Development Cycle Archive
Thread: Publish 8 Testing Feedback: Turrets with Manual Targeting
I agree, Our Guild dropped 8 bases and 24+ Large Block turrets, We were attacked, And lost every turret, They didn't do enough damage to any imp, I think they only took out maybe 3 Imps, And they were taken down in a matter of seconds.. yes, Seconds. And thatwas only with3-4 Imps attacking each turret.
Why?
Because 3 riflemen = 1 dead turret controller.
Make it so that if the turrets are to be manually controlled,
the controllers need to have some kind of outside influence
relaying targets to them.
Make defenders develop communications to take advantage of the
manual interfaces without requiring the controllers needing to worry about
dorking around with menus while riflemen and swimming CM's blow them apart
before they even see the radial commands refresh.
IMPORANT INCENTIVE TO DO THIS:
Pure crafters can then actaully have a reason to go overt to provide
base defenses via manual turret control.
Sounds to me as if we want turrets to 1 shot kill everyone, my question would be if 60 people are attacking abase, how many should the turret be able to kill if the all had buffs and 90% armor?
10? 15? 30? 60?
HAKD
I dont want to see one shot kills, But I have seen people go solowitha large turret, and stay on both feet the entire time, Most fights I see are those with 70%+ armor and buffs, So why not design a turret to fight these situations.. a 3-5 man crew can wipe out an army of turrets, You could have 5, or 50 turrets, and they will be able to take them all out, and thats just not right, Not for the ammount of FP you need to spend on them anyway.. Also, While on the subject, Why not buff up NPC's who are at the base, the NPC's are so weak they are nothing more than a faction farm location.
raynedog wrote:
Sounds to me as if we want turrets to 1 shot kill everyone, my question would be if 60 people are attacking abase, how many should the turret be able to kill if the all had buffs and 90% armor?
10? 15? 30? 60?
As much as I like the idea of controllable turrets, there still is the issue of turrets being underpowered.
Raise the damage output of all turrets, and raise their hitpoint, resist, and armor statistics. As said earlier, a 3 person team of riflemen can take down a turret easily with good armor and buffs. Two large turrets defending a single base should be able to hold off a group of twenty invadersor more, while infantry defenders can back them up.
And, as we're developing the concept of turrets with manual targeting, is there any future possibility of this idea being applied to player-owned and base-controlled AT-STs? Basically, the same interface could be used in targeting, while the player would also be given movement controls. Allow it to only be applied to factionally related issues, and have the player actually :become: the AT-ST (no avatar standing in front of a terminal) and this, in theory, could work.