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Thread Statistics | Show CCP posts - 5 post(s) |
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Dustbunny Durrr
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252
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Posted - 2014.07.26 06:45:00 -
[1] - Quote
I'm worried that the tripling of turret HP + reduced points for destroying a turret leads to one of those problems of "you're changing too many things at once to keep it balanced". The tripling of HP makes it more than 3 times as hard to kill due to current kill methods (which do not require finding cover), not to mention the much higher time involved.
Essentially you'll be doing a riskier job, which takes MORE time/effort, and will be getting paid less (WPs)?
Change one thing at a time, not both, unless you're godly confident that you haven't broken the system. If the fix isn't enough, you can always buff more later.
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Dustbunny Durrr
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259
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Posted - 2014.07.28 19:52:00 -
[2] - Quote
Jadd Hatchen wrote:Monkey MAC wrote:Gonna make flying a hell of a lot more interesting! I would however suggest you make an RE variant specifically for destroying the Installations, perhaps a damge bonus when stuck directly to it?
Certain Installations are more benifical in 1 direction than another, I still want to be able to destroy a turret if I believe it to be tactically benifical. AS to the RE portion of the discussion... No one ever throws the damned things! If you want to throw explosives, then use a grenade, mortar, or mass driver!
People do in fact throw the damned things. Charlie should be interesting though, whereas Hotfixes Alpha and Bravo were "mostly everyone agrees these changes will make the game better" fixes, Charlie diverts from that and goes to a more traditional patch (1.6, 1.7, 1.8) of "half the people like or dislike X, and CCP will change it anyways. |
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Dustbunny Durrr
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259
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Posted - 2014.07.29 21:18:00 -
[3] - 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 750 Armor 3.015 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 maneuver 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 ![Bear](https://forums.dust514.com/Images/Emoticons/ccp_bear.png) Thanks!
Whereas I have been greatly supportive of the changes made in Alpha and Bravo, this may be one of those times where the only response I can come up with is:
"When you fall out of that tree, and break both of your legs, don't go running to me". But in all seriousness, it seems like such a drastic change considering turrets don't overheat when the AI uses them (they will OUT-DPS a player controlled turret by roughly double because of this) and have infinite tracking (especially rail) when the AI uses them (taking away 'speed tanking' as an effective counter by either tanks or LAVs). Also, due to their soon to be ineffectiveness, we will no longer see the "easy to kill" solo tanks, as these will be mowed down by turrets. These solo tankers will be replaced by either infantry only, or multiple tank columns (which are harder to deal with if you are AV).
The one positive out of this is that the shield to armor ratio remains low, so that someone pinging away at it over time, will make gains slowly, and chew through its armor.
As for not hating vehicles, it feels like you just slapped someone in the face and then respond with "I've got no beef with you". |
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