Development Cycle Archive
Thread: IT 7-17b: GCW Changes Summary
lDarthVisceraSwFan wrote:
Thunderheart, how do you expect us to put down turrets to prevent players from accessing the base if the turrets themselves are still vulnerable to the point-blank bug, and won't return fire if they're being attacked at point blank range? I've lost 11 turrets (4 large (2 dish 2 tower), 7 small (5 dish 2 tower)) to this darn bug since Christmas, and it still remains? This bug renders turrets nothing more than a paper tiger as it is now, and apparently as it'll continue to be past Publish 7.
Its something thats being worked on currently.
Kurt "Thunderheart" Stangl Assistant Community Relations Manager
Tactically and physically, a turret ,unless the weapon is positioned only 6" to 1' off the surface will always be vulnernable to a point blank attack. a turrets weapon has a vertical stop at its upper and lower ends, if you are inside this limit, then you can attack the turret with impunity, happens in the real world too. turrets are not meant to be invulnerable, they have to be defended whether that be other turrets or live defenders, they are meant to be force modifer not a force in it self.
"Tactically and physically, a turret ,unless the weapon is positioned only 6" to 1' off the surface will always be vulnernable to a point blank attack. a turrets weapon has a vertical stop at its upper and lower ends, if you are inside this limit, then you can attack the turret with impunity, happens in the real world too. turrets are not meant to be invulnerable, they have to be defended whether that be other turrets or live defenders, they are meant to be force modifer not a force in it self."-----Darthswami
Exactly. The only way to get more turrets even close is to set another base. This is why the placement footprints should be reduced some so we have options for defense other than relyingon bugged, weakNPC's and haveing to spend FP's on more bases to be able to getturrets in each others fireing arcs. Maybe they could also increase the fireing rate of the turrets too. The big bases should be very tuff nuts to crack but they arent. Most bases that are lost on both sideds are lost cause not everybody plays 24/7. Bases should have some sort of chance when the people thatplaced it aren't all on-line to defend them. As it stands now most bases don't survive very long unless you have the people with the lots and faction points to spend on 4 or more bases that can be set up next to each other. Even then though I have seen bases get destroyed with all this firepower by a bare minimum of people.
Thunderheart wrote:
If I'm not mistaken, when you die in a PvP death, the window should tell you the difference (though admittedly I havent played PvP since the death decay change went in...)
Killing someone by incapping them 3 times will sometimes still cause item decay. It's used to grief quite often.. I haven't seen this addressed anywhere in Publish 7 (correct me if I'm mistaken). Probably soemthing that should be looked into
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Thunderheart wrote:
Lotussutol wrote:
How about THESE GCW bugs...are they getting fixed???
A LOT of people are still taking decay in PVP. I have died five times in PVP and have taken PVP decay EVERY TIME!
Each time I die in PVP my items become uninsured.
Each time I die in PVP with buffs I lose the buffs but I still show in the buff window as being buffed.
I'll check on the buffs and items inunsuring. If you are taking decay in PvP, its probably from usage. "Death Decay" was removed in faction deaths, but you still suffer normal decay from using your armor/weapons and taking hits in combat.
If I'm not mistaken, when you die in a PvP death, the window should tell you the difference (though admittedly I havent played PvP since the death decay change went in...)
Are we ever goingto be able to get a higher Rank than colonel? what about displaying our Rank?
LAstly is there any plans to ever make Faction Armor Craftable so more people will wear it???
I forgot to mention a critical distinction from my post above: not all triple incapacitation leads to decay. If you are triple incapacitated by someone that uses strictly weapon specials (ie, a rifleman that head shots you while you are down) you don't suffer decay.
I'm 99.97% sure it is a bug with DoT effects causing decay in pvp.
How about the problems with the TEF? or GTEF?
Any possibility of making a TEF into an Overt Flag? Where if you get a TEF you become overt for 30 mins? or 10 mins?
This would solve all the problems with the TEF.
MydnyghtDaywalker wrote:
Thunderheart wrote:
If I'm not mistaken, when you die in a PvP death, the window should tell you the difference (though admittedly I havent played PvP since the death decay change went in...)
Killing someone by incapping them 3 times will sometimes still cause item decay. It's used to grief quite often.. I haven't seen this addressed anywhere in Publish 7 (correct me if I'm mistaken). Probably soemthing that should be looked into
.
This tactic is used as a means of holding the enemy from zerging from the cloning bay. I doubt this will ever be fixed because the system has no way of telling how you died