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2012-11-11, 10:34 AM | [Ignore Me] #2 | ||
Major
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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?
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2012-11-11, 11:04 AM | [Ignore Me] #4 | ||
Contributor Major
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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). |
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2012-11-11, 11:00 AM | [Ignore Me] #5 | ||
Major
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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. Last edited by Beerbeer; 2012-11-11 at 11:02 AM. |
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2012-11-11, 11:04 AM | [Ignore Me] #6 | ||
Major General
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From Patch Notes 11.10.2012
Amp Station - An Amp station reduces the time to overheat Phalanx turrets. |
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2012-11-11, 11:07 AM | [Ignore Me] #7 | ||
Major General
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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).
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2012-11-11, 11:13 AM | [Ignore Me] #8 | |||
Contributor Major
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2012-11-12, 07:33 PM | [Ignore Me] #10 | |||
First Lieutenant
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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.
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Waiting for the return of the superior, real PS style teamwork oriented vehicles with drivers not gunning, and in fixed vehicle slots so we can once again have real, epic, vehicle battles where the tanks actually move in combat rather than a silly 1700's era line up and shoot. |
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2012-11-11, 12:54 PM | [Ignore Me] #11 | ||
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.
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Where Eagles Dare cossiephil http://www.twitch.tv/cossiephil http://www.youtube.com/user/cossiephil1 https://www.facebook.com/Guyvergamingtv |
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2012-11-12, 01:30 AM | [Ignore Me] #12 | ||
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. |
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2012-11-12, 03:15 AM | [Ignore Me] #13 | |||
I'm in favour of the Liberator/Galaxy v AA balance, but fighters just seem too strong now. |
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2012-11-12, 03:10 AM | [Ignore Me] #14 | ||
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). |
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