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View Poll Results: Do you think the turret is over powered? (Honest voting please)
Yes, I play SL and I think it's OP. 65 42.21%
Yes, I play SGC and I think it's OP. 41 26.62%
No, I play SL and I think it's balanced. 26 16.88%
No, I play SGC and I think it's balanced. 22 14.29%
Voters: 154. This poll is closed

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Old 04-13-2010, 08:43 PM   #76
Exile2005
 
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Is it just me or is it that those who mainly play Ashrak are those who are complaining the most?
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Old 04-13-2010, 08:45 PM   #77
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Quote:
Originally Posted by Exile2005 View Post
Is it just me or is it that those who mainly play Ashrak are those who are complaining the most?
I dont know how i was complaining mate, i actually said they can be OP but they aren't OP at the same time so please read carefully before you think to troll.

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Old 04-13-2010, 08:49 PM   #78
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i wasn't in direct reference to you. I'm sorry if you took it that. I was just making an observation.

Heres a suggestion: what if everything stayed the same but the damage was reduced to something like 5 or 10 damage per shot? this would be a quick mod for the devs and there is a major cut back on the power of the turret. I would be game for that type of change as a sci player.

Last edited by bctrainers : 04-14-2010 at 02:39 PM. Reason: Please do not double post. Thanks.
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Old 04-14-2010, 12:49 AM   #79
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I mentioned a number of posts ago that if the DMG was reduced to 10 per shot and 1 point awarded for killing a turret then it would be fine.

As for Ashrak the only one complaining, I think you may want to read through all the posts and note that all manner of people think its OP, including those who play SGC.
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Old 04-14-2010, 12:52 AM   #80
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Quote:
Originally Posted by Daniel_Jackson_ View Post
angry ashrak agrees with this. i'm tired of backstabbing a turret and it not dying...
Agree too
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Old 04-14-2010, 05:58 AM   #81
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I agree that they are OP, big range big dmg fast shoot good ac and a SL needs to hit it 2 times for it to die and even a jaffa.
(Why does sgc have better heal than Sl? srsly a scien can heal 8 ppl and kill lots but a little SL heals 1 ally, spends 323313 mins to heal himself and cant hurt mor e than 1 target.)
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Old 04-14-2010, 03:17 PM   #82
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Quote:
Originally Posted by Exile2005 View Post
Is it just me or is it that those who mainly play Ashrak are those who are complaining the most?
I play Sci, Goa'uld and Ashrak regularly and truthfully, my biggest issue is with the sci vs goa'uld.

If a sci is next to a turret a Goa'uld does not stand a chance. As I have said before, I play kamikaze style sci (which does get me killed frequently) and I literally can jump in the middle of a couple Goa'ulds, shoot my poison and so long as both of them don't lock onto me, I can often times, not always, but often times set a turret and bam, two kills. Which leads to another issue, the ribbon device bug. I can't tell you how many times a Goa'uld has been frying me and I either have 1. taken no damage or 2. easily broken the stream simply by hopping and not off a ledge mind you, I mean literally just jumping.

As an Ashrak, at full health, I can backstab a turret (unless the swing through objects bug takes over and misses completely or the sci places the turret in a ridiculous spot like over the doorway on Piramess outside the SL base) and knife a sci to death, even if I do take one poison, so long as the sci misses a few times with the pistol, it should be an ashrak kill.
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Old 04-14-2010, 09:01 PM   #83
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I didnt read the posts before, then I can make my (and mine only) point,
I play as both, SL or SGC, Sci turrets kill a lot, in 8hours after learning how to play with Sci my prefered class (in sgrstats) changed from Goauld (that I have 10+hours) to Sci, I think it was worst before... now 2 blast that dont even need to be direct hits kill a turret...
I dont think is too OP since many players avoid then realy easy but...
imho they should be like clays.... they should not shoot 360° and for sure they should not hit anything at -90° (directly below)
something a bit lower then 180º should be fine (just my opinion)
But again, I dont think OM** they are so OP!!!111oneone!
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Old 04-14-2010, 09:08 PM   #84
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I voted I play SGC and believe its OP, however i would like to clarify my answer.
The Jaffa-Goa'uld combo has very little difficulty with turrets if the Jaffa is attentive, accurate, and if he destroys them quickly. With that being said it is not so much the turrets that are OP but the combination of the scientists poison and the turret, the poison obscures the turret and the effect makes it somewhat more difficult to aim thus increasing the turrets effective lifespan and damage, i have found that (on an equal scale of 1v1/2v2/etc...) only very skilled Jaffa are capable of killing my turret before it has inflicted enough damage that i can finish them off with my poison and pistol. Turret positioning is also what i believe makes it OP, if i place it in a corner or on a ledge Ash'raks are usually incapable of backstabbing it and Goa'ulds cannot reach it with discard thus completely nullifying the classes. I also find it unfair (like many others) that sci can kill enemies after they have died, on death i believe that turrets should die/cease to function, this would give Ash'raks the capacity of killing scientists without taking any damage (which is how sci kill Ash'raks and Goa'ulds most of the time). However i do not agree with Punishr that
Quote:
Originally Posted by Punishr View Post
Theres one change to stop the turrets being classified as OP and that is to make the turret DESPAWN or Automatically destroy it self if the Scientist who controls it is Killed in Action.
I find that when i am dead my turret is almost always dead to, this is likely due to how i always keep near it.

This post is primarily what i find "OP" about the turret, not so much ways to fix it as that would require me going into a lengthy discussion on every SGC and SL class.

For those who check the Rankings; yes i feel very cheap at being #2 (#1 if you don't count Black as he rarely plays sci) K/D wise as sci.
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Old 04-14-2010, 09:17 PM   #85
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I always wondered why there is a 90 degree arc present before you position a turret, almost like an indication to you that this area is where the turret will fire. It seems that this 90 degree arc is the arc taken by the turret while it is not shooting (when it is going back and forth) which is absolutely useless.

Why is this arc present at all?
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Old 04-14-2010, 09:18 PM   #86
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Quote:
Originally Posted by Rivalen View Post
I also find it unfair (like many others) that sci can kill enemies after they have died, on death i believe that turrets should die/cease to function, this would give Ash'raks the capacity of killing scientists without taking any damage (which is how sci kill Ash'raks and Goa'ulds most of the time).
Originally Posted by Punishr
Theres one change to stop the turrets being classified as OP and that is to make the turret DESPAWN or Automatically destroy it self if the Scientist who controls it is Killed in Action.


Sorry but whats the diff between what i said??

I said for Turrets to Despawn/ Destroy themselves if the Sci is KIA (Sci who controls said Turret), thats exactly what you just said??

And imo i believe this would stop it from being OP, ive killed countless sci's including you too be killed afterwards by a turret, so i dont understand why you are quoting me and saying you dont agree as what you said in your post is completely on the same level.

And you said my post is primarily on the OP of the Turret, if you have read the Thread then this Thread is Primarily on people discussing how or how it is not OP, this thread isnt about every SGC/SL Classes anyway its about the Turret of the Sci's so your going off topic also.

Im also not talking just in terms of Ash'Raks ive seen Jaffas/Goa'ulds be taken out by turrets after the sci has died, the only thing that would make sense for a Sci to kill anyone after death is Poison.

This is why i made the statement of the turret being destroyed or cease to work if the owner was dead.
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Last edited by Punishr : 04-14-2010 at 09:28 PM.
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Old 04-14-2010, 09:33 PM   #87
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Quote:
Originally Posted by Punishr View Post
Originally Posted by Punishr
Theres one change to stop the turrets being classified as OP and that is to make the turret DESPAWN or Automatically destroy it self if the Scientist who controls it is Killed in Action.


Sorry but whats the diff between what i said??

I said for Turrets to Despawn/ Destroy themselves if the Sci is KIA (Sci who controls said Turret), thats exactly what you just said??

And imo i believe this would stop it from being OP, ive killed countless sci's including you too be killed afterwards by a turret, so i dont understand why you are quoting me and saying you dont agree as what you said in your post is completely on the same level.

And you said my post is primarily on the OP of the Turret, if you have read the Thread then this Thread is Primarily on people discussing how or how it is not OP, this thread isnt about every SGC/SL Classes anyway its about the Turret of the Sci's so your going off topic also.
First: the "this post was about what i find OP about turrets" applied to my post not yours sorry for that mix up.

Second: that "Theres one change to stop the turrets being classified as OP" is what i disagree with, i believe that more changes (not just one) are required to make it not OP, not just making it despawn/die/whatever. I do agree with you that it is OP in these regards though.
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Old 04-14-2010, 09:41 PM   #88
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Quote:
Originally Posted by Rivalen View Post
First: the "this post was about what i find OP about turrets" applied to my post not yours sorry for that mix up.

Second: that "Theres one change to stop the turrets being classified as OP" is what i disagree with, i believe that more changes (not just one) are required to make it not OP, not just making it despawn/die/whatever. I do agree with you that it is OP in these regards though.
I understand, but in terms of my statement i was only trying to make it the major OP issue (imo) because i dont want to make them squishys on the battlefield just want it to be fair for you guys.

Pun/
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Old 04-15-2010, 12:37 AM   #89
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Fair?

Between stealing my kills or raping SL with the turret i have no good will towards the class. Btw poison is also OP.

Let them burn in the fires of Origin.
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Old 04-15-2010, 02:00 AM   #90
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I have a bigger problem with Poison than I do with the turrets, combination of both makes it impossible to do our jobs.
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Old 04-15-2010, 03:47 PM   #91
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how about turrets worth 1 point, and goa'uld hand device 2nd attack temporarily disables them, so a goa'uld has a chance against them. that way, scientists have to be smart about turret placement, and all SL classes have a chance against turrets.
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Old 04-15-2010, 03:50 PM   #92
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Also the amount of time it takes to spawn a turret should be increased. There is nothing like chasing a Sci. about to get a hard earned kill when they just drop a turret and bang your gone. Increase the time!
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Old 04-15-2010, 04:04 PM   #93
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I had an idea reduce the accuracy of the turrets as you get closer to it. Cause at the moment when you hug it (right on top of it) it can some how magically hit you.
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Old 04-15-2010, 04:24 PM   #94
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i dont think op is the right term just a bit of tweaking. i think best thing to do is bring out a goauld sci or something with the ability to turn a turret against its own sci only (attacking all of sgc may be a bit unfair on the nasty jaffa wanting to blast the sgc with thier staffs)
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Old 04-15-2010, 05:36 PM   #95
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Quote:
Originally Posted by ShaneE View Post
I have a bigger problem with Poison than I do with the turrets, combination of both makes it impossible to do our jobs.
Im the same i have a bigger problem with Poison cause when im about to backstab a turret and it drops one of them will finish me off, but as i said this is about Turrets and why or why they arent OP.

Poison isnt OP its combining it with 9mm/Turret that MAKES it OP but alone i dont see a problem if you die on small health from Poison the sci just got lucky and we just got dead .

Pun
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Old 04-15-2010, 07:17 PM   #96
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i think that none of the sci's weapons are OP by themselves, its just the combination of them all together is too much. so while people make good points for turrets not being OP, they may be right, but the combination is too much power for the scientist, they're power levels are...

OVER 9000!!!!
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Old 04-15-2010, 07:38 PM   #97
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Quote:
Originally Posted by FireWraith View Post
i think that none of the sci's weapons are OP by themselves, its just the combination of them all together is too much. so while people make good points for turrets not being OP, they may be right, but the combination is too much power for the scientist, they're power levels are...

OVER 9000!!!!
Oh ill stick with Turrets being OP imo, even when a Sci isnt in the Mix a friggin Turret has destroyed me.

TRIGGER HAPPY NINJA JUIJITSU CRAZY SOLIDERS!!!!! WITH YOUR SPRAY AND PREY...

All you do with that shooting at random when no one is there is get lucky uncloak and ashrak then BOOM Ashrak dead by Turret in 0.1365 Seconds.
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Old 04-15-2010, 07:59 PM   #98
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I dont think a turret is OP, just needs a few small changes. depends on what you think is OP. I think just a limit on how far it can turn, and making a turret kill worth 1 point would be good
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Old 04-15-2010, 11:38 PM   #99
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Hi everyone!
I couldn't pass beside that topic without a word

Quote:
Originally Posted by Exile2005 View Post
Is it just me or is it that those who mainly play Ashrak are those who are complaining the most?
Well, I am a Jaffa, and I do have problems with turrets!

In Amarna for example, put a turret right up a stair in the middle area, as soon as the turret "sense" the tip of my crocodile head it starts to fire like crazy, sadly since the head goes first it deal a great load of pain and get finished by a nice and cozy poison cloud.

Turret hanging onto the nothingness of a ledge, firing half the map while I'm hidden by a soldier's smoke grenade, isn't suppose to provide cover?! anyway.

I am quite good at destroying turrets, sadly while I concentrate on a turret, the scientist just come around to drop some gas and welcome back to Auschwitz.

When do you see a SGC running on a wild goose chase, trying to destroy some random ancient Goa'uld device and a Jaffa coming around to smack his head? never.

The turrets add an extra player in the game and unbalance the results.

I won't deny I like when I see 2-3 scientists and few soldiers in a pack, I become hysterical and I enter into a Tok'Kal frenzy (flash grenade) than followed by a series of charged blast, usually nothing survives.

I agree on the overpowered turret, my opinion is divided between allowing some device for the SL that provide the same element of surprise, or reducing the accuracy, some angles narrowed and redeployment time stretched.

What ever the outcome of it is, indeed a turret should give 1 point for its destruction, we lost our time and health fighting it, we should be rewarded for that.

Meet you on the battlefield!
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(P.S. Alienspain, I do not want to be mean toward you but I read everything you said so far and you are making no sense at all, I can't believe what I read from you, are we talking of the same game.. and what lag?! change your ISP, lower your graphic or get skills, it will fix your problem.)
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Old 04-16-2010, 12:31 AM   #100
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He has really bad lag hence the almost vicious defence against nerfing sci.
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