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View Full Version : Base Turrets should be Invincible.


Tatwi
2012-11-29, 01:34 PM
I've been thinking this for a month or two, so I figured I'd share it. I assume they have not had an overhaul since I played last week.

My suggestions:


Invincible - rather than blowing up from taking too much damage, base turrets experience a 20 second overheat cooldown (and not kill or remove the user).
Upgrades (performed by Engineers) replace the repair feature. Here are the ranks:

2x Zoom. Time to upgrade: 2x original repair time.
20% Faster Firing Rate. Time to upgrade: 3x original repair time.
50% Faster Turning Rate. Time to upgrade: 3x original repair time.
5% Damage increase. Time to upgrade: 4x original repair time.
Additional 5% Damage increase. Time to upgrade: 4x original repair time.
Additional 5% Damage increase. Time to upgrade: 4x original repair time.
Additional 5% Damage increase. Time to upgrade: 4x original repair time.

Enemy Infiltrators have the option when hacking the turret to remove one of its upgrade levels or disable the turret for 60 seconds or have a 50/50 chance to boot the operator out.
Infiltrators must remove all the upgrades to a turret before they are able to take control of it. Stolen turrets cannot be upgraded by friendly Engineers.


I think this will give turrets more persistence in battles and add a bit of a mini game between Engineers and Infiltrators, because

1. The person manning the turret isn't killed by enemies shooting at it, so it can be used throughout a battle until the point where the enemy can easily hack the user out of it.

2. Turrets will no longer be a "free xp" joke - people get nothing for shooting them!

3. Infiltrators will have a nifty hacking mini game, especially with a manned and upgraded turret. Real chance to annoy Engineers and turret users.

4. Engineers can spend a healthy amount of time upgrading turrets, which should present some choice as to where they want to focus their time.

VelRa
2012-11-29, 01:44 PM
And in your concept, what happens when a base flips?

Figment
2012-11-29, 01:47 PM
And in your concept, what happens when a base flips?

Reality inverts on itself and your PC has a meltdown. >.>




@Tatwi: Think your idea over a few hundred times and try to find the flaws. HINT: It's somewhat related to the "invincible" bit. As well as the idea that infils wouldn't be noticed hacking turrets. Wouldn't be easy kills. Would be even able to get there on a regular basis.

Sorry Tatwi, but this idea gets a 1/10 from me. >.>

VelRa
2012-11-29, 02:00 PM
Reality inverts on itself and your PC has a meltdown. >.>


Then this post has the approval of the Astral Travelers Association

EVILPIG
2012-11-29, 02:11 PM
Absolutely the wrong solution to a problem I don't believe exists.

1. Base Turrets are not too weak.
2. They are basically a free vehicle for whoever gets to it first.
3. They are not hard to maintain or get back up. Unlike a tank, it can be rez'd.
4. You think stat whores are bad now, wait till someone can go 400/0 for the day by simply refusing to ever leave a turret.

5. http://t0.gstatic.com/images?q=tbn:ANd9GcTQhP4M6eeywxbQL6j-G1Sd4F-ylvcGO6xCxjbxN5q3WYXilGZ_

Tooterfish
2012-11-29, 02:24 PM
4. You think stat whores are bad now, wait till someone can go 400/0 for the day by simply refusing to ever leave a turret.


This one is my favorite :)

Tatwi
2012-11-29, 02:27 PM
And in your concept, what happens when a base flips?

I thought that was obvious, but the answer is:

When a base flips to a new owner, anyone in a turret is booted out of the turret as the turret has changed factions.

FortySe7en
2012-11-29, 02:31 PM
I thought that was obvious, but the answer is:

When a base flips to a new owner, anyone in a turret is booted out of the turret as the turret has changed factions.

Such a dumb idea. Completely destroys the concept of a fight.

And This



5. http://t0.gstatic.com/images?q=tbn:ANd9GcTQhP4M6eeywxbQL6j-G1Sd4F-ylvcGO6xCxjbxN5q3WYXilGZ_

Jaybonaut
2012-11-29, 02:40 PM
....wat is dees I don even...

Fenrys
2012-11-29, 05:11 PM
While we're being ridiculous, here's my wish:

Everything is invincible v. aircraft except other aircraft.
And remove ESF from the game.

Maidere
2012-11-29, 05:30 PM
Honestly, I can expect thread like this on the official forum. But here...

Ruffdog
2012-11-29, 05:58 PM
No. Anything that can deal out death should itself be vulnerable to death.

VelRa
2012-11-29, 06:39 PM
Well if everyone seems to think it's a bad idea, I'm going to say it's a good idea. Bandwagoners. http://tyrannyoftradition.files.wordpress.com/2012/02/hipster-glasses21.jpg

Helwyr
2012-11-29, 07:18 PM
Turrets should not be invulnerable. The AV ones are actually good if you have AMP station benefits. The AA ones are just free kills for ESFs with rocketpods and do need a boost. The AI turrets aren't all that great either.

Lonehunter
2012-11-29, 08:54 PM
NOTHING should be invincible lol

Timealude
2012-11-29, 11:20 PM
I think that the AI turrets need some love as their bloom is too wide for the damage comparison, I think if they were to tweak the damage just a bit then they might be a bit more useful then they are now.

RykerStruvian
2012-11-29, 11:26 PM
Engineers should be able to upgrade base turrets to better versions and make it a certifiable thing. But never make them invincible.

krnasaur
2012-11-30, 01:32 AM
AV ones do work AA ones need work AI ones are not even worth the time to repair


edit: by that i mean the turrets are fine, the AA and AI ones need a buff, other than that, leave them alone

Skepsiis
2012-11-30, 02:30 AM
I think a special ability shield would really help. Something like you press f and the turret deploys a shield around itself that blocks all damage for 2.5 seconds and needs to recharge for 30 to 60 seconds before being used again.

Garrix
2012-11-30, 03:03 AM
My current idea is a shield generator that generates shields for all the base guns, put it somewhere in the base. At the top? Or point A. Something. A generator inside that prevents long-range shelling from removing all stationary defences.

Mr DeCastellac
2012-11-30, 03:18 AM
As a Planetside vet... obligatory NOPE IT WOULD CHANGE THE GAME.

2coolforu
2012-11-30, 07:05 AM
My current idea is a shield generator that generates shields for all the base guns, put it somewhere in the base. At the top? Or point A. Something. A generator inside that prevents long-range shelling from removing all stationary defences.

Long range shelling isn't a problem though, since the render distance means that infantry won't even show up until you get within 50 meters during a big battle, I've seen it get much much worse than that in some big Bio-Lab fights too. I swear in Mani the render distance for infantry was down to 15 metres or so during a particularly big battle, Vanu were popping in on the air pad when I was at the air term.

We need to get it so all parts of the defense and offense can actually take part, nothing sillier than taking magical damage from troops you can't see.

Fenrys
2012-11-30, 11:23 AM
AV ones do work AA ones need work AI ones are not even worth the time to repair


edit: by that i mean the turrets are fine, the AA and AI ones need a buff, other than that, leave them alone


Agreed.

Sunrock
2012-11-30, 12:37 PM
I've been thinking this for a month or two, so I figured I'd share it. I assume they have not had an overhaul since I played last week.

My suggestions:


Invincible - rather than blowing up from taking too much damage, base turrets experience a 20 second overheat cooldown (and not kill or remove the user).
Upgrades (performed by Engineers) replace the repair feature. Here are the ranks:

2x Zoom. Time to upgrade: 2x original repair time.
20% Faster Firing Rate. Time to upgrade: 3x original repair time.
50% Faster Turning Rate. Time to upgrade: 3x original repair time.
5% Damage increase. Time to upgrade: 4x original repair time.
Additional 5% Damage increase. Time to upgrade: 4x original repair time.
Additional 5% Damage increase. Time to upgrade: 4x original repair time.
Additional 5% Damage increase. Time to upgrade: 4x original repair time.

Enemy Infiltrators have the option when hacking the turret to remove one of its upgrade levels or disable the turret for 60 seconds or have a 50/50 chance to boot the operator out.
Infiltrators must remove all the upgrades to a turret before they are able to take control of it. Stolen turrets cannot be upgraded by friendly Engineers.


I think this will give turrets more persistence in battles and add a bit of a mini game between Engineers and Infiltrators, because

1. The person manning the turret isn't killed by enemies shooting at it, so it can be used throughout a battle until the point where the enemy can easily hack the user out of it.

2. Turrets will no longer be a "free xp" joke - people get nothing for shooting them!

3. Infiltrators will have a nifty hacking mini game, especially with a manned and upgraded turret. Real chance to annoy Engineers and turret users.

4. Engineers can spend a healthy amount of time upgrading turrets, which should present some choice as to where they want to focus their time.

Thank god that SOE don't have this retarded developers....

Turrets just works fine as they are.

Mox
2012-11-30, 01:02 PM
Invincible turrets :rofl: :rofl: :rofl:

The Messenger
2012-12-01, 09:58 PM
I got to admit, the idea of engineers being able to add small upgrades is interesting. Have the upgrade cost res or something you cert into. Make the upgrades small and not OP and remove the upgrades when the base flips. The engineer gets a small amount of exp from upgrading or even smaller amount when the turrets gets a kill/assist. Novel idea and would make an engy a bit more useful when defending.

Increasing the range of the AA (not damage/TTK) would be a great start.

Zaik
2012-12-01, 10:05 PM
20 seconds is probably longer than they stay down at the moment.

Any engineer can hop out, let it blow, repair to full, and start all over again.

ctmojo
2012-12-01, 11:48 PM
Not no but hell no

SixShooter
2012-12-02, 01:41 AM
My swinging cod should be invincible :)
:cheers:

maradine
2012-12-02, 01:53 AM
I don't think the should be invincible, but the rest of the stack is an interesting thought, particularly around allowing engineers to increase fortification at key points.

I'm not sure why we can't disagree without venom, personally.

Ghoest9
2012-12-02, 09:38 AM
As a whole those suggestions are terrible.

It would be nice if engineers could specialize turrets to a degree though.