Development Cycle Archive
Thread: Publish 8 Feedback: Manual Turrets
I've spent most of the week attacking a base which the defenders try to keep protected by two turrets
It's been very good fun and very challenging
From my perspective as an attacker the manual control of turrets has added both to challenge and immersion
If the turret shot him 24 times he should be a steaming pile of hamburger and not medding in a house. It was looking like all the damage was being blocked by his armor.
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).
Agree 100%
Mikhail24 wrote:
TH, I hope you guys really listen to everyone responding here. Turrets are a joke...and moreover, there is no reason to place them other than they look cool.
How do you rationally explain the fact that some NPC's have over 200,000 HAM with medium armor + resists, but a LARGE BLOCK TURRET has only 100,000?
Getting down to brass tacks...do you see, as many players do, these ultra-NPC's with high resists and even higher HAM as a quick-fix to the large combat inbalance in this game? Like with most Corvette NPC's and the ill-fated NovaTroopers, seems like the Devs just said to themselves..."Hmm, players seem to be killing things too easily...ok, we'll just up their ham 1000%, give them crazy resists to the most common damage types dealt by combat classes, and then laugh!"
I hope your combat& GCW rebalances address these serious issues. 250,000 HAM NPC's make it seem like that idea was thought up over lunch.
Another VERY good point. A Nightsister Elder allmost 1/2 a million HAM, HEAVY Armor, and 100% to all RES. but a turret is only 100k???
However, if you guys plan on leaving the turrets weak as they are, then i suggest a MAJOR price drop to:
Rebel
-----------
2000 FP - Large Turret
1000 FP - Small Turret
IMP
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1000 FP - Large Turret
500 PF - Small Turret
galahad646 wrote:
If the turret shot him 24 times he should be a steaming pile of hamburger and not medding in a house. It was looking like all the damage was being blocked by his armor.
Mael Starchaser
Good info Thunderheart,
Though a good thing to use for most of whats happening is to add doors to the bases. The doors should have Ham statsor they cannot be opened until outside defences are destroyed. That would help alot for the defenders.I am no expertin any means to this but I think its a soundidea.![]()
If the turret shot him 24 times he should be a steaming pile of hamburger and not medding in a house. It was looking like all the damage was being blocked by his armor.
P-Nice wrote:
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!!!!!!
/agree
GrubTKA wrote:
There is a bug whereby you can unload many many shots per second into one target. Fix it please.
There sure is. A couple nights ago, I went with 5 friends and attacked some Imperial bases. We destroyed 2 turrets and cleared out all of the bases, and one large tower turret remained. We were doing fine against it until someone got behind the controls and killed us all in about 12 seconds.