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Thread Statistics | Show CCP posts - 5 post(s) |
Temias Mercurial
Knights Of Ender RISE of LEGION
127
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Posted - 2014.07.25 23:47:00 -
[1] - Quote
shaman oga wrote:Turrets are already good in my opinion and they are for free, there is no need to make them more durable, ADS pilots will go mad, tank pilots will not like, infantry will not like because AV will take some time to destroy a turret (and ammo count on AV is already low). Plus in some maps turrets can destroy supply depots.
Why not use OMS support and drop new turrets after a certain time (2/3 minutes)?
Meanwhile you should set a little WP reward for the distruction like 75 points.
If the AI changes are indeed good enough, and the missile range for AI turrets is reduced immensely (they can currently shoot across the entire map...), then I as a pilot wouldn't mind the changes, but I don't agree with 30,000 armour. I'm more in favor of 20,000 to 22,000 armour.
Also, the blaster AI turret needs dispersion, currently it has the dispersion reticule, but still shoots in a straight line. I also believe that turrets should be given finite clips/magazines, but have an infinite pool of ammunition, and be required to reload.
Another thought I presented was to allow turrets to give ammunition to vehicle turrets of it type, to increase their worth on the battlefield, when buffing Ai turrets were first discussed.
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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Temias Mercurial
Knights Of Ender RISE of LEGION
128
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Posted - 2014.07.26 03:34:00 -
[2] - Quote
MINA Longstrike wrote:KEROSIINI-TERO wrote:CCP Rattati wrote: We will normalize the AI radius and Weapon ranges as well, in correlation with player bought Turrets.
Can you elaborate what you mean by player bought turrets, as there has never ever been any info on those for the players? We have no stats for starters, and they haven't been in game for our testing so far. Of course, we'd be glad to see them implemented =)))) As long as map engine allow bringing more stuff in at arbitrary locations and you solve the issue of using landing turrets as bombs on tank (by giving them same kind of signal+more delay as OBs) He's talking vehicle turrets
I believe at some point the developers were actually considering allowing players to put down purchased turret installations, but that was a looooooooong time ago. I believe that may have been why he asked for clarification.
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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Temias Mercurial
Knights Of Ender RISE of LEGION
128
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Posted - 2014.07.26 03:44:00 -
[3] - Quote
Atiim wrote:Also, could we make it to where AV Grenades work against Installations?
I always found it odd that they didn't, yet everything else did. I know that they are 'Anti-Vehicle' grenades, but come on... if everything else works on them why don't they work too?
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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Temias Mercurial
Knights Of Ender RISE of LEGION
129
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Posted - 2014.07.26 04:43:00 -
[4] - Quote
Y-BLOCK wrote:Last to Hack Bonus!! You will do what you will with the turrets, no matter what my opinion on the matter; however, I do propose a bonus for the first 3 kills an un-manned turret makes, if any, to the last player to have hacked the turret.
That could be nice. Now, about the dropship bonus...
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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Temias Mercurial
Knights Of Ender RISE of LEGION
133
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Posted - 2014.07.26 18:06:00 -
[5] - Quote
Atiim wrote:Not sure if this would require a client side update, but I'll suggest anyways.
What if upon clicking on the Installation option on the Deployment Tab, we were shown the overhead map, similar to the Orbital Strike Menu. Then, we'd use the same mechanics as selecting where to place a Warbarge Strike to deploy an Installation.
The Installations, would then appear in the same place as the 80GJ Turrets on the Marketplace.
Y/N?
That's what the developers were initially thinking about doing in early Dust, but was scraped. It would require a client side update, as it adds onto the user interface, or any content for the matter. Server side updates can change numbers (damage, turret rotation speed, module numbers, etc.); however, there are always exceptions that might require a client side update.
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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Temias Mercurial
Knights Of Ender RISE of LEGION
133
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Posted - 2014.07.26 18:16:00 -
[6] - Quote
Dalton Smithe wrote: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 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! So now HAV's will become even less effective. How is this in line with their purpose? I can understand taking them out of ambush where the only objective is to deplete clones, but in Skirm/Dom, they are supposed to break deadlocks on objectives. They aren't supposed to be squishy, which is what they have become. Dropships in contrast, which are supposed to be, pretty much reign over the battlefield, raining down death with impunity. It takes a well coordinated team to take out a dropship, where infantry can solo a tank extremely easily... A dropship pilot takes a hit and flys away, regenerates, comes in again, rinse and repeat.... A tank takes a hit, tries to leave the area, and gets popped before it can reach any kind of cover..... I only run a tank every now and then, but I have seen my teams tank get popped within moments of coming into an area, by a single player with a forge, or one with a swarm launcher(which are a joke for dropships)
Even with that 'rinse and repeat' method, the most kills any pilot will make on average is 10, which isn't game breaking. Also, if a dropship is reigning over the battlefield, then it's quite obvious that it's being ignored by any form of counter and is being allowed to do so. Dropships can't take damage. The moment that first swarm hits you must activate your burner, especially when there is the possibility of more than one player with AV. You don't take chances. The most number of people you need to take down a dropship is one or two people who are communicating or at least coordinating with one another.
Tanks are only 'squishy' if you allow them to be. Any tank that gets popped by a single AV guy is obviously not that great of a tanker... I have a friend who will have everyone cowering in a corner (AV, tankers, and infantry) because of how damn good he is when tanking.
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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Temias Mercurial
Knights Of Ender RISE of LEGION
133
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Posted - 2014.07.27 22:13:00 -
[7] - Quote
Greiv Rabbah wrote: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 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! i have a little problem with this and the words "player bought turrets" can be twisted to suit my purpose here rather well... we have large turrets and small turrets; many of us have skilled into them, and for a tanker thats great, but gunners have no real reason to atm aside from being better gunners(great when theres a tanker but..................................) but turrets will have more tactical value and battlefields will become less turret-barren if we could purchase, fit, and OMS our own turrets. overall i like the idea of buffing turrets to keep them getting destroyed all the time, but i'd like even more for turrets to be possible to destroy AND ALSO possible to call in. the OMS that follows could be used to make the commander more useful than (step 1: donut logi step 2: OB) edit: also, both small and large turrets should be available i think, and being able to use squad WP for OMS could reduce the incidence of OB farming. last i checked, nobody really has a problem with shelling out a million isk for a small turret installation(price came from trailer) hey guy below me... would you have a problem with small turrets being available for OMS and having HP comparable to current turret installations?(i think a small player owned turret would make more sense to get 3 shotted to death than a large one thats supposed to be part of the map) again, i like the proposed changes, but i think that turrets will best be saved by making players take ownership of and devote some amount of care to turret installations rather than just making stationary npc turrets harder to do away with
Placing down turrets was something that was thought of and possibly was in development, but it was scraped a long time ago in the early development of Dust.
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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Temias Mercurial
Knights Of Ender RISE of LEGION
133
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Posted - 2014.07.28 07:55:00 -
[8] - Quote
Greiv Rabbah wrote:Temias Mercurial wrote:Greiv Rabbah wrote:CCP Rattati wrote:Everyone,
stuff more stuff Placing down turrets was something that was thought of and possibly was in development, but it was scraped a long time ago in the early development of Dust. i get that its an old idea, and maybe its a little dusty, but everyone i talk to in game thinks its good and i think ownership would make players care more about turrets. well, thats why i bring it here to see what ppl think
I understand what you're saying, and I'd like the idea to be implemented, but it's just that particular thought was jumbled up with a larger project in mind; A project of which that seems highly doubtful to ever be revived. If anything, it may be something they might consider adding to Legion, but I just don't see them adding this to Dust as of now, especially when the staff that is in charge of the direction of the development for Dust has changed a few times already, and they may not have the same ideals or opinions on what they want Dust to be. That's sadly the way it goes... but what makes it more convincing that it's unlikely to be implemented is that the entire subject of placing turrets and the project just... went quiet. It's as if it was swept under the rug cautiously and silently... never to be spoken of again.
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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Temias Mercurial
Knights Of Ender RISE of LEGION
133
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Posted - 2014.07.28 08:12:00 -
[9] - 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 the team. 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)
Even with random dispersion, having a blaster turret lock-on to you without you so much as looking at it is kind of bullsh*t as infantry (not to be mean).
The aggression part is a nice thought, but is worrisome when AI turrets are just as powerful as vehicle turrets. Before doing that, I think we should see just exactly what "normalizing" turrets is first. I don't believe AI turrets can even overheat when left unmanned, which is especially dangerous when blasters and rails could potentially shoot infinitely. I don't know if the non-overheating part is true, but I've never had a rail installation stop firing after 4 shots unless I've left it's detectable range by then.
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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Temias Mercurial
Knights Of Ender RISE of LEGION
133
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Posted - 2014.07.29 21:21:00 -
[10] - Quote
Dustbunny Durrr wrote: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 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".
I just think that 10,000 armour is a tad too much. 7,000 would be my preferable approximation.
My apologies if I come off as an elitist, but I try to view things objectively, logically, and factually.
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