different classes of turrets

dudepuppetdudepuppet Join Date: 2007-10-24 Member: 62727Members
<img src="style_emoticons/<#EMO_DIR#>/turret.gif" style="vertical-align:middle" emoid="::sentry::" border="0" alt="turret.gif" /> and <img src="style_emoticons/<#EMO_DIR#>/siege.gif" style="vertical-align:middle" emoid="::siege::" border="0" alt="siege.gif" /> are not good enough maby an extra barrel on the turrets or 2 its not the same price but will be like 25 res to get a 2 barreld turret and 30 to get a 3 barrel turret they have the same dammage but 2 times or 3 time the amount of bullets per shot

Comments

  • corpsmancorpsman Join Date: 2004-04-17 Member: 27979Members, Reinforced - Shadow
    <!--quoteo(post=1657542:date=Oct 24 2007, 02:23 PM:name=dudepuppet)--><div class='quotetop'>QUOTE(dudepuppet @ Oct 24 2007, 02:23 PM) <a href="index.php?act=findpost&pid=1657542"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec--><img src="style_emoticons/<#EMO_DIR#>/turret.gif" style="vertical-align:middle" emoid="::sentry::" border="0" alt="turret.gif" /> and <img src="style_emoticons/<#EMO_DIR#>/siege.gif" style="vertical-align:middle" emoid="::siege::" border="0" alt="siege.gif" /> are not good enough maby an extra barrel on the turrets or 2 its not the same price but will be like 25 res to get a 2 barreld turret and 30 to get a 3 barrel turret they have the same dammage but 2 times or 3 time the amount of bullets per shot<!--QuoteEnd--></div><!--QuoteEEnd-->

    I always wondered why they didn't create upgradable turrets. I mean if you really wanted you could turret farm, so why not just give the existing turrets a larger build radius requirement, but then even that out with upgradable ones. Less lag on the servers right? It would be a better turret, but cost the marines more res, and if the alien worked together even though it would be a turret you wouldn't want to take on alonem, you could really rape these marine res "investments."
  • BuzzouBuzzou Join Date: 2006-12-14 Member: 59056Members, Constellation
    as long as the HP for the turrets gets increased as well, then farming would become obsolete
  • RadixRadix Join Date: 2005-01-10 Member: 34654Members, Constellation
    No game is complete without automatic shotgun turrets.
  • DominingDomining Join Date: 2007-09-27 Member: 62452Members
    Because aliens obviously have too much offensive power and must be held back by static defenses.
  • dudepuppetdudepuppet Join Date: 2007-10-24 Member: 62727Members
    im happy people responded to my idea i have benn pondering this idea for a while now and i have asked people in the game if it was a good idea and they said yes espesuaply if you are getting fade raped


    we need to bring this idea to the attencion of an admin or one of the programers to see waht they think
  • CataclyzmCataclyzm Join Date: 2005-01-06 Member: 33031Members
    With upgradeable turrets being mentioned, (I'm sure it has been discussed, so I just want the conclusion), what about upgradeable Res Nodes that increase res flow, but maintain the same amount of HP?
  • dudepuppetdudepuppet Join Date: 2007-10-24 Member: 62727Members
    edited October 2007
    good idea cat they should do that cause if you stuck at main base with one rt you aint gettin much res flow
  • yodayoda Join Date: 2003-11-27 Member: 23619Members, Constellation, Reinforced - Shadow
    This will sound ridiculous but I'm going to suggest it anyway. For a long time now in competitive matches mines have been really all the base defence mechanic used by marines. This is because of their cost and effectiveness, a skulk is 1 hit and a lerk is almost the same.
    What I'm thinking is a turrets thats abit more expensive than a normal turret or could be an upgrade for a turret, a Grenade turret. A slow firing grenade turret would stop skulks from sitting and chewing on a structure instead the skulk would have to dodge the grenade when its lobbed towards them and then take a few chomps out of the structure and then dodge the grenade again. The grenade would kill a skulk in one hit if it does hit.
  • DominingDomining Join Date: 2007-09-27 Member: 62452Members
    edited October 2007
    <!--quoteo(post=1658126:date=Oct 27 2007, 08:42 PM:name=yoda)--><div class='quotetop'>QUOTE(yoda @ Oct 27 2007, 08:42 PM) <a href="index.php?act=findpost&pid=1658126"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This will sound ridiculous but I'm going to suggest it anyway. For a long time now in competitive matches mines have been really all the base defence mechanic used by marines. This is because of their cost and effectiveness, a skulk is 1 hit and a lerk is almost the same.
    What I'm thinking is a turrets thats abit more expensive than a normal turret or could be an upgrade for a turret, a Grenade turret. A slow firing grenade turret would stop skulks from sitting and chewing on a structure instead the skulk would have to dodge the grenade when its lobbed towards them and then take a few chomps out of the structure and then dodge the grenade again. The grenade would kill a skulk in one hit if it does hit.<!--QuoteEnd--></div><!--QuoteEEnd-->
    Now tell me how aliens are supposed to be balanced to counter this new upgrade.

    This thread is basically: HAY GUYS GIVE US UBERLAZERPEWPEWCANNONNUKES OF INSTAGIB WHICH KILL EVERY ALIEN ON THE MAP. Oh and don't give the aliens anything to compensate for it.
  • dudepuppetdudepuppet Join Date: 2007-10-24 Member: 62727Members
    edited October 2007
    tell me if you support this idea

    supporters:
  • LegoinsinööriLegoinsinööri Join Date: 2007-10-27 Member: 62757Members
    I suggest you answer the problem of skulks (the main population of aliens) having no chance against the turrets atm, not to even mention these more efficient ones, before you try and get supporters for the idea.

    I'm not saying it ain't doable, but prettty damn hard <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
  • dudepuppetdudepuppet Join Date: 2007-10-24 Member: 62727Members
    what i was thinking was they can raise a the health and armor of a skulk after the 2nd goes up which gives the rines to get armor and weapon upgrasdes so that they arnt gunna get base raped
  • dudepuppetdudepuppet Join Date: 2007-10-24 Member: 62727Members
    <!--quoteo(post=1657607:date=Oct 25 2007, 03:01 AM:name=Radix)--><div class='quotetop'>QUOTE(Radix @ Oct 25 2007, 03:01 AM) <a href="index.php?act=findpost&pid=1657607"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->No game is complete without automatic shotgun turrets.<!--QuoteEnd--></div><!--QuoteEEnd-->

    lol so true or hmg trrts or or ELECTRIC TURRETS that are stronger than average elec buildings
  • dudepuppetdudepuppet Join Date: 2007-10-24 Member: 62727Members
    <!--quoteo(post=1658131:date=Oct 28 2007, 01:04 AM:name=Domining)--><div class='quotetop'>QUOTE(Domining @ Oct 28 2007, 01:04 AM) <a href="index.php?act=findpost&pid=1658131"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Now tell me how aliens are supposed to be balanced to counter this new upgrade.

    This thread is basically: HAY GUYS GIVE US UBERLAZERPEWPEWCANNONNUKES OF INSTAGIB WHICH KILL EVERY ALIEN ON THE MAP. Oh and don't give the aliens anything to compensate for it.<!--QuoteEnd--></div><!--QuoteEEnd-->


    check my othere post about <u>NEW ALIEN CHAMBERS</u>
  • dudepuppetdudepuppet Join Date: 2007-10-24 Member: 62727Members
    pluss if trrts ger upgraded there will be less trrts on the battle field and les chance of a server crashing
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited November 2007
    Meh, NS2 will be on the source engine, goldSRC can't handle all the turretfarming and DC+OC bariers we had back in 1.04. I'm sure source can handle a few more turrets/static defenses
  • dudepuppetdudepuppet Join Date: 2007-10-24 Member: 62727Members
    edited November 2007
    i might but its one of this e JUST IN CASE things. causeif we have like 400 trrts well definatlly crash the server ive din that
  • dudepuppetdudepuppet Join Date: 2007-10-24 Member: 62727Members
    pluss with upgradeable trrts the comm wont complain about to little defencew and tomany buildings in one area so he cant drop weapons
  • BuzzouBuzzou Join Date: 2006-12-14 Member: 59056Members, Constellation
    <!--quoteo(post=1660716:date=Nov 15 2007, 10:19 PM:name=dudepuppet)--><div class='quotetop'>QUOTE(dudepuppet @ Nov 15 2007, 10:19 PM) <a href="index.php?act=findpost&pid=1660716"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->pluss with upgradeable trrts the comm wont complain about to little defencew and tomany buildings in one area so he cant drop weapons<!--QuoteEnd--></div><!--QuoteEEnd-->

    once again, this problem might not happen with the source engine
  • dudepuppetdudepuppet Join Date: 2007-10-24 Member: 62727Members
    the to many buildings in one area thing? they could leave it in there so rines dont trrt EVERYTHING and i mean everything i mean like trrts in halls rooms even like small trrts that fit in vents
  • BuzzouBuzzou Join Date: 2006-12-14 Member: 59056Members, Constellation
    <!--quoteo(post=1660740:date=Nov 16 2007, 01:24 AM:name=dudepuppet)--><div class='quotetop'>QUOTE(dudepuppet @ Nov 16 2007, 01:24 AM) <a href="index.php?act=findpost&pid=1660740"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->the to many buildings in one area thing? they could leave it in there so rines dont trrt EVERYTHING and i mean everything i mean like trrts in halls rooms even like small trrts that fit in vents<!--QuoteEnd--></div><!--QuoteEEnd-->

    marines can already do that, you just spread them out to cover the map the same way aliens do with oc spam. he's talking about being unable to drop guns with too many structures in the area, which is frustrating. they fixed the turret spam issue by giving structures a no-build radius around them, but havent fixed the issue of not being able to drop weapons if there are too many structures in the area.

    ultimately the only real way to prevent the enemy from spamming turrets/chambers over the whole map, IS TO GET OUT THERE AND KILL THE BLOODY THINGS.
    if you let the opposing team cover the map with structures, its your own fault, and the game will end soon anyways....
  • MisereMisere Join Date: 2004-03-28 Member: 27568Members
    I like the idea of being able to upgrade turrents in princple but when your on the back foot it could just be too much.
    Would prefer if there was a limit to one per TF, or if the upgrade allowed you to deploy one turrent at a greater distance to give more flexablity with TF placement rather than turn farming into the maine marine weapon.

    Upgrading res point? Yes if you could only do it to one or if it was automatic (1st RT draws at rate 1.5, once you build second its rate drops to 1) else again come backs would be too hard if the other team as 9 upgraded res collectors to your single one.
  • dudepuppetdudepuppet Join Date: 2007-10-24 Member: 62727Members
    or mabey like tfs that cost like 100 res and have 9 trrts in a set up position that the comm can choose from a list and put down and if on trrt getts killed you can click on the tf and make them build annother one
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