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KEROSIINI-TERO
The Rainbow Effect
1552
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Posted - 2014.12.03 23:34:00 -
[31] - Quote
KING CHECKMATE wrote: - rail turrets are so easy to fool it's not even funny.
Ahem. There's no fooling rail turrets - as they are utterly broken. In 1.9, unmanned rail turrets never shoot. Ever.
First step before 'fixing' turret installations on the whole is to fix THAT.
PS: you should update your thread name to reflect that you are talking about turret INSTALLATIONS. I came here expecting a request for more turret firepower on vehicles.
People would enjoy Dust a lot more if they accepted the fact that EVERYTHING is subject to change
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STYLIE77
KILL-EM-QUICK RISE of LEGION
280
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Posted - 2014.12.04 00:03:00 -
[32] - Quote
KING CHECKMATE wrote:Ripley Riley wrote:KING CHECKMATE wrote:Vehicles are USELESS. /me watches ADS perform strafing runs on an objective, successfully keeping redberries away even though they control the ground. ( <==thats how OP taht s** is when a team has no AV)/me watches HAV provide mobile cover to a fire team while they advance on an entrenched squad. ...'Kay... -ME watches this happen because a Swarm Launchers, an ANTI VEHICLE FUTURISTIC WEAPON , needs 6+ shots to down a Drop ship. -ME watches All the old threads of DS and tankers QQ about AV / so they got them nerfed to the ground/ so now nobody runs specialist AV Fits/ so now all that Riley said is happening. ...'m,kay...
I pop ADS in three or four shots.
I pop tanked Grims in 5 or 6
Scrub Sica and Soma pop in 4-5 shots
Pro fit Shield tanks take 6+ shots
-Winmando
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KING CHECKMATE
Opus Arcana Covert Intervention
6088
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Posted - 2014.12.04 00:21:00 -
[33] - Quote
STYLIE77 wrote:
I pop ADS in three or four shots.
I pop tanked Grims in 5 or 6
Scrub Sica and Soma pop in 4-5 shots
Pro fit Shield tanks take 6+ shots
-Winmando
That info doesn't make me doesnt make me think very good of AV weaponry AT ALL.
YOu are kind of proving my point.
You are sacrificing a Light/Heavy weapon that kills infantry effectively for a weapon that takes 4+ shot to kill any vehicle. IF you have them in your line of sight long enough that is...
Amarrian Born. State Patriot.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15412
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Posted - 2014.12.04 00:28:00 -
[34] - Quote
KING CHECKMATE wrote:STYLIE77 wrote:
I pop ADS in three or four shots.
I pop tanked Grims in 5 or 6
Scrub Sica and Soma pop in 4-5 shots
Pro fit Shield tanks take 6+ shots
-Winmando
That info doesn't make me doesnt make me think very good of AV weaponry AT ALL. YOu are kind of proving my point. You are sacrificing a Light/Heavy weapon that kills infantry effectively for a weapon that takes 4+ shot to kill any vehicle. IF you have them in your line of sight long enough that is...
Indeed talking Shield Vehicles they are damn OP currently when you consider due to their fitting capacity they can fit armour modules as well.
Trying to work on that as well. I will get Rattati to talk tanks with me! hell I'm not a Proficiency AVer but I put 6 volleys into a Shield HAV and it didn't go down.
I said, "Empress, I do this, I thought that you knew this.
Can't stand non-believers and honest, the truth is...
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Nothing Certain
Bioshock Rejects
1339
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Posted - 2014.12.04 01:51:00 -
[35] - Quote
I think neutral turrets should be indestuctible and they mostly need better placement. There are a few that are well placed and valuable, if you can stop the tanks are the guy with the railgun turret in the redline from destroying it first. Blaster turrets are good partners with AV, not much challenge by themselves though.
Because, that's why.
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Nothing Certain
Bioshock Rejects
1339
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Posted - 2014.12.04 01:53:00 -
[36] - Quote
I like vehicle/AV balance now. Needs some tweaking is all.
Because, that's why.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
15423
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Posted - 2014.12.04 01:53:00 -
[37] - Quote
Nothing Certain wrote:I think neutral turrets should be indestuctible and they mostly need better placement. There are a few that are well placed and valuable, if you can stop the tanks are the guy with the railgun turret in the redline from destroying it first. Blaster turrets are good partners with AV, not much challenge by themselves though.
Personally while a valid suggestion..... you expect me to wait for you to capture the turret right out from under us so that I can get rid of it?
I said, "Empress, I do this, I thought that you knew this.
Can't stand non-believers and honest, the truth is...
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Sir Snugglz
Red Star. EoN.
930
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Posted - 2014.12.04 02:11:00 -
[38] - Quote
if you are gonna buff installations then you have to remove passive agro
-Pro AFKing LVL 5
-Luck is just one of my skills
-Just because I make flying look easy doesn't mean it is
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Mobius Wyvern
Sky-FIRE
5483
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Posted - 2014.12.04 02:18:00 -
[39] - Quote
KING CHECKMATE wrote:Ripley Riley wrote:KING CHECKMATE wrote:Vehicles are USELESS. /me watches ADS perform strafing runs on an objective, successfully keeping redberries away even though they control the ground. ( <==thats how OP taht s** is when a team has no AV)/me watches HAV provide mobile cover to a fire team while they advance on an entrenched squad. ...'Kay... -ME watches this happen because a Swarm Launchers, an ANTI VEHICLE FUTURISTIC WEAPON , needs 6+ shots to down a Drop ship. -ME watches All the old threads of DS and tankers QQ about AV / so they got them nerfed to the ground/ so now nobody runs specialist AV Fits/ so now all that Riley said is happening. ...'m,kay... 6+ shots to kill an Assault Dropship? Checkmate, I dont' mean to be too offensive, but how bad are you?
I run a Wyrkomi Swarm launcher and I can solo most ADS fits with only one magazine.
Amidst the blue skies
A link from past to future
The sheltering wings of the protector
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Edgar Reinhart
Resheph Interstellar Strategy Gallente Federation
14
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Posted - 2014.12.05 11:28:00 -
[40] - Quote
Sorry this has become a bit longer than intended.....
I believe that turrets and installations needed the HP buff that they were fairly recently given.However after the initial period of adjustment they have kind of gone back to being WP farms. This is partly to do with the installations and partly to do with how people play the game in pubs.
(This isn't a complaint, I still consider myself fairly new to the game, just my opinions) Pubs aren't very 'team play' orientated. No one wants to sit at the back on a turret in case a HAV/LAV/DS maybe wanders too close it's not exciting like running around on the front lines.
I sometimes do it and I sometimes quite enjoy it but I still run starter suits and it's a way to hide from the pain. I had a very enjoyable match long duel with DELBOY a few weeks ago which I enjoyed.
As a newberry I often find that falling back and using a turret is one way that I can...... briefly..... be of genuine use to the team. Sometimes it can net you fairly impressive WPs BUT sometimes you can just sit there twiddling your thumbs.
Generally however it's a case of run to rail turret, shoot anything in range, ignore for rest of battle.
I don't know how to change peoples behaviour in this regards but it would be worth buffing the turrets in a way that might 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 and would need to use a degree of skill in choosing when to use not use them.
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 faster 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.
Have a good day all and maybe see you on the field over the weekend. |
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jonny battles
Titans of Phoenix
10
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Posted - 2014.12.05 11:52:00 -
[41] - Quote
This is just dumb installations do not to be buff at all not when a rally in installation can kill any kind of tanks in 3-4 shots it doesn't matter if it's proto or militia then the fact that takes 2 clips from a proto missel tank then the 1 and a Half for particle cannon
It was just that easy
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Pvt Numnutz
Prophets of the Velocirapture
2017
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Posted - 2014.12.05 12:19:00 -
[42] - Quote
This is a bad idea. King checkmate, from what I have read in your op and in your other posts I can only come to one conclusion, you want turrets to have ridiculously high HP, have extremely high damage and auto engage vehicles at their maximum range. I can't believe you would be surprised that vehicle operators would call this stupid.
Turrets are already a huge problem for vehicles, before they were changed it was every dropship and tanks primary target to clear the field of essentially free tanks so that they would have a clean AO. When it was changed dropships lacked the firepower to destroy them as it takes far too long even with two gunners and is basically a waste of ammo and time. Tanks still have the capacity to destroy them in a span of time that's reasonable, and as they don't have the option of moving our of range quickly like the dropship have no choice but to engage them.
Before the turret change I said that turrets would still be the primary target early game for vehicles because of the threat they pose and the lack of defense they receive from friendly ground troops. It comes down to the simple fact that ground troops cannot be trusted to defend turrets and pose too much of a risk to the vehicle to leave it for a red to hack. This is why vehicles always destroy neutral turrets closest to the friendly red line, so blues don't hack and forget and reds don't cut off a route to safety later on when you need it. Its tactics, not farming, and even if we didn't get wp for it we would blow them up anyway.
In my dropship I just drop a shock trooper on it and have them hack it before conducting operations as its a waste of time to sit there and destroy it, especially with missiles and blasters as they have insanely accurate A.I. that tracks you across the map. In fact I find it better when a player is running them because I can actually sneak behind it rather than it auto locking. The fact that you don't know this and want further upgrades to the AI shows you really don't know what you're talking about.
Anyway, turrets aren't meant to be autonomous vehicle slaying machines that you hack once and then let it work. They are an asset, one that if needed can be manned and used to fend or hold off an assault. If you want the turret to be more effetive then get on it and be one of "those guys" otherwise you are just like every other blueberry, cannot be trusted to defend the turret you hacked and leaving it the reds to kill blue vehicles later.
TL;DR if you want the turret to be better man it. If you want vehicles to stop blowing them up show that you can actually defend one. Turrets shouldn't be autonomous vehicle slaying machines that you hack and forget.
Master Skyshark rider
Kaalaka dakka tamer
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Spkr4theDead
Red Star. EoN.
2433
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Posted - 2014.12.06 07:54:00 -
[43] - Quote
You have the absolute worst ideas I've ever read on here regarding vehicles.
I may be missing something, but I'm pretty sure that I didn't call for a tank nerf before Uprising 1.7. - Atiim
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