Development Cycle Archive

Thread: Publish 8 Feedback: Manual Turrets

ScoutRunner
Wed Apr 28, 2004 4:59 am
#27

Stay on target...stay on target....


TH,

it's been said already but I want to echo it. Right now only the owner of the base can control the turret. Not good. Please add an admin list for the turrets so others (non-combat profs for example) can participate in base defense. Our guild PvP leader is also the owner of our bases...He's more effective out on the battlefield that stuck in a turret. We have crafter however that can do nothing in direct support...


I think the ability to /setadminfor bases was removed to stop an exploit (people setadmin private...only folks on the base list could enter, base couldn't be taken down)...I understand that. I like this new feature alot. If you want people to use it though, it has to become more accessible. Thanks for your hard work
Ehecu
Wed Apr 28, 2004 9:56 pm
#28

TH:

As many others said, we need admin control. As I'm in charge of raids as well as base defenses for my guild, I can't afford to have to direct everyone every thirty seconds (people forget things in battle for some reason) NOT to take control of the turrets. Costly mistakes are often made during raids, and I would prefer that turrets going haywire from five different people trying to control one gun not be one of them.

Also, why do defense and damage enhancements have to wait? It's just a few numbers in the code, is it not? I'm all for the advancement of this game as quickly as possible to make up for lost time in the past, but really, we need to make sure the major publishes are working fully and completely before we move on. Try to get that message through to the Devs asap



Ehecu
Rebel Alliance
Warrant Officer Second Class


"Yes I know my enemies, they're the teachers who taught me to fight me."
DarthEhsan
Fri Apr 30, 2004 2:58 am
#29

Do you have to be declared to use the turrents?



I'm still Public Enemy #1
MrBreaker
Fri Apr 30, 2004 4:27 pm
#30

The ham and damage output of turrets is part of a problem with all machinery in swg, a single person should be easy meat for them because of the size of the weapon mounted on em. Only specific profs should be able to damage a hard turret. I wouldnt expect a sword or vibro knuckler to do any damage at all. A rocket launcher maybe. The speed of said weapons that can damage the turret should be limited so even a group of ten commandos firing rockets wouldnt get through without a few casualties.






Rory Breaker / Pendulum
(in game names)
CEO of -Breaker- Inc: Unsliced and Sliced Weapons
-6600 4100 Naboo, near Theed
woodywan
Fri Apr 30, 2004 11:53 pm
#31

The ones stating that turrets need to do more damage are assuming that everyone attacking has +80% Comp armor. That isnt the case. In fact, upping the damage to a murderous amount will just discourage PvP more. Doing this will simply kill off attackers in mear moments. No one wants to attack a base when it is impossible to win.


A possible solution to that is to greatly knock down the accuracy on the turrets, but increase its damage. Turrets are slow and clunky, and horrible anti-personnel weapons (just ask any tank gunner).


Upping the HAM is a good idea though. Only problem is that no matter what you up the HAM to, its still destroyable. Yes, it will take longer to do, but turrets will still get killed (it is crutial that they are killable or, once again, base PvP will stop).


Lets look at the root problem... its obvious thatthe waythings are now, no one thinks turrets are worth the FPs spent to place them. It takes a while to build up 9k FPs to buy one, and placing just one is stupid. It will get wasted in no time. People tend to place 2 at a time so they can cover each other... so thats 18 FPs each time. The cost is not worth the benfits.


This being the case, why dont we just lower the FP cost of the turrets? This way, they will be easier to replace. It will keep the PvPers coming back for action (which is the only real reason for owning a base honestly), it will keep the base owners happy because they can continue to replace defenses when needed, and it will not inspire more people to become super-duper uber-l33t power-players.





~~~~~~~~~~~~~~~~~~~~
XIRAZAK
Avatars of the Old Republic
Ratava, Lok

~~~~~~~~~~~~~~~~~~~~
Ethen_Roe
Sun May 02, 2004 11:07 am
#32

Our turrets at our bases got taken out.
One attack was stopped becasue the manual targeting helped loads.
The second time no one was there, and what did the turrets do while being attacked, at all ranges? Didley

They dont target on their own anymore at allm so dont fire at all.
Rolsskk
Mon May 03, 2004 1:05 pm
#33

I think that it's just plain silly that you have to be on the admin list to control a turret. What if you happen to be in a city that's alligned to the faction you support, but are unable to assist them with the turrets? I think that any abled-body creature of the same faction should be able to control a turret without admin access.



Rolsskk - Starsider Server
=Retired Master Weaponsmith=
Proprietor of Sentinel Armaments
Resident of the City of Libertas
MrChow_Sai
Mon May 03, 2004 2:00 pm
#34

i argee to all this. Went a I a Master Swordsman can solo all the turrets in a base aka 2 large block, 1 large town and a larger dish it's not rite.
Aerius
Tue May 04, 2004 12:16 am
#35

Can a dev confirm that turrets do more damage when they are being aimed? Something has definately been changed when it comes to damage, just not sure under what circumstances it is applied.






Aerius - DS
DS Armory: Home of 39/67 Stun Armor and 20k 48% Stun PSGs / -500, -4123 Senia, Naboo
Now buying Premium rated Crystals/Pearls - contact me ingame

Rorenikibi
Wed May 05, 2004 2:20 pm
#36

Turret realities:


1) Need to be an Officer (Warrant II at least)


2) They either do not fire, or do not fire as much when unmanned.


3) You do NOT need to be the owner to use them.






Captain Janu Hull CFA-7
In the event of an emergency, this pilot's ego may be used as a floatation device.


WarFerret
Wed May 05, 2004 3:19 pm
#37

Instead of making them a lot more powerful (and they should be very powerful, an unbuffed target should be 1 shot kill for a turret) change their damage type to stun as well, that ought to deal with all the robocops out there


Turrets are too expensive for what they currently give you, so please keep going down this road of making them more powerful and harder to kill - when I can take out a large tower or block turret on my own with my power hammer, something is very very wrong.



---
Ississ - FarStar - Master Doctor/Master Heavy Swordsman.

"If it looks like a duck, and quacks like a duck, we have at least to consider the possibility that we have a small aquatic bird of the family anatidae on our hands." - Douglas Adams
biffanizering
Thu May 06, 2004 9:26 pm
#38

For those of you calling a turret a joke, you have not fought one that was manned by a player. When it is manned by a player this is what it can do


http://www.imagedump.com/index.cgi?pick=get&tp=69609


http://www.imagedump.com/index.cgi?pick=get&tp=69610





Ibiesc Eineaj
Colonel of the Imperial Army
Relic
pen is?


biffanizering
Thu May 06, 2004 9:29 pm
#39

BTW on the pictures above you must scroll to the right to see the combat log, and yes the turret shot him 24 times in one second



Ibiesc Eineaj
Colonel of the Imperial Army
Relic
pen is?


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