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2004-09-27, 09:33 AM | [Ignore Me] #1 | ||
Here is something I was thinking about for turrets, and I wanted to get some feedback.
I was thinking of a engineering boost for turrets, which could be used by the gunner. Imagine if when you got into a turret there were 2 slots where you could stick engineering juice. You would access them by switching the turret to secondary fire and using the fire key to pop engy canisters from your backpack into one or both slots. Once the canisters were in place they would allow the turret to repair itself at twice the speed of an engineer standing there with a gluegun. When a canister runs out you can switch fire modes and load in another one if you have it. Having 2 canister slots gives you a chance to keep loading in fresh ones during a large fight. In this way you could have engineers with backpacks full of juice manning the turrets, without feeling as if they were just climbing into a coffin. Thoughts? |
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2004-09-27, 03:22 PM | [Ignore Me] #4 | ||
Contributor Major
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Cool Idea. Even just switching the turret to secondary and using the fire to heal itself could work - as long as you were an engy with glue in your pack. Repairing from the inside if you will.
EDIT: erm... what Phaden said Last edited by Queensidecastle; 2004-09-27 at 03:24 PM. |
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2004-09-27, 07:39 PM | [Ignore Me] #8 | ||
Captain
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Aye, maybe 40 a tic, instead of 32. just to make is something Engi's can enjoy. This would DEFIATLY help defenders, and wouldn't be overpowering.
Maybe there could be a teritary mode where you could repair other vehicles within a VERY short radius, and only repair like 25 points a tic, instead of 32? so it isn't as fast as an airpad, or even an engi outside a turret, but it's safer for the engi, and gives him a bit more range? |
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2004-09-28, 08:18 AM | [Ignore Me] #13 | ||
First Sergeant
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anything that helps defenders (with out totally being overpowered) i'm for 40 insdead of 32 ticks is good, devs could say it's automated so it works better or somthing
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2004-09-28, 07:36 PM | [Ignore Me] #14 | ||
Captain
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defence buffs = good. too hard to defend as it is. even if it's even. This combined with the towable arty and MG nest ideas would make for more interesting fights than:
NC: We will zerg HERE! TR: Oh NOES! We're fucked! i hate defence! VS: Let's hit the NC from BEHIND! (he he he) NC: OH NOES! We're fucked! et cetera. |
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