Personal Sentries

KopikatKopikat Join Date: 2012-09-06 Member: 158170Members
edited September 2012 in Ideas and Suggestions
<div class="IPBDescription">And Phase Gates while we're at it.</div>Well, I figured that I've spammed this enough in GD that I may as well just put this here so I can stop that.

Revert the Sentry back to it's 218 self (but keep the fixed targeting, obviously) and move it from the Robotics Lab to the Advanced Armory, but let it be researched from the Robotics Factory. Impose a hard cap of one Sentry per Marine and give it a cost of oh...say 20 pres. Non-refundable (Meaning that if you die while carrying one or it dies, you can't go pick it up again like with a Shotgun), and Marines can un-deploy a Sentry that they've placed to move it somewhere else (This would make the one Sentry limit intuitive, simply add a little notice that you already own a Sentry if you try and buy a second, even if your Sentry has already been deployed and you aren't actively carrying it at that moment).

If needed, possibly make a little black box (The undeployed turret) that could go on a Marine's back to show that he's carrying one. Maybe reduce his movement speed while carrying it.

For Phase Gate's...Why not just have it so that if one side is powered, both sides are powered? Kind of like how you can repair both sides of the gate from one end. At least, I think you can. That way, ninja PG's are still possible even without Power Packs while remaining intuitive (if I'm remembering correctly when I say that you can heal both sides of a PG by only repairing one of them).

Comments

  • VenatosVenatos Join Date: 2012-03-31 Member: 149762Members, Reinforced - Shadow, WC 2013 - Gold
    i myself have more than once thought about personal sentries, mostly because commanders only place sentrys in last stand situations or if everything else has been researched. +personal sentrys might reduce the amount of mines that get used, i prefer sentrys over mines, as marine and alien.
    make em cost 15Pres like mines and balance them around the 2 skulks the 3mines can take out.(i mean 1 skulk should not be able to take out a sentry headon like in 219)

    i cant support your phasegate idea though, sounds too unbalanced to me.
  • AurOn2AurOn2 COOKIES&#33; FREEDOM, AND BISCUITS&#33; Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    i say keep them as theya re, but increase the res to 8 or 6, but make them more anti alien, but heres the catch
    Slow tracking, we have that, but when you movea slight, it has to relock on.
    HOw about make it so that Once the turret LOCKS Onto you, you have to move out of it's fov to get it to unlcok, which would make for some fun gameplay.
  • RobustPenguinRobustPenguin Join Date: 2012-08-17 Member: 155719Members
    edited September 2012
    Phasegates are already a nightmare to take down, if you manage to kill the power through the inevitable mine spam you deserve to get a good shot at killing it.

    As for sentries, provided its pres not tres seems.... ok. Though I would limit it to 2 per room, maybe even 1. If you're going to fix the targeting
  • FroztyFrozty SWEDEN Join Date: 2012-01-22 Member: 141596Members
    Sounds great with personal sentrys.
    But atm i think the servers/games would get a hugh fps drop haha
  • AurOn2AurOn2 COOKIES&#33; FREEDOM, AND BISCUITS&#33; Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    if we DO get personal sentries, 1 per player, period, or they will be spammed to helzamujem.
  • MagnetoMagneto Join Date: 2010-12-22 Member: 75856Members
    Good idea, I remember build menu in ns1 was fun, perhaps we should allow marines to build a few things at the cost of pres and a welder, i don't think phase gates but maybe some unique anti-alien defence?
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