Development Cycle Archive
Thread: IT 7-17: Additional GCW Changes
And I have some follow up questions. Are Devs aware of this pescky little issues:
The fact that all turrets simply stop firing after awhile? They are not locked on target, just simply won't fire.
There is a bug, that allows to attack a turret from 0 meteres, without being shot at. This bug now is just as heavily exploited as 74m bug was.
I also heard that sometimes turrets can be fired upon from behind walls, but I've never seen that personally.
And there is a fact that both faction pets and creature pets cannot target and attack any turrets. (Is that intentional?)
I'm not whining or flaming. The additional news are really great news! I'm just wondering if these additional bugs are being worked on, and what is approx ETA for fixe on them? Any answer would be apprecaited. Our city lost all of our bases du to these problems I listed earlier. We are wary of re-delpoying our defenses since it does takes some tmie to gather cash and FP neccessary, even for a alrge guild.
This post caught my eye off the Dev Tracker, so it is the first time that I've heard about these issues, but as I've always thought that enemy HQ assault was one of the coolest GCW aspects of the game (I haven't had much time to develop PvP skills, so I haven't gone after any...yet), I felt the need to comment. I agree that it sounds like the base defenses being unable to take out players just running by them is very ineffective. I agree that is a problem that sounds like it needs fixing. However, I think that just making the base completely inaccessible until the turrets are taken out takes away any fun that might be had for those who would rather take a covert ops approach to taking down a base. Instead, it is completely head on assault game. While that is fun as well, it takes away an opportunity for a more sneaky kinda play (does it seem that I have a bit of a smuggler mentality here?).
What I think would be cool is if the base had some kind of lockdown when the turrets start firing, or just something that bars the doors from entry until the doors have been breached, whether it be by superior blaster fire, or maybe a sliceable lock. What I'm thinking of here is the imperial bunker in the battle for Endor in Return of the Jedi. You have your attackers drawing the fire of the turrets, while your slicer tries to get in and slice the door open. Of course, slicing the door isn't as instantaneous as slicing a terminal, so it takes a while. I think that would be a much cooler way of handling this sort of situation.
Of course, that might take some time to implement, and well, since the current method, as indicated by this post, is already going into test, I would say stick with what is being tested, but consider adding doors that are breachable in the future. I think that would be way more fun and give sneaky characters (*cough* smugglers) some more content.
CmdrFel wrote: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 =)
Yes, they did. If you read the TC update notes from about a week ago, there is a timer on when you can add new turrets. Basically you can only add them once each repair cycle, or once an hour (memory is a bit foggy on which it is). Thus, if the attackers take them down, the defenders may have to wait 30+ minutes before new ones can be added.
Hey dev's, wouldn't it be EASIER just to lock the front doors of the base and have Smugglers slice the lock?
That way, smugglers have another use.
There's a way in the base other than brute force.
Getting in's more than just hopping the gate, as slicing takes time.
Nice work on this bit here. Now bases have a freaking chance against the all mighty GhosTEF.
boceifus2000 wrote:
This doesn't matter one bit when all it takes is ONE BUFFED UP PERSON to wipe out all the NPC's and turrets surrounding a detatchment HQ. Make them tougher to kill AND implement these changes.
Takeing out a base needs to be a major operation, not a spur of the moment deal with just the professions needed and a doc.
i think what u really mean is that buffs are to good... i mean they take NO SKILL POINTS and immediatly make the following things worthless
1.wookies
2.armor encumbrance
3.people who dont get a combat template but only maybe master fencer (cause if they manage to hit a combat template it is just healed back)
4. having abilties take any ham
5. most or all npc in the game