Lerk gas disabling sentry turrets?

DustehDusteh Join Date: 2011-07-25 Member: 112142Members, NS2 Map Tester, Reinforced - Shadow
edited January 2012 in Ideas and Suggestions
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.

Comments

  • LUSITANERLUSITANER Join Date: 2010-09-19 Member: 74086Members
    IMHO sentries are already weak and that plus onos and etc... would make it 100% useless. Also, that sounds weird, a gas stopping a turret...
  • DustehDusteh Join Date: 2011-07-25 Member: 112142Members, NS2 Map Tester, Reinforced - Shadow
    edited January 2012
    Weak? Are you playing the same game? :\
  • Laosh'RaLaosh'Ra Join Date: 2011-12-09 Member: 137232Members
    edited January 2012
    disabling them seems really overpowered. how about decreasing their range a bit / blocking line of sight for them by interfering with tracking sensors? that would allow other kharaa to slip by or cover their retreat, but it will not allow them to attack the sentry from the front without taking any damage.
  • Heroman117Heroman117 Join Date: 2010-07-28 Member: 73268Members
    Frankly disabling turrets would simply be infuriating for the marine team, and unless you were to nerf Lerk gas as well, would unbalance the game further than it already is.

    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.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    Blocking sight of turret sounds like a great idea, it make sense and promote team play. +1
  • GrizzyGrizzy Join Date: 2011-10-14 Member: 127323Members
    Gas blocking a turrets sight makes just as little sense as gas blocking or interfearing with turrets ability to fire at all.

    How about you wait till they give lerks umbra finally instead of giving UWE more crappy idea's to waste they're time on.
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    +1 for umbra
    Spores should not disable turrets.
  • DustehDusteh Join Date: 2011-07-25 Member: 112142Members, NS2 Map Tester, Reinforced - Shadow
    <!--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-->Gas blocking a turrets sight makes just as little sense as gas blocking or interfearing with turrets ability to fire at all.

    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
  • DustehDusteh Join Date: 2011-07-25 Member: 112142Members, NS2 Map Tester, Reinforced - Shadow
    <!--quoteo(post=1892498:date=Jan 3 2012, 07:04 AM:name=Heroman117)--><div class='quotetop'>QUOTE (Heroman117 @ Jan 3 2012, 07:04 AM) <a href="index.php?act=findpost&pid=1892498"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->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.<!--QuoteEnd--></div><!--QuoteEEnd-->
    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.
  • GrizzyGrizzy Join Date: 2011-10-14 Member: 127323Members
    <!--quoteo(post=1892544:date=Jan 3 2012, 09:34 PM:name=Dusteh)--><div class='quotetop'>QUOTE (Dusteh @ Jan 3 2012, 09:34 PM) <a href="index.php?act=findpost&pid=1892544"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->This is a suggestion forum, it's a suggestion.<!--QuoteEnd--></div><!--QuoteEEnd-->

    Is it? Damn I'm sorry man.
  • Fluid CoreFluid Core Join Date: 2007-12-26 Member: 63260Members, Reinforced - Shadow
    <!--quoteo(post=1892517:date=Jan 3 2012, 01:45 PM:name=Grizzy)--><div class='quotetop'>QUOTE (Grizzy @ Jan 3 2012, 01:45 PM) <a href="index.php?act=findpost&pid=1892517"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Gas blocking a turrets sight makes just as little sense as gas blocking or interfearing with turrets ability to fire at all.

    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.
  • YuukiYuuki Join Date: 2010-11-20 Member: 75079Members
    Lerk fart is pretty hot so infrared won't work either. Anyway if you consider the reaction time of the turrets it's pretty clear they have a ###### tracking technology, so it's no surprise they get messed up by lerk gas.
  • Laosh'RaLaosh'Ra Join Date: 2011-12-09 Member: 137232Members
    if you look at the progress log: <a href="http://www.unknownworlds.com/ns2/progress" target="_blank">http://www.unknownworlds.com/ns2/progress</a>
    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.
  • Laosh'RaLaosh'Ra Join Date: 2011-12-09 Member: 137232Members
    <!--quoteo--><div class='quotetop'>QUOTE </div><div class='quotemain'><!--quotec-->... giving UWE more crappy idea's to waste they're time on.<!--QuoteEnd--></div><!--QuoteEEnd-->
    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.
  • swalkswalk Say hello to my little friend. Join Date: 2011-01-20 Member: 78384Members, Squad Five Blue
    edited January 2012
    This seems to be implemented, saw it on the progress page.
    Hope it's just temporary until lerk umbra is in the game.
  • Kouji_SanKouji_San Sr. Hινε Uρкεερεг - EUPT Deputy The Netherlands Join Date: 2003-05-13 Member: 16271Members, NS2 Playtester, Squad Five Blue
    edited January 2012
    It was put in as a stalemate breaker. Especially because a lvl3 carapace lerk died way too fast to a turret, if the marines spam their base with sentries this will now break the stalemate. I've gathered some approximate data on the damage output of sentries/turrets in 189:

    <!--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 :)
  • LUSITANERLUSITANER Join Date: 2010-09-19 Member: 74086Members
    Then i want lvl 2 sentries or then controlled turrets
  • LUSITANERLUSITANER Join Date: 2010-09-19 Member: 74086Members
    <!--quoteo(post=1892435:date=Jan 2 2012, 08:58 PM:name=Dusteh)--><div class='quotetop'>QUOTE (Dusteh @ Jan 2 2012, 08:58 PM) <a href="index.php?act=findpost&pid=1892435"><{POST_SNAPBACK}></a></div><div class='quotemain'><!--quotec-->Weak? Are you playing the same game? :\<!--QuoteEnd--></div><!--QuoteEEnd-->

    Strong? Are you playing the same game? :\
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