Development Cycle Archive
Thread: IT 7-17: Additional GCW Changes
In the past 2 weeks, the development team has been able to make some additional changes to GCW combat: ffice
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- Enemies cannot enter HQs until all turrets are destroyed.
- Turrets should no longer get locked onto pets / Turrets stop attacking and get new target if current target moves out of range.
- Vulnerability times on HQs should no longer erratically fluctuate
- Fixed maintenance on HQs
HQ-Turret Defenses: Players attacking a faction HQ are by-passing the HQ’s defenses by simply running past them and entering the building to initiate shut-down sequence on the base. This makes turrets ineffective in guarding bases since they only get a few shots in before an enemy enters the HQ.
This solution changes things, making it so that when bases have defensive turrets placed the HQ cannot be entered until after all turrets have been destroyed. This should make attacking a factional HQ a bit more challenging while also making defending of such a structure easier.
Pet Target Locks: When attacking a turret players sometimes use an exploit that will involve sending one of their members into range or one of their pets into range. Then they will begin an attack causing the turret to attack them back. After the turret has aggroed the player, the player/pet will then move to a position over 80m away which is outside the turrets range. The turret will remain engaged with this target even though it is not attacking back because it is out of range. Attaching team members will then move in and kill the turret free of any danger. Now turrets will disengage from these types of out-of-range targets that are out of its 80m range and find a better, more aggressive target.
Vulnerability Times: Vulnerability times on HQs should no longer erratically fluctuate, allowing players to more effectively plan base defenses.
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Thunderheart wrote:
Pet Target Locks: When attacking a turret players sometimes use an exploit that will involve sending one of their members into range or one of their pets into range. Then they will begin an attack causing the turret to attack them back. After the turret has aggroed the player, the player/pet will then move to a position over 80m away which is outside the turrets range. The turret will remain engaged with this target even though it is not attacking back because it is out of range. Attaching team members will then move in and kill the turret free of any danger. Now turrets will disengage from these types of out-of-range targets that are out of its 80m range and find a better, more aggressive target.
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How do you send your pet in to attack the turrent when our pets cant attack the turrent in the first place???
In the past 2 weeks, the development team has been able to make some additional changes to GCW combat:
Enemies cannot enter HQs until all turrets are destroyed.
Turrets should no longer get locked onto pets / Turrets stop attacking and get new target if current target moves out of range.
Vulnerability times on HQs should no longer erratically fluctuate
Fixed maintenance on HQs
HQ-Turret Defenses: Players attacking a faction HQ are by-passing the HQ’s defenses by simply running past them and entering the building to initiate shut-down sequence on the base. This makes turrets ineffective in guarding bases since they only get a few shots in before an enemy enters the HQ.
This solution changes things, making it so that when bases have defensive turrets placed the HQ cannot be entered until after all turrets have been destroyed. This should make attacking a factional HQ a bit more challenging while also making defending of such a structure easier.
Pet Target Locks: When attacking a turret players sometimes use an exploit that will involve sending one of their members into range or one of their pets into range. Then they will begin an attack causing the turret to attack them back. After the turret has aggroed the player, the player/pet will then move to a position over 80m away which is outside the turrets range. The turret will remain engaged with this target even though it is not attacking back because it is out of range. Attaching team members will then move in and kill the turret free of any danger. Now turrets will disengage from these types of out-of-range targets that are out of its 80m range and find a better, more aggressive target.
Vulnerability Times: Vulnerability times on HQs should no longer erratically fluctuate, allowing players to more effectively plan base defenses.
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GOD BLESS YOU TH.... today is my Bday btw... and no gift could have better then this I imagine. Only additiona you could add to make this cake any sweeter would be to fix LOS issues with firing from inside a base at targets outside through cielings and walls!
JEST3R
If you want some real GCW changes, look here ![]()
has anyone thought about the fact that someone could stand inside a base with an inventory full of smuggler-purchased turrets and keep adding them one at a time as they go down to keep the base up for the longest time possible?
This is going to make it hard to get a well-prepared base =)
question: what happens if we are in the hq and someone drops a turret what happens?
I like the change in a sense but the turret thing can be too hard with ppl dropping the turrets.