never got to finish the discussion, but I feel turrets should cost more to place, atleast make them cost enough to discourage commanders from farming so they can save precious res for upgrades and tanks. Most players tend to feel it's all a waiting game until we get arty to end the monotany/stalemate.
While I do feel that artys need to be redesigned I do not feel that raising turret costs is going to help that matter. If anything itll make it worse. How about making arty impossibly expensive or limiting how many artys can be used per team instead?
Yeah, I could see slightly raising the cost. I wouldn't want more than a 25% increase, though. But an increase in turret costs would make the engineer-placed turrets that more valuable, as well as the engineer's upgrade turret skill.
Well, increasing the cost of turrets and then they are blow away that easy be arty? Just no. If turrets cost more, arty has to be redesigned. Or it is okay as it is.
sorry, but artillery is anti building/siege. the point is most games tend to end to quick for the opposing team because the team that pushes forward quickly will build a fleet of turrets knowing the other team can not destroy them for nearly 20 minutes.
turretspam should be fixed , right now the building limit is stupid, it counts all buildings, so at a certain point you wont be able to build refs or armories or barracks or whatever because a engineer has built a turret aswell. Turrets should have their own build limit at the least
I haven't played enough since 1.04 was implemented (official server lagginess--wtf?). I therefore haven't seen enough turret farm action to justify a comment here-- I only want to say that you should keep in mind that the turrets got slightly-- slightly nerfed with their reduced damage threshold since 1.03. Will another nerfing solve the problem without creating others?
I tend to play in smaller servers due to the lag, and turret farms tend to be next to impossible to bypass w/o lots of artillery. It places the entire game at a standstill due to high numbers of turrets, which makes the game boring.
I'd rather they just be less effective. ML turrets especially with their near infallible homing cruise missiles and ungodly range at higher levels. I'd also like to see recoil on tanks removed so you don't have to spend ages aiming and firing half your payload on a single turret
100 each sounds ok to me. a specific turret building radius, that only applies to turrets of the same kind would help to solve this problem. so a mg and ml can be right next to each other, but mg and mg or ml and ml need to be at least about a barracks length away from each other. that allows good defence without allowing spammage.
the problem isnt the turrets, its the amount of turrets I dont see anything wrong with stacking 3 mls next to each other. It becomes a problem when you have 3 mls every 5 meters for the next 3 kms, and the enemy aswell.
Natural Selection had a term for this, called "Lame" or "wall of lame" because it would make the play experience lame for the opposing team... aka not fun
yes very lame but the Wall of lame was something completly different It were 4 to 8 offence chambers with 4 to 8 defencechambers ebhind them, the healing rate of the stacked defence chambers was bigger than a siege or multiple grenades from the grenade launcher could destroy, as in indestructable walls. Blocking a complete hallway. I dont remember the exact numbers, but 1 defence chamber healed every offence chamber in its area like 3 times a tick for a big amount of health. I believe it was fixed in 1.02
Do you know what we need for 1.05 to deal with arty spam? heres an example of what will happen. Krenzo[NF]: HAHAHA EVIL BRENODI!!! EAT 5 ARTYS!!!! FIRE AWAY!!!! Mydarbin[Brenodi]: Firestorm Defense online. Krenzo[NF]: Shit. :p
I'll toss in my opinion. I think that here, with turrets, it would be a good idea to just have a hard limit on the number of built turrets. Clearly turrets are defensive structures, and so they should, as follows, be used for defense. I propose a radius around every commander building (they can overlap, but they're not cumulative) in which turrets can be built. In each building's "turret circle" a certain number of turrets could be built to defend that building. I say that the following limits apply: 3 turrets for the radar, 1 turret for the refinery, 0 turrets for the armory and repair pad, and 2 turrets for every other structure. This, I think, would relegate turrets to a defensive role, from which they could be balanced. Engineer turrets are already limited, and there doesn't seem to be any reason to limit them further. The above suggestion applies only to commander built turrets.
Is that one of each turret, or just one? Becuase I think you really need as a minimum 1 ML and 1 MG guarding a refinery.
Add turret factories (or you could call them turret controllers). X turrets per turret factory/controller, X turret factories/controllers within a certain radius. Say five turrets per factory/controller, and two factories/controllers close to each other. That would definetly decrease turret fields/fields of lame and make turrets less offensive and randomly placed in every other corner. Turrets placed by engineers is the exceptions of course. A reasonable thing to do is to add new turret models with a small, spinning radar dish on top (to show that they are placed by an engineer and doesn't need a factory/controller).