Turrets Damage And Accuracy

ElectricSheepElectricSheep 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.
«13

Comments

  • jamespsxjamespsx Join Date: 2003-10-16 Member: 21708Members
    agreed... heck i dont understand y turrets supposedly do half damage to onos anyway... how does this fit into story??? onos have special bacteria? lol
  • geekanarchygeekanarchy Join Date: 2004-03-09 Member: 27244Members
    <!--QuoteBegin--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->agreed... heck i dont understand y turrets supposedly do half damage to onos anyway... how does this fit into story??? onos have special bacteria? lol<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    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.
    <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo--> <!--emo&::skulk::--><img src='http://www.unknownworlds.com/forums/html//emoticons/skulk.gif' border='0' style='vertical-align:middle' alt='skulk.gif' /><!--endemo-->
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    Half damage to Onoses was to improve their role as a base breaker. I don't see any need for a nerf there, the last thing marines need is to be MORE effective at camping their base for half an hour.
  • BlueNovemberBlueNovember hax Join Date: 2003-02-28 Member: 14137Members, Constellation
    Yeah, I would have to agree with Zef here. Turrets hold of skulks and gorges from MS or hives. Nothing more. A PG network and good comms with marines is far more effective. Sprinkle some shotties into the mix, stir in some mines, and that's the best base defence you can get.

    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-->
  • BobTheJanitorBobTheJanitor Join Date: 2003-12-10 Member: 24228Members, NS1 Playtester
    For the love of all things sacred, don't suggest alien nerfs! A dev might just happen along and say 'hey... that's something we FORGOT to nerf!' <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • DaxxDaxx Join Date: 2002-04-16 Member: 460Members, Constellation, Reinforced - Shadow
    Don't kid yourself, the Devs are an extinct species. All we have left are the fearsome Forum Mods <!--emo&;)--><img src='http://www.unknownworlds.com/forums/html//emoticons/wink.gif' border='0' style='vertical-align:middle' alt='wink.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.
  • ElectricSheepElectricSheep Join Date: 2003-04-21 Member: 15716Members
    OY to add I also meant to say that devour should now give more health back to the onos as the onos now has more health, if devour regened a sufficient amount a carpace onos could be viable as long as he got his eats.
  • RecoupRecoup Join Date: 2004-04-25 Member: 28195Members
    How about, when an Onos eats a marine with XXX health, he absorbed that health into his OWN stats, so if he swallowed a heavy then he would get a supreme boost in armor and 100 health! <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html//emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif' /><!--endemo-->
  • SnidelySnidely Join Date: 2003-02-04 Member: 13098Members
    I don't care if it would be unbalanced, I'd love to be a Kirbyos for just one game. (:
  • WirheWirhe Join Date: 2003-06-22 Member: 17610Members
    Anyone remember 1.04 turrets? Peek around a corner, bile/spike/para, and retreat. Repeat until they are down. Thus I say that the current system is good and doesn't need nerfing.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    <!--QuoteBegin-Wirhe+Jun 28 2004, 02:18 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Wirhe @ Jun 28 2004, 02:18 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Anyone remember 1.04 turrets? Peek around a corner, bile/spike/para, and retreat. Repeat until they are down. Thus I say that the current system is good and doesn't need nerfing. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    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.
  • RyoOhkiRyoOhki Join Date: 2003-01-26 Member: 12789Members
    Turrets do not need a nerf; heck I can't remember when I last saw the things. Mines are far better and tend to pay for themselves, whereas turret farms take a heap of res to set up and can all be undone by a single Fade/Onos. They enjoyed a brief period of useage in the early days of 2.0, but then they went the way of OCs.

    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--> ).
  • MaianMaian Join Date: 2003-02-27 Member: 14069Members, Constellation, Reinforced - Gold
    IMO turret damage should be increased and turn rate reduced, so it would be more effective overall but not too deadly against skulks and lerks.
  • im_lostim_lost TWG Rule Guru Join Date: 2003-04-26 Member: 15861Members
    <!--QuoteBegin-Maian+Jun 29 2004, 09:47 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Maian @ Jun 29 2004, 09:47 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> IMO turret damage should be increased and turn rate reduced, so it would be more effective overall but not too deadly against skulks and lerks. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    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.
  • HybridclawHybridclaw Join Date: 2003-11-03 Member: 22271Members
    <!--QuoteBegin-Wirhe+Jun 28 2004, 05:18 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Wirhe @ Jun 28 2004, 05:18 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Anyone remember 1.04 turrets? Peek around a corner, bile/spike/para, and retreat. Repeat until they are down. Thus I say that the current system is good and doesn't need nerfing.<!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    hmmmm....
    reminds me of a marine killing an offence chamber...
  • WirheWirhe Join Date: 2003-06-22 Member: 17610Members
    edited July 2004
    Yea, except that lerks could practically sit next to the turrets and spike the hell out of them. Took a while, but always worked; bullets ringing everything else but the target. Not to mention that skulks could just jump around the turrets without getting a scratch. (Got **** off at that more than once, while commanding.)
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    <!--QuoteBegin-Wirhe+Jul 2 2004, 12:03 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Wirhe @ Jul 2 2004, 12:03 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yea, except that lerks could practically sit next to the turrets and spike the hell out of them. Took a while, but always worked; <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    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.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    It would be nice if OCs were at least just as accurate and responsive as turrets, though that probably would only make them a little bit more useful.
  • TrevelyanTrevelyan Join Date: 2003-03-23 Member: 14834Members
    yea... logicly it would be fair to make the OCs hitscan like marine turrets... but hey, Flayra wanted different stuff for different teams (IE: One team gets crap, the other team gets great turrets)
  • TOmekkiTOmekki Join Date: 2003-11-25 Member: 23524Members
    <!--QuoteBegin-Hobojoe+Jun 29 2004, 10:56 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hobojoe @ Jun 29 2004, 10:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> turrents aren't very accurate as it is... they rotate very slowly and can be circle strafed. <!--QuoteEnd--> </td></tr></table><div class='postcolor'> <!--QuoteEEnd-->
    how do you circle strafe 5 turrets
  • RabidWeaselRabidWeasel Join Date: 2002-11-02 Member: 5337Members
    I remember back in 2.0 where the OC's fired in a straight line and could actually hit a strafing marine! Then they got nerfed about 3 times (HP reduction, accuracy reduction, 1/2 damage vs HA) <!--emo&???--><img src='http://www.unknownworlds.com/forums/html//emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif' /><!--endemo-->
  • WirheWirhe Join Date: 2003-06-22 Member: 17610Members
    edited July 2004
    <!--QuoteBegin-Trevelyan+Jul 2 2004, 12:12 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Trevelyan @ Jul 2 2004, 12:12 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Wirhe+Jul 2 2004, 12:03 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Wirhe @ Jul 2 2004, 12:03 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yea, except that lerks could practically sit next to the turrets and spike the hell out of them. Took a while, but always worked; <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    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.
  • DiablusDiablus Join Date: 2003-03-31 Member: 15080Members
    Wait, so your saying "LETS NERF THE PAPER ARMORED ONOS EVEN MORE!"?

    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.
  • SaltzBadSaltzBad Join Date: 2004-02-23 Member: 26833Members
    <!--QuoteBegin-Hobojoe+Jul 2 2004, 12:46 PM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hobojoe @ Jul 2 2004, 12:46 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-TOmekki+Jul 2 2004, 05:56 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (TOmekki @ Jul 2 2004, 05:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> <!--QuoteBegin-Hobojoe+Jun 29 2004, 10:56 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Hobojoe @ Jun 29 2004, 10:56 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> turrents aren't very accurate as it is... they rotate very slowly and can be circle strafed. <!--QuoteEnd--></td></tr></table><div class='postcolor'><!--QuoteEEnd-->
    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.
  • ChurchChurch Meatshield grunt-fodder // Has pre-ordered NS2 Join Date: 2002-12-31 Member: 11646Members, Constellation
    What kind of good commander uses a lot of turrets anyways? Whenever I see a commander drop a TF and 3 turrets in base at the beginning, I cringe.
  • amarcamarc Guide Scribe Join Date: 2003-06-03 Member: 16982Members, Constellation, Reinforced - Supporter
    edited July 2004
    <!--QuoteBegin-Ryo-Ohki+Jun 29 2004, 08:19 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Ryo-Ohki @ Jun 29 2004, 08:19 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Turrets do not need a nerf; heck I can't remember when I last saw the things. Mines are far better and tend to pay for themselves, whereas turret farms take a heap of res to set up and can all be undone by a single Fade/Onos. They enjoyed a brief period of useage in the early days of 2.0, but then they went the way of OCs.

    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.
  • ZekZek Join Date: 2002-11-10 Member: 7962Members, NS1 Playtester, Constellation, Reinforced - Shadow
    edited July 2004
    Yeah, aliens dominate at hive 3, but it sure isn't because of the abilities. Charge and Acid Rocket are useless. Webs and Primal Scream are way too nerfed to be worthy of hive 3. Xenocide is alright I guess. Hive 3 generally means marines are holed up in their base and aliens are just trying to end it, and the abilities don't do that job fast enough.



    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.
  • amarcamarc Guide Scribe Join Date: 2003-06-03 Member: 16982Members, Constellation, Reinforced - Supporter
    No Zek you miss the point. Hive 3 aliens will quash a marine force of equal skill 90% of the time, aliens do (and should) have the advantage when they build all their Hives due to the abilities they gain and the boost in their damage absorbtion. But why take my word for it when you simply dismiss useful abilities like Charge with no justification?

    Like I stated earlier, go and watch some demos.
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin-Zek+Jul 9 2004, 09:26 AM--></div><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Zek @ Jul 9 2004, 09:26 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> Yeah, aliens dominate at hive 3, but it sure isn't because of the abilities. Charge and Acid Rocket are useless. Webs and Primal Scream are way too nerfed to be worthy of hive 3. Xenocide is alright I guess. Hive 3 generally means marines are holed up in their base and aliens are just trying to end it, and the abilities don't do that job fast enough.



    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
  • SaltzBadSaltzBad Join Date: 2004-02-23 Member: 26833Members
    Well, the HP overflow fix helps Hive1 lifeforms vs turrets though.
Sign In or Register to comment.