Development Cycle Archive

Thread: Publish 8 Feedback: Manual Turrets

fatgit
Tue Apr 27, 2004 9:54 am
#14

The interface is unwieldly, but is a step in the right direction.

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.
galahad646
Tue Apr 27, 2004 10:51 am
#15

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





Mael Starchaser - Master WS/ Master AS/ Master Artisan
Knathrak - Jedi Padawan
Dystructa Starcrusher - MBH(All original. No respec here)/ Master Pistoleer

"Do you believe a man can change his destiny?
I think a man does what he can until his destiny is revealed."
Leana_Txorana
Tue Apr 27, 2004 11:59 am
#16


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.

===================================================================================

If their damage and HAM had been increased, it is possible the complaint would have become "they attack random people and do not coordinate, the extra damage IS NICE but not as effective as we need."


As long as the manual targetting is a step to making turrents more effective, then one step need to be done before the other steps. I assume the damage and HAM will be addressed in either the Combat Redo or the GCW Redo. Or even additional changes in each so that at some point the turret are very effective.


Dont complain too hard about SOMETHING that makes it better.



www.usa4usa.blogspot.com
=========================================
There are 10 kinds of people, those who understand binary and those that don't
There's no place like 127.0.0.1
================================
3.14159 + Ice Cream = Pi ala mode
The_Shruberer
Tue Apr 27, 2004 1:09 pm
#17

Nice idea! However, it ocul dbe much smoother and easier to control. Maybe this was done in a few horus of work and thrown together to help temporarily.

How about, there are x number of terminals in teh HQ on the lowest level, and each one controls one turret? The person selects [Use] from the radial menu, and then IS the turret?Why can't progrmaning bedone to replace the normal avatar with a turret? So instead of 'blind shooting', the guy could be looking around, and pressing tab on the best target, then doing ~+1 to attack? It would be SO much easier this way. You would have all information updated almost instantly, and would help target things that the previous way wouldn't show.

What if Bob has an AT-ST, and Bill is a commando? THey are both Imperial raiders. From the Terminal, you can only see: Bob, AT-ST, Bill. Wouldn't be better tactics to take down the owner of the AT-ST first? But how would you tell who is the owner? Go above ground examine, then run back down? How about just a nifty, smooth transition to a real-time turret control?

Much better IMHO.



The_Shruberer has nothing to do now that there is no more floating shrub...

Bounty Hunter since '03
Mark of a devoted Bounty Hunter:

"..so ill use the tactics i can against whoever i find, i mean my own brother when he played was a fairly strong jedi ( made it to like, iono, 180kish...?) and i hunted him and i could hear him yell from upstairs"

-Assassin-sk

The_Shruberer
Tue Apr 27, 2004 1:10 pm
#18

Holy cow! I can't type! Sorry for all the typos



The_Shruberer has nothing to do now that there is no more floating shrub...

Bounty Hunter since '03
Mark of a devoted Bounty Hunter:

"..so ill use the tactics i can against whoever i find, i mean my own brother when he played was a fairly strong jedi ( made it to like, iono, 180kish...?) and i hunted him and i could hear him yell from upstairs"

-Assassin-sk

Kail_Mooner
Tue Apr 27, 2004 1:24 pm
#19

TH,


Is there a way toman the turrets via command lines instead of relying on the radial menu?






Kayl Mooner

We are Watching

you better get the starwarsy Aurebesh font...
galahad646
Tue Apr 27, 2004 2:27 pm
#20

"The guy calling for 1 hit incaps from large turrets needs to get a clue, there are many reasons that this would be completely and totally destructive to anything dealing with bases in the GCW."

I am calling for a little bit of the realistic. If you get shot from a gun that is meant to take out an AT-ST what do you think would happen to you? Maybe they should not do a a one hit incap but it should take at least 2/3 of their life in one shot. In the movie how many people have you seen take even a regular blaster bolt and survive? Not many. An attack on a base should be at least a 15-20 person job. Not a 10 person job. It should be tough as nails to take down a base because it is tough as nails to grind the faction to get a base.


Also, don't tell me to get a clue. I have been playing since Beta 2. Let's see, what about you? Oh November, how nice.



Mael Starchaser - Master WS/ Master AS/ Master Artisan
Knathrak - Jedi Padawan
Dystructa Starcrusher - MBH(All original. No respec here)/ Master Pistoleer

"Do you believe a man can change his destiny?
I think a man does what he can until his destiny is revealed."
sirkuurus26
Tue Apr 27, 2004 4:55 pm
#21

During non-vulnerable times.

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.
Masterkoonman
Tue Apr 27, 2004 8:24 pm
#22

Anyone else see this as more than it is? What I mean is, does anyone else see this as a possible interesting ability to have in the space expansion? Giving one the ability to control some/all of the weapons on a multi-weapon vessel such as a capitol ship. They may not allow us to control them, but to be able to helpdefend a large vessel like a Star Destroyer by being able to control a few turbo-laser batteries would be pretty cool.



home cooking: blaster style
P-Nice
Wed Apr 28, 2004 12:15 am
#23






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!!!!!!
GrubTKA
Wed Apr 28, 2004 12:35 am
#24

The guy calling for 1 hit incaps from large turrets needs to get a clue, there are many reasons that this would be completely and totally destructive to anything dealing with bases in the GCW.


I think the manual turret control is a step in the right direction as well as I have seen turrets lock on targets and stay locked on targets for large amounts of time after the target has left their field of view. It ought to let non combat profs get more involved in their base defenses, also a good thing. PvP knowledge will be very helpful when operating a turret as knowing who does/doesn't wear armor and who the healers are on the other side will enable the operators to cripple the opposing force as quickly as possible (or at least cause distraction and disorganization)...another interesting twist. I havent had time to test this extensively but it seems like there are a lot of chances for things to go wrong with manual turret operation(ie tracking thru walls and such.) I just hope that the guys at SOE really did their homework and made this foolproof.



MY SIG-I fight for the unconventional. My right and it's unconditional. I can only be as real as I can. The disadvantage is I never knew the plan. This isn't just away to be a martyr. I can't walk alone any longer. I fight for the ones that can't fight. And if I lose, at least I tried.

I won't be the inconsequential. I won't be the wasted potential. I can make it as severe as I can. Until you realize, you'll never take a stand. It isn't just a one sided version. We've dealt with a manic subversion. I won't let the truth be perverted. And I won't leave another victim deserted.
saber1
Wed Apr 28, 2004 12:59 am
#25

if you want to make turrets more effective then have the option for users to activate a shield


and second have the blast they emit have a knockdown damage radius


i dont agree with uping the power of the beem itself as this would end up keeping many players from participating without heavy composite and buffs (rework armor your formula sucks no defence vs disease or poison and shots allways get through
galahad646
Wed Apr 28, 2004 1:35 am
#26

That would be sick if we could control weapons on the capitol ships when the space expansions come out or even the freighters as we ride along with friends.



Mael Starchaser - Master WS/ Master AS/ Master Artisan
Knathrak - Jedi Padawan
Dystructa Starcrusher - MBH(All original. No respec here)/ Master Pistoleer

"Do you believe a man can change his destiny?
I think a man does what he can until his destiny is revealed."
Page 2 of 5