Revamping Sentries

BensonBenson Join Date: 2012-03-07 Member: 148303Members, Reinforced - Shadow, WC 2013 - Shadow
edited January 2013 in Ideas and Suggestions
<div class="IPBDescription">Attaching sentries to buildings</div>What if sentry batteries were an upgrade from the Robo that equiped certain marine structures with said batteries so that the Comm could "attach" sentries to those structures

Sentries would be an attachment to buildings
Sentry Batteries would be removed as an object (and power packs brought back?)
Sentries would keep current damage values and tracking (to balance increased "battery" heath)
Sentries would be given 360 targeting (to balance only have less sentries per "battery")
Sentry Battery research costs 15 res
Each sentry costs 10 res
This setup would not require marines to build as the structures would already be active
-- Nanites would allow the sentry to be activated from the existing structure after a few seconds of auto-build time

Only certain structures can have sentries (for spam prevention):

Robo factory - 2 sentry slots
Armory - 1 sentry slot
Extractor - 1 sentry slot

The guns would be ties into the structures power supply, meaning that if the power in the room goes down, so does the sentry.

This keeps turrets in line as deterrents rather than area denial, and gives marines more time to react before losing res (powernode = free, Extarctor = 10 res)

Comments

  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    You must be jesting. A several thousand HP robotics factory with two, independently targetting constant-hitting all-seeing room-covering sentry guns built into it... As a mere PART of a base, which is full of structures just like it?

    Do you have ANY idea how annoying that would be?
  • BensonBenson Join Date: 2012-03-07 Member: 148303Members, Reinforced - Shadow, WC 2013 - Shadow
    edited January 2013
    As annoying as having a button that shuts that ENTIRE base down and can be eaten in only a few seconds by a few well coordinated skulks, or 1 annoying gorge?

    And so there will be...what, 4 sentries, when 3 barely does anything? or buy extra armories and robos to have more? Please.

    Hide behind other buildings. Blind spots will always exist, as will the weak spots they leave, even with 360 targeting.
  • LonewulfzaLonewulfza Join Date: 2013-01-21 Member: 180951Members, Reinforced - Shadow
    <!--quoteo(post=2065676:date=Jan 24 2013, 02:29 AM:name=Benson)--><div class='quotetop'>QUOTE (Benson @ Jan 24 2013, 02:29 AM) <a href="index.php?act=findpost&pid=2065676"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->As annoying as having a button that shuts that ENTIRE base down and can be eaten in only a few seconds by a few well coordinated skulks, or 1 annoying gorge?

    And so there will be...what, 4 sentries, when 3 barely does anything? or buy extra armories and robos to have more? Please.

    Hide behind other buildings. Blind spots will always exist, as will the weak spots they leave, even with 360 targeting.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Lolz. Very silly idea. In fact, if anything at all I would say that only one building can have senties on it and that would be the Command hub, but that means that you cant build a sentry battery in that room. also only 3 sentry turrets on the command hub and they retain all abilities including the same degree arch firing rate, but they will all cover a seperate arch. That would allow your command hub to be lightly protected from early rushing skulks that gg's the game in the first few minutes because most marines are out scouting the map.
  • Chris0132Chris0132 Join Date: 2009-07-25 Member: 68262Members
    edited January 2013
    <!--quoteo(post=2065676:date=Jan 24 2013, 12:29 AM:name=Benson)--><div class='quotetop'>QUOTE (Benson @ Jan 24 2013, 12:29 AM) <a href="index.php?act=findpost&pid=2065676"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->As annoying as having a button that shuts that ENTIRE base down and can be eaten in only a few seconds by a few well coordinated skulks, or 1 annoying gorge?

    And so there will be...what, 4 sentries, when 3 barely does anything? or buy extra armories and robos to have more? Please.

    Hide behind other buildings. Blind spots will always exist, as will the weak spots they leave, even with 360 targeting.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Adding extra annoyance into the game doesn't improve it.

    Current sentries are ineffective because you can dodge out of their way easily, they do some quite appreciable damage, about the only alien that could take out a robotics factory if it had the sentries on it as you suggest would be an onos. Skulks would be unable to attack the base, fades would be severely limited, and lerks would probably be little better off than skulks.

    That is not a desirable state of affairs.

    And you're damn right I'd buy an extra armory or robotics factory if it had a room-sized version of electrocute attached to it, which is what you're proposing.
  • dalleckdalleck Join Date: 2012-04-07 Member: 150061Members
    I'm all up for extractors to have mounted turrets. Looking forward to it. Might give marines res a chance.

    Don't think much of putting them on other structures, though.
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