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Old 2013-07-22, 05:19 PM   [Ignore Me] #16
Timealude
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Re: Automated Engineer Turrets?


i think infils need a sapper then
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Old 2013-07-23, 11:12 AM   [Ignore Me] #17
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Re: Automated Engineer Turrets?


Before people start collectively bitching and shooting down a great addition due to misconception, any AI or NPC in an MMO is SERVER-SIDE that means that the SERVER will be doing the calculations of the spitfire, not your computer. As it stands, there's already NPCs in the game (Higby stated that terminal, generators, etc all run off of some sort of NPC mechanic even if it's not openly apparent to the common player).

Also whoever mentioned the "no skill" weapons. They are completely right, this is why FAF missiles (controlled by server-side AI) are being needlessly nerfed screwing over people that prefer that playstyle. Mines are "no skill" because you drop them, forget them, and idiots run them over and they instantly explode (which is worst than an A2A missile chasing you and exploding), why should Spitfires not be implemented because idiots can't learn to stop sprinting around Call Of Duty style with no time to react to an automated turret ready to deposit it's bullets into the player's chest.


The devs need to get out of the habit of pleasing the "omg no skill" crowd and build a game that somewhat make sense from a war standpoint. This IS a massive war game after all.
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Old 2013-07-23, 12:36 PM   [Ignore Me] #18
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Re: Automated Engineer Turrets?


Could be cool. I think people are over re-acting on the idea of this turret. We could have things that will make getting around them easier.

We know implants are coming and will show explosives and mines... why not throw turrets in there?

We can all agree that infiltrators could use more targets and better ways to be useful and actually... infiltrate. Give them an ability to turn them off.. or at least allow their EMP grenades to wipe them out. The EMP grenade currently isn't much of a EMP.. it only affects players and mines.

Personally I want to play my engineer more, but the current game isn't very exciting. Turrets suck and are highly situational. All they really have going for them is mines and being able to repair things. It would be awesome if engineers could be allowed to have more options on making defenses for bases. I want to play my engi more, but right now infiltrator and heavy assualt are the most fun.
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Old 2013-07-23, 01:35 PM   [Ignore Me] #19
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Re: Automated Engineer Turrets?


Originally Posted by WSNeo View Post
Before people start collectively bitching and shooting down a great addition due to misconception, any AI or NPC in an MMO is SERVER-SIDE that means that the SERVER will be doing the calculations of the spitfire, not your computer. As it stands, there's already NPCs in the game (Higby stated that terminal, generators, etc all run off of some sort of NPC mechanic even if it's not openly apparent to the common player).

Also whoever mentioned the "no skill" weapons. They are completely right, this is why FAF missiles (controlled by server-side AI) are being needlessly nerfed screwing over people that prefer that playstyle. Mines are "no skill" because you drop them, forget them, and idiots run them over and they instantly explode (which is worst than an A2A missile chasing you and exploding), why should Spitfires not be implemented because idiots can't learn to stop sprinting around Call Of Duty style with no time to react to an automated turret ready to deposit it's bullets into the player's chest.


The devs need to get out of the habit of pleasing the "omg no skill" crowd and build a game that somewhat make sense from a war standpoint. This IS a massive war game after all.
Do you understand why infantry render distance varies? The bigger the battle, the closer the cut-off line is for rendering. That is not a client side issue, that is a SERVER SIDE issue. The Servers ALREADY have to throttle information to prevent overload. Now you propose adding a piece of kit that will require the server to render a scene, establish LOS, establish some kind of priority queue for a turret that is going to potentially kill people while you sit in the spawn room nice and safe?

Do you realize that hit detection is done client side? Why do you think they do this? Now you want to implement a game mechanic that will require the server to start doing hit detection too?

I am well aware that everything would need to be server side. And that is what I fear. A reduction in performance so people can have something that worked in a game where the total enemy population possible on a continent was 332. And PS1 didn't model bullets as actual objects that the server tracked...

It is just so much more complicated than it was in PS1.
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Old 2013-07-23, 02:47 PM   [Ignore Me] #20
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Re: Automated Engineer Turrets?


Originally Posted by Kerrec View Post
D Now you propose adding a piece of kit that will require the server to render a scene, establish LOS, establish some kind of priority queue for a turret that is going to potentially kill people while you sit in the spawn room nice and safe?.
Exactly!
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Old 2013-07-23, 07:42 PM   [Ignore Me] #21
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Re: Automated Engineer Turrets?


I've heard once or twice they planned to make turrets upgradable with AI as opposed to having standalone AI turrets.
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Old 2013-07-24, 08:54 AM   [Ignore Me] #22
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Re: Automated Engineer Turrets?


i dont think i would have a problem with AI turrets making a return as long as it didnt effect the performance of the game.

only allow them to be deployed in a friendly soi,and allow infils to hack them
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Old 2013-07-24, 09:09 AM   [Ignore Me] #23
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Re: Automated Engineer Turrets?


you know what hit home last night about this concept is, they would seriously need to sort out the games render issues before even contemplating adding in AI to the game.

As anyone who plays in big fights can attest you can be 10-20 meters away from the enemy and you won't see them until you stumble over them when the server is struggling.

I was in a tower fight last night and it was pretty thick with people fighting and render range was down to 5m, I kid you not enemy were appearing almost into knife range. My gaming rig is a beast with 150mb dl so it ain't my side of things.

Could you imagine spitfire style turrets just shredding you down before they even appear in the chaos, no thank you.
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Last edited by Canaris; 2013-07-25 at 07:51 AM.
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Old 2013-07-24, 05:47 PM   [Ignore Me] #24
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Re: Automated Engineer Turrets?


Originally Posted by Canaris View Post
you know what hit home last night about this concept is, they would seriously need to sort out the games render issues before even contemplating adding in AI to the game.
I always figured this was one of the main reasons to why they didn't add spitfires to PS2 in the first place. Also the same reason for why they didn't allow more mines to be deployed, like in PS1.

Sometimes it seems like the map and radar cause a lot of my lag spikes, however it doesn't happen all the time. Perhaps it's due to amount of objects the server is tracking though. Cause sometimes it seems like when I have these slow downs due to amount of objects that other people are having them too. Which isn't a render issue but a client server object tracking issue.
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Old 2013-07-24, 07:26 PM   [Ignore Me] #25
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Re: Automated Engineer Turrets?


Originally Posted by AThreatToYou View Post
That does not look automated to me.
it kinda does. look at the way the legs are placed,i'm sure that it is small, someone would not want to operate that.
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Old 2013-07-24, 07:54 PM   [Ignore Me] #26
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Re: Automated Engineer Turrets?


I hope not.

I used and abused them to a great amount in PS1 - but its not good game play.
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Old 2013-07-25, 01:39 AM   [Ignore Me] #27
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Re: Automated Engineer Turrets?


You know, I love low TTK, but I will admit that with said low TTK it makes auto turrets a nightmare. I do not support auto turrets in Planetside 2.
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Old 2013-07-25, 04:06 AM   [Ignore Me] #28
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Re: Automated Engineer Turrets?


Originally Posted by Dougnifico View Post
You know, I love low TTK, but I will admit that with said low TTK it makes auto turrets a nightmare. I do not support auto turrets in Planetside 2.
Balls. They worked fine in BF 2142. You know. The game that ripped Planetside off and got away with it.
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Old 2013-07-25, 05:30 AM   [Ignore Me] #29
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Re: Automated Engineer Turrets?


Auto turrents will be fine, as long as they can deal with them technically. The TTK argument isnt valid. Spitfires didn't exactly mow you down in PS1, they gave you time to react. I cant imagine why it would be different in PS2.
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Old 2013-07-25, 08:40 AM   [Ignore Me] #30
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Re: Automated Engineer Turrets?


Originally Posted by Snipefrag View Post
Auto turrents will be fine, as long as they can deal with them technically. The TTK argument isnt valid. Spitfires didn't exactly mow you down in PS1, they gave you time to react. I cant imagine why it would be different in PS2.
They did take down infiltrators faster then other armor because infils had lower body armor. But that was the risk vs. reward. You also had implant options to make it so you couldn't be detected as easy by spits.

Spits in PS1 were used as an early warning system and to slow enemies coming into a location for a short while. They could also be used as a lure into a mine field.
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