Turrets Damage And Accuracy
ElectricSheep
Join Date: 2003-04-21 Member: 15716Members
I propose the turrets have a margin of error for firing so blinking fades and leaping skulks can get past them without being hit. In addition I propose that turrets do full damage to fades and Onoses (Oni, whatever) instead of half because there health was buffed from 2.0 where what the onos had going for it was a small hitbox that the turrets could hit but others couldnt so turret damage was halved for onos and I think fades to to avoid turrets farms owning everything. Now that the onos's advantage has turned to hp I propose that turrets once again to full damage to them to make them more useful. Also I realize Onos are too weak but that isn't the turrets fault its the fact that the onos has too few hp and armor.
Comments
Because HA get half damage to OCs. Not storyline related, but I assume it is to make the game end quicker because the defences are not as useful. Personally, I don't care either way about the half damage. The sniper accurate turret systems do need to be changed though.
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I dont even see anything wrong with the accuracy of turrets actually. Computers dont make mistakes. Makes sense really. If you still dont buy that, picture the fact that shooting at an onos is like playing darts with a board the size of the Milllenium Wheel.
As for skulks and fades, I find that I can fly past turrets without being hit :s Say, going from archiving to DCD past double, when there are turrets in double. Anything more than that would make turrets even more worthless than they are now.
Still, not a bad suggestion. <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo-->
Personally, I think turrets are actually perfect right now. Effective defense against weaker lifeforms, glorified speedbumps to higher ones. This aspect of the game actually works, don't change it.
First off, if static defenses are left unattended for long enough for this to work, then they should go down. Second, I don't remember anyone ever parasiting a turret to kill it. It would be much more effective to suicide rush it a couple of times, especially in 1.04 when there was no rfk.
I find that cracking the marine spawn at the end of the game is difficult not because of turrets, but because:
- alien 3rd hive abilities are an absolute joke, with the possible exception of xeno
- marines are at their strongest on the defensive
- Marine high end tech is *very* powerful, and even LA marines with lvl 3 guns do a lot of damage
Buff 3rd hive weapons and a lot of these problems vanish. With a strong acid rocket, the aliens have a way to take on marines from range and to a certain degree negate the power of defensive marines. Alien and marine top tech is also made more equal (in fact, alien top tech should be better, but it isn't <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> ).
Reducing the turn rate doesn't help the skulk that has to run down a long hallway to get to the turrets set up right next to the hive.
hmmmm....
reminds me of a marine killing an offence chamber...
again... thats exactly what marines do to OCs all the time. In fact you can even jump up and down crouched and take next to no damage.
how do you circle strafe 5 turrets
again... thats exactly what marines do to OCs all the time. In fact you can even jump up and down crouched and take next to no damage. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
Not to that degree, I'm sure. Even if you jump, it takes good timing to get it right, and even then it is a risky deal in close-quarters. With the old turret accuracy, you could <b>literally</b> sit next to the turrets for ages. That is something marines cannot do to OC's.
If anything Onos need to be powered up Armor and HP wise <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo--> Lower the damage on gore or something, as Long as onos dont DIE after showing themselves in a marine base for a good 5 seconds.
how do you circle strafe 5 turrets <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
leap a hell of a lot over and back them while somebody else kills the tf, although turrents suck and i have no idea what targets take priority to shoot.
you'll get hit, but not as much <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Closest target goes first. But if you have leap, you have BB. Which in turn means turrets aren't even a worry.
I find that cracking the marine spawn at the end of the game is difficult not because of turrets, but because:
- alien 3rd hive abilities are an absolute joke, with the possible exception of xeno
- marines are at their strongest on the defensive
- Marine high end tech is *very* powerful, and even LA marines with lvl 3 guns do a lot of damage
Buff 3rd hive weapons and a lot of these problems vanish. With a strong acid rocket, the aliens have a way to take on marines from range and to a certain degree negate the power of defensive marines. Alien and marine top tech is also made more equal (in fact, alien top tech should be better, but it isn't <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html//emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif' /><!--endemo--> ). <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
...what?
Aliens absolutely dominate at Hive 3, I really wonder what you are smoking. Your post is unfounded, assumptive and plain wrong, "alien top tech" decimates nigh-on any marine force and has done for a few versions now. Watch some CAL or ClanBase games where aliens get 3 Hives, and see how the marines get totally and utterly schooled even if they have HA or jetpacks.
Anyway, an update on turret damage: the long-standing bug of weapon upgrades not applying to them <a href='http://www.natural-selection.org/bt/bug_view_page.php?bug_id=0000465' target='_blank'>was acknowledged by Flayra</a> on Wednesday.
Like I stated earlier, go and watch some demos.
Anyway, an update on turret damage: the long-standing bug of weapon upgrades not applying to them <a href='http://www.natural-selection.org/bt/bug_view_page.php?bug_id=0000465' target='_blank'>was acknowledged by Flayra</a> on Wednesday. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
Webs = not useless, far from it, in fact it's the most powerful ability in the game
Primal scream = very very good
Acid Rockets = sucks
Xeno = Second most powerful ability in the game