Development Cycle Archive
Thread: Publish 8 Feedback: Manual Turrets
The real problem with turrets is the fact that 3 buffed stackers can take out 15 large turrets, 6 AT-ST's and 50+ stormtroopers in 5mins, this is seriously unacceptable, and means that almost everyone refuses to place turrets on bases that are up, or replace bases that are destroyed.
You place 5 bases, add 15 turrets, at 3am 3 def stracking swordsmen turn up & wipe everything out in 5mins.
In my opinion they should increase the damage so they are one hit incaps again for large turrets. So that means they would havefor hit for over 3k. Think about it, you just got nuked by a large turret that is meant to be an anti-vehicle weapon. You are not getting up.
That is something I think needs to be looked at in all areas of the game. Doc buffs kinda unbalanced how things should be. It made us all a bunch of gods running around. I remember when my alt had 2-3 boxes in TKA he could go out and solo enraged rancor missions with his kinetic armor and buffs. My other character can solo large faction bases without even a slight bit of worry that I may die and they only have a few boxes in their high end profession as well. Damage from things needs to be increased or buff power needs to be reduced. The stuff that was meant to be high end content has become mid range content not leaving much for high end content.
Mael Starchaser
TH,
Is there a way toman the turrets via command lines instead of relying on the radial menu?
A turret must be sliced by a smuggler to cross wires to the repair power supply. This supply will make it indestructible. It will take damage all the way down to 0 and stop attacking, every hour the turret will repair itself. For every hour the wires are crossed the turret repair generator will take 5% damage. Once it hits 0% the turret can be taken out. Any smuggler from the other side can uncross the wires but once damage is done, it can’t be repaired.
Vulnerable time the turret can be killed like normal.
Chianti wrote:
I stated this in the other Turret thread, but since this is the live one I'll repeat it.
Manual turret control is premature. It's a nice little addition that allows non combat classes to participate in base defense. Aside from that it's useless.
A single master swordsman can solo a large turret. Their HAM is too low, and their damage is too low. In order for manual turret targeting to be effective, we would first need to make TURRETS EFFECTIVE. They have no use right now other than to delay a raiding group long enough to call in reinforcements.
I suggest raising the damage output, and raising the HAM of large turrets. 500-600k sounds reasonable. As it stands, even large turrets dont last more than 70 seconds (its been timed).
This is 100% true. HAM in turrets is FAR to low and damage is FAR to low. PLEASE make it worth running 500,000 REB missions to buy one!!!!!!