View Full Version : The Spitfire turret
LONGFELLA KOJ
2013-03-19, 10:34 PM
Does it have a place in Planetside 2? Would it help or hurt the game? Could adding the skills of the Engineer of PS1 help smaller outfits out when it comes to fighting off hundreds? Or cause the game lose players due to the cheap AI quality?
Thoughts?
LoliLoveFart
2013-03-19, 10:49 PM
I would love to see it return but where it would help out smaller outfits enormously. Larger outfits could also use it. With larger outfits using stuff like the spitfire you would just have a lot of really pissed off people who would just stream to the forums and post some fairly inflammatory stuff. So I don't think we will see it return. :(
Rothnang
2013-03-19, 11:00 PM
I wish they would automate base turrets so that there is more of a reason to keep them intact, and they actually help to slow the enemy down a bit. I mean, they shouldn't be very good without a player, like, make the AI so that it always shoots exactly where the enemy is, so if you move you never get hit, but that's still enough to make a run at a Techplant or Amp Station a fight even if nobody is in it.
Ghoest9
2013-03-19, 11:22 PM
It would severely hurt the game.
I loved using spitfires in PS1. But they have no place here.
DarkMesa
2013-03-19, 11:58 PM
I think that they could be limited enough that people can out-smart, out-maneuver, and/or out-gun them, while still allowing the turret to be affective.
silentwisher
2013-03-20, 12:58 AM
I would love to have them back! I freaking loved those things! They for sure have a place in the game if they implement it correctly.
Would love to see them return also, although i have a feeling we would see way to many around so maybe a high cert count top tier engi could have them.
Vashyo
2013-03-20, 01:29 AM
I kinda dont want it to return, its just frustrating and easy to hide behind a corner and slay everything that comes through the doorway.
Also there's gonna be so damn many of them. Imagine how they work when u have 50 of them placed all around the base...u cant go anywhere without getting shot.
Snipefrag
2013-03-20, 05:40 AM
Well.. This is one of the things missing from PS1 that made bases more defensible, maybe it would be a good idea to get them back in some form. Although it would need some thought, they only persist while you play engineer? If you swap to a different class for longer than 2 minutes they despawn?
Pella
2013-03-20, 06:02 AM
There would be millions all over bases/outposts.
Claymores are bad enough as it is.
Figment
2013-03-20, 06:07 AM
Unlimited certification system sucks arse.
almalino
2013-03-20, 06:12 AM
BF2142 had those turrets and no one complained.
Just make them:
1. easily destructible (1 sniper shot or 1 grenade or several bullets from normal gun)
2. slow to rotate and to aim. Like in BF2142.
3. Maximum 1 turret per spawn. If it is destroyed you need to re spawn or get it from ammobox
4. It dissapears if you die or change class
So, even if you have many of those in CC those are easily cleared out.
ringring
2013-03-20, 06:27 AM
Unlimited certification system sucks arse.
Indeed.
And are we talking about a spitfire that is just as deadly as other weapons in this game or something that similar to PS1 you could work around with a bit of patience and common sense?
But even so, how would you deal with one safely say as a medic or LA or engineer? In PS1 you could kill them and heal yourself in PS2 you don't have the means and if you do and take damage you can't heal yourself.
So, unfortunately they don't fit and that means the while combat engineer role is reduced in strategic value, even if kills with claymore/mines/etc are much easier to come by.
MrMak
2013-03-20, 06:54 AM
Indeed.
But even so, how would you deal with one safely say as a medic or LA or engineer? In PS1 you could kill them and heal yourself in PS2 you don't have the means and if you do and take damage you can't heal yourself.
Ever heard of Restoration kits or a friendly medic?
Now seriously. The way itould see em work is make them cost a 100 infantry resources so they are less spamable and give each a3d "buble" in which another friendly one can not be deployed. The 3d bubkle is os you can put the below eachother on diferent floors of a building rtaher than being aunable to put one down becosue there is one 3 floors up.
They would have a limited detection range, a 180 degrees or smaller targeting ange and a weapon roughly equivalent of an NS 11.
They would have limited ammo which could perhaps be replenmished at the coat of infantry resourcses (with perhaps a small XP boost if you rearm someone elses turret) and they would be vunerable to small arms.
Now this would be the MK 1 Spitfire
Mk2's would be built into bases around key objectives (1 per point or gen) Mounted on celings or slightly raised platforms. They would have increased firepopwer and greatly increased hitpoints (Roughly equivalent of a MAX) unlimited ammo and a 360 degree detection rage. They could be disabled for a few seconds by an EMP grenade (enaugh for teamates to get some damage into it, not enaugh to hack a gen or flip a point before it comes back online). Basicaly their main purpouse would be hider assaults and cut down on solo ghost caping, aswell as these freaking anoying infiltrators runing around a half empty amp stations and hacking gens. If destroyed they would be repairable like Phalanx turrets.
I also recall a thread on the offical forums where someone presented a nise scetch of alternate specialised spitfire turrets.
Decimator turret. As the name sugests armed with a decimator. Similar targeting cone as the MK1 spitfire but a longer detection range. It would only target vehicles and it would only hold 4 rockets and be more expensive to rearm than the MK1.
Burster Turret. Armed with a single, perhaps slightly slower fireing burster. This turret would have a 360 degree targeting cone but its range would be set so it can only target low flying aircraft. Say somewhere between 200 and 300 meters.
Note the turrets should deconstruc themse;lves if you deploy a diferent spitfire turret or one of the maned turrets.
Spitfires were never a issue in PS1 unless you were a cloaker with no armor. I say bring them back, One spawned at a time, easy to take out, I mean make it hurt enough to make the enemy jump, but not enough to burn threw personal shields, in like 5 or 6shots. I also agree with MrMak, put up the bubble, controlling space and deployment.
PredatorFour
2013-03-20, 08:31 AM
Would be great but the TTK would be horrendous in PS 2 compared to PS 1. That and they would be everywhere like was mentioned before. A shining light for this would be to have some kind of implant that stops them seeing you/ setting off mines etc.. like some kind of mobile emp module implant.
Figment
2013-03-20, 08:54 AM
Would be great but the TTK would be horrendous in PS 2 compared to PS 1.
Yep, they would reduce the TTK probably.
to have some kind of implant that stops them seeing you/ setting off mines etc.. like some kind of mobile emp module implant.
...You mean like some sort of Silent Run / Sensor Shield implant? :p
almalino
2013-03-20, 09:01 AM
Would be great but the TTK would be horrendous in PS 2 compared to PS 1. That and they would be everywhere like was mentioned before.
No , they will not be everywhere. with such a logic in BF2142 64 people matches you could have expected 64 turrets everywhere. But in reality there were 2-3 maximum in a match because those were very easy to kill so Engineer by placing turret usually didn't get any kills.
Turrets were used mostly to slow down a bit the opponent team but as soon as team was aware about the turret then turret was immediately destroyed.
Also Infiltrators could have new task to sneak behind the turrets cloacked and then destroy or hack turrets from behind.
ringring
2013-03-20, 09:53 AM
Spitfires were never a issue in PS1 unless you were a cloaker with no armor. I say bring them back, One spawned at a time, easy to take out, I mean make it hurt enough to make the enemy jump, but not enough to burn threw personal shields, in like 5 or 6shots. I also agree with MrMak, put up the bubble, controlling space and deployment.
Oh, I disagree. Overlapping fields of fire, shadow turrets, mines to restrict movement further.
You would often not get a kill but you would often create a hotspot that you could go to investigate.
Add to that the fact that in PS1 your CE was visible on the map and by the absence of CE that you knew you had put down you could predict where the enemy was. - I wish CE was visible on the map in PS2.
And, yes I know medics exist as do med packs .... they don't invalidate my comments though.
Hamma
2013-03-20, 09:54 AM
Back when we were talking to one of the devs a while back (don't remember which) he mentioned that they may put in upgrades for turrets one of which being an AI module.
I'm referring to base turrets in this case though.
Figment
2013-03-20, 09:56 AM
Thing with the new base turrets is they're not weak all purpose turrets like the PS1 ones, but can instagib infantry and two shot tanks from behind.
Striker KOJ
2013-03-20, 11:49 AM
And, yes I know medics exist as do med packs .... they don't invalidate my comments though.
Well your comment applies to anybody being shot by anything; automated turret or otherwise. The fact that it is an automated turret does not make the situation any different than if you killed another player and survived with less than full health.
I would love to see spitfire's back in, though I have little confidence in the team's ability to balance them, or in the community's ability to accept them. People already cry about proximity detonated explosives because it's "unfair". I doubt the average player could handle being killed by something that wasn't player controlled.
PredatorFour
2013-03-20, 12:01 PM
...You mean like some sort of Silent Run / Sensor Shield implant? :p
Yeh sensor shield lol. I used it all the time and didn't remember that oh dear:p
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