| Pages: [1]  :: one page | 
      
      
        | Author | Thread Statistics | Show CCP posts - 0 post(s) | 
      
      
        |  Terry Webber
 Molon Labe.
 General Tso's Alliance
 
 532
 
 
      | Posted - 2014.12.30 04:22:00 -
          [1] - Quote 
 Turrets and installations will always be present on the battlefield but will go into an inactive state when their HP goes to zero. CRUs won't be spawned on, infantry won't be able to switch their fitting or resupply their ammo at Supply Depots and turrets won't fire at targets in this state. They can only be used again by aiming a repair-tool at it which will take as long as hacking an installation. When reactivated, the turret or installation will have a small percentage of its HP back, leaving it vulnerable until it can be fully repaired.
 
 This will make turrets not as frustrating to handle for AV and vehicle users since they can quickly disable recently reactivated ones, turret repairers will be exposed and earning WP for taking them out will stay the same. This will also benefit infantry since they won't have to wait for new turrets or installations to drop and will be encouraged to use repair-tools that are specialized at repairing them.
 
 There is only one thing that needs further discussion. Do you guys think that nerfing their current HP and damage output is justified if this idea is implemented?
 | 
      
      
        |  Kallas Hallytyr
 Skullbreakers
 
 1219
 
 
      | Posted - 2014.12.30 04:45:00 -
          [2] - Quote 
 Yes please! It would make installations much more a part or the battle.
 
 No thank you! Because they're already a damn pain in the arse and are barely relevant, not because of hp, but because of awful placements (mostly) and bad AI (looking at you railgun turrets!) Speaking from a dropship's perspective, having invincible turrets that take half the match to suppress for a minute is pretty horrifying. While the 2km range missile turrets are gone, i don't want a random blaster turret ******* me up the ass because it decided to perk up: a player bought, newly called down one? Fine, but not the current, hard to kill (for a DS) ones just starting back up again.
 
 Alt of Halla Murr. Sentinel. | 
      
      
        |  Terry Webber
 Molon Labe.
 General Tso's Alliance
 
 532
 
 
      | Posted - 2014.12.30 04:59:00 -
          [3] - Quote 
 Technically, Kallas, turrets will not be invincible in this idea and if you really are that worried about turrets constantly coming back online, then reactivating them can take as long as counter-hacking an objective or maybe even longer.
 | 
      
      
        |  Terry Webber
 Molon Labe.
 General Tso's Alliance
 
 536
 
 
      | Posted - 2014.12.31 03:56:00 -
          [4] - Quote 
 Any more thoughts on this topic?
 | 
      
      
        |  Zindorak
 G0DS AM0NG MEN
 General Tso's Alliance
 
 1469
 
 
      | Posted - 2014.12.31 04:40:00 -
          [5] - Quote 
 Yea more points for me to eat mmmm
 
 Pokemon master and Tekken LordGive me da iskiezGk0 Scout yay :) | 
      
      
        |  kickin six
 Royal Uhlans
 Amarr Empire
 
 26
 
 
      | Posted - 2015.01.01 03:18:00 -
          [6] - Quote 
 First thing I do is grab my FG and blow as many up as possible. So, -1.
 | 
      
      
        |  Toobar Zoobar
 The Unholy Legion Of DarkStar
 DARKSTAR ARMY
 
 58
 
 
      | Posted - 2015.01.01 03:24:00 -
          [7] - Quote 
 Installations were, still are and always are been a joke. Certainly the the turret installations. They feel like crap to use. They are a pain for tankers. They provide no strategic or tactical benefit 95% of the time.
 
 Why not just completely remove them from the game so that we can have slightly better FPS. Sounds like a better idea to me.
 
 Dust 514. A game about shooting people with super deadly sci-fi guns... and dancing. | 
      
      
        |  Terry Webber
 Molon Labe.
 General Tso's Alliance
 
 536
 
 
      | Posted - 2015.01.03 05:49:00 -
          [8] - Quote 
 Any thoughts from veterans?
 | 
      
      
        |  Terry Webber
 Molon Labe.
 General Tso's Alliance
 
 539
 
 
      | Posted - 2015.01.06 06:52:00 -
          [9] - Quote 
 This thread needs some feedback.
 | 
      
      
        |  THUNDERGROOVE
 Fatal Absolution
 
 1292
 
 
      | Posted - 2015.01.06 08:39:00 -
          [10] - Quote 
 Honestly I'm more in favor of just completely removing turrets from the game.
 
 They add little to the game but a place to noobs to camp on, when they should be playing the objective.
 
 Dual tanking is for bad players. Come play a better game. | 
      
      
        |  SgtMajSquish MLBJ
 Consolidated Dust
 
 260
 
 
      | Posted - 2015.01.06 09:11:00 -
          [11] - Quote 
 Some of the turrets are actually valuable, but it has become habit to just destroy them. The only one I can currently clearly describe is the one next to {C} in Ashlands
 
 I think that the turrets need complete re-positioning as well as removing a few.
 
 As far as the Idle state of the installations, I like it. What if doing that kind of damage made it easier for your team to hack it???? Im not completely sold on my alteration but other people might like it.
 
 Rise and shine CCP. It's time to implement ping based match making. | 
      
      
        |  Kierkegaard Soren
 Eridani Light Horse Striker
 
 624
 
 
      | Posted - 2015.01.06 10:44:00 -
          [12] - Quote 
 I really like this idea. If we reduce the HP of installations by about 25% and then fix the placement and AI hen installations should be in a good place to receive this. In regards to turrets being an issue for ADS, well, pilots are going to need to rely on team mates to take out ground based AA guns before they can swoop in and cause mayhem.
 
 +1
 
 Dedicated Commando. CEO of Eridani Light Horse Strikers.
"He who can destroy a thing, controls a thing." | 
      
      
        |  Terry Webber
 Molon Labe.
 General Tso's Alliance
 
 546
 
 
      | Posted - 2015.01.13 01:43:00 -
          [13] - Quote 
 Any more feedback?
 | 
      
      
        |  Terry Webber
 Molon Labe.
 General Tso's Alliance
 
 564
 
 
      | Posted - 2015.02.01 07:16:00 -
          [14] - Quote 
 Any support for this?
 | 
      
      
        |  H0riz0n Unlimit
 Dead Man's Game
 
 405
 
 
      | Posted - 2015.02.01 09:24:00 -
          [15] - Quote 
 
 Kallas Hallytyr wrote:Yes please! It would make installations much more a part or the battle.
 No thank you! Because they're already a damn pain in the arse and are barely relevant, not because of hp, but because of awful placements (mostly) and bad AI (looking at you railgun turrets!) Speaking from a dropship's perspective, having invincible turrets that take half the match to suppress for a minute is pretty horrifying. While the 2km range missile turrets are gone, i don't want a random blaster turret ******* me up the ass because it decided to perk up: a player bought, newly called down one? Fine, but not the current, hard to kill (for a DS) ones just starting back up again.
 I will never understand those redberries using railguns installations from the deeper redline for a whole match, and sometimes when they destroy you they send mail and if you read them it seems they were fighting an entire army and going 150-0
 
 Vote "Stucazz" for new gallente HAV. "H0riZ0n, spaghetti, pizza , pomodoro" cit.BLACK HEART 555 | 
      
      
        |  Samantha Hunyz
 Mannar Focused Warfare
 Gallente Federation
 
 149
 
 
      | Posted - 2015.02.01 14:55:00 -
          [16] - Quote 
 Oh please make this happen. I love getting free kills from killing the jokers that only sit on turrets all game till they are destroyed. This would boost my kills probably by 5 on some of that maps anyways. I love those noobs and getting free kills from 2m away with a head shot from my Ishu SR.
 
 When I look down my scope, all I see are dead people. | 
      
      
        |  Terry Webber
 Molon Labe.
 General Tso's Alliance
 
 599
 
 
      | Posted - 2015.03.13 21:27:00 -
          [17] - Quote 
 Any other thoughts?
 | 
      
      
        |  Terry Webber
 Molon Labe.
 General Tso's Alliance
 
 641
 
 
      | Posted - 2015.04.08 21:48:00 -
          [18] - Quote 
 Need more feedback.
 | 
      
      
        |  Godin Thekiller
 Negative-Feedback.
 Negative-Feedback
 
 3047
 
 
      | Posted - 2015.04.08 22:03:00 -
          [19] - Quote 
 I'd rather be able to blow them up, and teams to be able to drop them as the match goes on, by payment, WP's, or otherwise, and they become weaker.
 
 Either way, the HP of all installations needs to drop. It taking me like 5 mins. to kill a CRU is silly.
 
 click me  Blup Blub Bloop. Translation: Die -_- | 
      
      
        |  Godin Thekiller
 Negative-Feedback.
 Negative-Feedback
 
 3047
 
 
      | Posted - 2015.04.08 22:05:00 -
          [20] - Quote 
 
 Kallas Hallytyr wrote:Yes please! It would make installations much more a part or the battle.
 No thank you! Because they're already a damn pain in the arse and are barely relevant, not because of hp, but because of awful placements (mostly) and bad AI (looking at you railgun turrets!) Speaking from a dropship's perspective, having invincible turrets that take half the match to suppress for a minute is pretty horrifying. While the 2km range missile turrets are gone, i don't want a random blaster turret ******* me up the ass because it decided to perk up: a player bought, newly called down one? Fine, but not the current, hard to kill (for a DS) ones just starting back up again.
 
 If railguns actually worked, they would be ******** OP.
 
 click me  Blup Blub Bloop. Translation: Die -_- | 
      
        |  |  | 
      
      
        | Pages: [1]  :: one page | 
      
      
        | First page | Previous page | Next page | Last page |