Ammo/Health Station, turret placement mechanics.


(Glottis-3D) #1

I dont like how the speed switches to walk, when you pick your ammo/health station ability or a turret.

  1. i suggest, to completely remove this speed-cut. (the guy can walk if he wants to precisely place turret)
  2. and i suggest that second pressing of turret/stations will get back to your previous weapon/item

(RasteRayzeR) #2

[QUOTE=krokodealer;492065]I dont like how the speed switches to walk, when you pick your ammo/health station ability or a turret.

  1. i suggest, to completely remove this speed-cut. (the guy can walk if he wants to precisely place turret)
  2. and i suggest that second pressing of turret/stations will get back to your previous weapon/item[/QUOTE]
  1. I don’t really see the use of being able to run everywhere with your ammo station in the hands, but I do agree it is painful to be slowed down this much. The first times I tried it I got them out way too early and ended up being killed because it took me ages to find the right spot. Maybe the slowdown could be progressive and less violent ?

  2. I agree, but I’d like to see an option here where you can enable/disable autoswitch to previous weapon after landing a turret/ammo-health station.


(Glottis-3D) #3

since you have specific places where to put turret (so it can actually hurt someone) you need a good placement (hidden + right angle). i sometimes spend 2-3 seconds more because i walk like a turtle - if i decided to put it a meter to the left etc.


(BomBaKlaK) #4

quick ability already do this automatically (press to drop & auto switch to your previous weapon)


(Glottis-3D) #5

i meant, ability to ‘change your mind’. to put away turret.

i dont know, mb it is just me.


(DarkangelUK) #6

I’m an indecisive bugger as well, I think I’ve got a spot I want, whip the turret out then end up walking like a snail for a wee bit. I decided to start choosing my positions more wisely and deploy when I know when I want to deploy rather than plodding around with a turret in my hand. It is possible to adjust your playstyle to make things easier for yourself rather than relying on the devs to make it easy for you… a bit of give and take.


(Mustang) #7

The most annoying thing for me is when you try to quick place and it’s not possible, but it still triggers the cooldown.


(Glottis-3D) #8

ofc i can adjust my playstyle, but i mean since we have alrdy got rid of some slow-downs and hopefully will get sprint+reload, so this is one of logical steps, the game will be less segmented, less stilts, more pace!


(DarkangelUK) #9

I guess they want a risk/reward initiative in place. You’re getting the opportunity to add another gun to your roster, so there’s a slow movement risk which makes you vulnorable while doing so. If you’d rather you can move faster with it then personally I think the trade-off should be that there’s a deploy time before its dropped, i.e. hold F for 3 seconds.


(Glottis-3D) #10

longer deployment/interaction is better than slow-mo. anything, that breaks the flow/pace is bad.
i do agree, that additional gun can be punished (though i dont think it is nessessary), but ammostation? why slow-mo with ammo? isnt it a version of ammopacks?


(DarkangelUK) #11

Well it takes the job of deploying ammo packs away from the field ops meaning he can keep his gun in his hand, so I guess technically that’s adding a gun to the roster where it would otherwise be lost for short periods, but then I’m just picking symentics now :stuck_out_tongue:


(Glottis-3D) #12

and health station? :slight_smile:


(stealth6) #13

I have no problem with the current system, as DAUK said you can just change your playstyle.

“longer deployment/interaction is better than slow-mo”
So you’d rather be completely stuck for a second rather than just be slowed to walking speed for a second… and your argument is it’s slowing the game down? :confused:


(DarkangelUK) #14

I agree that is a bit strange. Adjusting your playstyle means you reduce or eliminate the slow down, having a deployment time is unavoidable.


(Humate) #15

So you’d rather be completely stuck for a second rather than just be slowed to walking speed for a second… and your argument is it’s slowing the game down? :confused:

Maybe he means, instant set and forget, with an animation build…

Imo just run to where you want to place it, and tap the quick key.
Mitigates the movement penalty, and its instant.


(Glottis-3D) #16

[QUOTE=Humate;492272]Maybe he means, instant set and forget, with an animation build…

Imo just run to where you want to place it, and tap the quick key.
Mitigates the movement penalty, and its instant.[/QUOTE]
this.
i am not used to quick keys, i use default ability.
and with turret it is right thing to do. if you want a good placement.

[QUOTE=stealth6;492268]“longer deployment/interaction is better than slow-mo”
So you’d rather be completely stuck for a second rather than just be slowed to walking speed for a second… and your argument is it’s slowing the game down? :confused:[/QUOTE]
i just remember the etqw system without any slowdown.
and turrets came several seconds after that.

the slow down is bad in all three examples (turret, ammo/health) this is kinda obvious. IMO


(Smooth) #17

Going to try allowing running (not sprinting) in internal playtests.

The reason we had the slowdowns initially were to counter mid-combat deploys of things like turrets but now we have tweakable self-setup times for things like that :slight_smile:


(Mustang) #18

Much better solution, and it looks a lot cooler.


(Zarlor) #19

Correct me if I’m wrong, but don’t the turrets and deployable stations also have a side benefit of blocking the enemy team with their collision boxes? What if a tactic was to instadeploy in certain doorways, chokepoints, and maybe even around an objective when a player is trying to plant? They’d have to shoot through the stations first? It would be like the deployable shield that we haven’t actually seen in the beta yet? I remember fondly the Strogg shields…


(Glottis-3D) #20

[QUOTE=Smooth;492285]Going to try allowing running (not sprinting) in internal playtests.

The reason we had the slowdowns initially were to counter mid-combat deploys of things like turrets but now we have tweakable self-setup times for things like that :)[/QUOTE]

awesome! hope, that playtest will go fine! =)