Reworking turrets.

Discussion in 'Feedback' started by Omneh, May 4, 2010.

  1. Aquillion

    Aquillion Member

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    A short-range version of the ML turret would be totally useless. MLs are already too easy for tanks to just rush past or kill from out of range in most circumstances -- the only way a short-range ML could be useful if it was near-literal instant death, which would probably not be fun (aside from the initial lols.)
     
  2. flasche

    flasche Member Staff Member Moderator

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    if you place it in your base and not as perimeter defense i can see some use.
     
  3. Aquillion

    Aquillion Member

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    Maybe. But it would have to do a lot of damage -- enough for that initial ambush hit to be pretty crippling. I can't see it getting more than that most of the time, because enemies will be able to easily back out of its range (or duck behind cover, if you put it in your base as a nasty surprise.)

    It might work. I could see it breaking up occasional rushes on your comm. But it'd be very tricky to balance it.
     
  4. ViroMan

    ViroMan Black Hole (*sniff*) Bully

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    For ML's I think 200 dmg would be a nice punch to the face. If we go with the salvo idea, the huge dmg would make sense instead of a huge missile. Looking at the lvl3 ml makes you think it could fire more missiles at the same time anyways.

    Some possible stats plucked outa the air
    ROF 3-5 seconds, 5 missile salvo(40 dmg each), and high missile turn rate (to get those speeding jeeps.)

    As for the Heavy MG why not make it use the lvl 3 model and have a Twin stream of bullets, make it use a rifleman's HMG scoped cone/dmg with accuracy upg(shorter range ofc). For the Long Range Turret using lvl 2 turret model. Same cone of a carbine(with accuracy upgrade?) but, dmg of a SMG.
     
    Last edited: May 7, 2010
  5. God_Hand

    God_Hand Member

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    Riflemen?
     
  6. spellman23

    spellman23 Member

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    whoa, we re-summoned Chris after he got yelled at lots in NS2....


    Anyways, <3 not having pin-point laser turrets. But I haven't taken the time to smash numbers for the suggested 2 versions.
     
  7. blizzerd

    blizzerd Member

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    riflemen can be countered and are not as determined to just sit there waiting for you to pop your head up
     
  8. Fricken Hamster

    Fricken Hamster Mr. Super Serious

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    I disagree with inaccuracy
     
  9. Demented

    Demented Member

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    Turrets can be more cheaply and easily countered... By anything except riflemen.
    Though, true, nothing is more determined than a turret.
     
  10. Visorak06

    Visorak06 Member

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    This is a rather good suggestion if I say so myself. Turrets always have been laser turrets of doom. It's about time something got done about them. Perhaps to go along with the heavy missile turret idea make them spit out an ungodly number of missiles. I was thinking that it would shoot out 8-12 missiles, but have a really slow reload time. As mentioned above, HMT's should be an ambush style turret, protecting the innards of bases and crippling lone tanks in formations before they get too far inside.
     
  11. 0yv47

    0yv47 Member

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    /support
     
  12. Kittamaru

    Kittamaru Member

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    ML Turret: Standard
    Damge: 35
    Range: 3500
    ROF: 5 Seconds
    Lockon Time: 1 second
    Max Turning Speed: 135* / second
    Speed: 1500
    Fires a single, reasonably powerful missile. Decent tracking (better than current missiles)

    ML Turret: Artillery (Long Range) Rockets
    Damage: 20 x 5
    Range: 7500
    ROF: 7 seconds
    Lockon Time: 2 seconds
    Max Turning Speed: 65* / second
    Speed: 4500
    Fires a single fast, long range rocket salvo (5 rockets per salvo) that have some tracking ability (similar to now)

    ML Turret: Hellfire (Short Range) Missiles
    Damage: 50
    Range: 2000
    ROF: 1 second
    Lockon Time: .5 seconds
    Max Turning Speed: 135* / second
    Speed: 3500
    Fires powerful warheads in quick succession until the target is destroyed. Hardly any tracking (maybe 1/2 current tracking ability)

    MG Turret: Standard
    Damage: 2
    Range: 2500
    ROF: .07 seconds
    Deviation: +/- 2* cone spread (reasonably accurate out to 75% range)
    Lockon Time: 2 seconds
    Max Turning Rate: 180* / second (allowing a little time to duck for cover)

    MG Turret: Auto Rifle
    Damage: 25
    Range: 4500
    ROF: 2 seconds
    Deviation: +/- .001* cone spread (very accurate even at long range)
    Lockon Time: 2 seconds
    Max Turning Rate: 45* / second

    MG Turret: Chaingun
    Damage: 1 x 10 (10 rounds/burst)
    Range: 1500
    ROF: .5 seconds
    Deviation: +/- 5* cone spread (very inaccurate even at short range)
    Lockon Time: 1 second
    Max Turning Rate: 90* / second

    Multi Turret: Standard
    Infantry Damge: 5
    Vehicle Damage: 25
    Range: 2500
    ROF: 1 second
    Deviation: +/- 1* cone spread
    Lockon Time: 1 second
    Max Turning Rate: 180* / second

    Fire high-velocity, AP shells. More effective vs vehicles due to armor becoming shrapnel.
     
  13. Goldblade

    Goldblade Member

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    I add my support to this. Current MG turrets are absolute monsters for infantry, while missile turrets are half worthless unless in a huge mass. Needs to be changed.
     
  14. Visorak06

    Visorak06 Member

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    Kittamaru very well thought out post, of course people would have to experiment with the different values but I could see something along those lines working well.
     
  15. Sirex

    Sirex Member

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    Kittamaru stfu.
    I support original post.
     
  16. zenarion

    zenarion Member

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    If this is decided to go into Empires, someone hit me up and I will model them.
     
  17. Kittamaru

    Kittamaru Member

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    Visorak - thnx

    Sirex - helpful

    Zen - any other ideas :)

    Also - bump
     

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