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Old 2013-03-19, 10:34 PM   [Ignore Me] #1
LONGFELLA KOJ
Corporal
 
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The Spitfire turret


Does it have a place in Planetside 2? Would it help or hurt the game? Could adding the skills of the Engineer of PS1 help smaller outfits out when it comes to fighting off hundreds? Or cause the game lose players due to the cheap AI quality?

Thoughts?
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Old 2013-03-19, 10:49 PM   [Ignore Me] #2
LoliLoveFart
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Re: The Spitfire turret


I would love to see it return but where it would help out smaller outfits enormously. Larger outfits could also use it. With larger outfits using stuff like the spitfire you would just have a lot of really pissed off people who would just stream to the forums and post some fairly inflammatory stuff. So I don't think we will see it return.
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Old 2013-03-19, 11:00 PM   [Ignore Me] #3
Rothnang
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Re: The Spitfire turret


I wish they would automate base turrets so that there is more of a reason to keep them intact, and they actually help to slow the enemy down a bit. I mean, they shouldn't be very good without a player, like, make the AI so that it always shoots exactly where the enemy is, so if you move you never get hit, but that's still enough to make a run at a Techplant or Amp Station a fight even if nobody is in it.

Last edited by Rothnang; 2013-03-19 at 11:02 PM.
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Old 2013-03-19, 11:22 PM   [Ignore Me] #4
Ghoest9
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Re: The Spitfire turret


It would severely hurt the game.

I loved using spitfires in PS1. But they have no place here.
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Old 2013-03-19, 11:58 PM   [Ignore Me] #5
DarkMesa
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Re: The Spitfire turret


I think that they could be limited enough that people can out-smart, out-maneuver, and/or out-gun them, while still allowing the turret to be affective.
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Old 2013-03-20, 12:58 AM   [Ignore Me] #6
silentwisher
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Re: The Spitfire turret


I would love to have them back! I freaking loved those things! They for sure have a place in the game if they implement it correctly.
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Old 2013-03-20, 01:19 AM   [Ignore Me] #7
KALU
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Re: The Spitfire turret


Would love to see them return also, although i have a feeling we would see way to many around so maybe a high cert count top tier engi could have them.
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Old 2013-03-20, 01:29 AM   [Ignore Me] #8
Vashyo
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Re: The Spitfire turret


I kinda dont want it to return, its just frustrating and easy to hide behind a corner and slay everything that comes through the doorway.

Also there's gonna be so damn many of them. Imagine how they work when u have 50 of them placed all around the base...u cant go anywhere without getting shot.
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Old 2013-03-20, 05:40 AM   [Ignore Me] #9
Snipefrag
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Re: The Spitfire turret


Well.. This is one of the things missing from PS1 that made bases more defensible, maybe it would be a good idea to get them back in some form. Although it would need some thought, they only persist while you play engineer? If you swap to a different class for longer than 2 minutes they despawn?
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Old 2013-03-20, 06:02 AM   [Ignore Me] #10
Pella
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Re: The Spitfire turret


There would be millions all over bases/outposts.

Claymores are bad enough as it is.
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Old 2013-03-20, 06:07 AM   [Ignore Me] #11
Figment
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Re: The Spitfire turret


Unlimited certification system sucks arse.
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Old 2013-03-20, 06:12 AM   [Ignore Me] #12
almalino
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Re: The Spitfire turret


BF2142 had those turrets and no one complained.

Just make them:
1. easily destructible (1 sniper shot or 1 grenade or several bullets from normal gun)
2. slow to rotate and to aim. Like in BF2142.
3. Maximum 1 turret per spawn. If it is destroyed you need to re spawn or get it from ammobox
4. It dissapears if you die or change class

So, even if you have many of those in CC those are easily cleared out.

Last edited by almalino; 2013-03-20 at 06:48 AM.
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Old 2013-03-20, 06:27 AM   [Ignore Me] #13
ringring
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Re: The Spitfire turret


Originally Posted by Figment View Post
Unlimited certification system sucks arse.
Indeed.

And are we talking about a spitfire that is just as deadly as other weapons in this game or something that similar to PS1 you could work around with a bit of patience and common sense?

But even so, how would you deal with one safely say as a medic or LA or engineer? In PS1 you could kill them and heal yourself in PS2 you don't have the means and if you do and take damage you can't heal yourself.

So, unfortunately they don't fit and that means the while combat engineer role is reduced in strategic value, even if kills with claymore/mines/etc are much easier to come by.
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Old 2013-03-20, 06:54 AM   [Ignore Me] #14
MrMak
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Re: The Spitfire turret


Originally Posted by ringring View Post
Indeed.
But even so, how would you deal with one safely say as a medic or LA or engineer? In PS1 you could kill them and heal yourself in PS2 you don't have the means and if you do and take damage you can't heal yourself.
Ever heard of Restoration kits or a friendly medic?


Now seriously. The way itould see em work is make them cost a 100 infantry resources so they are less spamable and give each a3d "buble" in which another friendly one can not be deployed. The 3d bubkle is os you can put the below eachother on diferent floors of a building rtaher than being aunable to put one down becosue there is one 3 floors up.

They would have a limited detection range, a 180 degrees or smaller targeting ange and a weapon roughly equivalent of an NS 11.

They would have limited ammo which could perhaps be replenmished at the coat of infantry resourcses (with perhaps a small XP boost if you rearm someone elses turret) and they would be vunerable to small arms.

Now this would be the MK 1 Spitfire

Mk2's would be built into bases around key objectives (1 per point or gen) Mounted on celings or slightly raised platforms. They would have increased firepopwer and greatly increased hitpoints (Roughly equivalent of a MAX) unlimited ammo and a 360 degree detection rage. They could be disabled for a few seconds by an EMP grenade (enaugh for teamates to get some damage into it, not enaugh to hack a gen or flip a point before it comes back online). Basicaly their main purpouse would be hider assaults and cut down on solo ghost caping, aswell as these freaking anoying infiltrators runing around a half empty amp stations and hacking gens. If destroyed they would be repairable like Phalanx turrets.

I also recall a thread on the offical forums where someone presented a nise scetch of alternate specialised spitfire turrets.


Decimator turret. As the name sugests armed with a decimator. Similar targeting cone as the MK1 spitfire but a longer detection range. It would only target vehicles and it would only hold 4 rockets and be more expensive to rearm than the MK1.


Burster Turret. Armed with a single, perhaps slightly slower fireing burster. This turret would have a 360 degree targeting cone but its range would be set so it can only target low flying aircraft. Say somewhere between 200 and 300 meters.


Note the turrets should deconstruc themse;lves if you deploy a diferent spitfire turret or one of the maned turrets.
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Old 2013-03-20, 07:19 AM   [Ignore Me] #15
Qwan
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Re: The Spitfire turret


Spitfires were never a issue in PS1 unless you were a cloaker with no armor. I say bring them back, One spawned at a time, easy to take out, I mean make it hurt enough to make the enemy jump, but not enough to burn threw personal shields, in like 5 or 6shots. I also agree with MrMak, put up the bubble, controlling space and deployment.
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