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Welcome, blevok.
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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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04-27-2010, 12:14 PM | #132 |
Kill streak master!
Join Date: Mar 2010
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Just going to say that: the ability to
rotate turrets makes them much, much, harder for Ash'rak to kill as it
is incredibly easy to place it in a corner now.
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04-27-2010, 01:04 PM | #133 | |
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04-27-2010, 06:34 PM | #134 | |
Join Date: Oct 2008
Location: Wakefield, UK
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04-28-2010, 02:34 AM | #136 | |
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Location: Kansas City
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04-28-2010, 01:51 PM | #137 |
Join Date: Jun 2008
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The turrets are a complete pain in the
you know what, but i think the way it is set, it could really be a class
all on its own. Just set it and forget it. but adding the scientist and
his poison cloud that makes an ashrak half dead pushes it over the top.
I agree with the field of view, it should be a whole lot smaller, and only allow the thing to cover an entrance/hallway, because right now it has a global view, you can get shot anywhere(above/below/left/right/front/back/combination of any of them). and to top it off, the combination of the gas and the turrets are extremely efficient. on countless occasions, ive had a scientist shoot her gun (spray and pray), hit me, I get gassed, i turn the corner, say hello to a turret, get shot twice and die. so here's what i am thinking The spies in TF2 have a sapper. a device that neutralizes an engineers turret. give the ashrak the ability to do something similar (without losing cloak), even if it only temporarily decommissions it (3-5 seconds). Why this is not unfair: Scientist class revolves around the turret, so they are going to be close by, and will receive warning that it has been sapped and can gas the area if need be. Ashraks will have a fighting chance to escape, and might be able to hide around a corner before it blows their head off. Also, maybe a limited number of charges on the sapper, so that the ashrak can't sap and kill the sci every time. Just an idea
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04-28-2010, 09:15 PM | #140 |
Join Date: Jan 2010
Location: Where ever I find you!
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As a D&D player we have something called "CR: Challenge Rating".
4 persons level 5 would be equal to a CR of 5.. when things start to become more dirty it is when you bring new element like new races or spell-like abilities which can raise your value. a Drow has a ECL +2 (effective character level), so 3 persons level 5 and a Drow level 3 would be a challenge rating of 5, but if the Drow is level 5 too, you find yourself with a challenge rating of 6. So, a scientist would be like one of those special race and has a ECL of +½ or +1 due to its extra gun shooting alone with pinpoint accuracy. Penalties for the users or bonus to the SL when that CR becomes way too much to handle. Sadly it could punish the less skilled players who really need the extra hand to survive.
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Last edited by TheMadDoctor : 04-28-2010 at 09:20 PM. |
04-29-2010, 06:53 AM | #141 |
Join Date: Nov 2006
Location: France (13480)
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I voted "I'm playing SL and Turrets aren't OP".
BUT, a full team of scientists poping turrets every where is absolutely OP ! The best thing to do would be to limit the number of scientists per team. It's could be done for every class too, good way to balance the teams !
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04-29-2010, 08:36 AM | #142 |
Join Date: Mar 2010
Location: United States
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I'm starting to think it's more to do with FOV and less to do with Damage.
Also, turrets should not be able to curve bullets. A game already came out that was based on Wanted.
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04-29-2010, 09:51 AM | #143 | |
Join Date: Mar 2008
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Quote:
An Ashrak could get mauled by such action, and while the Goa'uld would probably survive, it is of little threat due to not wanting to drop the shield. Also it would solve the "Goa'uld are useless against scientist clamoring". |
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05-01-2010, 02:43 PM | #144 |
Join Date: Aug 2008
Location: Scotland, United Kingdom
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I’m Morley in game. I mainly play
System Lord as a Jaffa. When I do play SGC I am generally a soldier. I
think the Turret is over powered when playing for either faction. I
have only played as a Scientist when outnumbered in order to even the
odds so it is definitely not balanced.
According to SGR Stats (retrieved 01 May 2010) it is the most used SGC weapon with 7,837 more kills than the nearest SGC weapon (the P90) despite dealing 917,199 LESS in damage. Nearly 8000 more kills with ALMOST 1 MILLION less damage is over powered in my opinion. The turret can shoot in any direction, it locks on instantly, it never misses – even firing through the cloud from a smoke grenade when you can’t see it at all – and a scientist can respawn the turret almost instantly. There are many tactics for dealing with a turret – a shielded Goauld distracts it while a Jaffa blasts it, an Ashrak can backstab it, the Jaffa can shoot it from a distance (Goauld just die one on one – you need four discards to destroy the turret and you will die first and without even discarding the turret out of firing range) – but none of these are effective when turrets are clustered or the Scientist is respawning them all the time. I think the System Lords should get one point for destroying a turret (across all maps) regardless of whether any other changes are made and killing them should contribute to XP as well. I’ve destroyed dozens of turrets and they don’t contribute anything to the match score but in almost any situation with a turret and a real player the turret is the greater threat and has to be destroyed first. Jaffa destroying turrets is essential for team play so we shouldn’t be penalised in the kill stakes for it. My suggestions for balancing the turret follow though to be clear up front I am not suggesting implementing all of them, they are just the options I would like to see considered: 1. An ammo limit for the turrets. Claymores, smoke grenades and stun grenades are all limited, turrets should be too. Two per spawn maybe. It would make their positioning more important/tactical and would dis-incentivise turtling with them and camping in general. 2. Turrets lock-on instantly (even when they were facing the opposite direction). One on one within range of the turret it is impossible to destroy one without taking some damage even from cover and it takes at least two hits to destroy one. I would suggest a one second lock-on time. 3. Limit the Field Of View. The turrets can fire within a 360 degree circle, straight up and straight down. I think turrets should only be able to target 180 degrees horizontally, 90 degrees up and 90 degrees down. 4. Turrets fire continuously, even when switching targets. I think the turret should fire in short bursts. I’ve also heard others suggest making the turret die when the Scientist dies or reducing turret health so one direct hit from a staff weapon can take them out or two hits from either an Ashrak knife or a Goauld discard. Another suggestion to weaken them was have the Ashrak energy drain slow the turret down too but I don’t know how well that would work. I have no problem with the rest of the Scientist equipment - poison, pistol, hypospray, dispenser are all fine – but the turret is just too powerful. I’m not a big forum user – according to my log in I last posted nearly a year ago – so the fact that I am posting about this hopefully shows how overpowered I think turrets are. If you respond to me and I don’t reply this will also be why, it’s not a dis. It's also why this post is so very long. |
05-01-2010, 03:12 PM | #145 |
Command Leader of [SGUK-1] / QA Tester
Join Date: May 2007
Location: Manchester, UK
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Oh OK. Let me tell you this, yes a
scientist can set up safe points in the game. But they are not actually
safe. An effort by jaffa, Gou'ald and Ash'rak can easily over power a
scientists location, even defended by snipers and soldiers.
It's all down to tatics. And tbh, I am seeing some excellent tatics tonight on both sides.
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05-02-2010, 05:27 PM | #146 |
Join Date: May 2010
Location: Fort Lewis, WA
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Honestly I think the turret is fine.
**** if the firearms the SGC uses don't have a recoil, then why should
an automated sentry gun.
One thing I think upsets a lot of players is the fact the gun turret catches them off guard and puts whoopin on em. To remedy this I think there should be a noise that the turrets make, to allow players to recognize theres danger in the room, and its pretty ****** close based on volume of the sound. (IE SGs in TF2 make a unique sound and are often heard and then killed to make way for the zerg) But honestly complaining that Turrests are over powered while SL has a class that snares, and obstructs your vision while getting attacked, and has another class that can flashbang. (I dont mind getting flashbanged but I do think the effect time needs lessoned unless you get hit with multiple shock grenades) All in all I think theres things that players forget to relize about other classes because everyone is too happy to hop on the nerf beat down wagon. I do think Turrets should not be able to be placed within a certain sized Sphere of Influence. I do think they should only scan 180 degrees, I think the damage it does is pretty much on par with the charged shot from the staff, or the grenade launcher. (staff charged shot hits center mass for 75, same damage as a direct hit to the chest is with a GL...versus 20 points from a turret.) |
05-05-2010, 09:40 AM | #148 | |
Join Date: Mar 2010
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Quote:
Also poison damage is fine, it is 77 total over the initial hit and 6 seconds, where as a direct charged staff blast or grenade is 75 on the initial hit, and more once they reload/recharge which they do faster than poison, the goa'uld does damage far faster then poison once he catches you (it ticks for more damage and faster), so poison is fine, besides can we keep the discussion on topic, which is the turret, also this is about if the turret OP not, not about a turret and poison, or 2 turrets close to each other
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05-05-2010, 10:00 AM | #149 |
Join Date: May 2008
Location: Oslo,Norway InGameName: [SL]Lantean Command: System Lords
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About the poison. Ashraks can't cloak
while being poisoned, which make them easy targets if there isn't a good
escape route nearby.
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05-05-2010, 10:06 AM | #150 | |
Join Date: Apr 2010
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Thank you for the other. |
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