Mines and Turrets


(SinDonor) #61

I offered my #3 point to combat the annoyance of Engies running in and sacrificing just to drop a turret. I do that a lot (since I suck at DB) and sometimes I get a kill or two. I think turrets shouldn’t be an instant offensive weapon like they are now.

Perhaps make the turrets MUCH more vulnerable during their first few seconds of life? So, when some Engie drops a turret in the middle of a firefight, if anyone can shoot that turret within a 1-3 seconds window, it’ll be disabled much faster than usual?

Maybe if some other tweaks are made to the turrets, then this could be ignored.

Nee!


(Pytox) #62

Yes there is a sound when it locks on you but not a sound when you have a turret placed, so you can find it more easy :slight_smile:


(Apples) #63

From what I’ve seen so far turrets seems OP to me (well I played without sounds, it can bring some interesting stuffs tho…) because their RoF and damage deal are too high, I’m with Toka on this, a turret should be an help or an asset, it shouldnt kill too much by itself and should assist your kills, I’m not familiar enough with the game to see if there are limitation in placements of turrets, but getting 3 of them covering each other plus you and your mates on alternative road and repairing or redeploying the turrets when needed can be pretty much a total lock on a map.

So to resume :

  • More hp and less damage
  • More solid against the classic guns
  • Introduce some proper counter measures (explosives, EMP, smoke bomb which should block their target acquisition ability, possibility for the covie to hack them and either disrupt their aim or return them against their owners, or booby trapped so they explode when their engi goes near them, the possibilities are large).

Peace


(Humate) #64

Wanted to give engie2 a go just focusing with turret spam…
Lets just say I wasnt a popular guy on the server.

Chip dmg, and run.
They chase, turret kill.

Cant say I blame them really.


(bighogins) #65

I would like to suggest to take the mines out, I prefer to have more of a quick movement throughout the map. The current mines if they are going to be left in the game need to be changed. They are the same texture as the ground of most maps, and they need to take a long time to plant them.

Bighogins


(amazinglarry) #66

[QUOTE=bighogins;413888]They are the same texture as the ground of most maps, and they need to take a long time to plant them.
[/QUOTE]

Be thankful you can see them in the first place, since in ET if I remember correctly, they were invisible to the opposing team unless spotted by a Covy.

You don’t want to make the mines too obvious, since they would become pretty ineffective, but maybe a tad more noticeable wouldn’t be the end of the world.


(Breo) #67

Imo mines and turret kills should be always counted as “assist”, because it doesn’t take much effort to plant a mine or drop a turret, the server does the kill for you.


(Bananas) #68

[QUOTE=Breo;413974]Imo mines and turret kills should be always counted as “assist”, because it doesn’t take much effort to plant a mine or drop a turret, the server does the kill for you.[/QUOTE]That makes no sense…It’s part of the class. Smart placement nets you a kill.

With that logic field ops shouldn’t get kills from airstrikes/artillery either.


(INF3RN0) #69

Most people just like to complain about mine/turret kills as being lame, but they are easily avoidable. When they kill it’s usually more the player’s fault anyway.


(SockDog) #70

I’ve found playing the Covie that there is a good side role in knocking out turrets. It’s especially satisfying seeing someone set up a cheap camp on London Bridge and knock over their turret as soon as they plant it.

Still, tweaks aside I wouldn’t want to see the turret turned into a pointless deployable, may as well remove it if it comes to that. Perhaps it is better if the Soldier deploys mines and turrets while having minimal objective responsibilities. That would then give people a choice on whether they want to be an offensive/defensive obstacle or complete objectives as an engineer but be less relevant in fighting.

Right now the problem just seems to be that not only do turrets and mines need tweaking but also the person deploying them is one of the most valued classes.


(Breo) #71

[QUOTE=Bananas;414005]That makes no sense…It’s part of the class. Smart placement nets you a kill.

With that logic field ops shouldn’t get kills from airstrikes/artillery either.[/QUOTE]

Ok mines maybe not but I still think a turret kill should be a assist it’s basicly a bot that does the kill for you.
Airstikes are also assists because you only mark that area.


(acQu) #72

I add here my request to make the mine actually constructable (adds more variation and gives me the feeling of a little bit of a side quest :D).

Probably also would reduce the damage inflicted on humans. It serves also well as anti-tank measurement.

Would also welcome some kind of spotting ability. Maybe the sensor nade already does this ? I have to look this up on occasion. An indicator on the minimap would be nice, after the sensornade has been thrown. In ET you had this ability as well, just you had to use your binoculars.


(Humate) #73

I’ve found playing the Covie that there is a good side role in knocking out turrets. It’s especially satisfying seeing someone set up a cheap camp on London Bridge and knock over their turret as soon as they plant it.

Yep, been doing that lately as well.
And when the engie gets picky about placement, the movement penalty usually equates to a hs.


(iwound) #74

what is the current feeling of turrets with players. i cant play atm not seen many complaints though, i know some slight changes were made.


(tokamak) #75

They need a big red flashing alarm light on top.


(Humate) #76

what is the current feeling of turrets with players

Theres been more of a shift towards soldier, medic, sniper compositions on US servers.
The turret spam we saw in the beginning isnt the case anymore.

The shift isn’t due to the balance changes though.


(warbie) #77

I don’t find mines or turrets add much to the game - fun wise at least - and would prefer they were toned down. It’s difficult to say with the current maps we have as to how balanced they are. It will be interesting to see how turrets work on some bigger, more open maps.


(Mustang) #78

There are still too hard to take down imo, nearly every single time I come across one it gets the better of me regardless of my starting hp.

Don’t know if their hp is too high, the hitbox is too small or the damage taken from bullets isn’t high enough, but it’s just not fun for me having to essentially perma-avoid them.

I’d also suggest that 360 is too much rotation, I’d like to see something nearer 270, or maybe even less.

With regards to actual damage inflicted by the turret, time to lock-on, accuracy, etc. that side seems much better.


(Smooth) #79

This is something we’ll be looking after Christmas. The current hit box makes them harder to hit than a moving player :stuck_out_tongue:


(iwound) #80

instead of either a too strong turret or an easily destroyed turret
would it be possible that when they are hit they just get moved / point in a different direction
depending on how they were hit. then they could have more health, last a bit longer
but not as lethal. its like something inbetween the two.

so they get hit, rattle around and land upright, random direction.