Development Cycle Archive
Thread: Publish 8 Testing Feedback: Turrets with Manual Targeting
Manual targeting with a terminal? Come on, guys... this is just a bad solution. In order to USE the manual targeting, you'd beremoving yourself from the fight, which is an awful idea --turrets are nowhere near as powerful as a single good (skill/equipment-wise) player. Just allow players to 'register' as the turret controller with these terminals, andcreate a command (/requestTurretFire or /rtf, maybe?) that may only be used by the designated controller of a turret. This command could force the turret's next attack onto the player's look-at target. Much easier and more effective. Also, I really liked the idea presented in a previous post, where a Squad Leader could make special use of the turrets. Maybe allow the Squad Leader's volley fire ability to direct ALL turrets toward a given target, so thattargets of great importance could be eliminated quickly.
Other problems with turrets right now:
- Blast vulnerability and general low power. I could understand this for AT-STs, but immobile laser turrets used to defend a base shouldn't be vulnerable to anything. Blast resist should be 20%-40% at the least, the AR3 should remain, and HP should be boosted to at least 300k. Also, the turrets should be raised to a significant height off the ground so that you can't "hide" from the other 2-3 turrets surrounding the base by getting close to one of them. (Right now, it's far too easy to "trick" the LOS of a turret -- this is a HUGE issue that most people overlook, and it allows folks to isolate turrets and make them even more of a joke than they would be.)
- Inability to handle large numbers of attackers. You can only fit 4 or 5 turrets on even the largest of bases, and the entire setup costs about 100k faction points, but the turrets can be easily massacred because they're so easily overwhelmed. Make the attacks a "cone of fire", much like Fan Shot and Advanced Strafe -- then, give them heavy armor piercing. If people had to contend with 5 turrets, geometrically raised so that they could all attack at once and equipped with 1800-damage AoE blasts, it might put a LITTLE fire and teamworkback in the GCW.
- Turrets are "stupid". Sometimes, turrets don't attack coverts even after their built-in covert scanners flag a person with a TEF. They don't continue attacking as that person continues out toward the maximum range of the turret. Their covert scanners appear to scan out to only about 35 meters, which is *USELESS* against anyone other than stupid newbies and swordsmen. Covert scanning should be built right into large faction bases, out to a radius of 100 meters. Period.
If you did all of the above, I think it'd be significantly harder (though not impossible by any stretch) to take a base full of turrets. For that reason, you should give some decent faction-point rewards for killing them. Rewards on AT-ST kills and turret kills should be at least 100 or 200 faction points, and BOTH factions should have something worth buying with those points. I'm not a "rebel whiner" who wants an AT-ST with a rebel skin, but all of this "GCW patching" is academic if there's no reason to fight.
2: Makeing it a SL perk is not an option in my opinion. You won't always have a SL around to defend your base. Maybe make control of the turrets a rank incentive? Make it to where you have to be a certian rank to operate it.
And here I thought you'd climb on them like a vehicle and manually tab/fire, and to make up for their wussiness/your lack of fire; they'd be rebalanced so buffed players don't wade through them so easily like they do now...
Not just adding the lame fishing gui to 'em.
They all get blown up late late nite/early morning and CM's canmind-nuke people inside bases anyways.
1. The so called “admin “feature from last publish is STILL BROKE
2 The does nothing to improve the life of a turret that can be taken down by one lone riflemen at 4; 00 am or doing low players or when the 30 NPC get whipped out then all 5 turrets by the same SINGLE PLAYER
3 this system assumes you will stand guard over a turret since you have no in game notification system, sorry but the game is boring enough without standing around.
4 Will not even go into the several exploits that according to Bug tickets the December “are aware about and working to resolve” BTW that was the same Response our PA got in Nov,Dec,Jan humm every publish that was supposed to fix these exploits
If you are going to man hours on something plz at least make sure the feature is first working as this new enhancement to turrets is well next to worthless
Ok, so let me get this straight...you are actually suggesting that people in Bastion on Naboo (Bria) are going to be able to use a radial menu during an assault. Ever heard of a thing called lag? Before the damn radial opens the turret will already be dead, then you hit refresh to select another turret, before it is refresh another turret is dead....rinse and repeat...
I have to agree with the suggestion that you should be able to register as a turret operator and the turret will use your target alt. a /turrettarget command
how about actually fixing the turrets instead of having people forcing them to work?
control terminal outside the base lol not good.
imho this isnt a fix for anything nor will it help.
But nothing about the idea being suggested here actually accomplishes that. The fundamental problem with bases as they currently stand, as has been clearly said over and over and over again by every single person that has posted here before me so I would think it would be registering with you right now that it's probably true is that base npc's, AT-ST's, and turrets are so weak that they provide virtually no defense to a base.
Right now the only way to defend a base is to have people there, on the ground, waiting for an attack to come.
For instance, we have a base that had 4 large turrets on it. In the time gap between when the last member of my guild logged off (around 6am EST) and when I logged back in (around 10am EST), factoring in a server reboot in between, somebody came in and cleared out all 4 turrets. How am I supposed to defend against that? And if I can't prevent it, why should I waste my time earning faction points and then throwing them away on turrets that will just be gone the next time I walk away for 5 minutes?
Look, it goes without saying that if a LARGE, ORGANIZED force came in and there was nobody there to defend the base that the base defenses should and will be destroyed - no way around that. But I think the point I and everybody else here are trying to make is that right now those defenses go down if ANY force shows up. Neither "large" nor "organized" is required, because the base defenses are so weak.
Or to put it another way, why is it that the rebels/imps on board the Corellian Corvette are so tough but the ones I conscript to defend my base are so weak? If you have mob templates for factional troops that are actually strong enough to be a challenge for skilled, buffed players then for goodness sake why don't you make THOSE spawn at bases. And while you're at it, drop the blast vulnerability and bump up the HAM on large turrets.
Heck, and while you're at that - why don't you give Commandos (you know, the guys who are supposed to be specialized to take out armored targets) an armor piercing weapon that they can apply specials too? It's all fine and dandy that rocket launchers have a base damage in the thousands with heavy AP, but without the ability to apply damage-increasing specials it gets kinda frustrating watching a guy with a carbine do more damage to a turret than my rocket launcher.