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Thread Statistics | Show CCP posts - 5 post(s) |
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CCP Rattati
C C P C C P Alliance
4853
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Posted - 2014.07.25 23:00:00 -
[1] - Quote
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!
"As well as stupid, Rattati is incredibly slow and accident-prone, and cannot even swim"
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Cody Sietz
SVER True Blood Dark Taboo
3692
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Posted - 2014.07.25 23:04:00 -
[2] - Quote
Love it. It will be nice not to be sniped from AI turrets and it will be nice to be able to man a turret without it blowing up the second you flip it.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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JRleo jr
Xer Cloud Consortium
128
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Posted - 2014.07.25 23:07:00 -
[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 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! Any plans to increase shield recharge on turrets?
And player bought......as in the hav turrets?
Max level brony.
Pink fluffy unicorns
http://youtu.be/C34BzC7rnos
Best song evar.
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Monkey MAC
Rough Riders..
3137
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Posted - 2014.07.25 23:07:00 -
[4] - Quote
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.
They call me the Monkey - I like to jump off sh** and piss RE's all over your tank!
Monkey Mac - Forum Warrior Lvl 3
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Cody Sietz
SVER True Blood Dark Taboo
3692
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Posted - 2014.07.25 23:11:00 -
[5] - Quote
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. I would love breach REs with a .01 meter explosive radius and high dmg for installations and tanks.
Hell, give it a -.01 meter radius for all I care. As long as I can stick it to the back of a tank.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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shaman oga
Nexus Balusa Horizon
2535
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Posted - 2014.07.25 23:11:00 -
[6] - Quote
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.
PSN: ogamega
"Dust is full of communist who despise people with enough isk to buy expensive items"
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Benjamin Ciscko
Fatal Absolution General Tso's Alliance
2636
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Posted - 2014.07.25 23:35:00 -
[7] - Quote
Turret AI confuses me I can literally out strafe a blaster by walking towards one side but a Rail can snipe the driver out of moving LAV at top speeds.
Here are a few issues with Turrets: 1 unmanned Rail installations not overheating, I'll count consecutive shots and it will be well over 4 in fact it might not even stop 2 Rail installations not doing any damage while the majority of the time Installations will damage you sometimes they will not it may have something to do with the first issue 3 Blaster turrets have not received the dispersion to the degree the tank blaster has, the blaster installation in my opinion is far more deadly then my 280k Ion Cannon.
Annoyances: Missile turrets pegging my tank from 600 meters away, it must be a so annoying to ADS pilots To test it's range I fired a volley at the enemy MCC and got a hit marker the distance was 1000+ meters
Can you make it so that when supply depots and installations drop it is either slowed down or a verbal warning or written warning flashes across your screen so that I don't lose 500k+ in assets to a falling neutral installation?
Tanker/Logi
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LegacyofTable
Planetary Response Organisation FACTION WARFARE ALLIANCE
21
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Posted - 2014.07.25 23:35:00 -
[8] - Quote
What will this mean for the position of the turrets?
I'm sure we all know how useless most of the redline ones are on some maps (except missile turrets that harass ADS) and how poorly positioned other are on the field. Not to mention the direction the AI choose to look towards are sometimes away from the main action.
I guess my real questions are:
Will useless redline turrets be removed/moved? Will the AI of turrets face the main action or remain as is? And would either of those things require more than a hotfix to update?
Licensed Thales Hunter
Total Thales taken - 18
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Temias Mercurial
Knights Of Ender RISE of LEGION
127
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Posted - 2014.07.25 23:47:00 -
[9] - 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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The dark cloud
The Rainbow Effect
3704
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Posted - 2014.07.25 23:59:00 -
[10] - Quote
Holy cow.
New shield module!
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The Eristic
Dust 90210
586
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Posted - 2014.07.26 00:26:00 -
[11] - Quote
Good. Good.
Reality is the original Rorschach.
Verily! So much for all that.
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MINA Longstrike
1057
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Posted - 2014.07.26 00:47:00 -
[12] - Quote
I will state outright that I dislike these changes and think that the buffs are far too large in scope and that they don't address any real existing problems, yes vehicles destroy installations - it is done because they are incredibly threatening to leave unhacked or in enemy control.
I firmly believe that with these changes the traditional 'redline' turrets will need to be placed *outside* the redline. As it currently stands there are more than a few maps where someone can sit on a missile installation and shoot at things all the way across the map (missile installations currently have no maximum range). In order for some of these redline turrets to be destroyed currently one needs to make a 'redline dive' with an assault dropship for as little as two shots - with the HP buffs these incredibly troubling installations are getting they have now become effectively impossible to destroy.
I also think that with the increased hp values, there should be increased rewards for damaging, hacking or destroying these installations.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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David Spd
Caldari State
145
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Posted - 2014.07.26 01:01:00 -
[13] - Quote
Glad this will be a thing, to be honest. They were pointless before. Free WP for experienced players, and just problematic for new players.
With these changes people will need to actually pay attention to them and plan around it. Good move in my opinion.
--> I'm a closed beta vet; I just don't post often <--
"Other people just complicate my life." ~Solid Snake
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Mauren NOON
The Exemplars Top Men.
392
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Posted - 2014.07.26 01:05:00 -
[14] - 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 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! Honestly, I don't like this.....this will give people even more motive to man redline missile turrets.... I say maybe: Shield: 1,250 Armor: 5,500
Scr and commando enthusiast.
A commando is not just a suit, but a way of life...
"The only thing to fear is fear itself"
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Monkey MAC
Rough Riders..
3141
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Posted - 2014.07.26 01:09:00 -
[15] - Quote
Mauren NOON 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! Honestly, I don't like this.....this will give people even more motive to man redline missile turrets.... I say maybe: Shield: 1,250 Armor: 5,500
Missile Turret Ranges will be normalised to about 150m I think, same as large turret version on HAV's
They call me the Monkey - I like to jump off sh** and piss RE's all over your tank!
Monkey Mac - Forum Warrior Lvl 3
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KEROSIINI-TERO
The Rainbow Effect
1179
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Posted - 2014.07.26 01:23:00 -
[16] - Quote
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)
People would enjoy Dust a lot more if they accepted the fact that EVERYTHING is subject to change
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MINA Longstrike
1058
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Posted - 2014.07.26 02:03:00 -
[17] - Quote
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
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Rusty Shallows
Caldari State
1913
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Posted - 2014.07.26 02:32:00 -
[18] - Quote
David Spd wrote:Glad this will be a thing, to be honest. They were pointless before. Free WP for experienced players, and just problematic for new players.
With these changes people will need to actually pay attention to them and plan around it. Good move in my opinion. Tactics in a game aiming to be a Tactical Shooter? Crazy talk!
As a someone who has messed around with Forge Guns since Closed Beta I approve. While you are at it please remove all free Instillations and make people pay and deploy them OMS style.
Forums > Game: So here is a cookie and a Like. Please keep posting.
Bwahahahahahahahahahaha! >>> GòÜ(GÇóGîéGÇó)Gò¥ >>>
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Tread Loudly 2
D.A.R.K L.E.G.I.O.N D.E.F.I.A.N.C.E
18
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Posted - 2014.07.26 02:38:00 -
[19] - Quote
This pretty much tops off issues with vehicles lol the turret will have double the HP of my most bulky tank and then their will be even more blue dots camping in the redline which will take away from teamwork even more :/
ADS Now will be decimated by turrets
HAV's vs rail installations or even blasters if shield based HAV = no chance 1v1
This means that AV will be more effective at taking down these turrets just because of their ability to poke in and out to take shots at the installation
Even as of right now the only reason HAV/ADS operators destroy turrets so fast is because in truth they are more deadly than any other entity on the battlefield. Then with this insane HP GJ HAV you were nice while you lasted looks like it's time to start skilling into scouts or maybe heavies
I Like Tanks, ADS's, and Ion Pistols!
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Senator Snipe
Escrow Removal and Acquisition Dark Taboo
178
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Posted - 2014.07.26 03:32:00 -
[20] - 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 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!
hmmmmm
My forge skills are unmatchable.
It's not that i lose battles, its just that sometimes i don't feel like winning them.
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Temias Mercurial
Knights Of Ender RISE of LEGION
128
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Posted - 2014.07.26 03:34:00 -
[21] - 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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Atiim
Onslaught Inc RISE of LEGION
10938
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Posted - 2014.07.26 03:36:00 -
[22] - Quote
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?
And nothing of value was lost that day...
-HAND
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Atiim
Onslaught Inc RISE of LEGION
10938
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Posted - 2014.07.26 03:37:00 -
[23] - Quote
Also, could we make it to where AV Grenades work against Installations?
And nothing of value was lost that day...
-HAND
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Temias Mercurial
Knights Of Ender RISE of LEGION
128
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Posted - 2014.07.26 03:44:00 -
[24] - 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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Doc DDD
TeamPlayers
248
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Posted - 2014.07.26 04:35:00 -
[25] - Quote
This is, for the most part rediculous... unless rail and Missle Installation range is HEAVILY NERFED.
A tank will have no chance to take out a.rail installation as the installation will blow up the tank in 4 shots, but.the installation will.require like 12 shots?
Missle Installations already shoot 1000m and now a tanker/ads pilot has to deal with it being near indestructible in the redline.
all redline installations will be rediculous to ddestroy and EVERY match will consist of 4 no talent scrubs manning them the entire match spamming endless fire across the map.
the only saving grace would be at least halving the range, and in the case of Missle Installations, actually applying some sort of range, like 275 meters.
honestly, why is there a need for a free stationary Militia tank to be sitting in the redline with insanely high sp and unlimited ammo, I was under the impression the community disliked redline tanks.
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Y-BLOCK
BioCyberDevelopment
13
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Posted - 2014.07.26 04:36:00 -
[26] - Quote
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. |
Temias Mercurial
Knights Of Ender RISE of LEGION
129
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Posted - 2014.07.26 04:43:00 -
[27] - 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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Brush Master
HavoK Core RISE of LEGION
1276
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Posted - 2014.07.26 06:02:00 -
[28] - Quote
What will the ranges of each turret be? As dropships are hit by every turret on the battlefield, if you want our feedback, we need to know this as well.
Dust Veteran. June 2012 - ?
True Logi. Flying DS from the start.
@dustreports
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Dustbunny Durrr
ReD or DeaD
252
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Posted - 2014.07.26 06:45:00 -
[29] - 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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Syeven Reed
G0DS AM0NG MEN
784
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Posted - 2014.07.26 07:23:00 -
[30] - Quote
If they're more in line with tank turrets could you also apply skill books to them, turret rotation for example?
Word Crimes
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