1.1 Turrets Usefulness

GolathGolath Join Date: 2003-05-20 Member: 16532Members
In 1.1 (not that i tried it) seem useless. In 1.04 they seemed useless enough all they were good for was securing hives and double or triple res. But in 1.1 i think thats not the case... If you want to secure a double res electrify them, teh base dont need them becasue there is constanly marines there, at most a base needs mines. As for hives im not sure about the but is it possible to place a tf (or a resorce tower if theres one in the hive room) next to the phase and electrify it? a few mines could be here and there but thats it really. as i have heard resources are scarce in 1.1 so its not really worth it to place a buch of turrets that can be killed by 1 gorge at hive 2 or a single skilled skulk with regen. I mean if you want turrets to do anything you need to have atleast 3 so they can track if theres a skulk eating one of the turrets stand. But then i could be entirely wrong and have no clue on what im on about. But thats why i posted it. Can a PT or a vet plz comment on this? thx in advance

Comments

  • criticaIcriticaI Join Date: 2003-04-07 Member: 15269Banned, Constellation
    <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo--> <!--emo&::sentry::--><img src='http://www.unknownworlds.com/forums/html/emoticons/turret.gif' border='0' style='vertical-align:middle' alt='turret.gif'><!--endemo-->
    All die from <!--emo&::gorge::--><img src='http://www.unknownworlds.com/forums/html/emoticons/pudgy.gif' border='0' style='vertical-align:middle' alt='pudgy.gif'><!--endemo--> at two hives.
  • AegeriAegeri Join Date: 2003-02-13 Member: 13486Members
    It would be better to change turrets completely.

    I think going with an 'electricity' theme for the marines defensive structures would be very good. Perhaps making turrets a longer range lightning tower (like the tesla tower from red alert 2). This would solve the problem that turrets never hit anything, can't track fast enough etc.

    Plus electricity is t3h awesome.
  • LambdaProjectLambdaProject Join Date: 2002-02-20 Member: 230Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Plus electricity is t3h awesome.<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->

    Yeah because it's unballanced and way too overpowering. If anything I would like to see the TF elec range be set to somewhere around melee, so the aliens actually have to try and kill the turrets first. The problem with turrets is that aliens just take out the TF first and then bye bye mr.turret. Electricity was supposed to fix this but elec actually shoots beyond the field of turrets. But I dont have a say in it :/
  • ForlornForlorn Join Date: 2002-11-01 Member: 2634Banned
    <!--QuoteBegin--Aegeri+Jun 18 2003, 02:18 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Aegeri @ Jun 18 2003, 02:18 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> It would be better to change turrets completely.

    I think going with an 'electricity' theme for the marines defensive structures would be very good. Perhaps making turrets a longer range lightning tower (like the tesla tower from red alert 2). This would solve the problem that turrets never hit anything, can't track fast enough etc.

    Plus electricity is t3h awesome. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    Or, the turret fac itself could be changed so that it can't protect anything but itself(the same for elec RT), and beef up the regular turrets themselves to the point where they would be worth their cost.

    I guess the turrets could pick up a lighting theme, but to be quite honest that is a tad... out of atmosphere, to say to the least. <!--emo&???--><img src='http://www.unknownworlds.com/forums/html/emoticons/confused.gif' border='0' style='vertical-align:middle' alt='confused.gif'><!--endemo-->
  • LambdaProjectLambdaProject Join Date: 2002-02-20 Member: 230Members
    I'd have to agree. No tesla towers. I just don't think it would be right, but I <b><span style='font-size:14pt;line-height:100%'>really really</span></b> would like to see TFs just be there to defend themselves. Same for RTs, their radius should be just the size of how close a skulk or fade needs to be to hit it with melee.
  • GolathGolath Join Date: 2003-05-20 Member: 16532Members
    What about armour upgrades affecting Turrets? does that sound reasonable? say 30%/60%/90% extra hp. makes them good early game but not fatty lunch late game.
  • LambdaProjectLambdaProject Join Date: 2002-02-20 Member: 230Members
    Sounds like a plan but put it in S&I forum.
  • AegeriAegeri Join Date: 2003-02-13 Member: 13486Members
    <!--QuoteBegin--LambdaProject+Jun 18 2003, 03:42 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (LambdaProject @ Jun 18 2003, 03:42 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I'd have to agree. No tesla towers. I just don't think it would be right, but I <b><span style='font-size:14pt;line-height:100%'>really really</span></b> would like to see TFs just be there to defend themselves. Same for RTs, their radius should be just the size of how close a skulk or fade needs to be to hit it with melee. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    But why bother trying to fix something that is broken when replacing it is quicker? It is already clear that electricity is MUCH better than standard turrets are. If you can electrify some buildings, it would make sense to keep that to the marines defensive theme.

    Of course the electric node/tf are whacked as they are right now. I posted a more in depth idea earlier that better explains what they should do. I agree that the TF should have a lower range for its electric attack. The tower merely serves to EXTEND that range (so the TF can bounce an electric pulse off it). This means that the TF actually produces something people will build, eliminates the useless turret altogether and keeps the same general theme.

    Plus electricity IS the win.
  • GolathGolath Join Date: 2003-05-20 Member: 16532Members
    Although i think this should be moved to teh S&I fourms now i would just like to say that turrets should get a major overhaul or be completly replaced. i dont think electrified TFs are the answer. They are more like a "dont bite me, i bite back" while turrets are mor like "come anywhere near me and be shot". Turrets need to be completly redone, i suggest smaller, faster rate of fire, less dmg (to compensate with higher rof). faster tracking. and ability to kill lerks in vents. I would like to see turrets more like a slightly less dmg stationary marine than an expensive low dmg low HP blockade that lasts 2 sec agenst anything other than skulk (skulk takes 5 seconds).
  • The_ThingThe_Thing Join Date: 2003-02-25 Member: 13993Members
    what about electified Heavy Armor..... <!--emo&::marine::--><img src='http://www.unknownworlds.com/forums/html/emoticons/marine.gif' border='0' style='vertical-align:middle' alt='marine.gif'><!--endemo-->
  • the_stalkerthe_stalker Join Date: 2002-01-25 Member: 49Members
    or maybe just full auto and after it spots an alien in an area it watches that area for like 12 seconds then starts rescanning the entire area again? or maybe observatory or motion tracking can actually make them shoot immidiatly at a target instead of having a 5 second stall? <!--emo&:D--><img src='http://www.unknownworlds.com/forums/html/emoticons/biggrin.gif' border='0' style='vertical-align:middle' alt='biggrin.gif'><!--endemo-->
  • enf0rcerenf0rcer intrigued... Join Date: 2003-03-16 Member: 14584Members
    I think that right now the turrets in 1.04 are fine. I mean a turret takes damage and the comm immediately knows about it so he sends over a few guys to stop an alien advance. Normally where there is a TF there is a PG so turrest act more as a warning and a way of protecting the PG or whatever you have untill help arrives. Its not meant to be an automated hive stopper cause where is the fun in that. Turrets shoudl however have upgrades since although they are a good thing to have with skulks around fades will clear a base in minutes. It should be the same as ammo upgrades and either increase turret heath or damage.
  • Lost1Lost1 Join Date: 2003-04-10 Member: 15373Members
    if anything turrets need to be less effective because right now in 1.04 there is an unlimited amout of turrets that can be placed in its radius and i feel that in order to balance the game against i dunno....2 hive lockdown with 15 turrets around the tf and phase that a tf should only be able to power 3 turrets then another tf has to be built if more turrets are wanted it should also be that tf's should have less hp... how bout a little more than a phase gate in return tf's can electrify themselves all the want
  • GolathGolath Join Date: 2003-05-20 Member: 16532Members
    <!--QuoteBegin--enf0rcer+Jun 18 2003, 09:41 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (enf0rcer @ Jun 18 2003, 09:41 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> I think that right now the turrets in 1.04 are fine. I mean a turret takes damage and the comm immediately knows about it so he sends over a few guys to stop an alien advance. Normally where there is a TF there is a PG so turrest act more as a warning and a way of protecting the PG or whatever you have untill help arrives. Its not meant to be an automated hive stopper cause where is the fun in that. Turrets shoudl however have upgrades since although they are a good thing to have with skulks around fades will clear a base in minutes. It should be the same as ammo upgrades and either increase turret heath or damage. <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    In 1.1 An entire turret farm gets wiped out by 1 gorge or 1 onos or 1 fade, in while by 1 lerk, and maby a skulk or 2 with regen (if his good). As suggested earlier I think the turrets should be effected by everyupgrade that effects marines. upgraded armour upgrades turrets HP, and MT make a turret have faster tracking or something (thinking along the lines of HL single player)
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