Electricity, Turrets, 1.1,
Church
Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
<div class="IPBDescription">and the whole Mishmash of things...</div> No one uses turrets...in 1.1 <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
To start off, from what I've been reading in the beta forum, Flayra's goal of seeing the turret making a comeback in 1.1 is failing miserably. Apparently all you need is to bunch all of your buildings around one TF, and all of your buildings are protected. And since you can electrify all of your nodes, there really sin't any reason to build turrets anymore. One hive aliens can't really do **** to electrified buildings. Lerks can spike them, and that's about it. Aliens usually have to tech up to bilebombs (gorge attack-second hive) and then they can own bases with ridiculous ease. And I've also heard that OCs cost like 5 res, and virtually never misses with its spike attack anymore, so unless the marines have really high tech (i.e grande launchers) it's impossible for them to take down any decent sized alien outposts at all (and remember OCs are available fromt he very BEGINNING of the match).
All this means that defensive options for both sides are WAYYYY too good. Why must you tech up to your highest tech in order to counter defenses available from the very start of the game? I say we tone down electricity by making it so it only counter-attacks. so if a fade is in the electricity range and doesn't attack, the RT or TF won't electrify the fade but if the fade starts attacking the RT or the Tf, the RT or TF will fight back. Secondly, limit the number of aliens the RT or RT can electrify at once (maybe it can only hit 2 aliens at once? that way, if 5 skulks coordinate an attack on an RT it can go down). Third, tone down the range of the electricity a bit.
Ok, so now mariens can't have an uber-inexpensive early defense. Here's how they ought to be able to spend more money and beef up the defense. Since turrets are so underused, I say we beef them up. since you need to place so many to make turrets effectice, I think their health should be boosted to the health of an OC (if it isn't already) and its damage boosted (maybe doubled?)as well. I hear it's already decently accurate, but since electricity has been so much better, why go with turrets. My idea is to tone down electricity enough so it only protects the TF or the RT itself, and make turrets POWERFUL enough to be an attractive option.
Lastly, since no one is using seige either in 1.1, I propose this final change: Make the research time for the seige upgrade the smae, but make it cost 0. This would be the low-tech counter to alien defenses.
To start off, from what I've been reading in the beta forum, Flayra's goal of seeing the turret making a comeback in 1.1 is failing miserably. Apparently all you need is to bunch all of your buildings around one TF, and all of your buildings are protected. And since you can electrify all of your nodes, there really sin't any reason to build turrets anymore. One hive aliens can't really do **** to electrified buildings. Lerks can spike them, and that's about it. Aliens usually have to tech up to bilebombs (gorge attack-second hive) and then they can own bases with ridiculous ease. And I've also heard that OCs cost like 5 res, and virtually never misses with its spike attack anymore, so unless the marines have really high tech (i.e grande launchers) it's impossible for them to take down any decent sized alien outposts at all (and remember OCs are available fromt he very BEGINNING of the match).
All this means that defensive options for both sides are WAYYYY too good. Why must you tech up to your highest tech in order to counter defenses available from the very start of the game? I say we tone down electricity by making it so it only counter-attacks. so if a fade is in the electricity range and doesn't attack, the RT or TF won't electrify the fade but if the fade starts attacking the RT or the Tf, the RT or TF will fight back. Secondly, limit the number of aliens the RT or RT can electrify at once (maybe it can only hit 2 aliens at once? that way, if 5 skulks coordinate an attack on an RT it can go down). Third, tone down the range of the electricity a bit.
Ok, so now mariens can't have an uber-inexpensive early defense. Here's how they ought to be able to spend more money and beef up the defense. Since turrets are so underused, I say we beef them up. since you need to place so many to make turrets effectice, I think their health should be boosted to the health of an OC (if it isn't already) and its damage boosted (maybe doubled?)as well. I hear it's already decently accurate, but since electricity has been so much better, why go with turrets. My idea is to tone down electricity enough so it only protects the TF or the RT itself, and make turrets POWERFUL enough to be an attractive option.
Lastly, since no one is using seige either in 1.1, I propose this final change: Make the research time for the seige upgrade the smae, but make it cost 0. This would be the low-tech counter to alien defenses.
Comments
i think its a stupid idea... instead of 0 maybe 10 / 15 is more reasonable ...
and back to the idea of turrets - maybe the price of them should be lowered to counter the 5 res per offense.
And OCs aren't that good, marines can (more or less) easily kill them and they don't do much damage.
I agree...let's try not to second, third, fourth... -guess flayra and all the playtesters...they are playtesting for a reason, and any imbalance we know of they have known about and probably already fixed days ago.
yup
Maybe you're right. Maybe I'm just stil locked in the mindset of 1.04 (read: useless) turrets. I'll be reading the comments on the newest 1.1 build to see if turret use has gone up. Everyone just seems to electrify nodes/TFs and use them for defense instead of turrets, but i could be wrong.