limit turrets to lv 1 on infantry maps

Discussion in 'Feedback' started by Lithium, Dec 26, 2007.

  1. Lithium

    Lithium Member

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    [​IMG]

    [​IMG]

    lv 3 turrets cause boring stalemates and ruins the flow of conquest maps
     
  2. the_6th_monkey

    the_6th_monkey Member

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    To be honest those games couldn't of been that bad, since it looks like the nf have pretty much lost all the ticket leaking flags and are ceiling their own fate by fortifying the last flag

    but anyway I do agree lower level turrets should be used on district
     
  3. Lithium

    Lithium Member

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    actually I didnt get screens of the early game but BE held the middle flag by spamming lv 3 mgs.

    Those things are death lazers. They're ok in comander maps but they ruin infantry maps
     
  4. Chris0132'

    Chris0132' Developer

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    Throw engineer grenades or grenadiers with rockets.
     
  5. Chahk

    Chahk Member

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    Does District/Escort ticket bleed not take care of such stalemate?
     
  6. Private Sandbag

    Private Sandbag Member

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    On escort, you NEED the lev 3 turrets, theres absolutely no problem with them because they're very easy to kill.

    glycen it can bit a slight problem

    on a pure inf map like district, it really slows the game up, making it a real pain to play.

    I think glycen and district should have it limited to LEVEL 2 turrets. so you CAN upgrade, you have that option, but it doesn't make the ultimate ones that stagnate the match
     
  7. Dubee

    Dubee Grapehead

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    I have no problem killing turrets as a gren on Inf maps.. That first picture Is gren heaven.. So many easy kills and points in the picture

    The second picture however is different and would need to use the RPG to kill those which wouldnt work too well with engys repairing them... But the ticket bleed is really a great thing..

    I would like to see this implemented tho just because I dont like engys who spam turrets and walls.. The great thing about the mowtar is you can hide behind covar and shoot over things to hit turrets.. making them not as bad as they seem
     
  8. Chris0132'

    Chris0132' Developer

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    Actually, with that many turrets, you'd be able to take out at least two or three by yourself, even if people did repair them.

    And with two or three less, you lose the problem of having loads of them.
     
  9. Vaun

    Vaun Member

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    mowtar? covar? inglish? jk, but anyway, if the missile turrets or for that matter any machines extra ammo exploded on death, then u could blow up a missile turret, infantry squad, several other turrets, and damage nearby vehicles if theyre bunched up enough.
     
  10. Aquillion

    Aquillion Member

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    I strongly disagree with this suggestion. Level 3 turrets are the whole point of those maps. Without them, it would just be a mad rushing shootemup. It's bad enough that people are making commless maps in the first place; now people want to turn them into even more of a generic counterstrike FPS by stripping down the impact of the few buildings that are left?

    Bah and double-bah. What makes you complain about the turrets, anyway? It isn't as if the comm generally has options to kill turrets... the only thing that makes turrets so bad on that map (and let's be realistic here, you're complaining about one, and only one, map, not about comms or turrets) is that it has no tanks and, ultimately, too many chokepoints.

    Complain to the people who made the map. Your problem is with the structure of District, not with turrets.
     
  11. Metal Smith

    Metal Smith Member

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    No, his problem is with the turrets. The structure is fine. If you have a problem with infantry maps, make a thread suggesting their removal, don't post how much you don't like them and how every single map that doesn't have a com is just a miniature version of CS. By your definition, every game is exactly like cs in concept and execution. Get over it, any game that has an FPS style will remind you of CS if you are so determined to think of it 24/7.

    if you can't think of anything to say other than "it's too much like CS", then don't bother posting -_-...


    Anyhow, i agree that turrets with an attack range greater than the map (exageration kinda) are annoying, but most times I can deal with it and take them out. Most times if you land your artillery behind the turret rather than on top of it, you get more kills anyways, cause all the engineers line up to repair it. If you are having trouble finding cover, have an engineer drop and then deconstruct a turret in front of you, that way there will be something in the way stopping the turret(s) from shooting at you.

    If your teams engineers can't do this, they are probably in your first base anyways after rushing the sewers, so you should give up >_>
     
  12. LordDz

    LordDz Capitan Rainbow Flowers

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    Or you use a wall.. (non-built of course).

    I most times (as an engineer) to counter these lvl 3 mgs, make a wall, builds it, then builds a turret behind, upgrade, decon wall.

    RTS in it's finest moments.
     
  13. DeadlyDad

    DeadlyDad Member

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    Geez, ladies! Stop getting your panties in a bunch! We had an epic battle on just that map tonight, and, while they held the middle flag for pretty much the whole game, we still won. Between grenadiers dropping mortars and rocketing everything from the other end of the main street, everybody tossing grenades, engineers tripling up to get ML & MG turrets up, and grenadier squad leaders calling arty strikes, we kicked their asses handily, despite all of their level three turrets. Hell; when I was rezzing people as an engineer, I would dash across the street, taking fire from two level three MG turrets and still survive with more than a third of my health. My point is that turrets are only good at straight shooting, limited range, and limited damage. Any arc or long range weapon can take them out from perfect safety. I know that there was damned few times that both my turrets were up for more than a minute or two before they were knocked out again. Don't get me wrong; they are very useful for blunting advances and guarding positions; they just aren't an uber-weapon. What it came down to tonight is that we simply worked together better than they did, and so we won. Period.
     

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