Turret Concept

RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
edited August 2011 in Ideas and Suggestions
<div class="IPBDescription">Two types..</div>Personally I think turrets need to change. This isn't necessarily the answer, but I think a more tactical and intelligent approach would make them more interesting.



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Comments

  • azimaithazimaith Join Date: 2011-07-03 Member: 107686Members
    Currently turrets provide incredibly strong points which may be alternately changed into singular super turrets, as per your suggestion without tons of effect save the "instant death" aspect. It would be too easy to place 2 turrets with each other in their firing arcs to make an invulnerable wall effectively.

    I do not think the marines need yet another way of attacking aliens without actually fighting them face to face. Grenade launchers and spam are bad enough without adding a new type of spammable sentry bot that does the marines work for them. We don't want to emphasize the player vs AI aspect more, much less allow marines to place an armory then just run back in forth chucking in AI turrets to do all the work with little risk to themselves.
  • RuntehRunteh Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
    edited August 2011
    Sentries can't cover each other with just 35 degrees of fire. Maybe in corridors, but not whole rooms where they can be sniped or flanked.

    Maybe 50 res is too much, perhaps 40.. But that would make the comm think twice with placement as you wouldn't progress as well.

    Like I have pointed out in the concept. The weak bots fire every few seconds and they are innacurate. If you spam them into a hive, you leave the base unprotected. You can only have 1 deployed per person.

    They are for targets in base that are not moving as much, munching on structures.

    3 in a room might take down a skulk after 4 shots that hit. The skulk could decide to take them down first.

    This all allows Marines a chance to respond.

    Also, 8 res + each you'd run out of res quick and they'd be easily destroyed by alien defences.
  • azimaithazimaith Join Date: 2011-07-03 Member: 107686Members
    When I place sentries they're always mutually covering one another and they still cover large areas. You can absolutely cover rooms with a network of mutual sentries, in fact that's the best way to use them.

    Inaccurate bots that fired every few second would either be too accurate and thus too good or too inaccurate and thus useless. That's just the way it goes with something that essentially multiplies the firepower of the marine. Players already attack bases directly, so they wouldn't be any more leaving the base unattended then they do now, they'd just be throwing even more AI fighting into the mix with even less risk to themselves. Marines don't need any help killing structures, they're already probably to good for it.

    Adding in that they're flying thus can't be hit by skulks normally is worse. The marines don't need a "chance to respond" they already can respond, and they don't need more toys to spend the overwhelming amount of res on. People always try to "balance" things by stacking disadvantage upon disadvantage to the point where no one is going to bother with them, or they try to hide the fundamental problem with the item in question by saying things like "it's got a long cool down."

    The marines don't need an easily deployable mobile turret. Static turrets are for clearly defined defensive roles, this flying turret is an offensive turret that removes marine players from even more of the danger that GL's do.
  • KalabalanaKalabalana Join Date: 2003-11-14 Member: 22859Members
    Daisy chaining turrets is a must.
  • ScardyBobScardyBob ScardyBob Join Date: 2009-11-25 Member: 69528Forum Admins, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow
    +1 to the marine dropped sentries. There really isn't a clear marine support role in NS2 right now and I feel this would help define that better.

    Also, sentries placements have been nerfed in B185 (i.e. you can only put them on the ground). In previous builds, I liked to put them on boxes/ledges/high positions because they provided greater room coverage, meaning you needed less for an adequate defense.
  • LUSITANERLUSITANER Join Date: 2010-09-19 Member: 74086Members
    +1 for more types of turrets
  • TopperTopper Mr. Parasite Himself Join Date: 2002-11-13 Member: 8462Members
    Neat ideas, but +1 for excellent presentation :)
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