View Full Version : Base turrets suck really bad now
Beerbeer
2012-11-10, 11:15 PM
It's bad enough it's so easy to take over a base, why nerf base turrets?
I don't even bother fixing them anymore.
Rolfski
2012-11-11, 10:34 AM
I've noticed this as well last week. With the added overheating of the repair tool, many people don't bother repairing them anymore. What's the point of taking a minute to repair a Phalanx turret when a Magrider can literally snipe it down in seconds?
Crator
2012-11-11, 10:41 AM
Nerf referring to Amp station benefit?
Beerbeer
2012-11-11, 11:00 AM
Didn't know there was an amp station benefit to turrets. What exactly is it?
The turrets themselves seem to take more than before to repair (coupled with the constricting repair tool) making repairing them take almost twice as long as before. You would think that with the amount of effort required to repair them would equate to more armor. Nope, in fact they seem to die faster now.
The guns themselves seem to overheat faster while shooting as well. The AA turret is really bad IMO. The bullet spread and speed is just weird and hard to compensate for.
Crator
2012-11-11, 11:04 AM
From Patch Notes 11.10.2012 (http://forums.station.sony.com/ps2/i...10-2012.43562/)
Amp Station - An Amp station reduces the time to overheat Phalanx turrets.
Tatwi
2012-11-11, 11:04 AM
Nerf referring to Amp station benefit?
I think he meant that the Engineer's repair tool itself now has an over heat function, which causes it to take longer to repair damaged turrets. When combined with the sad reality that magriders are essentially easy-mode sniper rifles and the base turrets can be destroyed in 10 seconds by them, there's not much point in repairing the turrets. Then consider their damage / per time spent using them and you end up in a situation where everyone is better off doing something else.
In other words: Base turrets need to live longer and do more damage to really be effective at their intended role (defending a base).
Crator
2012-11-11, 11:07 AM
Ah ok got it. Didn't they nerf them cause they were causing too much destruction and no one could successfully take a base? We had this issue in PS1 too but I think it's a larger issue in PS2 since the base layouts are pretty large (hard to get enough engineers to support repairs on all the turrets).
Tatwi
2012-11-11, 11:13 AM
Ah ok got it. Didn't they nerf them cause they were causing too much destruction and no one could successfully take a base? We had this issue in PS1 too but I think it's a larger issue in PS2 since the base layouts are pretty large (hard to get enough engineers to support repairs on all the turrets).
They nerfed and reduced the number of AA turrets.
Dkamanus
2012-11-11, 12:50 PM
Base turrets are TOO weak now. 3 AP rounds of a Vanguard = a Phalanx down. 5 shots would be ideal.
RSphil
2012-11-11, 12:54 PM
the AA guns where bad after last patch. dont tell me they are even worse now? i might as well throw stones at aircraft and they do more damage. they needed a little more damage last time. they prob need alot more now.
Brusi
2012-11-12, 01:30 AM
I hacked out an AA turret at the top of an enemy tower, got in... lined up a landed ESF and started pumping AA rounds into it.
The Fighter floated up, turned 90 degrees and just flew away (with the afterburners i expect) in a straight line. I didn't even get him to half health, i think!
If you catch someone so unawares, you would hope that you have the power to kill them with such a giant, role specific weapon.
psijaka
2012-11-12, 03:10 AM
It's barely worth the trouble of risking your scalp trying to repair the Phlanx turrets now, IMO, especially the lame so called anti vehicle ones. Why should I risk a sniper bullet or tank round to the head spending a minute in an exposed spot repairing something that can be taken down in seconds? And sometimes I don't even get awarded XP for repairing a turret.
Note that when I play Engi I am dedicated to the role, and do diligently try to fix stuff, despite the short life expectancy; it's my job. But after the overheat mechaanism was introduced, I'm going right off the class altogether. Why bother?
AA effectiveness is another issue; I've not used the AA turrets much lately but have noticed that Skyguard has not been much use since the nerf (prefer to break out Max + dual Bursters; seems just as strong and at least then I'm not a fixed or large slow moving target).
psijaka
2012-11-12, 03:15 AM
I hacked out an AA turret at the top of an enemy tower, got in... lined up a landed ESF and started pumping AA rounds into it.
The Fighter floated up, turned 90 degrees and just flew away (with the afterburners i expect) in a straight line. I didn't even get him to half health, i think!
If you catch someone so unawares, you would hope that you have the power to kill them with such a giant, role specific weapon.
I hacked an AA turret behind enemy lines, hoping to cause a bit of havoc, but was taken out in seconds by a Scythe. I'll just hack the turret and move on next time.
I'm in favour of the Liberator/Galaxy v AA balance, but fighters just seem too strong now.
Sturmhardt
2012-11-12, 04:19 AM
Yeah, turrets are really not worth using anymore, a step in the wrong direction if you ask me.
Figment
2012-11-12, 04:55 AM
The repair tool nerf is likely related to make it easier to take out camping MBTs and Sunderers in a group of engineers.
I think the most important fix they could provide for engis with regards to turret repairs is to provide some anti-sniping cover. I'm quite sure a lot of people are sick and tired of having to sit stationary in a completely open environment full of snipers. That at least is the main reason I get annoyed by turret repairs.
If I was them, I'd add an AMP Station "vehicle shields" from PlanetSide1 to turrets as a benefit (auto-repair). It was one of the only redeeming qualities of Field Turrets in PS1 as well, being stationary you are just way more vulnerable. Even if the the turrets in PS2 are more powerful per shot (many times 'too' I'd say - one shot + large splash radius on infantry with the AV version, really? A bit more 'fight' would be nice...)
Wrt Magrider sniping turrets... Magrider's main gun is too strong for a driver (goes for other MBTs too, but then those should have been gunner weapons), period (should have a 70% reduction and severe splash reduction, IMO). Especially considering the Magrider's accuracy is pretty ridiculous for that amount of damage. The Magrider's driver gun should be closer to the strength of the Pulse Particle Accelerator in PS1, rather than act as a variant of the Heavy Rail Beam mounted as the PPA, just slightly slower, yet harder hitting and with larger splash radius than the Heavy Rail Beam ever had.
http://wiki.planetsidesyndicate.com/index.php?title=Magrider
The old HRB (primary -gunner- gun) of the Magrider took:
Lightning 8 shots
Prowler 21 shots
Vanguard 21 shots
Turret 8-10 shots (?)
The current driver guns on the Magrider need:
Lightning: 2-4 hits
Prowler: 4-7 hits
Vanguard: 4-7 hits
Turret: 3 hits
artifice
2012-11-12, 08:48 AM
I don't even bother getting in them, they are a deathtrap.
Serpent
2012-11-12, 09:28 AM
No idea what you guys are talking about... Yesterday I was able to completely obliterate 6 mosquitos as they tried to assault The Bastion. They did nothing except die, no joke. And yes they had rocket pods etc.
Mavvvy
2012-11-12, 10:29 AM
Bases should be easy to defend and hard to take, not easy to take hard to defend.
If that means buffing the turrets back up imo...fine. Also get rid of those stupid jump pads (or at least make them only accessible by the defenders) and add more steps midway along wall sections, so to allow those walls to be more easily manned. Those steps are needed where those light assualts just keep jumping into the gens over the wall.
Apologies for digressing, but I suppose one thing is a symptom of the bigger picture
BorisBlade
2012-11-12, 07:33 PM
Base turrets are TOO weak now. 3 AP rounds of a Vanguard = a Phalanx down. 5 shots would be ideal.
meh, should be more than that. One tank should get spanked by a turret, period. It should take atleast two, preferrably three, or a tank and several rocket infantry. The turrets are sitting ducks and honestly far too easy to take out, esp as infantry. They need to be massively stronger and have some slow health regen. We dont get real base defense because these are so weak.
PS1 did a much better job with turrets, these things we have now are just coffins, i wont get in anything that dies that quick.
And im referring to the AV/AI turrets not the AA ones.
Figment
2012-11-12, 08:09 PM
PS1 turrets were weaker in firepower, but easier to repair without getting sniped all the time due to the manner in which the tiny battlements around them were positioned.
Im going to have to chime in and agree on the relative ease in which the turrets go down in flames. as a dedicated ENG, I too have just learned to walk past them vs repair.
I do however totally agree on the repair tool overheat. 3-5 ENG's behind a sundy taking full on pounding shouldnt be able to keep it alive indefinitely....even if I was one of the 5 doing so. certing it up makes a huge difference
MrBloodworth
2012-11-13, 02:47 PM
At some point, Engis and all support classes will realize, this game is not about you.
PEW PEW more.
Says the dedicated medic.
RSphil
2012-11-14, 01:22 PM
well was playing not 10 mins ago and the AA is a wast of time atm. they get destroyed quick and 2 of us where shooting a lib, every shot hit and took 2 overheats to get it to half health from both guns. fighters hover and blow the crap out of you while you are shooting them. they dont care. AA should be feared and do some damage. they need buffing big time cus atm they are not used and are a waste of space.
Serpent
2012-11-14, 02:17 PM
... The planes are owning you probably because they are choosing their battles. That's the key of soloing without a wingman etc., pilots need to stay away from the people with AA maxes, because those are still ridiculous.
I've been running around in a scythe not nearly as much because it's much better but atm MBTs are so much more useful than any kind of A2G fighter that I don't understand why they're used- aside from being much more fun :P
RSphil
2012-11-14, 02:31 PM
these are not maxes. im talking about AA on bases. they are crap atm. maxes are a pain but i kill them by strafing ect. none repairs base turrets atm because they useless. this needs to be addressed before release. or the only defense a base will have is the army within it.
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