03-12-2010, 01:57 PM | #8 |
Join Date: Feb 2009
Location: Stabbing Turrets Affiliation: System Lords Class: Ash'rak
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Just make turrets give points either way. 2 Points to the SL when destroyed, 2 Points to the Scientist per kill.
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SGRStats News/Article Writer Command Center Forum Moderator foxandthehen: "Behind every successful Soldier, stands a good Scientist. Behind every dead one stands Floyd." |
03-12-2010, 02:37 PM | #9 |
Officer of [28th STU]
Join Date: Dec 2008
Location: Ireland
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I dont think you should get a kill from
it, but getting 1 point for killing one would be nice, but I would like
to see the 160 points, win score raised up to 200 before points are
giving out for turrets. Games are short enough already, especially SGC
map, without making them shorter by adding points for turrets.
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03-12-2010, 02:44 PM | #10 |
Join Date: Jan 2007
Location: Naitu
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I agree on the 1 point thing. What I dont understand is how taking out a turret before it deploys counts as a death for Sci
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03-12-2010, 07:20 PM | #12 |
Join Date: Oct 2008
Location: norfolk va
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if you want the full 2 pts for killing a turret as killing the scientist, then they should get beefed up a bit.
i could understand 1 point, which is the same you should get for assist kills, but if you want full points for it, then it should be as hard as a player to kill, not 1-2 hits to kill.
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03-13-2010, 03:06 AM | #13 |
Join Date: Feb 2010
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I just think its annoying when your
taking out several turrets close together then die then come back and
the turrets are there again, you take them out again, die come back, and
in that time youv got nothing for it but 2 deaths. And it still happens
on maps where theres 2 SL vs 5 SGC so theres no time to press the
advantage, should at least get some points added to your team score so
theres a small (perhaps tiny) chance of winning!
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03-13-2010, 04:38 AM | #14 | |
Join Date: Feb 2010
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Quote:
I suck as a jaffa. That is the only thing pushing my K/D to 2.00
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03-13-2010, 04:47 AM | #15 |
Moderator
Join Date: Jun 2006
Location: Kansas City
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The game should have "point assists"
added in along side with the main kill's. That way, Assist kill numbers
won't collide with the actual kills.
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03-13-2010, 11:30 AM | #16 | |
Join Date: Feb 2009
Location: Stabbing Turrets Affiliation: System Lords Class: Ash'rak
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Quote:
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SGRStats News/Article Writer Command Center Forum Moderator foxandthehen: "Behind every successful Soldier, stands a good Scientist. Behind every dead one stands Floyd." |
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03-13-2010, 04:12 PM | #17 |
Join Date: Oct 2008
Location: norfolk va
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thats because you toy with peoples backside...
be a man and fight them from the front.
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03-13-2010, 04:12 PM | #18 |
Join Date: Feb 2009
Location: Stabbing Turrets Affiliation: System Lords Class: Ash'rak
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Ouch! My epeen!
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SGRStats News/Article Writer Command Center Forum Moderator foxandthehen: "Behind every successful Soldier, stands a good Scientist. Behind every dead one stands Floyd." |
03-13-2010, 04:54 PM | #19 |
Join Date: Jan 2007
Location: Naitu
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I actually find turrets harder to kill than a player. That is as a goauld.
Heh last night I was playing ashrak and we duo'd a turret but all our swipes went through it and both got killed. Had to switch to jaffa..
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03-14-2010, 09:29 AM | #22 |
Join Date: Jan 2010
Location: user_in_shard
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The turrets exist to protect the healing
station and teammates while they are healed. Therefore they should not
count as a point either way. I would go even further to suggest that a
scientist only gets one, moveable, turret per life. This would ensure
the scientist uses them as they were originally intended (defense) or
otherwise face using up their turret for a brief offensive maneuver.
And let's face it...unlimited blue discs in your back pocket (or
unlimited turrets waiting to beamed in from God knows where) isn't
remotely realistic.
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03-14-2010, 11:07 AM | #23 |
Join Date: Feb 2010
Location: Reading, UK Affiliation: System Lords Class: Jaffa
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It is kinda funny that every extra
weapon the SL have gets limited... And the commando and the scientist's
are unlimited. It seems like a potentially exponential way and therefore
imperfect way to achieve any type of balance.
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03-14-2010, 11:50 AM | #24 |
Join Date: May 2008
Location: Germany, NRW, Cologne
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The idea with only one (max 2) turrets per scientist life sounds good.
Another idea from me would be, that a SGC-Team only can have 2 scientists... the rest has to be soldier or commandos... its totaly unfair if there are 4 scientists and all turrets are at one place... there is no chance of winning Also would it be cool if the rotation radius of a turret is identical with the one u see before placing it somewhere (i know it was mentioned by someone before) So if ur an Ashrak u can step it from behind and dont have to fear that if u miss it will shoot u... more thoughts will be comming soo
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03-14-2010, 02:29 PM | #25 |
Join Date: Jul 2009
Location: Louisiana, USA
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for the most part, i agree with a lot that's been said here.
one of my main hatreds is having 2+ turrets in the same area, you kill one and BAM! the other one gets you w/ 20dmg/hit. but, turret bashing is for another thread, so... getting 1 point/turret kill (for either side) seems fair, and they shouldn't count as the scientist's kills either. a limit on turrets per life is a good idea, so perhaps... a maximum of 4 turrets available per life? but what happens when the scientist dies right after putting one down? he comes back and voilà: new turret. maybe they should vanish when the scientist dies, like the commando's claymores do... but that would seriously hamper the scientist's ability to survive (<-imagine ashrak feeding frenzy here). hmm, scratch that one. although, it would put more pressure on commandos to take care of the Ashrak, instead of leaving that to the scientists (poison+turret=smoked Ashrak for dinner) the problem with limiting class numbers is, you can't really balance it out between 8 people (2 scientist, 3 commando, 3 soldier? OR 2 scientist, 2 commando, 4 soldier? doesn't really work). and then you get into uneven matches (2 sci, 2 sold vs 1 goa'uld, 1 jaffa; or 3 jaffa, 1 ashrak vs 2 sci, 1 'mando; the potential combinations of matchups are endless) only fair way to do it is to boost teams up to 9 each, then limit it to 3 of each class allowed. either way, it wouldn't really be feasible @sealrain- turrets already get points for the scientist for killing people, why shouldn't the SL get points for killing the turret? (luv ya man, totally platonic) @mynuico- commando's don't have infinite anything (other than ammo)... only 2 claymores per life
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