Electricity, Turrets, 1.1,

ChurchChurch 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.

Comments

  • snozzlesnozzle Join Date: 2003-04-23 Member: 15788Members
    edited June 2003
    if seige price was 0... there would be a huge imbalance...

    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.
  • eggmaceggmac Join Date: 2003-03-03 Member: 14246Members
    Electricity range will be reduced in the new build which is coming today.
    And OCs aren't that good, marines can (more or less) easily kill them and they don't do much damage.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    You misunderstand...the upgrading of the TF to be able to build sieges ought to cost 0. It still takes time to upgrade, and then the seiges themselves still cost money. And I wanted to make turrets more powerful insteadof making them cheaper is becuase if they're only cheaper, commanders will use more, and this leads to mroe lag. (Quality vs quantity)
  • KhaimKhaim Join Date: 2002-06-28 Member: 841Members, NS1 Playtester, Constellation
    um, flay has fixed the turret code now and elec will not have enough range to cover another building in 1.1T. Already in 1.1S a couple turrets will easily tear a couple of skulks to pieces.
  • DraconisDraconis Join Date: 2003-02-18 Member: 13722Members, Reinforced - Onos
    Thats not true meatshield. Turrets are now snipers, and are defitively played. Only problem is that for marines they take a little too long to build and they are still a hefty investment.
  • lolfighterlolfighter Snark, Dire Join Date: 2003-04-20 Member: 15693Members
    A game that had good defensive options was Bolo for the Macintosh, a multiplayer-only strategy game where you controlled a tank (armored vehicle) on an island, fighting for control of bases and pillboxes (automated turrets). Bases were stationary and refilled armor (health) and ammo, destroyed pillboxes could be picked up and built elsewhere. The basic setup was free-for-all, but the game featured the possibility of allying with another player or group of players. Usually, two or three groups would quickly form, and the game was on, all sides vying for dominance of bases and pillboxes. A pillbox would shoot hostile players ONLY, neither their bases nor their pillboxes. So people would setup pillboxes (which were powerful and accurate, and thus could significantly delay (though they would eventually fall) even good players) around their bases, then go off to attack the bases of their opponents (and steal their pillboxes to bolster their own defense with). As pillboxes were most useful on defense, defense was stronger than offense. This lead to long, highly strategic games where you'd fake an attack on a base, then have your teammates hit another base when your opponents rushed to the defense. I see nothing bad in defense being stronger than offense, as you will still have to attack to win. I think it will work, as NS leaves so much room for coming up with a creative tactic that will catch your opponents completely by surprise.
  • AaronAaron vroom vroom der party startah Join Date: 2002-11-05 Member: 7020Members
    <!--QuoteBegin--Khaim+Jun 28 2003, 01:42 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Khaim @ Jun 28 2003, 01:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> um, flay has fixed the turret code now and elec will not have enough range to cover another building in 1.1T. Already in 1.1S a couple turrets will easily tear a couple of skulks to pieces. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    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.
  • rennexrennex Join Date: 2002-11-01 Member: 2688Members
    The last time I saw turrets used was on ns_caged, at the entrance to the marine spawn to keep suicidal gorges from running in and bile bombing the hell outta our base
  • elimelim Join Date: 2002-11-17 Member: 9006Members, Constellation
    <!--QuoteBegin--Draconis+Jun 28 2003, 12:48 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Draconis @ Jun 28 2003, 12:48 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Thats not true meatshield. Turrets are now snipers, and are defitively played. Only problem is that for marines they take a little too long to build and they are still a hefty investment. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    yup
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    Well I'm just reporting what I read in the beta forums. I've heard turrets are still underused, and I'd like to see them used more often. Alright, so make them cost less, and make them build faster, whatever. And I'm not complaining about defenses being stronger than offense, I'm complaining about how only high tech can counter low-tech defenses.
  • KhaimKhaim Join Date: 2002-06-28 Member: 841Members, NS1 Playtester, Constellation
    ATm, turrets are VERY deadly to anything smaller than an onos, even fades get killed relatively often by a small turretfarm(3-4 turrets). ATM a tf is 15, each turret is 10, the defense options is 20 res for: A) 2 turrets B) elec. IMO turrets are a better investment there.
  • PegePege Join Date: 2002-11-27 Member: 10088Members
    I don't know if beefing up sentry damage is the right way to go. Instead make OCs weaker. Creating a too strong static defense can be a major problem and if I remember correctly, in 1.01-1.02 static defense was cheap (sentries anyway) and strong (strong as in 1.04) and that resulted huge and boring stalemates. Alien WOL on the other side of the wall and a marine TFed and PGd base on the other with people building like hell. Gorges versus Builder-Bobs: kinda sucked <!--emo&:(--><img src='http://www.unknownworlds.com/forums/html/emoticons/sad.gif' border='0' style='vertical-align:middle' alt='sad.gif'><!--endemo-->. I wouldn't mind making sentries cost like 4-5 RP, but make them super weak (the sentry turret looks pretty fragile if we look at the graphics anyway <!--emo&:)--><img src='http://www.unknownworlds.com/forums/html/emoticons/smile.gif' border='0' style='vertical-align:middle' alt='smile.gif'><!--endemo-->) so they'll be more useful as a slowdown and a warning system than doing damage... Kinda like OCs. No idea if this would be a too drastic move for 1.1 though. To avoid commanders carpeting a room with sentries, you could implement the same structure limit as with OCs. It would force commanders to think more strategically so that the TF would be protected and if it wasn't, he could electrify it or sell some sentries and re-place to correct the mistake. Electrify TF - save time, sell sentries and place again - takes time. You'd also have to implement somekinda new damage system for the sentries so it would take like 3-4 bites for a skulk to destroy a sentry, but also 3-4 gores for onos. Otherwice an onos would just trample a sentry farm in 2 seconds giving the commander no time to react... Too complex?
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    <!--QuoteBegin--Khaim+Jun 28 2003, 04:19 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Khaim @ Jun 28 2003, 04:19 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ATm, turrets are VERY deadly to anything smaller than an onos, even fades get killed relatively often by a small turretfarm(3-4 turrets). ATM a tf is 15, each turret is 10, the defense options is 20 res for: A) 2 turrets B) elec. IMO turrets are a better investment there. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    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.
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