Buff Sentry Guns

FaggalaTheClownFaggalaTheClown Join Date: 2012-11-25 Member: 173139Members
Right now throwing potatoes at the aliens is more useful than sentry guns. One slulk can easily run into a base and take out 3 sentries with ease, do something to make them more powerful

Comments

  • RobustPenguinRobustPenguin Join Date: 2012-08-17 Member: 155719Members
    No. Just no.

    Remove them and be done with it
  • yehawmcgrawyehawmcgraw Join Date: 2012-09-16 Member: 159694Members
    I don't agree. Turrets are excellent and denying skulk and lerk harass and are well worth the money, especially when compared to the cost of whips. If you are a skulk jumping though a turreted base, you have 3 seconds to get out before dying to the turret. If you try to take it out, it's like a fun puzzle and is very dangerous and takes quite a bit of time. At any time in that process, a marine can phase in and shoot this highly vulnerable skulk. So basically at best, turrets are an active defense which can kill aliens, at worse it is just another bit of 'meat' that needs to be taken down before aliens can take an area.

    Even despite the fact that I am an alien team lover, I feel that the turrets fit in well and their damage output is very balanced. Hell they can't miss and start dealing damage *instantly*. Also limiting one sentry box per room was the best decision evar!
  • GhostshellGhostshell Join Date: 2012-11-23 Member: 172939Members
    I noticed the Serenity Guns ( those Miniguns to hold a position ) are pretty Blind and and starting fireing late till to late ! Standing next to the battery is the next problem.

    Why is it that way ?? Forces me to think they are almost useless.

    Cant u give them a bit more sight and aiming...?? Realy the enermy have to stay next to them befor they start fire.....Mobs just run through them,slash the battery ( bc its just a step away from them and no1 ever would place it that way lol )

    Suggestion: Make the Commander send u the battery for it and u can carry the Guns one by one a few meters away from the battery to bring them in a good position. the randmon placement is just horrible even when its ment to be clever by the commander.
    Compatible to fix them on Walls ( much more building time as on the ground or just posible with 2 ppl) or a marinebiulding ...what ever make them whort to construct please !

    ( I posted it yesterday )
  • DumbMarineDumbMarine Join Date: 2003-02-16 Member: 13645Members
    The only way a skulk kills 3 turrets is if the turrets aren't covering their blind spots. Otherwise turrets are pretty powerful.

    Turret's purpose isn't base defense, you're thinking of mines. Turrets are a marine support. They give marines extra firepower in a room, they delay aliens from chewing on the phase gate/power node long enough for marines to phase in.
  • reasareasa Join Date: 2002-11-10 Member: 8010Members, Constellation
    I have to agree with this suggestion whole heartedly.

    While aliens have hydras and whips which are very effective (whips hilariously so if you chuck a few grenades at them) the marines have basically nothing for static defense.

    I really think limiting the turrets to 3 per battery per room is a good idea, but ether buff their attack and firing rate slightly, or allow them to rotate 360 degrees.

    Personally I'm in favor of a slight buff to firing rate and damage over the 360, as it forces the commander to be smart about placement, which is good.

    But I've seen too many turret batteries taken down by 1-2 skulks with regen and that is just absurd. Most commanders get shouted at for even using turrets. Which begs the question, why even have them, if they are so useless?

    Small marine teams need a decent static defense for the early/mid game and they don't have that now. Anyone having panic attacks over endless turtleing should be quieted by the fact you can only place 3 of them, hardly an epic game prolonger.
  • DawormDaworm Join Date: 2009-06-22 Member: 67900Members
    An intelligent commander can place a turret farm to be effective and have self-defense against anything other than a Lerk at range, Fade with Cara or Onos.
    Most dump the turrets facing outwards or all in a line, they don't think to place them to cover each other and the battery.

    I've had a turret setup protect themselves and power node (main reason) against skulks and lerks.

    An even more smarter and dilligent command won't place the battery in an easily accessible location to ranged lerks, thus making it harder for them.

    But that requires knowing the map.


    I personally think they're powerful enough as it is, considering we can destroy buildings through walls...
  • reasareasa Join Date: 2002-11-10 Member: 8010Members, Constellation
    edited November 2012
    <!--quoteo(post=2034687:date=Nov 25 2012, 09:42 PM:name=Daworm)--><div class='quotetop'>QUOTE (Daworm @ Nov 25 2012, 09:42 PM) <a href="index.php?act=findpost&pid=2034687"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->I personally think they're powerful enough as it is, considering we can destroy buildings through walls...<!--QuoteEnd--></div><!--QuoteEEnd-->
    Sure, but the place in the game for ARC’s and the place for sentry guns are entirely different.

    I think limiting a room to 3 guns was a great idea, I even like the arc of fire limitation, but the guns should be strong enough to reward good placement. Their limited both by their battery and the power node, two things a commander has to keep in mind when placing them.

    A commander foolish enough to try and spam turrets all over the map because they suddenly became slightly buffed would quickly find out the squandering the res on a bunch of small sentry nests is useless for the late game, as that res should have been spent on upgrades.

    However having a decent asentry defense for critical areas should be a no brainer.
  • SafewoodSafewood Join Date: 2012-11-03 Member: 166381Members
    Short and simple, improve its detection.


    <b>1.)</b> If I jump slightly backwards the turrets still detects me, but only in mid-air.
    <img src="http://i.imgur.com/H08x9.jpg" border="0" class="linked-image" />

    <b>2.)</b> It should clearly be able to shoot, but for some reason, it ignores me fully.
    <img src="http://i.imgur.com/pZoKb.jpg" border="0" class="linked-image" />

    <img src="http://i.imgur.com/azUpy.jpg" border="0" class="linked-image" />

    <b>3.)</b> Slightly increase its vertical range.

    <img src="http://i.imgur.com/SoM0w.jpg" border="0" class="linked-image" />
  • DumbMarineDumbMarine Join Date: 2003-02-16 Member: 13645Members
    <!--quoteo(post=2034683:date=Nov 25 2012, 08:38 PM:name=reasa)--><div class='quotetop'>QUOTE (reasa @ Nov 25 2012, 08:38 PM) <a href="index.php?act=findpost&pid=2034683"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->But I've seen too many turret batteries taken down by 1-2 skulks with regen and that is just absurd. Most commanders get shouted at for even using turrets. Which begs the question, why even have them, if they are so useless?<!--QuoteEnd--></div><!--QuoteEEnd-->

    Commanders generally get yelled at for using them because they're cutting tech and delaying map control to do so. Turrets don't do anything that marines can't do, and marines are free.

    <!--quoteo(post=2034683:date=Nov 25 2012, 08:38 PM:name=reasa)--><div class='quotetop'>QUOTE (reasa @ Nov 25 2012, 08:38 PM) <a href="index.php?act=findpost&pid=2034683"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Small marine teams need a decent static defense for the early/mid game and they don't have that now.<!--QuoteEnd--></div><!--QuoteEEnd-->

    They have mines, which are an excellent defense.

    <!--quoteo(post=2034851:date=Nov 26 2012, 12:32 AM:name=Safewood)--><div class='quotetop'>QUOTE (Safewood @ Nov 26 2012, 12:32 AM) <a href="index.php?act=findpost&pid=2034851"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Short and simple, improve its detection.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Yes please.
  • KopikatKopikat Join Date: 2012-09-06 Member: 158170Members
    <!--quoteo(post=2034910:date=Nov 25 2012, 11:10 PM:name=DumbMarine)--><div class='quotetop'>QUOTE (DumbMarine @ Nov 25 2012, 11:10 PM) <a href="index.php?act=findpost&pid=2034910"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->They have mines, which are an excellent defense.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Mines aren't static defense.
  • GhostshellGhostshell Join Date: 2012-11-23 Member: 172939Members
    I think the point of the turrets is / should be: do not tie your Marines to guard an object. When the turrets can not leave them alone and rely on them, they are just useless.

    The Commander just should send the battery and provides the soldier responsible for the preparation of weapons. (No random lineup as far)
    However, the weapons react too slowly, are too close to their source of energy, and their mobility is very very limited.
    All this makes them under the dash unusable if you do not "human wake" specially turns off.

    Safewood excatly showed a proof how "brainless" and blind they realy are. So u cant trust in the Guns. ( thanks for that )

    @ DumbMarine: Even Mines are easy to avoid ( one reason is....they are HUGE u cant overlook them )
  • AurOn2AurOn2 COOKIES&#33; FREEDOM, AND BISCUITS&#33; Australia Join Date: 2012-01-13 Member: 140224Members, Forum Moderators, NS2 Playtester, Forum staff
    i personally think turrents need the ability to LOCK ONTO TARGETS.
    Its bad enough how long they take to decide to shoot something, if they suddenly decide to shoot something and it moves, they go back into cycle again, thats the problem.
Sign In or Register to comment.