Turrets on DISTRICT

Discussion in 'Game Play' started by Simon, Dec 3, 2006.

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Do you think turrets should be removed from DISTRICT?.

  1. Yes.

    26 vote(s)
    33.3%
  2. No.

    33 vote(s)
    42.3%
  3. Other (ie limiting to level 1)

    19 vote(s)
    24.4%
  1. Simon

    Simon Banned

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    Aparently I'm at best a highly functioning retard. What I mean was, do you guys think turrets should be removed from district? I find the first 10 min is fun and then it turns into turret spam and nade spam.
     
  2. Dubee

    Dubee Grapehead

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    yes remove them so i can play this map with out throwing my computer out the window
     
  3. Beerdude26

    Beerdude26 OnThink(){ IsDownYet(); }

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    Make walls allowed and remove or limit grenades to 2.
     
  4. Simon

    Simon Banned

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    I think grenades will be fine if you don't have turrets. The only reason they are so effective is everyone gets grouped up because turrets start this war of attrition and people aren't able to move up.
     
  5. Dubee

    Dubee Grapehead

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    With walls i think people will build stairs to get on top of buildings
     
  6. Beerdude26

    Beerdude26 OnThink(){ IsDownYet(); }

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    Then make the tops of buildings accesible. It would be really cool to see some kind of makeshift ladders connecting the different rooftops. It would also make the map FAR less static as it is now; you'd have to have an entirely new strategy ready to win the map.
     
  7. Private Sandbag

    Private Sandbag Member

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    is it possible to limit the amount of walls buildable from 10 to 3, just for that map? it would be very good.
     
  8. Shinzon

    Shinzon Member

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    Yes, on district I wished so many times for a wall to be poloped doen, in order to take cover right on the front lines, with medics in the back, behind a fully buildt one, and riflemen and grenadiers behind a half build one...

    That is my dream
     
  9. Krenzo

    Krenzo Administrator

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    Solokiller is adding more ways to go on the map so that turrets aren't as much of a problem. If that's not good enough, we could designate certain areas where turrets can be built and prevent them from being built anywhere else. During alpha testing, you could build walls on Escort, and you spent most of the time having to blast through walls to get any where instead of having fun.
     
  10. Awrethien

    Awrethien Member

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    Actualy is it possible to not let the turrents be upgraded? The level ones arent so bad but the level threes are a pain. Id rather face two level ones than one level three. Maybe compensate engies by letting them build two from the start?
     
  11. Shinzon

    Shinzon Member

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    On escort walls would be a nightmare... but on district they could be quite an asset, as both teams need to attack, and compleatly sealing off an area is useless..
     
  12. Awrethien

    Awrethien Member

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    Unless you have a noob on the map. That would be an issue as then only the enemy can destroy a wall. What happens if some idiot on your team walls off one of the building you can spawn in?
     
  13. Lollum

    Lollum Tester++

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    #topic:
    remove turrets!
    #offtopic
    this would be bad. but since when noobs know how to build walls XD?
     
  14. Solokiller

    Solokiller Member

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    The suggestions given here are impossible without coding, except partially limiting the places where you can build. Currently, only one area has a no-turrets zone which is the new building and alley to prevent spamming, camping, etc.
     
  15. MOOtant

    MOOtant Member

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    Turrets should be not allowed to build in "open areas". So no longer you can place a turret that controls 1 km of the map. Turrets in alleys/small areas would be fine (you can always destroy it by throwing grenades).
     
  16. decemberscalm

    decemberscalm Member

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    Thats what cuases attrition. In open maps there fine, you can go around them. Your statement is ironic. In small alleys it turns into a grenade/turret spam fest in district. Did you not read any of the previous posts?
     
  17. Simon

    Simon Banned

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    What m00tant means is they shouldn't be able to be built in the long open areas in disctrict where you can't even see them and they can hit you, but in the alleys where they can be avoided completly or naded they are alright. It seems like a not bad idea, allows you to cover your flank somewhat but doesn't create a standoff in the main part of the map.
     
  18. Solokiller

    Solokiller Member

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    In order to avoid Be and Nf teams from building inside buildings a protocol was established that says that you can't damage Imperial(BE)/Friendly(NF) buildings.
     
  19. MOOtant

    MOOtant Member

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    It isn't ironic at all. I meant that you should be able to put turrets behind corners/in buildings to protect from a rush (like you all get killed and enemy wins map after 15 seconds). About nade fest: you just can't repair a turret that is being naded. (if enemy is not an idiot) And BTW we're talking about turrets atm.
     
  20. Hikuso

    Hikuso Member

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    the current problem with district isn't turre(n)ts or nades, it's the fact that 90% of all people are cowards and refuse to even try to push forward :)

    Though, it WOULD be neat with a sewersystem or whatnot or the ability to go through the houses instead of the streets, ie: blow holes in certain walls and such, tho that'd be hard work for the mapmaker....
     
    Last edited: Dec 5, 2006

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