Development Cycle Archive

Thread: IT 7-17: Additional GCW Changes

Thunderheart
Tue Mar 09, 2004 6:44 pm
#1




In the past 2 weeks, the development team has been able to make some additional changes to GCW combat: fficeffice" />




  • Enemies cannot enter HQs until all turrets are destroyed.

  • Turrets should no longer get locked onto pets / Turrets stop attacking and get new target if current target moves out of range.

  • Vulnerability times on HQs should no longer erratically fluctuate

  • Fixed maintenance on HQs



HQ-Turret Defenses: Players attacking a faction HQ are by-passing the HQ’s defenses by simply running past them and entering the building to initiate shut-down sequence on the base. This makes turrets ineffective in guarding bases since they only get a few shots in before an enemy enters the HQ.



This solution changes things, making it so that when bases have defensive turrets placed the HQ cannot be entered until after all turrets have been destroyed. This should make attacking a factional HQ a bit more challenging while also making defending of such a structure easier.



Pet Target Locks: When attacking a turret players sometimes use an exploit that will involve sending one of their members into range or one of their pets into range. Then they will begin an attack causing the turret to attack them back. After the turret has aggroed the player, the player/pet will then move to a position over 80m away which is outside the turrets range. The turret will remain engaged with this target even though it is not attacking back because it is out of range. Attaching team members will then move in and kill the turret free of any danger. Now turrets will disengage from these types of out-of-range targets that are out of its 80m range and find a better, more aggressive target.



Vulnerability Times: Vulnerability times on HQs should no longer erratically fluctuate, allowing players to more effectively plan base defenses.







Kurt "Thunderheart" Stangl
Community Relations Manager
EvilHairy
Tue Mar 09, 2004 6:50 pm
#2



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Thunderheart wrote:




Pet Target Locks: When attacking a turret players sometimes use an exploit that will involve sending one of their members into range or one of their pets into range. Then they will begin an attack causing the turret to attack them back. After the turret has aggroed the player, the player/pet will then move to a position over 80m away which is outside the turrets range. The turret will remain engaged with this target even though it is not attacking back because it is out of range. Attaching team members will then move in and kill the turret free of any danger. Now turrets will disengage from these types of out-of-range targets that are out of its 80m range and find a better, more aggressive target.





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How do you send your pet in to attack the turrent when our pets cant attack the turrent in the first place???




Jorgan Bradwisch
~ Master Weapon Smith/ Artisan/ Architect ~

~ Dark Star Syndicate Trade Corp. ~
"I only have one rule, it is: Dont break the first rule."

OneHung
Tue Mar 09, 2004 6:54 pm
#3

Looks good, let's see how it plays out.



RETIRED
JEST3R
Tue Mar 09, 2004 6:58 pm
#4

Thunderheart wrote:

In the past 2 weeks, the development team has been able to make some additional changes to GCW combat:



Enemies cannot enter HQs until all turrets are destroyed.
Turrets should no longer get locked onto pets / Turrets stop attacking and get new target if current target moves out of range.
Vulnerability times on HQs should no longer erratically fluctuate
Fixed maintenance on HQs



HQ-Turret Defenses: Players attacking a faction HQ are by-passing the HQ’s defenses by simply running past them and entering the building to initiate shut-down sequence on the base. This makes turrets ineffective in guarding bases since they only get a few shots in before an enemy enters the HQ.



This solution changes things, making it so that when bases have defensive turrets placed the HQ cannot be entered until after all turrets have been destroyed. This should make attacking a factional HQ a bit more challenging while also making defending of such a structure easier.



Pet Target Locks: When attacking a turret players sometimes use an exploit that will involve sending one of their members into range or one of their pets into range. Then they will begin an attack causing the turret to attack them back. After the turret has aggroed the player, the player/pet will then move to a position over 80m away which is outside the turrets range. The turret will remain engaged with this target even though it is not attacking back because it is out of range. Attaching team members will then move in and kill the turret free of any danger. Now turrets will disengage from these types of out-of-range targets that are out of its 80m range and find a better, more aggressive target.



Vulnerability Times: Vulnerability times on HQs should no longer erratically fluctuate, allowing players to more effectively plan base defenses.
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GOD BLESS YOU TH.... today is my Bday btw... and no gift could have better then this I imagine. Only additiona you could add to make this cake any sweeter would be to fix LOS issues with firing from inside a base at targets outside through cielings and walls!

JEST3R




ggggg4 Kurzzun Starfire Bounty Hunter
ggggg4 JEST3R Retired GCW Correspondent



(gnn[[[[[[[[[[nnnnWX9ggggggggggggggggggggg)


LeBob
Tue Mar 09, 2004 6:59 pm
#5

sounds good!



SWGEntertainer.com
Emperor Palpatine (from "Star Wars Episode III: Revenge of the Sith"):
"Every single Jedi is now an enemy of the Republic. Do what must be done. Do not hesitate. Show no mercy."
-I support ATK people and playstyles.
Account cancelled as of June 23, 2005

DanteCalvert
Tue Mar 09, 2004 7:07 pm
#6

If you want some real GCW changes, look here



http://forums.station.sony.com/swg/board/message?board.id=GCW&message.id=130261



Colonel Oriellien Calvert
Agent of the Empire
!The Second Longest Lasting Master Squad Leader On Naritus!
navaTalyus
Tue Mar 09, 2004 7:09 pm
#7

for those of us who've already lots bases.... this comes many weeks to late.
Locky-1138
Tue Mar 09, 2004 7:25 pm
#8

"vulnerability times should no longer eraticly shift"


what will the time be set to? will it be whatever random time it was the day before the patch? or will we be able to choose a time come patch day? or will it be set to the time the base was originaly built (as intended)?


just some questions that need to be looked at, and thanks for all the hard work TH, we appreciate it


...*whisper* now fix jedi



- I support keeping & balancing the current combat system You can too
its been emotional...
Loksir - night elf warior, earthen ring
Laur - night elf rogue, earthen ring
LockysCorpse - undead warlock, lothar +Riverlands+
FofiWibler
Tue Mar 09, 2004 7:26 pm
#9

can the turrets be renamed turrents? this way those that continually spell turret that way won't look so ignorant. those that can spell turret correctly can easily start using turrent instead



Fofi Wibler ² GLA Officer ² Master BH ² Master Carbineer
V Vendor Located in Qal'Trel, Corellia (WP coming). V

Javac
Tue Mar 09, 2004 7:39 pm
#10

Interesting, I thought the shifting base times was a good thing not a bad thing.



Calis Exud - Droid Engineer Extrodianre - Retired
CmdrFel
Tue Mar 09, 2004 7:39 pm
#11

has anyone thought about the fact that someone could stand inside a base with an inventory full of smuggler-purchased turrets and keep adding them one at a time as they go down to keep the base up for the longest time possible?


This is going to make it hard to get a well-prepared base =)





Cisei Ihone - Retired Jedi Master - First Kettemoor Jedi

EvilHairy
Tue Mar 09, 2004 7:43 pm
#12

I hope we can choose the time like once every week.



Jorgan Bradwisch
~ Master Weapon Smith/ Artisan/ Architect ~

~ Dark Star Syndicate Trade Corp. ~
"I only have one rule, it is: Dont break the first rule."

Psykeman420-HS
Tue Mar 09, 2004 7:45 pm
#13

yea they are just adding a new exploit to replace the old one with the corpses.

question: what happens if we are in the hq and someone drops a turret what happens?

I like the change in a sense but the turret thing can be too hard with ppl dropping the turrets.



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