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2013-03-24, 09:10 PM | [Ignore Me] #46 | |||
Lieutenant General
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I've been very clear about what about this is bad: having any type of turret target any type of unit. I've been very clear about why the PS1 version worked and why the PS2 versions under the rules you stated in the OP would differ from this to the extend it would be detrimental to gameplay experience. And I haven't ever seen a turret in this game stand in between me and getting into the base. Manned or otherwise. All you'd be doing is forcing more AP/AV ammo. I've also made it clear that it's unfair to unit types that can't do AP/AV damage to get targeted by AI units. Futhermore, I'm under the impression that people die enough as is and with this low TTK having turrets firing at will doesn't make for improved gameplay. Now, if you're going to say they would only auto-target large units within a certain radius and return fire when engaged, we could consider talks. But AI or AV wall turrets firing aren't quite the same as a field of Spitfire turrets and you shouldn't treat these kind of implementations as lightly as you did. |
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2013-03-25, 12:09 AM | [Ignore Me] #47 | ||
Major
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I think it would be reasonable to give turrets a very short target range for infantry unless it attacks them first. The point of having automated turrets obviously isn't peeople getting sniped by cannons while merely just scouting the area around a base.
I'm not talking implementation anyways, that's the devs job and they will make sure its not awfully done. My main concern is that turret grids in their current state are too extensive to ever be fully manned, and turrets really have no serious survivability. Last edited by Rothnang; 2013-03-25 at 12:16 AM. |
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2013-03-25, 10:28 AM | [Ignore Me] #48 | ||||
Lieutenant General
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One of my concerns here is overkill. Another concern is that since you can actually hijack turrets, they become easy exp leeches for infils and the defender will actually be forced to kill them. This is what happened a lot during the viral days in PS1, since not that many players had the anti-viral certification. The appeal to man them is worse though and ties in a lot with what's written in response to the quote below. The appeal to repair them even more atrocious due to lack of cover while doing so (turret repairing engineers are primary sniper and High Explosives bait after all).
Last edited by Figment; 2013-03-25 at 10:31 AM. |
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2013-03-25, 11:17 AM | [Ignore Me] #49 | |||
Master Sergeant
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This auto turret shit is a bad idea imo . What a futuristic turret should logicaly do and what they should do in regards to fun gameplay are 2 different things all together . Adding auto turrets is basicly sticking a bandaid over the glaring gunshot wound of a problem that bases remain undeffended once taken 90% of the time . Last edited by Maarvy; 2013-03-25 at 11:24 AM. |
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2013-03-25, 11:28 AM | [Ignore Me] #50 | |||
Master Sergeant
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GG That made me laugh , +1 comedy gold star |
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2013-03-25, 02:58 PM | [Ignore Me] #51 | |||
Major
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There is simply no way to make a huge defensive perimeter like that work in any meaningful way without automation, and it also needs to at some point shoot at infantry. The whole idea with the turret grid shouldn't be that the turrets actually kill the attackers, they just force them to fight back, delaying them for a while so that the defenders can muster a response to the intrusion. If AV turrets massacring infantry is such a huge problem maybe their splash can be reduced as well, though I think that was already done once, and they really aren't that great against infantry anymore. |
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