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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, 11:00 AM | [Ignore Me] #4 | ||
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] #5 | ||
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, 11:04 AM | [Ignore Me] #6 | ||
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, 11:07 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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2012-11-11, 12:54 PM | [Ignore Me] #10 | ||
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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2012-11-12, 01:30 AM | [Ignore Me] #11 | ||
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, 03:10 AM | [Ignore Me] #12 | ||
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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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, 04:55 AM | [Ignore Me] #15 | ||
Lieutenant General
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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/...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 Last edited by Figment; 2012-11-12 at 05:00 AM. |
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