CHANCEtheChAn
0uter.Heaven
620
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Posted - 2014.07.26 18:50:00 -
[1] - Quote
CCP Rattati wrote:Everyone, as you know we want to make them more durable so they become a part of the strategy and tactics of every battle. Our proposal is that turrets will go from Shield 75tan3.015 to Shield 2.000 Armor 10.000 set well below Supply Depots at 2.500 and 15.000 respectively. We will normalize the AI radius and Weapon ranges as well, in correlation with player bought Turrets. Please share your thoughts, in a civilized manner. And yes, this means that Vehicles will need to manouver and possibly even have teammates hack turrets(teamwork, gasp) before venturing into turret defended areas. And no, we don't hate vehicles, just so that is pre-answered Thanks! As a tanker, I LOVE THESE CHANGES
It never made sense to me that a turret, twice the size of a supply depot, only had 1/4 the health, and a supply depot is much more tactical to control
This means that in the heat of a battle, if a enemy tank/ADS is assaulting a position, instead of having to switch out to AV as a deterrent, you could simply hack an enemy turret and fend off the vehiclek
He already said ranges of turrets will be normalized so...150m for missle turrets, 300m for rail turrets, and about 80-150m for blasters, so calm down all you hobos with your "Oh no ranges, oh no redline strawberries, oh no I'm a scrub" talk
It would be a breathe of fresh air to see turrets be used tactically instead of just something you blow up as a tanker on the way to the enemy
Even with the health changes, as infantry you can take cover from a turret, as a tank you can run away from a turret, and as an ADS you can fly away, so you ALWAYS have the advantage over a frozen installation
And its not like rail turrets take like 10-20 seconds to turn all the way around or anything
And turrets do not regen health outside of shields, and even then they do not recharge fast enough that an assault rifle couldn't keep it down
As an installation, the top part is a cannon essentially, and the bottom is all ammo, this is why the turrets have heat build up and not clip like ammo, because the turret is being continually fed a deep reserve if ammo, and I think this is correct, but if turrets become too much of a problem, they can simply be given tank turret ammo clips in a "Charlie hotfix 1.5"
Another tip is to increase the WP you get from destroying a CRU or Supply depot
These are the most tactical installations on the battlefield, and the reason people would rather let them be rehacked, than flat out destroy them is because the WP benefit (50 WP for destruction) is so low for the amount of time it takes to destroy a supply depot or CRU its just not worth it
I suggest the WP for destruction shouod be150-250 WP, and even that may be too low for the time, but its a good start
The only problem I forsee is the frustration of vehicle pilots when blueberries go to hack turrets while a pilot is currently trying to destroy it (Because the installation is, say, on enemy HP and you KNOW the enemy is gonna take it back), so the blueberry goes for the easy points, and right when the tanker is in an exposed position, the turret gets hacked from behind him and now the vehicle is as good as gone
But overall +1
Closed Beta Vet/ Chromosome and Corp battle Vet/ Uprising 1.0-Now PC vet
Ex D.F. Director
Current Inner.Hell Director
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CHANCEtheChAn
0uter.Heaven
632
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Posted - 2014.07.28 02:06:00 -
[2] - Quote
Monkey MAC wrote:Regis Blackbird wrote:I like the changes, provided the turret ranges are normalised (as suggested). Question: Do we really need the turret AI?We blame the vehicle users to farm WP, but infantry is guilty as well... Just run up and hack for 50WP, then leave If we want turrets to be tactical installations, why not make it so a turret have to be manned to be useful for td Remove the AI and make vehicle (turret) skills apply on fixed turrets as well, and I foresee people specialising as "turret operators" after they become more survivable. I wouldn't say we need to remove it completely but the AI could do with some tweaking. Reduce it's accuracy (Prehaps add random dispersion to AI controlled turrets?) Increase Aggressiveness (It should attempt to fire at anything with 50m for infantry, 100m for vehicles) Increase Intelligence (Rails should prioritise Vehicles over infantry, and Blasters vice versa) Reducing accuracy isn't a problem because if a AI turret is shooting at you, 95% of the time you can just start strafing back and forth and never be hit by a turret unless you get knicked by the splash (Except sentinel suits, but if your in a sentinel suit out in the open around a turret, you decide to do anyway)
Reducing aggressiveness should be anything inside 75m for infantry and 150-200m for vehicles
And auto fire at anything withing 350m that shoots at the turret
I Like the intelligence idea
Closed Beta Vet/ Chromosome and Corp battle Vet/ Uprising 1.0-Now PC vet
Ex D.F. Director
Current Inner.Hell Director
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