Items And Loot Archive
Thread: Cyborg Ranged Arms vs Turrets
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StopAndFixBugs
Mon Aug 29, 2005 9:16 am
#14
As mentioned previously, wrong forum, so I shouldn't even reply here but fyi:
1) Riflemen could kill turrets in the past at max range without danger, before CU and cyber arms. It's a dead horse.
2) I doubt the design team even considers such combinations as 80 range on rifles vs. 80 range on turrets. I think they just throw stuff in the game and see what happens.
3) With range 80, you can actually shoot from range 81+, and I have shot sith base turrets from 83m but you have to move around between shots.
4) Since turrets can bug and lock on to you and track you far beyond 80m, I currently have no problem with sniping them with a rifle.
5) Turrets should sit idly by, invulnerable, not shoot, until there is nearby GCW activity, then come to life and be vulnerable, and hardly as strong as they currently are, but that's just my opinion.
6) People don't work hard to get turrets. 900+ faction in deep space per wing of gunboats, comes really really quick.
It is not an exploit, just a poorly (not)designed scenario.
1) Riflemen could kill turrets in the past at max range without danger, before CU and cyber arms. It's a dead horse.
2) I doubt the design team even considers such combinations as 80 range on rifles vs. 80 range on turrets. I think they just throw stuff in the game and see what happens.
3) With range 80, you can actually shoot from range 81+, and I have shot sith base turrets from 83m but you have to move around between shots.
4) Since turrets can bug and lock on to you and track you far beyond 80m, I currently have no problem with sniping them with a rifle.
5) Turrets should sit idly by, invulnerable, not shoot, until there is nearby GCW activity, then come to life and be vulnerable, and hardly as strong as they currently are, but that's just my opinion.
6) People don't work hard to get turrets. 900+ faction in deep space per wing of gunboats, comes really really quick.
It is not an exploit, just a poorly (not)designed scenario.
PyscoJuggalo
Mon Aug 29, 2005 3:51 pm
#15
davisev5225 wrote:
There are only 2 forums that this belongs in. The loot forum (NOTE THE ITEMS AND LOOT NAME ON THIS SECTION OF THE FORUMS) and the rifleman forum. Since the rifleman forum is full of flames on this subject, I thought I would take it somewhere else.
StopAndFixBugs wrote:
As mentioned previously, wrong forum.....
3 Forums and it is too filled with flames, the GCW forum![]()
But any ways, no it is not an exploit........
An Exploit is when you use a bug to your advantage, hitting 80m is not a bug.
JediLeong
Tue Aug 30, 2005 5:27 am
#17
Um.. it's really not a huge deal anymore? Turrets have been nerfed to the point where a single player can (with patience and a little bit of uberness) take out a large turret.
davisev5225
Tue Aug 30, 2005 5:02 pm
#18
PyscoJuggalo wrote:
davisev5225 wrote:
There are only 2 forums that this belongs in. The loot forum (NOTE THE ITEMS AND LOOT NAME ON THIS SECTION OF THE FORUMS) and the rifleman forum. Since the rifleman forum is full of flames on this subject, I thought I would take it somewhere else.
StopAndFixBugs wrote:
As mentioned previously, wrong forum.....
3 Forums and it is too filled with flames, the GCW forum
My mistake, seeing as I am only human 
Anyways, it seems that the general majority of people who have posted here agree that hitting turrets at 80m is NOT an exploit and CAN be done.
To the CSRs and/or DEVS: If you are reading this, please take note of the entire post, and inform your colleagues about the consensus.
davisev5225
Tue Aug 30, 2005 5:03 pm
#19
BTW, I really don't expect any CSRs or DEVS to be reading this
Just thought I would put a SMALL hope in here.
zRhyno
Mon Sep 05, 2005 1:52 pm
#20
I believe CSR-keithr is the GM of chilastra right now, so what he says goes currently
davisev5225
Tue Sep 06, 2005 12:36 am
#21
Well, I have just heard that this has been OFFICIALLY called an exploit ![]()
Makes me wonder why they made the arms give 80 range, and turrets 75, if they are just going to call it an exploit. OH well.
MonkeyC
Tue Sep 06, 2005 6:54 pm
#22
Um, not sure why you are twitttering on about 75m range turrets man.
Turrets are 80m range.
Rifles are 65m range.
Rifle + arms = 80m range
Currently you can attack from 81m away, and the turret can't hit you.
So, if this is an "exploit" all that needs to be fixed is to make rifles 64m range, and then you can't outrange a turret.
I'm more curious as to how many turrets are destroyed by means other than a rifle from 81m.
Anyways, I hold myself morally above all this, since I'd never do anything as FOTM as 81m attacks with a rifle. I prefer 81m attacks with a carbine
Turrets are 80m range.
Rifles are 65m range.
Rifle + arms = 80m range
Currently you can attack from 81m away, and the turret can't hit you.
So, if this is an "exploit" all that needs to be fixed is to make rifles 64m range, and then you can't outrange a turret.
I'm more curious as to how many turrets are destroyed by means other than a rifle from 81m.
Anyways, I hold myself morally above all this, since I'd never do anything as FOTM as 81m attacks with a rifle. I prefer 81m attacks with a carbine
MeikoNicoll
Wed Sep 07, 2005 4:26 pm
#23
Ok speaking from the point of view of someone who took down 18 turrets in a row without being hit once... And I've bagged about 100 total (with and without a ranged arm).
1) You only need the +10m arm in order to hit a turret without drawing aggro. I know because I've done it.. Lots.
2) It takes a RIDICULOUSLY LONG TIME to take out a turret doing this alone, and with 2 people it still takes a long time. Using a group to take down turrets is still the fastest and most effecient way of dealing with them, hands down no contest.
3) I stopped doing this long before I dropped rifleman, not because I think it is cheap or an exploit but it is the most BORING gameplay imaginable. The FS grind is enough boredom for my $15/mo.
1) You only need the +10m arm in order to hit a turret without drawing aggro. I know because I've done it.. Lots.
2) It takes a RIDICULOUSLY LONG TIME to take out a turret doing this alone, and with 2 people it still takes a long time. Using a group to take down turrets is still the fastest and most effecient way of dealing with them, hands down no contest.
3) I stopped doing this long before I dropped rifleman, not because I think it is cheap or an exploit but it is the most BORING gameplay imaginable. The FS grind is enough boredom for my $15/mo.
TheLastV8
Wed Sep 07, 2005 6:26 pm
#24
If you do it SF then its ok.
If you do it covert then grow a pair.
If you do it covert then grow a pair.
KupyiLabe
Wed Sep 07, 2005 9:17 pm
#25
zRhyno wrote:
I believe CSR-keithr is the GM of chilastra right now, so what he says goes currently
It would be nice to see a post from a dev, or even something from a CSR -- anyone who works for SOE -- to confirm that. I took out a couple that way, then some folks in my group warned me that some CSRs think it's an exploit and could be banned. To be safe, I haven't done it since, as just directing a couple of squads at it and having a CM or doc heal the tank goes much faster anyway.
I agree with the poster who stated that it's not an exploit -- there's no bug here, it's the mechanics of the game. Whenever we notice something that appears bugged because it doesn't make sense, the CSRs close it out as "working as intended". As far as I can tell, giving someone +15m range and then a 65m-ranged rifle or carbine should give me 80m range, and they've designed the turrets with 70m range. I'm not exploiting, I'm using the reward given to me for completing the two relevant quests and the crafted weapon I bought from a weaponsmith.
Works as intended.
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