Give the Turrets AMMO

[xXx]Ace[xXx]Ace Join Date: 2010-04-01 Member: 71145Members
<div class="IPBDescription">refillable offcourse</div>Just like in TF2 every turret should have a set amount of ammo. It would balance the " kill the right cyst and my whole line of hydra's die" issue.

Marine's can refill it with there own ammo. so an Armory would be nice in that certain room. would solve the turret spam if seen lately. Also raises the problem if a squad is on route to a destination, to preserve ammo or refill any turret they find on there way there.

However the progress report said there where gonna do something with the turrets in 181.

Comments

  • FehaFeha Join Date: 2006-11-16 Member: 58633Members
    The progress page mentioned sentries using ammo and having issues when aliens fool them to fire constantly when they cant hit. So I suspect that we will get to try how it would work with ammo in sentries for build 181.

    I doubt that I will like it thought, I never really been fond with towerdefence games where you had to refill your turrets ammo (with a few exceptions, anyone ever tried that <a href="http://www.kongregate.com/games/whiteboardwar/creeper-world-training-sim?acomplete=creeper" target="_blank">Creeper World Training</a> td?).
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    That sounds what their doing in B181. I'm not a big fan of that (will increase micro of sentries), but it may be ok if they don't set the ammo amount too low. I just don't want to have to keep refilling my sentries every 5 min. Should be used to prevent end game sentry turtles, not early/mid game defenses.
  • HakujinHakujin Join Date: 2003-05-09 Member: 16157Members, Constellation
    The game needs more team res sinks, so I'm not opposed to this idea. It's at least worth trying as I can't decide if it will work or not.
  • NixxenNixxen Join Date: 2004-02-11 Member: 26401Members
    edited July 2011
    <!--quoteo(post=1862295:date=Jul 22 2011, 04:58 AM:name=Feha)--><div class='quotetop'>QUOTE (Feha @ Jul 22 2011, 04:58 AM) <a href="index.php?act=findpost&pid=1862295"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The progress page mentioned sentries using ammo and having issues when aliens fool them to fire constantly when they cant hit. So I suspect that we will get to try how it would work with ammo in sentries for build 181.

    I doubt that I will like it thought, I never really been fond with towerdefence games where you had to refill your turrets ammo (with a few exceptions, anyone ever tried that <a href="http://www.kongregate.com/games/whiteboardwar/creeper-world-training-sim?acomplete=creeper" target="_blank">Creeper World Training</a> td?).<!--QuoteEnd--></div><!--QuoteEEnd-->
    You just cost me 15$ - but in a good way :)

    Edit: Actually, the way they did it in creeper world could work quite well for the alien Hydras.
    In other words, you cut of the cyst supply to the hydra it will still be able to shoot if it has been standing there for a while - but it will run out of "bullets" eventually.
  • kaffaljidhmakaffaljidhma Join Date: 2011-07-14 Member: 110392Members
    well I mean, perhaps people who like RTSing as commander will like the tower defense aspect.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    Unless they like actual strategy games and not horribly mouse spammy tower defence games.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    This isn't terrible in B181, but its one more tedious micro the marine comm has to worry about. I'd still rather see other sentry balance changes than this.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    edited July 2011
    The idea of sentry ammo is not bad, but it would be far better implemented as a recharging energy meter, where prolonged fire would drain the sentry's effectiveness, making prolonged harassment by groups of aliens or tanking by an onos a valid strategy for softening up defences.

    As it stands it adds annoying micro as stated, but more importantly it doesn't affect their performance at all, it just adds a negligible running cost to them.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    <!--quoteo(post=1863312:date=Jul 25 2011, 06:46 AM:name=Chris0132)--><div class='quotetop'>QUOTE (Chris0132 @ Jul 25 2011, 06:46 AM) <a href="index.php?act=findpost&pid=1863312"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->The idea of sentry ammo is not bad, but it would be far better implemented as a recharging energy meter, where prolonged fire would drain the sentry's effectiveness, making prolonged harassment by groups of aliens or tanking by an onos a valid strategy for softening up defences.

    As it stands it adds annoying micro as stated, but more importantly it doesn't affect their performance at all, it just adds a negligible running cost to them.<!--QuoteEnd--></div><!--QuoteEEnd-->

    So, having sentries overheat? That would be ok, but it'd just encourage spam.

    Frankly, I think the B180 sentries would work as long as
    1. Gorge bilebomb was easier to get and more useful (i.e. shoots straight instead of in an arc)
    2. The onos was included
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    edited July 2011
    <!--quoteo(post=1863462:date=Jul 26 2011, 12:58 AM:name=ScardyBob)--><div class='quotetop'>QUOTE (ScardyBob @ Jul 26 2011, 12:58 AM) <a href="index.php?act=findpost&pid=1863462"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->So, having sentries overheat? That would be ok, but it'd just encourage spam.

    Frankly, I think the B180 sentries would work as long as
    1. Gorge bilebomb was easier to get and more useful (i.e. shoots straight instead of in an arc)
    2. The onos was included<!--QuoteEnd--></div><!--QuoteEEnd-->

    Turrets by their very nature encourage spam, you have a thing that shoots bullets at bad guys, more things that shoot bullets at bad guys are better than fewer, therefore spam.

    The only way you can discourage spam is by doing something like a hard cap with diminishing effectiveness, encouraging people to spread their turrets out, but then you need some reason why turrets would work less well the more you have in an area.
  • NixxenNixxen Join Date: 2004-02-11 Member: 26401Members
    edited July 2011
    I'd rather have it in a way that when you saw a turret you would feel relived as a marine, because you knew it would be harder for aliens to ambush the position.
    By that I mean, having them dish out tremendous amounts of damage, but make them VERY limited when it comes to how many you can place.
    The way I see it, I would like to consider the turret to be like a super player when it comes to survivability and firepower - and not some dinky aluminum bullet hose that can be chomped down with ease unless the entire floor, and in some cases walls, are covered with similar dinky aluminum bullet hoses.

    I like the idea someone posted somewhere else on the forums about 1-2 per res node OR 3-4 per com chair.
    If you lose the "connected" res node or com chair the linked turrets go offline.
    By this limit to numbers, the actual usefulness of the turrets can be buffed - both in damage, health and price(increase) - and that would encourage strategic placing of the turrets, instead of the current spammy nature of them.

    The commander would have an overview inside the turret icon of how many turrets are placed and how many he can place in total. (such as "5/6" would mean he has placed 5 and can place 1 more to reach 6). Should some turrets go offline due to losing it's "source"(CC or RT) it would with the previous example in mind display 5/4(assuming the marines get 2 turret slots per RT), where the number 5 would be put emphasis on, such as red text, extra illumination or anything to make the com understand why he can't place more turrets.
    The affected turret(s) would get a hovering icon indicating they are out of power.
  • SquartSquart Join Date: 2011-06-20 Member: 105481Members
    I really like that idea :).
    For aliens tehy should do womething similiar, e.g.: the Gorge is only allowed to drop 5-10 hydras or the same style like the idea before with the mariens, Gorges can drop 2 more hydras per res node + 4 for every hive. that would stop that hydra spaming as well :). + all in all res nodes would be even more important then.
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