
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CCP Rattati
C C P C C P Alliance
3279
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Posted - 2014.06.28 10:50:00 -
[2] - Quote
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.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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SCATTORSHOT RINNEGATE
A.P.E.X BRUTE FORCE
80
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Posted - 2014.06.28 11:02:00 -
[3] - 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. we think the same
Waiting The Sagaris From Ages.
CCP: SoonTM
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SponkSponkSponk
The Southern Legion Final Resolution.
884
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Posted - 2014.06.28 11:10:00 -
[4] - 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.
wait wait wait wait hold up.
It takes me four shots :(
Dust/Eve transfers
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The Lion ElJonson
1st Legion The Dark Angels
50
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Posted - 2014.06.28 11:10:00 -
[5] - Quote
planetary defence systems,
Millions of isks worth of ships in space yet theres nothing quite like a face to face
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LT SHANKS
Amarr Templars Amarr Empire
2819
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Posted - 2014.06.28 11:11:00 -
[6] - Quote
Wow.. this is an idea I actually like. I hate to admit it, but I'm one of those players who destroys installations early on for WP. They're free points, but they could be much more.
Buff their HP and position them in more strategic places on the map. There are too many installations that seem to function as nothing more than decoration. |
SCATTORSHOT RINNEGATE
A.P.E.X BRUTE FORCE
80
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Posted - 2014.06.28 11:11:00 -
[7] - Quote
SponkSponkSponk 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. wait wait wait wait hold up. It takes me four shots :(
no man why you run with railgun? you better choose XT-201 DAT TURRET
Waiting The Sagaris From Ages.
CCP: SoonTM
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Justice Prevails
270
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Posted - 2014.06.28 11:13:00 -
[8] - Quote
Turrets514. =ƒÿâ
Embracing my inner scrub since 2013.
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LT SHANKS
Amarr Templars Amarr Empire
2819
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Posted - 2014.06.28 11:14:00 -
[9] - Quote
Justice Prevails wrote:Turrets514. =ƒÿâ I'm cool with that! |
The Lion ElJonson
1st Legion The Dark Angels
50
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Posted - 2014.06.28 11:20:00 -
[10] - Quote
Im talking structures with built in defence systems that are shielded heavily so you need to hack the defence mainframe to allow armour elements to be able to come in range,
Millions of isks worth of ships in space yet theres nothing quite like a face to face
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SponkSponkSponk
The Southern Legion Final Resolution.
885
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Posted - 2014.06.28 11:25:00 -
[11] - Quote
SCATTORSHOT RINNEGATE wrote:SponkSponkSponk wrote:
It takes me four shots :(
no man why you run with railgun? you better choose XT-201 DAT TURRET
I only have 150k SP in tanks noh8m8
Dust/Eve transfers
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Sylwester Dziewiecki
Interregnum.
315
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Posted - 2014.06.28 11:27:00 -
[12] - 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.
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.
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Kallas Hallytyr
Skullbreakers
541
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Posted - 2014.06.28 11:33:00 -
[13] - Quote
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. |
The Lion ElJonson
1st Legion The Dark Angels
50
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Posted - 2014.06.28 11:37:00 -
[14] - Quote
Extend the redline for air units,
Millions of isks worth of ships in space yet theres nothing quite like a face to face
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Jerricho Lionheart
Royal Uhlans Amarr Empire
5
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Posted - 2014.06.28 11:41:00 -
[15] - Quote
The Lion ElJonson wrote:Im talking structures with built in defence systems that are shielded heavily so you need to hack the defence mainframe to allow armour elements to be able to come in range,
Well seeing as those aren't in the game already, I don't see something like that being added in the forseeable future, not a bad Idea however. I couldn't say how much work it would take to adjust the the installation's HP, but those values seem to be adjusted pretty often so I thought it would be within reason. I think before changing the positioning of the installations would come into effect, just seeing how this change would affect every battle in their current placement would be quite a thing to see.
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. Good point, actually. If this is the case I would say that some redline non-blaster turret may need to be nixed, or changed to blasters (to help with redline stomping). Once again, more a problem with the redline than the actually tools used.
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CCP Rattati
C C P C C P Alliance
3285
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Posted - 2014.06.28 11:43:00 -
[16] - 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.
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.
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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The Lion ElJonson
1st Legion The Dark Angels
50
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Posted - 2014.06.28 11:48:00 -
[17] - Quote
Would be good if you needed an EMP orbital to strip installation shielding, bring more need for EvE pilots
Millions of isks worth of ships in space yet theres nothing quite like a face to face
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shaman oga
Nexus Balusa Horizon
2366
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Posted - 2014.06.28 11:53:00 -
[18] - Quote
CCP Rattati wrote:
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.
Missilistic turrets have infinite range.
PSN: ogamega
I'm not a chef, i'm just a man who likes to cook.
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Jaysyn Larrisen
OSG Planetary Operations Covert Intervention
1166
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Posted - 2014.06.28 12:00:00 -
[19] - 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.
Turrets being something you actually want to fight over due to their tactical value is a good thing.
Basically - Don't give them too much buffer but enough that when a tank / swarmer / forger starts shooting at them they can fight back decently. Tanks and DS should have to be wary of turrets and not treat them like a WP snack.
"Endless money forms the sinews of War." - Cicero
Skype: jaysyn.larrisen
Twitter: @JaysynLarrisen
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Kallas Hallytyr
Skullbreakers
542
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Posted - 2014.06.28 12:02:00 -
[20] - Quote
shaman oga wrote:CCP Rattati wrote:
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.
Missilistic turrets have infinite range.
Oga's right. It might not technically be infinite range, but for all intents and purposes it is - that is, it will hit you across the map. This is only a concern for dropship pilots (of any stripe) but it is a concern. since the impact effect is potentially enough to knock you into stuff/tip you too far so you crash, etc.
I've said it in other threads, the redline doesn't do it's dyty: while you're looking at this thread, what is involved in moving the redline? Would it be a client side update? Or would it be possible in a hotfix? I ask, because I have some ideas on how to make the redline perform its intended task, which it isn't right now on quite a few maps. |
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Justice Prevails
270
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Posted - 2014.06.28 12:02:00 -
[21] - Quote
I would think infantry would stay with installations more if they had better positioning. Sometimes, you have to hack them because no one on your team has called in vehicles yet. Can't destroy them, because my swarms won't lock on a yellow installation.
Also,either buff the turning speed or protect the operator's back and guys will stick with them more.
Embracing my inner scrub since 2013.
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Regis Blackbird
DUST University Ivy League
298
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Posted - 2014.06.28 12:03:00 -
[22] - Quote
What about a EHP buff along with the removal of auto-targeting AI? Not sure if it is a good idea or not, but it would reduce the hack and run mentality, and perhaps get more people spending points in turret operations? |
CommanderBolt
ACME SPECIAL FORCES RISE of LEGION
1202
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Posted - 2014.06.28 12:04:00 -
[23] - 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 99% of the playerbase feels the same way.
I would suggest something though - could we give Infantry AV a small bonus towards damage to the installations (this is assuming you do buff the hitpoints) as it would give dedicated AVers a new role on the battlefield as well if they are not able to send in someone sneaky.
Investigate 9/11
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Jerricho Lionheart
Royal Uhlans Amarr Empire
6
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Posted - 2014.06.28 12:10:00 -
[24] - Quote
@Justice Prevails and Regis Blackbird Maybe it's just my personal experience but most of the problems I have with using a turret is... well... them not being there in the first place. Usually my team or the other has feasted on them before I even get a chance to hack them. Not only that, but when I do get the control of one, more often than not, if it's a tank, they'll blow me away regardless, even if I got the first 2 or 3 shots.
A lot of these may be too many buffs at once. Keep it one step at a time and such. |
Grimmiers
602
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Posted - 2014.06.28 12:20:00 -
[25] - Quote
They should've have modules so more players won't be afraid to use them. I wonder if ccp could even fit modules onto them for us. A hardener and a scanner would go a long way. |
Shadow of War88
0uter.Heaven
324
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Posted - 2014.06.28 12:38:00 -
[26] - 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.
like you dint nerf tanks enough.....do you even play the game or do u stare at charts all day?
& justice for all
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Kallas Hallytyr
Skullbreakers
542
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Posted - 2014.06.28 12:48:00 -
[27] - Quote
Shadow of War88 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. like you dint nerf tanks enough.....do you even play the game or do u stare at charts all day?
You leave Rattati alone! He's done more for the health of DUST in the past two months than any Dev before him ever achieved. He's brought transparency to the process, which means if you want to get involved...it's only you stopping you. |
Poonmunch
Sanguis Defense Syndicate
1015
|
Posted - 2014.06.28 13:24:00 -
[28] - Quote
This is a very good idea. It might even make some sense to adjust their positions in some cases because some of them are in frankly useless positions.
A possible bump to the damage the turrets might be a good idea but too many things should not be changed at once.
Full disclosure: I snipe as you all know but I do carry proto swarms and I use them to farm points and kill/damage vehicles. I consider the swarmer to be a vehicle sniper, so I'm still considering myself a pure sniper.
Munch
Anyone who buys AUR now is a fool.
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Poonmunch
Sanguis Defense Syndicate
1016
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Posted - 2014.06.28 13:31:00 -
[29] - Quote
The Lion ElJonson wrote:Extend the redline for air units,
This idea has merit and might significantly reduce the complaints about the redline (especially in relation to us snipers). Anyone who jumps out of a dropship would immediately start his redline clock once he hits the ground. This would effectively double their redline time.
I'm not sure how much the redline should be extended for dropships and I'm not sure if the redline timer should be reduced for them as compensation for the increased range.
Munch
Anyone who buys AUR now is a fool.
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Sylwester Dziewiecki
Interregnum.
316
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Posted - 2014.06.28 13:45:00 -
[30] - Quote
People, you are all crazy. Instead of focusing on reducing lag you want to waste CCP employees time on minor changes.
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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
|
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
|
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
|
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
|
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
|
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
|
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
|
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
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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
|
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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THUNDERGROOVE
Fatal Absolution
971
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Posted - 2014.06.28 20:07:00 -
[61] - 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. God no. Have you ever been in a dropship while getting shot at by three missile turrets that are 100 meters into their spawn while you're across the map?
The Amarr scout bonus is like the old Amarr sentinel bonus. No one needed 25% reduction to overheat damage on a heavy;_;
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Kallas Hallytyr
Skullbreakers
551
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Posted - 2014.06.28 20:12:00 -
[62] - Quote
Temias Mercurial wrote: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.
They take so much damn effort to kill that by the time you're done, the game's over! Unless you've got a lot of coordinated AV, then it'll go down about as fast as an arthritic...you know...boules player...
Seriously though, CRUs/Depots are so tough that destroying them is a conscious design now, especially since vehicles need ammo, so Tanks no longer just blow them up out of hand. Though that is yet another reason why I want the redline pushed back: so that burnzone Depots/CRUs become more valuable. |
KEROSIINI-TERO
The Rainbow Effect
1091
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Posted - 2014.06.28 20:21:00 -
[63] - Quote
Jerricho Lionheart wrote:
. . OP POST . .
Agreed. Nowadays installations are trivial objects for every tanker. Pre 1.7 junior tankers had trouble vs installations as they really had to up some skill of those damage/rof/advanced turrets plus tanking skills of their own. About year ago fresh tanker just didn't have the dps-survivability to kill installations in one go - without skills it took as much as three-four runs. Skilling up any important skills quickly reduced that.
Nowadays damage/survibalility models are quite close to each other across all tanker levels so not even juniors are not a factor in buffing installation EHP.
:-S
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TIMMY DAVIS
Krusual Covert Operators Minmatar Republic
17
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Posted - 2014.06.28 20:43:00 -
[64] - Quote
Kallas Hallytyr mentioned that there was a simliar type thread, so here is what I wrote in my original idea.
"Just a simple idea. When a tank or drop ship destroys an installation, that installation gets respawned, unaligned, in the same spot 2-3 minutes later or at certain clones left.
It's akin to the tank/drop ship getting to run off and hide until it's shields and armor get repaired.
Seriously CCP how many vehicles are destroyed by fixed installations? or infantry?
Thanks for reading this."
--
There was one reply which mentioned something which is not nuts.
"Hell no. There's a reason why we kill them. Want more? Ask for CCP to put them in to buy, and do it yourself."
--
I wouldn't be opposed to players being able to buy installations. This would let CCP make new ones, both bigger and smaller. CRU's are really expensive, Large Blaster installations are expensive, Supply Depots less expensive, etc.
This would let them make anti-infantry ones, anti-dropship (swarmers), etc. Different shields and armor levels, maybe add ons. Anti-Cloak Device, that's really expensive (works against both sides, no cloaks friend or foe)?
--
Because right now, the first thing vehicles do is destroy all of the guns. "Right now, the only thing they are good for are Pilots and AVers to farm early warpoints at the beginning of a battle"
Respawn them or let folks buy them. |
Kallas Hallytyr
Skullbreakers
551
|
Posted - 2014.06.28 20:46:00 -
[65] - Quote
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? |
Kallas Hallytyr
Skullbreakers
551
|
Posted - 2014.06.28 20:49:00 -
[66] - Quote
TIMMY DAVIS wrote:I wouldn't be opposed to players being able to buy installations. This would let CCP make new ones, both bigger and smaller. CRU's are really expensive, Large Blaster installations are expensive, Supply Depots less expensive, etc.
The only issue with the purchasing idea is that it would require client side updates, I believe. If that's the case then it is not likely to happen soon. Rattati has said that client side updates are not off the table, but things that can be patched up and sent out quickly are their priority - hence the simple, mostly number-crunching Hotfixes (even though they have been done well!)
I'd love to see what you suggest getting implemented though. |
Soraya Xel
Abandoned Privilege Top Men.
2767
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Posted - 2014.06.28 20:56:00 -
[67] - Quote
Big +1 for dramatic installation EHP buff. Tanks should not get a few hundred free war points at the start of the match. Make 'em work for it.
I'd like to be your CPM1 candidate
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Vulpes Dolosus
Molon Labe. General Tso's Alliance
1660
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Posted - 2014.06.28 21:05:00 -
[68] - 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. No. Remove them completely. There should be no free assets, especially ones that can snipe from the redline with perfect accuracy and infinite range. *Cough*Missiles*Cough*
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Brush Master
HavoK Core RISE of LEGION
1268
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Posted - 2014.06.28 21:08:00 -
[69] - 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.
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.
Dust Veteran. June 2012 - ?
True Logi. Flying DS from the start.
@dustreports
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Nothing Certain
Bioshock Rejects
913
|
Posted - 2014.06.28 21:11:00 -
[70] - Quote
Regis Blackbird wrote:What about a EHP buff along with the removal of auto-targeting AI? Not sure if it is a good idea or not, but it would reduce the hack and run mentality, and perhaps get more people spending points in turret operations?
My advice. Now I don't have tp type it.
Because, that's why.
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Gavr1Io Pr1nc1p
674
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Posted - 2014.06.28 21:25:00 -
[71] - Quote
Id love this if the turrets didn't shoot on their own unless attacked with a large amount of damage.
Right now, good players don't even USE turrets, as they are so useless. I think a buff to them would make them a lot cooler, and would help shake up the battlefield.
But, they can't shoot unless someone is using them, and missiles need a range reduction
"Goddamn it! I have to take out my plasma cannon to kill him cause I can't kill him with my flay lock!"
-Buzz Kill
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Temias Mercurial
Knights Of Ender Proficiency V.
99
|
Posted - 2014.06.28 21:45:00 -
[72] - 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
|
Posted - 2014.06.28 21:50:00 -
[73] - 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. |
Everything Dies
EnvyUs.
786
|
Posted - 2014.06.28 22:06:00 -
[74] - Quote
LT SHANKS wrote:Wow.. this is an idea I actually like. I hate to admit it, but I'm one of those players who destroys installations early on for WP. They're free points, but they could be much more.
Buff their HP and position them in more strategic places on the map. There are too many installations that seem to function as nothing more than decoration.
One of the big problems is that many turrets seem to be facing the OPPOSITE way of where the action will take place, resulting in them serving absolutely zero purpose other than WP farming.
Mike Patton is the greatest singer in music. Proof:
Listen
|
Slim Winning
Resheph Interstellar Strategy Gallente Federation
129
|
Posted - 2014.06.28 22:29:00 -
[75] - 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.
We shoot them for 2 reasons.
1. Easy WP... 100 WP for a turret that's just sitting there is a taaaaaaad much. 2. THEY ARE DANGEROUS! Mainly the Railgun. even with a spool up time, it doesn't miss. And anything it kills is lost. Take off the AI, or dumb it down considerably, and Im all for buffing the HP of a turret. They should be a strategic part of a battle field at least in PC and maybe FW.
This is a P2P F2P FPS. Worrying about turrets that are controlled by AI does not belong in a P2P shooter, that's a PVE element. |
Mortedeamor
NoGameNoLife
1679
|
Posted - 2014.06.28 22:37:00 -
[76] - Quote
Temias Mercurial wrote: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. i like the ammo cache idea that wold be great |
Thurak1
Psygod9
796
|
Posted - 2014.06.28 22:47:00 -
[77] - 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. I agree with this one. Sure the wp are nice but it takes as much as 10 seconds and as little as what 5? to hack these so they can flip flop a LOT and be a real problem for tanks. There really aren't enough players on a map in most cases to have players guarding the turrets so as a part time tanker i normally destroy every turret i see so that it doesn't get flipped and blow up my tank. I would be perfectly happy if they were just pulled off the maps in all honesty. Better though would be if they were in more strategic positions such as clustering the CRU Supply depot and say 2 turrets so there would be a good reason to defend the area.
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Louis Domi
Pradox One Proficiency V.
405
|
Posted - 2014.06.28 22:51:00 -
[78] - 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. Excuse me sir, but have you ever been shot right out of an Lav by a Large blaster installation? Other than those instances I can see why a installation buff should happen, but those things can really clutch and get me whenever I'm in a Lav... They never hit me on foot, they don't pay attention to other tanks or stuff, but wow they screw me in a Lav |
Mortedeamor
NoGameNoLife
1683
|
Posted - 2014.06.29 00:04:00 -
[79] - Quote
Louis Domi 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. Excuse me sir, but have you ever been shot right out of an Lav by a Large blaster installation? Other than those instances I can see why a installation buff should happen, but those things can really clutch and get me whenever I'm in a Lav... They never hit me on foot, they don't pay attention to other tanks or stuff, but wow they screw me in a Lav i have never been shot out of a lav by a large blaster were u parked in front of it? |
Hakyou Brutor
G0DS AM0NG MEN
790
|
Posted - 2014.06.29 00:29:00 -
[80] - Quote
Yeah okay, lets make laser point accurate turrets that shoot at you from 300 meters away and take 20% of your health with every shot, see how you like it.
Edit: btw, make it so it doesnt render either
"I never pull out" ~Ace Boone, 2014.
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Kallas Hallytyr
Skullbreakers
560
|
Posted - 2014.06.29 00:36:00 -
[81] - Quote
Thurak1 wrote:I agree with this one. Sure the wp are nice but it takes as much as 10 seconds and as little as what 5? to hack these so they can flip flop a LOT and be a real problem for tanks. There really aren't enough players on a map in most cases to have players guarding the turrets so as a part time tanker i normally destroy every turret i see so that it doesn't get flipped and blow up my tank. I would be perfectly happy if they were just pulled off the maps in all honesty. Better though would be if they were in more strategic positions such as clustering the CRU Supply depot and say 2 turrets so there would be a good reason to defend the area.
Good point,. I think a redistribution of turrets would be a good thing. As you say, if they were in more strategically valuable locations, they would be both more easy and more useful to defend. |
One Eyed King
Land of the BIind
2186
|
Posted - 2014.06.29 00:51:00 -
[82] - Quote
I like this. It would help to make some of the LAV heavy so and so's work a little harder to get their cheap kills, and make turrets more strategically significant.
This is how a minja feels
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Mortedeamor
NoGameNoLife
1692
|
Posted - 2014.06.29 00:56:00 -
[83] - Quote
i also like to note that if your going to buff the hell out of installation ehp your should give wp rewards for dmg just like with vehicles |
Jerricho Lionheart
Royal Uhlans Amarr Empire
32
|
Posted - 2014.06.29 01:09:00 -
[84] - Quote
Mortedeamor wrote:i also like to note that if your going to buff the hell out of installation ehp your should give wp rewards for dmg just like with vehicles
I thought about that when first proposing the idea, but even I know that system would be abused to hell and back if that were the case, especially if neutral installations still gave WPs. A straight up increase to WPs for total destruction would be much more preferable (but only if the HP is dramatically increased, to avoid heavier farming).
Maybe if the AI were reduced back to the way they were early Uprising and missile range wasn't infinite (for all intents and purposes) then a perfect balance would be struck. But I truly think that need to be closer to Supply Depot levels of ehp to actually make a difference here. Other wise it will only be a minor inconvenience than a game changer (like supply depots and CRUs can often be) |
DERP33
Glitched Connection
9
|
Posted - 2014.06.29 01:11:00 -
[85] - 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.
well i am also an ads pilot and i can also say that the missile turrets can just spam the air with infinite range, buffing their ehp would make them near impossible to avoid in a dropship
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One Eyed King
Land of the BIind
2189
|
Posted - 2014.06.29 01:13:00 -
[86] - Quote
Jerricho Lionheart wrote:Mortedeamor wrote:i also like to note that if your going to buff the hell out of installation ehp your should give wp rewards for dmg just like with vehicles I thought about that when first proposing the idea, but even I know that system would be abused to hell and back if that were the case, especially if neutral installations still gave WPs. A straight up increase to WPs for total destruction would be much more preferable (but only if the HP is dramatically increased, to avoid heavier farming). Maybe if the AI were reduced back to the way they were early Uprising and missile range wasn't infinite (for all intents and purposes) then a perfect balance would be struck. But I truly think that need to be closer to Supply Depot levels of ehp to actually make a difference here. Other wise it will only be a minor inconvenience than a game changer (like supply depots and CRUs can often be) And they could add assist points for multiple tanks taking out an installation. I think that would be the best way to prevent farming turrets.
This is how a minja feels
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TEBOW BAGGINS
Defenders of the Helghast Dream Ishuk-Raata Enforcement Directive
1069
|
Posted - 2014.06.29 01:36:00 -
[87] - Quote
no ones ever been that hyped on the automated turret installation .. buffing them is not the way to go.. ok so we're supposed to have this "epic" pitched battles vs each installation because 1-4 players have dedicated themselves to removing these current abominations? so the devs stand behind the buff, ok well remove the stupid AI from the unmanned turret and then if you want some epic showdown of 2 squads vs 1 installation then remove the AI, and let us fight an actual player manning the turret. currently all your installations are are a shadow of a vision that was never deliver- they are an abomination on your virtual battlefield. dont let forum warriors say they are something to be exalted- the turret installations suck already.
AKA Zirzo Valcyn
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Thurak1
Psygod9
798
|
Posted - 2014.06.29 01:51:00 -
[88] - Quote
Jerricho Lionheart wrote:Mortedeamor wrote:i also like to note that if your going to buff the hell out of installation ehp your should give wp rewards for dmg just like with vehicles I thought about that when first proposing the idea, but even I know that system would be abused to hell and back if that were the case, especially if neutral installations still gave WPs. A straight up increase to WPs for total destruction would be much more preferable (but only if the HP is dramatically increased, to avoid heavier farming). Maybe if the AI were reduced back to the way they were early Uprising and missile range wasn't infinite (for all intents and purposes) then a perfect balance would be struck. But I truly think that need to be closer to Supply Depot levels of ehp to actually make a difference here. Other wise it will only be a minor inconvenience than a game changer (like supply depots and CRUs can often be) Yep I guarantee i myself would abuse this mechanic greatly if it was the case. I would just sit either out of range or behind cover and blast the installation get some WP have a logi near me to feed me reps and ammo and i would probably get orbitals with very little effort. I see your point in all honestly but it would be abused to no end. . Perhaps once destroyed a scaled wp bonus based on recent damage would be good. |
Lynn Beck
EnvyUs.
1963
|
Posted - 2014.06.29 01:52:00 -
[89] - Quote
Can we make the turrets not super-track infantry?
Fighting a Railgun as a Swarmer, it's either kill it in one go or it WILL track me through multiple lives. As it stands, i need to: Ensure PERFECT LoS Ensure full clip of swarms Ensure nobody will try and stop me midvolley Ensure the turret isn't already targeting me.
Even popshotting from behind cover- these things have 250000% accuracy, and will sometimes shoot you through the slats in stairs, the underside of the railings, through a friendly LAV, sometimes(rarely) managing to shoot you before you can even leave from cover.
I'm all for buffing them, but make them at least slightly less mastermind level, and make them have a straight % 'hitrate' or not track ahead of the players(so a strafing scout doesn't get railgunned)
Please. These things are brutally effective as-is.
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation
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Jerricho Lionheart
Royal Uhlans Amarr Empire
33
|
Posted - 2014.06.29 01:53:00 -
[90] - Quote
@TEBOW BAGGINS You see, I'm mixed on the idea of complete AI removal.
On the one hand, with it's removal, that constant threat to vehicles that would be born from it would cease and make things less strategic from a pilots point of view. While the infantry wisely avoids open fields and the sound of moving vehicles, the vehicles would wisely avoid blue installations and high towers. That constant tension for every is what I was thinking.
On the other hand the "set it and forget it" nature that this could leave behind would void the infantry's role completely when it comes to installations. That would only make it an interesting challenge (for the most part) for pilots, and I really don't want that either. So it's hard for me to say what the best course of action would be.
But I think a high EHP buff, almost brain-dead AI, a nerf to missile range, and an increase to WP for destroying as well as assist points for damage would be a solid balance to start with. I really, REALLY hope they don't get removed. The last thing this game needs is to become LESS dynamic. |
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TEBOW BAGGINS
Defenders of the Helghast Dream Ishuk-Raata Enforcement Directive
1071
|
Posted - 2014.06.29 02:06:00 -
[91] - Quote
they can already hit very hard vs vehicles when they are supported, it's not easy to blow one up when theres other AV near it
AKA Zirzo Valcyn
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Lynn Beck
EnvyUs.
1963
|
Posted - 2014.06.29 02:41:00 -
[92] - Quote
TEBOW BAGGINS wrote:they can already hit very hard vs vehicles when they are supported, it's not easy to blow one up when theres other AV near it
in a dream game mode we would push domination points to a final complex where super turret exist XD the super turret.
35million HP railgun, instablaps everything with 3,000,000 direct, splash of 1300Dmg/45msplasj
32 v 1 battle go!
General John Ripper
-BAM! I'm Emeril Lagasse.
This message was approved by the 'Nobody Loved You' Foundation
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Vitoka79 from SVK
ACME SPECIAL FORCES RISE of LEGION
102
|
Posted - 2014.06.29 04:45:00 -
[93] - Quote
The hp buff is a good idea.But thats not enough i think.First of all we shouldn't be rewarded with wp's when destroying a neutral turet.And we need some wp reward when the turet we hacked kills an enemy infantry or vehicle.
DUST 514 open market?Rest in pieces...
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Sylwester Dziewiecki
Interregnum.
316
|
Posted - 2014.06.29 05:26:00 -
[94] - Quote
Nothing Certain wrote: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.
BS, people always will value more null-cannons over some stable installation that will not blowup they MCC from the sky. Beside, there was always a crowd of people here on forum raging on snipers that play no contribution to they own team - if this buff will go through, and players will start to effectively use installations we will have bunch of even worst snipers, because none on current installation are place so they can camp terminals directly.
Thats why I think that buffing installation without other changes is bad idea. I propose that we remove option to hack them, and bound them to team that holds null-cannon in they closest proximity - if someone will start the process of hacking null-cannon, defense system of installations is disable temporarily, as soon as hack is finish all installations is switching to defend that n-c. It will annihilate problem of unexpected silent-killers, and at the same point will make job of gunner more safe(because no one will come to hack it).
One more thing, there shouldn't be neutral installation at beginning of match. They should appear after n-c is hacked.
Nosum Hseebnrido
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Kallas Hallytyr
Skullbreakers
565
|
Posted - 2014.06.29 07:24:00 -
[95] - Quote
TEBOW BAGGINS wrote:it takes us 2 cycles of XT-1 turret +10% already to blow one up one more do you want,
You're saying that it takes two clips of proto missiles with 10% damage from ADS to kill a turret right now is the basis for not buffing it? Because that's nonsense. It takes me one clip at only level three ADS. Fix your logic.
Sylwester Dziewiecki wrote:I propose that we remove option to hack them, and bound them to team that holds null-cannon in they closest proximity - if someone will start the process of hacking null-cannon, defense system of installations is disable temporarily, as soon as hack is finish all installations is switching to defend that n-c. It will annihilate problem of unexpected silent-killers, and at the same point will make job of gunner more safe(because no one will come to hack it).
One more thing, there shouldn't be neutral installation at beginning of match. They should appear after n-c is hacked.
I really like this idea, though what if hacking them didn't turn them, but instead disabled them until an enemy reenabled it by rehacking it/the null cannon changes hands? Reduce the WP gain from the action, but I think indirect options (ie, not just damaging/destruction) should be available. |
Pvt Numnutz
Watchdoge Explosives
1577
|
Posted - 2014.06.29 07:31:00 -
[96] - Quote
Just had a thought and thought I might spit ball it here.
What if turrets didn't exist on the battlefield until the objective or installation its protecting is hacked? Eg, team deploys and moves to E. once E is hacked the turrets for E are deployed (like in OMS) either blue or neutral. Same would go for turrets around CRU's.
Edit: maybe also have an eve like aspect of putting objectives into a reinforce period after a hack where a certain time elapses before fresh turrets are dropped by the warbarge allowing defenders the chance to wrestle back control beforemore turrets are dropped. This would keep turrets as a threat even after they are destroyed keeping everyone alert to the strength of objectives defenses and provide a deterrent to vehicles for those unskilled in av.
Thoughts? |
Stefan Stahl
Seituoda Taskforce Command
639
|
Posted - 2014.06.29 09:32:00 -
[97] - Quote
Jerricho Lionheart wrote:But I think a high EHP buff, almost brain-dead AI, a nerf to missile range, and an increase to WP for destroying as well as assist points for damage would be a solid balance to start with. I really, REALLY hope they don't get removed. The last thing this game needs is to become LESS dynamic. Very good points, however I'm not sure I support an increase in WP for installation destruction.
This question really boils down to just how much of a buff the installations are going to receive. When the ehp is doubled turret destruction is still a matter of ~15-20 seconds with next to no resistance. Hardly worth more than 50 WP. If it is a bigger buff then it's going to be tough work chewing through all these installations, warranting a bigger reward of course. Just consider that, if installations actually respawn, this may distribute a lot more WP than right now.
My preferred scenario would be a doubling in ehp through 50% resistance to damage, making them respawn after 5 minutes of being destroyed, no WP for neutral installations, 50 WP for destruction and finally fixing missile turrets.
Depending on just how large the buff is this change will lead to a significant change in playstyle. Scouts will consider installations prime targets for switching and squads will regularly check on the status of strategically important installations when defending an outpost. That's why I prefer smaller changes rather than big ones with difficult to predict consequences. There will likely be a hotfix delta, so if the first step isn't big enough just fix it again the next time around. |
manboar thunder fist
Molon Labe. General Tso's Alliance
56
|
Posted - 2014.06.29 11:29:00 -
[98] - Quote
Kallas Hallytyr wrote: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.
Damage: Rewrite of the internet? didn't write an essay last time i checked, simply mentioned it.
Missiles: Often a struggling dropship will shrug off swarms just to be killed by a missile from a turret used by some noob in the redline 500m away. Not pretty when each one costs 500,000 isk. Imagine if the game had inbuilt remotes on your spawn, how would you feel?
Blasters: DO you even play the game?! blasters are still largely effective anti infantry weapons.
Camping: Shotgunners? Scouts? Last time i checked shotgunners don't tend to run 100m into the redline for a laugh and back out.
Slower pace: Dropships used for infantry transport? HOW ABSURD! do you even play in squads? Oh and show us where on your clone the bad proto touched you.
NERF SCOUTS, NERF TANKS, NERF AV, NERF ASSAULTS, NERF LOGIS, NERF HEAVIES
nerf life
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Kallas Hallytyr
Skullbreakers
566
|
Posted - 2014.06.29 12:09:00 -
[99] - Quote
manboar thunder fist wrote:Damage: Rewrite of the internet? didn't write an essay last time i checked, simply mentioned it.
Yes, I used hyperbole. It is a form of emphasis. My emphasis was to show that it would be a very easy fix. Thus that your concern over the damage differences between vehicle/installations is unnecessary.
manboar thunder fist wrote:Missiles: Often a struggling dropship will shrug off swarms just to be killed by a missile from a turret used by some noob in the redline 500m away. Not pretty when each one costs 500,000 isk. Imagine if the game had inbuilt remotes on your spawn, how would you feel?
You realise I'm also an ADS pilot right? I know just how it feels to lose 500k to a random missile, how irritating it is to have to dart in and out of the redline trying to destroy them without getting tagged/redline timer ******* up.
If you read any of this thread, you should have seen myself and other advocating for reducing the impact/impulse effect of the missiles and reducing the range from infinity. Either and/or both of those would do more than enough for dropships, while the missiles would still be incredibly dangerous to them - as they should be!
manboar thunder fist wrote:Blasters: DO you even play the game?! blasters are still largely effective anti infantry weapons.
Of course, because I vaguely disagree with you I must not play. The large Blaster dispersion changes made its antipersonnel ability less effective: yes, it can still kill all stripes of enemy, which is fine. Are you suggesting that infantry/tanks/lavs/dropships/any or all of the above should for some reason be exempt?
manboar thunder fist wrote:Camping: Shotgunners? Scouts? Last time i checked shotgunners don't tend to run 100m into the redline for a laugh and back out.
Because only redline turrets matter? Sure, the redline missile turrets are annoying because of infinite range, but we're talking about fixing the range right here in this very thread! Rattati has even talked about it!
manboar thunder fist wrote:Slower pace: Dropships used for infantry transport? HOW ABSURD! do you even play in squads? Oh and show us where on your clone the bad proto touched you.
Who doesn't love straw men..? 1) Dropships are rarely used for transportation unless its a well coordinated squad. Maybe some day we could have teams working together, instead of disparate groups. Right now? Unlikely, but let's look to the future. 2) Proto stomping squads have been a blight on DUST for ages. To deny Proto stomping is an issue is absurd. Proto stomping drives away new players. I can take a lot of the proto scrubs out there one on one (a lot really are just bad and rely on their gear, not all) but stuff six running vaguely close together and it's an issue for anyone. |
manboar thunder fist
Molon Labe. General Tso's Alliance
56
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Posted - 2014.06.30 10:37:00 -
[100] - Quote
Do we really need free installations that are able to kill 500,000 dropships and 350000 tanks with ease? Already a tank or dropship on low hp can be killed by any turret. Have you ever hovered a dropship where it can be shot by a blaster turret? It melts
Since these installations are free they should serve as they do... Turrets not doomsday devices That's what AV is for. Already people sit in the redline for the whole match. I sure will abuse the hell out of turrets. I can already climb into a turret and easily kill tanks and people alike. All the turrets hve their roles and are in a good place
NERF SCOUTS, NERF TANKS, NERF AV, NERF ASSAULTS, NERF LOGIS, NERF HEAVIES
nerf life
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
848
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Posted - 2014.06.30 11:15:00 -
[101] - Quote
Installations need Lots of HP The ability to LOOK UP Better positioning.
As of right now, about 80% of the turrets we have are obstructed through 90-100% of their viable use region (as in a building straight in the center preventing the turret from ever being used because nobody will ever appear around the sides of said building, or they are in a corner, and cannot fire over a hill placed to obscure their line of sight from even the low traffic routes.
Installations are basically Junk right now.
http://youtu.be/dtXupQg77SU
Dust to Dust, theme
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Edgar Reinhart
Resheph Interstellar Strategy Gallente Federation
4
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Posted - 2014.06.30 11:25:00 -
[102] - Quote
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. |
Kallas Hallytyr
Skullbreakers
576
|
Posted - 2014.06.30 13:08:00 -
[103] - Quote
manboar thunder fist wrote:Do we really need free installations that are able to kill 500,000 dropships and 350000 tanks with ease? Already a tank or dropship on low hp can be killed by any turret. Have you ever hovered a dropship where it can be shot by a blaster turret? It melts
Good god man!? A medium aerial vehicle melts when a large blaster shoots at a non/slow moving target?! That's it, DUST is broken, I'm going home and taking my football with me! [/sarcasm]
Installations should be just as dangerous as vehicles, otherwise what's the point?! If you are dumb enough to hover in front of a turret, inside it's effective elevation you damn well get hurt for being a moron!
manboar thunder fist wrote:Since these installations are free they should serve as they do...
I see now. You want free war points.Duly noted.
manboar thunder fist wrote:Turrets not doomsday devices
ERM, they have standard level weapons (currently not updated) and you think that's a doomsday weapon?! Seriously?
manboar thunder fist wrote:I can already climb into a turret and easily kill tanks and people alike. All the turrets hve their roles and are in a good place
Really? Because I, like quite a lot of others it seems, are of the impression that non-redline Missile turrets are absolute garbage because they die so damn fast. It's not like any of us are also vehicle pilots like you, or that any of us want a challenge rather than free, easy pickings
Seriously, a lot of your noise is stemming from your brain dead refusal to accept that people are trying to make them relevant, not overpowered. Buffing EHP is one of the simplest methods to make them dangerous! Because then they don't simply disappear in 5 seconds before they cannot least scratch the offender. There's other suggestions in this thread, like fixing their damage/range profiles so they are in line with the current vehicle weapons and to modify where they are positioned on the battlefield.
I suggest you try rereading the thread and actually turning your brain on instead of spouting ridiculous reactionary nonsense. |
Korvin Lomont
United Pwnage Service RISE of LEGION
996
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Posted - 2014.06.30 13:20:00 -
[104] - 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.
Well Hav Pilots should not only worry a little bit about installations they should be a real danger to them (which would encourage fighting over them as well). Currently installations are just one thing easy points either for a HAV pilot or for me when I blow them up with RE's...(as I am Infantry this AI controlled sniper Rails ARE a thread for me so it's safer to blow them up ) |
Litany 0f Fury
Revolution of Evil Henchmen
18
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Posted - 2014.06.30 14:41:00 -
[105] - Quote
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.
Commando 'till i die... then another commando
'Face Melter' Visiam Laser Rifle
Beta / / Stephenius
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Temias Mercurial
Knights Of Ender
103
|
Posted - 2014.06.30 16:37:00 -
[106] - 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 -
[107] - 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. |
CELESTA AUNGM
Kang Lo Directorate Gallente Federation
169
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Posted - 2014.06.30 18:03:00 -
[108] - Quote
This is a nice comfortable subject (...hey, anything that doesn't go on about how Legion is going to be the "doom of Dust", oh my Lorde, cry-cry-cry... is a comforable Dust subject as far as I'm concerned. It is nice to see the clouds clearing and battelfield talk resume).
When I first started Dust, I feared Installations. It was a good thing. It felt as though the "AI " (the installation's ability to scan your presence and open up on you when it's on automatic and NOT being manned by a player) was shockingly high; it BLOCKED and BOOBYTRAPPED your movements around the map. So you wanted that thing working on YOUR side--you even willingly sacraficed a few clone lives to repeatedly sneak around and eventually hack it.
Once the first Patches came out, it felt (can't confirm) as if their "AI" had been toned down. No matter how much EHP or range or type it has, it can't keep a lone player from rolling up on it anymore. That kills any chance of controlling enemy movement, and the only consistant value the "installations" have now are when a player jumps on one to provide a little support (like me), or when they are being solo farmed for destruction-WP or hacking-WP, not for controling the match. There will always be random moments when a player drives her vehicle too near a present day installation at the wrong second, and pays for her carelessness... but that should not be misinterpretted as a "good, well-operating installation". The installations are not strong, effective game pieces anymore.
I have my personal view (which of course I want to see come to reality): that Installations should be PRIZES on the map, as strategically desirable for hacking as the CRU's. We should want to destroy only what we can't REACH. --They should be DANGEROUS as hell when on "automatic" , with pinpoint accuracy the thing that gets kills in any of the three types. This makes them tools for delaying an enemy's travel across a map, and helpful as a guard-dog and early-warning companion for the player who's momentarily on her own and needs a few minutes of protection).
But CCP has its "Waves of Opportunity" view (which I DON'T endorse, but will respect): that EVERY playing piece on the map should have an exploitable weakness to balance whatever stand-out strength it has. ---Dropships have super access to the map, but have thin, thin protection. HAVs are strong, but they travel slo-- umm, I mean, err. Well, you know what I'm getting at.
So my suggestion here tries to give justice to BOTH points of view:
Increase the AI of all Installation types. This can be done by giving them better scanning than what we can acheive with our typical dropsuits, or better rotating/tracking ability (but ONLY when on "auto), Give each installation vehicle-scanner precision equal to HALF of its firing range. Pinpoint Accuracy should be on every type of installation AS LONG AS YOU LEAVE IT ON AUTO.
Handicap its agility and accuracy when you switch to "manual", handicaps that ease up only with lots of perseverance and a few of those turret-SP bonuses, to DETER players from exploiting them as some new leaderboard toy.
If it's a missile Installation, give it enough range at one end of the football field to reach 3-fifths across the field---but by then disperse the volley to leave only marginal chance of wearing down vehicles EHP and be effective more for pestering infantry than actaully killing many at that range. It's destructiveness should be dictated by increasing the likeliness of getting hit my ALL the missiles in the volley as you get nearer to the missile installation (4 hits from the volley should be harmful). Its sheild/armour should be weak enough that it'll need repping occasionally, but enemy vehicles have to expose themselves in lengthy TTK to destroy it. Make players consider the missile installation as the only installation we can use across a handful of situations, but we don't mind if we have to abandon it in a fight.
If it's a Blaster Installation, give it a range of 2-fifths of the map---but It should have the best scanning and tracking in the game to be lethal to individual infantry who approach it. PERHAPS (?) make it the only one to detect cloakers. Give it very little effectiveness against HAVs (LAVs and infantry should be its feast-prey)--but give it the sheild/armour of a Supply Depot, so HAVs will have to waste a lot of game-time to farm it. This will convince you to HACK this gun, not try to kill it, and you'll need to flank it or walk up to it behind an HAV in order to reach it. Make players consider this the hands-down best Installation for stronghold or redline defense, that you feel comfortable leaving on automatic most of the time and won't rep, because it's the least destroyable of the three types.
If it's the controversial Railgun Installation, of course give it the longest range, and I believe this should be 4-fifths the football field, with no loss in HP---but it's horizontal tracking should be rubbish-poor (to allow enough time for DS/HAV to climb-away/duck-out accordingly). It's gun should always have a noticeably quicker TTK than most HAVs (either through hitpoint or RoF)---but its shield/armour be only slightly stronger than a MILITIA-rated HAV (so each gunfight could potentially end in rali-installation marginal win by bullet, or HAV marginal win by armour). This tracking/EHP combination means a hotshot DS can slip in close to it (but has to hammer it a LONG time to destroy it), while an HAV can destroy it sooner (but have a hard time getting close enough to guarantee it---no more quick drive-by kills). Make a railgun installation the equivelant of a Fattie.... it should be the piece everyone wants to have close to them, but needs to MANUALLY operate it, and have someone covering its back and nurse it with reppers, to keep it truly effective.
Sorry, was TON of info.
Universe of good wishes for the 49, especially CCP Eterne...
No story can have life without writers and publishers.
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Doyle Reese
OSG Planetary Operations Covert Intervention
480
|
Posted - 2014.06.30 20:19:00 -
[109] - Quote
My tank has been hit by a Missile Turret from the enemy redline on the bridge map on Skirmish (Bridge Objective being A) before :( |
Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
849
|
Posted - 2014.06.30 21:15:00 -
[110] - Quote
Doyle Reese wrote:My tank has been hit by a Missile Turret from the enemy redline on the bridge map on Skirmish (Bridge Objective being A) before :(
I cannot think of any map where the missile turrets have clear view of any bridge. The bridge you are most likely talking about is on the T shaped map, which has a missile turret directly at it's end in the center of the map.... Which is the center, meaning nowhere near the redline. Unless you are talking about the map with two buildings and a bridge in the center, then the large node off to the side, of which there is only a 5 meter gap at the very end of the bridge that a turret could hit you at. You would literally have to be stationary to be killed there by a missile turret.
You really should research your turrets before you make claims.
http://youtu.be/dtXupQg77SU
Dust to Dust, theme
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Kallas Hallytyr
Skullbreakers
578
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Posted - 2014.07.01 00:12:00 -
[111] - Quote
I think this needs more Rattati love
Bump... |
axINVICTUSxa
DETHDEALERS RISE of LEGION
151
|
Posted - 2014.07.01 00:22:00 -
[112] - 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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TEBOW BAGGINS
Defenders of the Helghast Dream Ishuk-Raata Enforcement Directive
1073
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Posted - 2014.07.01 00:29:00 -
[113] - Quote
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
AKA Zirzo Valcyn
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Fiddlestaxp
TeamPlayers Dirt Nap Squad.
973
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Posted - 2014.07.01 03:05:00 -
[114] - Quote
Make them give less war points. If you have ever been sniped randomly by a rail turret, you understand why they need to die anyway |
Jerricho Lionheart
Royal Uhlans Amarr Empire
43
|
Posted - 2014.07.01 04:14:00 -
[115] - Quote
Fiddlestaxp wrote:Make them give less war points. If you have ever been sniped randomly by a rail turret, you understand why they need to die anyway I've been playing since the release of uprising and I don't believe I've been killed by a single rail or missile turret outside of a vehicle, and I don't stand in the line-of-sight of red blaster turrets so.... I don't think it's enough of a factor to considered a problem judging by what I've heard from the commenters.
Speaking of, it seems like most people feel like the installations should have a buff but with definite caveats. The AI needing to be nerfed or removed, the points given out altered, and placement of them altered seem to be the most commonly agreed upon stipulations. Besides the placement change I thing this can be reasonably done via hotfix, but I would need a dev or cpm confirmation before i can say for sure, of course.
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
851
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Posted - 2014.07.01 04:37:00 -
[116] - Quote
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. And you think flying over the enemy redline should be safe? Why is that? If you don't have the fortitude to secure the map before moving out, then you really shouldn't be using vehicles at all. Dropships would not be useless vs turrets, as they can fly in circles around the target faster than they can rotate. What this would eliminate is people literally parking over a turret and just holding down the fire button waiting for the turret to blow up...
If you want to pull a tank or dropship, you should either expect it to blow up, or expect it to be used as a quick breaching tool.
Also, if turrets were improved, the health of dropships and tanks could be increased because the common infantry then could fight back by commandeering turrets.
As of right now, dropships have more survival opportunities than tanks do, even with their lowered health, and having to actually watch where you fly would make actual lanes for flight, like the buildings force tanks to drive around them...
http://youtu.be/dtXupQg77SU
Dust to Dust
Remember the dream you had before the day you were born.
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axINVICTUSxa
DETHDEALERS RISE of LEGION
151
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Posted - 2014.07.01 04:42:00 -
[117] - 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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ladwar
HEARTS OF PHOENIX
2004
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Posted - 2014.07.01 04:58:00 -
[118] - Quote
tread lightly on your buffs.... going from 3-4 shots to 5-6 fine, going to 3 minutes on 5 havs pounding it, no. nerf rail turret dps if you plan on buffing its ehp... seriously. one slight buff at a time followed by a long test time after each buff. its not like you guys play test, anything ever, so u need to wait to get FULL feedback on the buffs. btw missile installations do have a max range but its longer then the map its around 2,500m. when mcc to mcc is around 600-800m on any given map
Level 2 Forum Warrior, bitter vet.
I shall smite Thy Trolls with numbers and truth
doing reviews in free time, want 1?
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Litany 0f Fury
Revolution of Evil Henchmen
19
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Posted - 2014.07.01 13:10:00 -
[119] - Quote
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.
Commando 'till i die... then another commando
'Face Melter' Visiam Laser Rifle
Beta / / Stephenius
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waistr
DEAD-MEN-WALKING
191
|
Posted - 2014.07.01 15:48:00 -
[120] - Quote
reduce or remove WP for destruction Increase WP for Hacking. |
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Derpty Derp
It's All Gone Derp
193
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Posted - 2014.07.01 17:00:00 -
[121] - 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.
^THIS^
Buff that ****, but get it out of the redzone so it's actually part of the game... Currently as an incubus missile pilot I tend to fly to the redzone and wipe out those turrets asap, because they are dangerous as hell... And it's quite a challenge for some that are nested deep even though they have low hp. |
Temias Mercurial
Knights Of Ender
105
|
Posted - 2014.07.01 18:33:00 -
[122] - 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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CELESTA AUNGM
Kang Lo Directorate Gallente Federation
170
|
Posted - 2014.07.01 20:50:00 -
[123] - Quote
Nice replies, and nice debate from everybody. When I'm not operating a Dropship (main concern transporting mercs safely to a spot covered by red-hacked turret installations), I am, err, umm,... hacking and manning installations to, um, use AGAINST HAVs and Dropships.
I want to think (THINK) that my position gives me insight on both points of view. I also want to believe that, no matter what role you play as, if the adjustment CCP makes to the current Installations opens up an opportunity for you to VALUE that installation more---AND at the same time poses a new risk or difficulty to acheiving a goal related to that installation... then it's an adjustment in the RIGHT DIRECTION (even if it will make you curse more and throw your PS-controller across the room more than prevous matches).
So, grabbing randomly from some of the stuff you've posted here, if the Railgun installation can eviscerate an incoming DS with just a few hits, but barely has time to make those hits if a skilled DS operator like Baggins can quickly approach beyond the rail-installation's gun ELEVATION-limit... THAT's GOOD. The elevation of the rail-gun installation should NOT be changed to allow 90-degrees vertical aiming because that would make it less difficult for turret-gunner to acheive his goal. On paper, it will look as though the installation-player has been given a harder job than the DS-player... but IN THE ENCOUNTER, both opponents actually have a target they are drooling to reach, a VALUED device they think they can reach it with, and each player has ONE immediate obstacle has to become good enough to overcome in order to succeed (DS driver must develop skill to jag/weave his way up to a lethal installation---the installation-operator must practice getting perfect lead on a DS in the short period before his gun-elevation limit is reached).
If a lone merc walking out into an open gap between two buildings after just spawning from a CRU, suddenly gets sniped by a hacked missile installation sitting on the hill---that's GOOD. On paper, it feels unfair because no one is getting WP for it, and it's taking hurtful advantage of your momentary carelessnes. But in the encounter, it makes the same sense as the enemy RE or the red-sniper you didn't know about: they are limited, but annoyingly effective, means of denying your travel across the map.
When the DS driven by Baggins reaches the enemy's redzone and (with the help of a skilled door gunner named Aungm) wants to convert red dots into red ooze,...but the area is littered with three or four installations---but one is a railgun installation that can't elevate high enough and has shield/armour thin enough to destroy with 9 XT-1s---but the other two are Blaster installations whose shield/armour is too tough for the DS to waste time on---but they can only be lethal to Baggins if he drifts into into the airspace where both installations can overlap their fire... as frustrating an experience as this is to have at a redline... IT'S GOOD. Redlining the opposing team should be an acheivable goal, and a player ought to be able to get a vehicle over there and loiter---but it should not be something he can acheive on a whim. So they DON'T need to reduce the number/placement of installations stationed at the redline (it's supposed to be the staging area for the team, so it rightly should feel like the most combat-secured piece of the map). Tebow's view is right that the installations shouldn't be so invincible that the vehicle HAS to shoo away constantly. My own wish is that installations not be so wimpy that they are rubbed out faster than dropsuit Newberrys.
See the flip-flopping set up in this? It's not one of those "balance" creations. It's "imbalance", doled out sequentially to both opponents, so both have to eat an unfair handicap during the encounter. And it would work.
The vehicle-driver needs to be able to loiter and redline enemy DOTS (that's the victory), but since it IS the enemy's redline, there should be a hard obstacle she has to to grind-down or tactic-through before she can own the enemy's terrain.
The Gun-Installations should be the game pieces players VALUE and WANT TO USE to create that obstacle for the enemy. And that "use" isn't about stats on paper---like most of Dust 514, it's really about influencing what behavior and actions we players perform when in the match.
Universe of good wishes for the 49, especially CCP Eterne...
No story can have life without writers and publishers.
|
Litany 0f Fury
Revolution of Evil Henchmen
21
|
Posted - 2014.07.02 12:23:00 -
[124] - Quote
Temias Mercurial wrote: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.
I disagree, the angle would have to be increased otherwise you would not be able to get rid of red line turrets with the ridiculous range, as there would be no counter turret for aerial vehicles. Once the red line turrets have been taken out the picture you should be able to retreat to your own red line with little trouble, but that's not really the point. I don't think the current AI activated turrets are that effective. With no manual take over a dropship pilot should easily avoid incoming missiles. As far as i know an AI turret usually only attacks you when you attack it first, so this should be avoidable. Even when the turret is maned the further away you are the easily you should be able to avoid incoming missiles. This would lead to Dropships having avenues of opportunity which is what CCP were trying to do with vehicles.
Commando 'till i die... then another commando
'Face Melter' Visiam Laser Rifle
Beta / / Stephenius
|
Litany 0f Fury
Revolution of Evil Henchmen
21
|
Posted - 2014.07.02 12:49:00 -
[125] - Quote
CELESTA AUNGM wrote:Nice replies, and nice debate from everybody. When I'm not operating a Dropship (main concern transporting mercs safely to a spot covered by red-hacked turret installations), I am, err, umm,... hacking and manning installations to, um, use AGAINST HAVs and Dropships. I want to think (THINK) that my position gives me insight on both points of view. I also want to believe that, no matter what role you play as, if the adjustment CCP makes to the current Installations opens up an opportunity for you to VALUE that installation more---AND at the same time poses a new risk or difficulty to acheiving a goal related to that installation... then it's an adjustment in the RIGHT DIRECTION (even if it will make you curse more and throw your PS-controller across the room more than prevous matches). So, grabbing randomly from some of the stuff you've posted here, if the Railgun installation can eviscerate an incoming DS with just a few hits, but barely has time to make those hits if a skilled DS operator like Baggins can quickly approach beyond the rail-installation's gun ELEVATION-limit... THAT's GOOD. The elevation of the rail-gun installation should NOT be changed to allow 90-degrees vertical aiming because that would make it less difficult for turret-gunner to acheive his goal. On paper, it will look as though the installation-player has been given a harder job than the DS-player... but IN THE ENCOUNTER, both opponents actually have a target they are drooling to reach, a VALUED device they think they can reach it with, and each player has ONE immediate obstacle has to become good enough to overcome in order to succeed (DS driver must develop skill to jag/weave his way up to a lethal installation---the installation-operator must practice getting perfect lead on a DS in the short period before his gun-elevation limit is reached). If a lone merc walking out into an open gap between two buildings after just spawning from a CRU, suddenly gets sniped by a hacked missile installation sitting on the hill---that's GOOD. On paper, it feels unfair because no one is getting WP for it, and it's taking hurtful advantage of your momentary carelessnes. But in the encounter, it makes the same sense as the enemy RE or the red-sniper you didn't know about: they are limited, but annoyingly effective, means of denying your travel across the map. When the DS driven by Baggins reaches the enemy's redzone and (with the help of a skilled door gunner named Aungm) wants to convert red dots into red ooze ,...but the area is littered with three or four installations ---but one is a railgun installation that can't elevate high enough and has shield/armour thin enough to destroy with 9 XT-1s ---but the other two are Blaster installations whose shield/armour is too tough for the DS to waste time on ---but they can only be lethal to Baggins if he drifts into into the airspace where both installations can overlap their fire ... as frustrating an experience as this is to have at a redline... IT'S GOOD. Redlining the opposing team should be an acheivable goal, and a player ought to be able to get a vehicle over there and loiter---but it should not be something he can acheive on a whim. So they DON'T need to reduce the number/placement of installations stationed at the redline (it's supposed to be the staging area for the team, so it rightly should feel like the most combat-secured piece of the map). Tebow's view is right that the installations shouldn't be so invincible that the vehicle HAS to shoo away constantly. My own wish is that installations not be so wimpy that they are rubbed out faster than dropsuit Newberrys. See the flip-flopping set up in this? It's not one of those "balance" creations. It's "imbalance", doled out sequentially to both opponents, so both have to eat an unfair handicap during the encounter. And it would work. The vehicle-driver needs to be able to loiter and redline enemy DOTS (that's the victory), but since it IS the enemy's redline, there should be a hard obstacle she has to to grind-down or tactic-through before she can own the enemy's terrain. The Gun-Installations should be the game pieces players VALUE and WANT TO USE to create that obstacle for the enemy. And that "use" isn't about stats on paper---like most of Dust 514, it's really about influencing what behavior and actions we players perform when in the match.
I tend to agree with most of this however it would only be possible if the Turret stats are the same as vehicle turret stats (range ect.) in my opinion. Therefore specifically Rail installations can not then destroy all installations and vehicles across the entire map, which is one of the major problems with installations at the moment apart from their pitiful health and large WP payout upon destruction.
I do think your scenario can still be achieved without engulfing a installation in the red line but have it just outside perhaps covering major road links on the map which would make more sense from a immersion point of view. It doesn't make a lot of sense to me having several defense installations so far away from what they are supposed to be defending (the complex your fighting over). Unless of course you take the view of them dropping in because the battle is taking place.
Commando 'till i die... then another commando
'Face Melter' Visiam Laser Rifle
Beta / / Stephenius
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CELESTA AUNGM
Kang Lo Directorate Gallente Federation
172
|
Posted - 2014.07.02 17:14:00 -
[126] - Quote
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).
Universe of good wishes for the 49, especially CCP Eterne...
No story can have life without writers and publishers.
|
Temias Mercurial
Knights Of Ender
107
|
Posted - 2014.07.02 17:38:00 -
[127] - 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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CELESTA AUNGM
Kang Lo Directorate Gallente Federation
172
|
Posted - 2014.07.02 21:01:00 -
[128] - Quote
Hi, Temius!
But, keep in mind... Railgun installations in Patch 1.7 had a FULL map-reach (5-fifths the length of the map, by my terminology). I remember railguns knocking off railguns from the far ends of the map during the first 30 seconds of some skirmishes---You ARE right that we don't want to do that again. The maps are just too small for that.
But a rail installation with 4-fifths a range AND a thinner shield/armour than other installation types, will make it a weapon that can be VERY dangerous, but only for a short period of time:
AVers, HAVers, and DS gunners looking to farm will try to concentrate on them earlier because their "squishiness" makes them much easier to kill than the Missile or Blaster types.
Rail installations located in the middle areas of the map will be hacked and destroyed first in a hurried scramble to either hold areas you just claimed, or clear the way for your heavy vehicles to traverse the middle of the map.
The remaining Rail Installations near the extreme (safe) goal posts of the football field will be the only ones to last the entire match, and by way of their distance and limited clear-line-of-fire, will only be able to do what a big, stationary gun is supposed to do,... hammer anyone careless enough to parade her vehicle down the open corridors of the battlefield without forethought.
Making the rail installation as (impotent?) as it currently is... is just not a solution to balancing things. The rail is a slow ROF, high HP device, and with the exception of the shotgun, all weapons in Dust of that profile TEND to sell "very far range" as their bonus quality. The technology presented in Eve lore makes it sensible for the Rail installation to be a super-long reach killer----just curb its invincibility by introducing other offset weaknesses, not by eliminating what is practically its only strength.
Universe of good wishes for the 49, especially CCP Eterne...
No story can have life without writers and publishers.
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Sylwester Dziewiecki
Interregnum.
320
|
Posted - 2014.07.03 07:24:00 -
[129] - Quote
I want AAI(Anti-Aircraft Installation), with is set on angle to kill air vehicles but not ground one 15-90*.
Nosum Hseebnrido
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
856
|
Posted - 2014.07.06 04:12:00 -
[130] - Quote
CELESTA AUNGM wrote:Nice replies, and nice debate from everybody. When I'm not operating a Dropship (main concern transporting mercs safely to a spot covered by red-hacked turret installations), I am, err, umm,... hacking and manning installations to, um, use AGAINST HAVs and Dropships. I want to think (THINK) that my position gives me insight on both points of view. I also want to believe that, no matter what role you play as, if the adjustment CCP makes to the current Installations opens up an opportunity for you to VALUE that installation more---AND at the same time poses a new risk or difficulty to acheiving a goal related to that installation... then it's an adjustment in the RIGHT DIRECTION (even if it will make you curse more and throw your PS-controller across the room more than prevous matches). So, grabbing randomly from some of the stuff you've posted here, if the Railgun installation can eviscerate an incoming DS with just a few hits, but barely has time to make those hits if a skilled DS operator like Baggins can quickly approach beyond the rail-installation's gun ELEVATION-limit... THAT's GOOD. The elevation of the rail-gun installation should NOT be changed to allow 90-degrees vertical aiming because that would make it less difficult for turret-gunner to acheive his goal. On paper, it will look as though the installation-player has been given a harder job than the DS-player... but IN THE ENCOUNTER, both opponents actually have a target they are drooling to reach, a VALUED device they think they can reach it with, and each player has ONE immediate obstacle has to become good enough to overcome in order to succeed (DS driver must develop skill to jag/weave his way up to a lethal installation---the installation-operator must practice getting perfect lead on a DS in the short period before his gun-elevation limit is reached). If a lone merc walking out into an open gap between two buildings after just spawning from a CRU, suddenly gets sniped by a hacked missile installation sitting on the hill---that's GOOD. On paper, it feels unfair because no one is getting WP for it, and it's taking hurtful advantage of your momentary carelessnes. But in the encounter, it makes the same sense as the enemy RE or the red-sniper you didn't know about: they are limited, but annoyingly effective, means of denying your travel across the map. When the DS driven by Baggins reaches the enemy's redzone and (with the help of a skilled door gunner named Aungm) wants to convert red dots into red ooze ,...but the area is littered with three or four installations ---but one is a railgun installation that can't elevate high enough and has shield/armour thin enough to destroy with 9 XT-1s ---but the other two are Blaster installations whose shield/armour is too tough for the DS to waste time on ---but they can only be lethal to Baggins if he drifts into into the airspace where both installations can overlap their fire ... as frustrating an experience as this is to have at a redline... IT'S GOOD. Redlining the opposing team should be an acheivable goal, and a player ought to be able to get a vehicle over there and loiter---but it should not be something he can acheive on a whim. So they DON'T need to reduce the number/placement of installations stationed at the redline (it's supposed to be the staging area for the team, so it rightly should feel like the most combat-secured piece of the map). Tebow's view is right that the installations shouldn't be so invincible that the vehicle HAS to shoo away constantly. My own wish is that installations not be so wimpy that they are rubbed out faster than dropsuit Newberrys. See the flip-flopping set up in this? It's not one of those "balance" creations. It's "imbalance", doled out sequentially to both opponents, so both have to eat an unfair handicap during the encounter. And it would work. The vehicle-driver needs to be able to loiter and redline enemy DOTS (that's the victory), but since it IS the enemy's redline, there should be a hard obstacle she has to to grind-down or tactic-through before she can own the enemy's terrain. The Gun-Installations should be the game pieces players VALUE and WANT TO USE to create that obstacle for the enemy. And that "use" isn't about stats on paper---like most of Dust 514, it's really about influencing what behavior and actions we players perform when in the match.
A single dropship redlining a base without any ground support === very bad. If you have to be inside of 2 or more turret's LOS AND they have to be manned and targeting you, just so the turrets can be of any kind of threat... that is also bad. Dropships can already just hover above almost any target they want and fire away with impunity, if you don't actually plan your route, or plan your assistance, you should be punished for it.
Also, having a dropship swing in over a turret's angle of attack, to bomb it to bits is incredibly easy, you just fly OVER the range the railgun or turret can fire, then hover downwards in the dead zone for a free kill. No challenge at all. The only time the dropship is in range of the turret's guns is when it is directly above the turret, and it cannot turn to hit that.
The fact that I have to rely on another person, or possibly, only use a turret when running an AV suit is quite a detriment. That would be like a tank firing down into a valley on a dropship, but the dropship cannot gain altitude nor steer because of a downdraft. For both situations, the only choice is to abandon the machine and either have the ability to fire back as infantry, or let it blow up and run away.
http://youtu.be/dtXupQg77SU
Dust to Dust
Remember the dream you had before the day you were born.
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Auris Lionesse
Kang Lo Directorate Gallente Federation
921
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Posted - 2014.07.06 04:42:00 -
[131] - Quote
Agreed, I've kept entire areas of the map locked down with good blaster and rail installations. (missiles are never on the front line, make them random) only to have the infantry call in a tank that 3 hits my turret and I have to exit it because you can't defend yourself in time.
Don't vote for iron wolf saber.
Vote for someone who will help the community i.e. anyone else.
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