Lerk gas disabling sentry turrets?
Dusteh
Join Date: 2011-07-25 Member: 112142Members, NS2 Map Tester, Reinforced - Shadow
Just a suggestion, but seeing as sentry turret's are incredibly frustrating at the moment and can take down a skulk/lerk with ease, wouldn't it be an idea if the Lerk's gas could temporarily disable sentry guns? Say if you gas within a certain radius of the sentry gun, the sentry gun appears to be broken for say a period of 4-5 seconds before coming back online.
This will obviously be open to tweaking and other suggestions to improve the idea, just seems like it would be a good addition to the gameplay of the Lerk and encouraging more teamwork.
This will obviously be open to tweaking and other suggestions to improve the idea, just seems like it would be a good addition to the gameplay of the Lerk and encouraging more teamwork.
Comments
A better implementation i think would be that aliens that are standing inside the Lerk gas wouldn't be targeted by the sentries, so a little teamwork and a Lerk willing to take a little damage and risk his lifeform would grand aliens passage into a room full of gas.
How about you wait till they give lerks umbra finally instead of giving UWE more crappy idea's to waste they're time on.
Spores should not disable turrets.
How about you wait till they give lerks umbra finally instead of giving UWE more crappy idea's to waste they're time on.<!--QuoteEnd--></div><!--QuoteEEnd-->
This is a suggestion forum, it's a suggestion.
<!--quoteo(post=1892517:date=Jan 3 2012, 12:45 PM:name=Grizzy)--><div class='quotetop'>QUOTE (Grizzy @ Jan 3 2012, 12:45 PM) <a href="index.php?act=findpost&pid=1892517"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->giving UWE more crappy idea's to waste they're time on.<!--QuoteEnd--></div><!--QuoteEEnd-->
*their
This is what I had in mind to be honest, on numerous occasions I've been out of sight of a sentry due to Lerk gas and its taken me down, would be great if you could go undetected.
Is it? Damn I'm sorry man.
How about you wait till they give lerks umbra finally instead of giving UWE more crappy idea's to waste they're time on.<!--QuoteEnd--></div><!--QuoteEEnd-->
Depends on what kind of tracking the turrets use. Optical tracking use contrast, and can't spot things that are in coulds. Then there is heat (infrared) that can see through clouds too. Depends on what they use. By optical I mean the visual spectrum, but the sensors are still just called optical.
it says "Lerk spores temporarily blind sentry turrets, confusing their aim, and shooting abilities" with status "Rejected". so i guess any further discussion is obsolete.
now THIS is rude. keep in mind people want to improve the game! just because you dont like the idea doesn't mean it's crappy.
well, i know how you feel: there seem to be several ideas which are out of place, rip-offs from other games, requiring a lot of effort to implement or contradict certain design goals... but UWE wants new ideas and some of them actually make it into the game. however, you can't have only "good" suggestions without having some "bad" ones inbetween, so even those deserve some respect for at least giving a try.
Hope it's just temporary until lerk umbra is in the game.
<!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->1 sentry vs skulk no carapace ~ 2-3s
1 sentry vs skulk carapace(3) ~ 4-5s
3 sentries vs Skulk carapace(3) ~0.5-1s
3 sentries vs Fade carapace (3) ~ 2-3s
3 sentries vs Lerk carapace(3) ~ 1-2s
3 sentries vs Gorge carapace(3) ~1.5-2.5s<!--QuoteEnd--></div><!--QuoteEEnd-->
The new disorientation (still shoots and damages aliens, but at a less powerful rate). This should clearly show that a few well placed sentries would simply cause stalemates if the marines turtle up (something they can do VERY effectively)
The thing is of course, this disorientation can be tweaked if it is too much right now... We will see, it's no fun to fight vs sentries, I for one like to take on other players :)
Strong? Are you playing the same game? :\