Development Cycle Archive
Thread: Publish 8 Feedback: Manual Turrets
Page 5 of 5
LevaOripa
Sun Jul 11, 2004 3:44 am
#53
Unless you use the macro made Exploit turret control is bascally useless because the turrets themselves are useless against melee classes mainly heavy swordsman and jedi
Turrets need a group command ...All turrets fire on this target!
Turrets should only be deployed during the vunerability of the base to stop 5:30 am griefer raids
Turrets should be destroyed by commandos....Its the commandos primary fuction in the gcw
To help make commando the base destroyer they are soposerd to be grant turrets these additions
Turrets should grant a very intimidated state to any enemywithin 11 meters this should be automatic
Turrets damage should be unblockable period.it would melt a lightsaber ! and the knucklehead holding said lightsaber.and ruin a perfectally fine robe
AtamPolaris
Sun Aug 08, 2004 6:02 pm
#54
love the turrents but not to get shot by em...
Message Edited by AtamPolaris on 08-08-2004 06:02 PM
Tucari
Tue Aug 31, 2004 4:44 am
#55
I definately agree with most of the replies. Turrets need to have more damage abilities to attackers, and a higher ham bar. The SBDs in the DWB are harder to kill than turrets. I've seen my bases turrets take out all my base npcs because of a bug in less than 10 mins. But, you get a PvP to attack the base with high buffs, high composite armor, and that PvP can take it out all by himself without being killed in the 10 mins to destroy the turret. I remember back in the early days of SWG when you were hit by a turret, you were either killed or incapped after a couple of shots. Now, its just crazy.
Page 5 of 5