Turrets and melee


(tokamak) #1

It feels really counter-intuitive to be having to bash away at turrets for so long with a melee attack. You’d think that being so close to the thing should make you able to push or kick the thing over (like in Half Life 2).

I understand that an instant down would make the turret too weak. What I’d like to see happen is the first kick on a turret instantly bringing it down to the amount of hp required to have it disabled. From there on the damage per hit can be normal. It’s just to give players an incentive to move up to the turret in order to disable (but not destroy) it efficiently. The max hp of the turret can even be increased as a result of this. Both these changes would bring more dynamic to the use of turrets. Opponents would be required to run up to the nasty thing to disable it and less inclined to shoot it from afar.


(thesuzukimethod) #2

interesting idea…if they wanted to ramp up the complexity a bit more. a gun butt (rifle) melee would knock it over as you mention. but a few knife slash melees would cut the ‘stabilization hydrolics’ or 'targeting ___" (or whatever made up technical concept, I’m not an engineer irl either)…and after 3-5 seconds (enough time to get away), it would either lose the ability to discern between friend/foe (a sort of chaos/operative move), or it would randomly fire in multiple directions w/o ability to lock on.

This way, the turret would still be somewhat effective and not subject to an easy knockdown by melee b/c there would be a potentially negative/chaotic consequence to such actions. also, requiring the gun butt melee (AR and above) would mean that lights with extended mobility/range wouldnt have access to part of the turret disabling skill.

(i still like turrets as they are, but this is an interesting discussion. my favorite type)


(NigelDocker) #3

i think they made it so if you come up behund a turret you cant just put it down with ease, but actually have commit a few seconds yourself so there is a risk factor. Ino ive been killed a few time when taking out a turret. but in the situation it makes you think and decide what to do to stay alive rather than just take it down and done with


(Solarcrest) #4

I like running as Op sometimes and just hack the turrets i run across…it has a fun secondary effect. if you already have one hacked if you hack a new one the old one is destroyed so if there are a few around hack them all (say 3) the first 2 are destroyed leaving you with a captured turret you took from them and the other 2 are destroyed


(tokamak) #5

Understood, but I think coming up behind a turret needs to be rewarded much more than that. Right now it’s often safer to spent bullets on it and with bullets the range is less relevant which is a shame.

If you, as an engineer, let people come too close to your turret then you deserve to be punished. At the same time the incentive to get near your turret is great for psychological warfare.


(NigelDocker) #6

[QUOTE=tokamak;350267]Understood, but I think coming up behind a turret needs to be rewarded much more than that. Right now it’s often safer to spent bullets on it and with bullets the range is less relevant which is a shame.

If you, as an engineer, let people come too close to your turret then you deserve to be punished. At the same time the incentive to get near your turret is great for psychological warfare.[/QUOTE]

True, but operatives are the ones rewarded for it by being able to hack it ( and the whole team). Like the only ones rewarded for risking and planting a charge are assault (and yhe whole team)

So unless you are operative i dont think it should be your aim to go behind it, but just take it out. If you happen to come behind it, just shoot and grenade it only takes a few seconds, but makes you use ammo and check behind you instead of just killing it with ease


(tokamak) #7

Hacking seems to do more damage in the sense that you completely disable a turret for a while without the engineer being able to do anything about it.


(NigelDocker) #8

better than being the other teams turret?


(Jimmy James) #9

I agree that making melee attacks more effective against turrets would make the Operative’s Hack Turret ability less useful (“Stop knocking the turret over! I’m trying to hack it!”).

I think it would be cool though if the Operative’s melee attack could instantly disable a turret. It would certainly fit in with the theme of the class.

-JJ


(tokamak) #10

I don’t understand this sentence.


(MrFoxer) #11

I’d prefer if they made a counter hack ability for the engineer that
either
a. makes the turret unhackable
b. makes hacking the turret take longer


(Zarel) #12

Operative’s turret hack=turret is now owned by that operative. Hope i’m clear on that, having a difficult time making a proper sentence to that. :stuck_out_tongue:


(kilL_888) #13

i was thinking maybe let the explosion of the turret actually hurt or even kill you.

right now, you can stand behind it, punch it down and the explosion has no effect on you whatsoever.

this way you would have to shoot it, hack it or throw grenades at it, to actually destroy it.

i think the disable melee method looks weired, but it should stay this way. if it would only take one hit to deactivate it, turrets become even more useless. a light can easily reach a turret without getting hit much.

for me the purpose of a turret is to annoy you. it very rarely kills you. and it keeps you away from the actual battle for a few seconds. its more like a distraction.


(Cep) #14

[QUOTE=tokamak;350242]It feels really counter-intuitive to be having to bash away at turrets for so long with a melee attack. You’d think that being so close to the thing should make you able to push or kick the thing over (like in Half Life 2).

I understand that an instant down would make the turret too weak. What I’d like to see happen is the first kick on a turret instantly bringing it down to the amount of hp required to have it disabled. From there on the damage per hit can be normal. It’s just to give players an incentive to move up to the turret in order to disable (but not destroy) it efficiently. The max hp of the turret can even be increased as a result of this. Both these changes would bring more dynamic to the use of turrets. Opponents would be required to run up to the nasty thing to disable it and less inclined to shoot it from afar.[/QUOTE]

I’d only agree to this idea if they did something about improving the turrets to ET:QW style, otherwise…no, turrets are too weak as they stand.


(Bittermetal) #15

Exactly.

Side note… I love the way the turrets get kicked over in the gameplay videos for RAGE. They keep shooting wildly. Nice touch.


(tokamak) #16

Alright, taking over the turret is already big enough of a reward by itself.

A nice way to balance both the melee effectiveness and the hack would be that hacked turrets remained operational until the turret is completely destroyed. That way team-mates can remove it as a nuisances and operatives could still use it. It would also mean that engineers can’t just leave their turret wrecks lying around on the battlefield.