Sentry Gun - Gameplay 'Asset'.
Runteh
Join Date: 2010-06-26 Member: 72163Members, Reinforced - Shadow
<div class="IPBDescription">Make it useable, not spamable</div><b>NS1:</b>
On publics they were spammed, clan matches not used - why?
Because even though they were designed to look after your assets, you had to look after the assets that looked after your assets. You should be able to destroy them, but not as easily as you could. But people spammed it because you had to have 6 in one rooms to stop an attack. A waste of res.
<b>NS2:</b> (Beta, I know)
Currently aliens have the whip. It pretty much stops anyone entering a room when combined with a crag, and you can be instantly killed if two hit you at once. Combined with the other chambers and aliens flying at you - very hard work.
So why are the sentry guns useless, considering it is their only defensive structure (at this point)?
<b>Build 157:</b>
A skulk can still run the whole marine start, and only die after 30 meters of 2 sentry guns firing constantly - Targeting seems broken maybe? The huge negative of having a turret that has a FOV of 90 degrees should be outweighed by huge fire/stopping power. A big visual extravaganza of extreme ROF, but low damage.
<img src="http://img153.imageshack.us/img153/5549/1bad.jpg" border="0" class="linked-image" />
<b>Why?</b>
Because it makes for an interesting dynamic. The marines should be able to set up forward bases in secrecy, that are relatively secure. Areas that can be used as hopping points later on, or caches before a hive is attacked near by. Even just for the fact of being area secure that the aliens find all too easy at the moment.
<img src="http://img153.imageshack.us/img153/7125/2bad.jpg" border="0" class="linked-image" />
I am not saying this set up should be impenetrable (maybe from the front) but the fact that aliens have nooks and crannies, props, vents and the possibility of diversionary tactics would make for some interesting game play. Once they are behind them it is game over anyway, and the fade just makes mince meat of everything now.
# Less spam
# Area control
# Get used from publics - professional play
On publics they were spammed, clan matches not used - why?
Because even though they were designed to look after your assets, you had to look after the assets that looked after your assets. You should be able to destroy them, but not as easily as you could. But people spammed it because you had to have 6 in one rooms to stop an attack. A waste of res.
<b>NS2:</b> (Beta, I know)
Currently aliens have the whip. It pretty much stops anyone entering a room when combined with a crag, and you can be instantly killed if two hit you at once. Combined with the other chambers and aliens flying at you - very hard work.
So why are the sentry guns useless, considering it is their only defensive structure (at this point)?
<b>Build 157:</b>
A skulk can still run the whole marine start, and only die after 30 meters of 2 sentry guns firing constantly - Targeting seems broken maybe? The huge negative of having a turret that has a FOV of 90 degrees should be outweighed by huge fire/stopping power. A big visual extravaganza of extreme ROF, but low damage.
<img src="http://img153.imageshack.us/img153/5549/1bad.jpg" border="0" class="linked-image" />
<b>Why?</b>
Because it makes for an interesting dynamic. The marines should be able to set up forward bases in secrecy, that are relatively secure. Areas that can be used as hopping points later on, or caches before a hive is attacked near by. Even just for the fact of being area secure that the aliens find all too easy at the moment.
<img src="http://img153.imageshack.us/img153/7125/2bad.jpg" border="0" class="linked-image" />
I am not saying this set up should be impenetrable (maybe from the front) but the fact that aliens have nooks and crannies, props, vents and the possibility of diversionary tactics would make for some interesting game play. Once they are behind them it is game over anyway, and the fade just makes mince meat of everything now.
# Less spam
# Area control
# Get used from publics - professional play
Comments
Less ability to cover all directions, but also more powerful once you got a couple up.
As a counter I would suggest making whips pretty sentry proof and making them vulnerable to their bombard attack, so the aliens have a sort of siege weapon to counter excessive turtling. Fades and onoses should manage in most situations though as they can tank/teleport behind them.
Less ability to cover all directions, but also more powerful once you got a couple up.
As a counter I would suggest making whips pretty sentry proof and making them vulnerable to their bombard attack, so the aliens have a sort of siege weapon to counter excessive turtling. Fades and onoses should manage in most situations though as they can tank/teleport behind them.<!--QuoteEnd--></div><!--QuoteEEnd-->
I agree with power and health increase, and maybe a range increase too? I disagree with "larger" though, doesn't strike me as necessary. Your best idea, I think, is the hardcap per command center, as placing sentries is clearly linked (with your idea) with defending expansions. They pretty much work that way now, but your idea would mean people couldn't spam them and would have to be intelligent about placement: they'd have to have overlapping fields of fire covering the command station, IPs, armory, each other, and most importantly, the power nodes.
Good call there sport, I concur
Good call there sport, I concur<!--QuoteEnd--></div><!--QuoteEEnd-->
Not huge, but bigger to represent their size and power and also to allow them to shoot over small obstacles against large aliens.
Basically I think they would work better as a wall of firepower, rather than a thing that just shoots everything in base.
Capping would not be necessary if they were expensive enough to be worthwhile.
If we think:
Main base: +4 (Bi-directional), Controlled zones out of base: 2 = +4 (So maybe 10 - 12 cap considering larger levels)
As for fades - I still think it need to be difficult for them.
Currently: Skulks can run walls/vents, Lerks can fire from vent safety/out of FOV, Fades can teleport behind with ease.. god know what onos will do. They are far too easy to take down.
<a href="http://www.youtube.com/watch?v=CGE_h4jBBXc" target="_blank">http://www.youtube.com/watch?v=CGE_h4jBBXc</a>
And I want to be able to <i>see</i> and <i>hear</i> the sentries firing. Right now it's barely noticeable.
YES! Thats it ;)
<a href="http://www.youtube.com/watch?v=CGE_h4jBBXc" target="_blank">http://www.youtube.com/watch?v=CGE_h4jBBXc</a><!--QuoteEnd--></div><!--QuoteEEnd-->
One of my favorite scenes in one of my favorite movies! That's exactly what we want. I want turrets to make Aliens realize "well crap, we need to either find an alternate rout, turtle and spread DI to shut down their power, or use Fades for quick surgical strikes"
<a href="http://www.youtube.com/watch?v=CGE_h4jBBXc" target="_blank">http://www.youtube.com/watch?v=CGE_h4jBBXc</a><!--QuoteEnd--></div><!--QuoteEEnd-->
agree 100%, 10/10.
Capping would not be necessary if they were expensive enough to be worthwhile.
If we think:
Main base: +4 (Bi-directional), Controlled zones out of base: 2 = +4 (So maybe 10 - 12 cap considering larger levels)
As for fades - I still think it need to be difficult for them.
Currently: Skulks can run walls/vents, Lerks can fire from vent safety/out of FOV, Fades can teleport behind with ease.. god know what onos will do. They are far too easy to take down.<!--QuoteEnd--></div><!--QuoteEEnd-->
If you make them prohibitively expensive to prevent overuse then you make them useless, much better to make them worth their cost but limit how many you can use at once.