Beemann, on November 15 2012 - 10:13 PM, said:
And the point of having the EU node or the Silo is to win...
If a turret makes fight uneven on a 1v1 level (IE to the point where you honestly have to call in backup), what do I use to counter 6 turrets_
Should a team be able to hold both points because 3 people with 1 turret each is equivalent to 6 people_
How is that balanced_
I don't have to call in backup over the turret, and in practice, rarely do I have to call it on due to the player (as I'm probably one of the better players around here). Thus, this situation is all very theoretical to me, because in practice, I'll get the player and the turret at least 70% of the time.
Turrets simply are not the powerful stomping machines you think they are. They're deadly only if you focus on the owner of the turret first and take tons of shots as a result. The turret should
ALWAYS be your target first, because the human target is affected by human aim and heat. The turret is not.
It's a simple prioritization.
And I've also told you other ways to help you get rid of it. You don't even need to risk yourself to fire if you got a shield handy. Of course, the enemy will rush into your shield if he's smart, but by that time you should have the turret dead.
Beemann, on November 15 2012 - 10:13 PM, said:
So now it's worth wasting an EMP on_ Wow you're really selling this device to me. I can totally see how it's completely balanced compared to the HE grenade. That slot is full of so many optimal solutions
As I said, usually it's not worth wasting it on the turret. Regardless, you wanted a way to stop it without taking damage; I gave you one (actually, I gave you
two). Beggars can't be choosers.
Beemann, on November 15 2012 - 10:13 PM, said:
So that's one to Conquistador's one
What, you want another_ Okay. Hitting somebody over a vertical wall. You can chuck an HE over a wall, assuming that it has a top you can see. Turret can't do that.
Beemann, on November 15 2012 - 10:13 PM, said:
Now you're just strawmanning
There's a difference between trying to nerf good players, and recognizing that proper usage of something is overly powerful. Placing a turret in any decent position gives too much of an advantage for the amount of effort required to use it (read: basically none)
Especially when you compare it to the effort required and output gained with an HE grenade
The problem is the HE Grenade does its damage instantly, immediately, and in a lump sum. The HE turret takes over two seconds (if we assume the rate of 14 x 6 is correct) to do the same, and generally for it to do that much to have to be within like 10-20 meters of it. Anything past that, accuracy drops off sharply, and really past 40 or so it'll almost never hit you.
It is indeed "Set it and forget it" but as I said before, a player who knows what he's doing, if that turret is out somewhere where he can shoot it from, it's toast. If it's hidden behind a choke point, he's going to shoot it from some kind of cover if he can, or if not, he's going to try to splash it to death or else simply drop a shield or an EMP and end it.
The simple fact of the matter is that it's designed to be a deterrent, and if it doesn't do any consequential damage, it fails at being that. If you took only 100 damage from this thing in 3 seconds, you'd shrug it off unless you were an A-Class perhaps, and even in that case you can drop into healing and be back up to speed after five seconds or so.
Beemann, on November 15 2012 - 10:13 PM, said:
I'm actually really surprised and disappointed by this, because you've entirely missed the point, and I really didn't expect that
It doesn't take all that much skill to use the turret, it just takes basic map knowledge
It doesn't take a pro player to get proper usage out of a turret, it just takes someone who knows one of the "turret spots"
You don't balance around the middle because then high skilled players break your game
If you want an example of this, go play Firefall (if you need a beta key, I can send you one)
Recons DOMINATE high-end play, because they're balanced around people who are average (and thus not very effective) at recon
Same goes for the Dreadnaught. That class has one of the lowest skill floors and highest outputs in the game because it's balanced around a playerbase that isn't that great at shooting and positioning
You're missing my point, though: People who play
also know the "turret spots." Therefore, they'll go in betting on if a turret will be there, and to that effect, might even check the area with a splash damage weapon for their hit indicator to go off.
The better players are always going to be better, period - they have more skill, better tactics, and so on. But if you balance the weapons so it's "even" in their hands, that means for all but the top 10% or so, the things are effectively useless.
Saunders had a post regarding optimizations that described the need to balance them: If you make the stat boosts too big, it makes higher-level mechs more powerful, but if you moderate the stat boosts at the high level, it makes the stat boosts ultimately too small to be worthwhile.
That's basically the point to avoid here: If you make it so only "the best of the best" can get maximum use out of the things, most players won't even blink when they see one because they'll nuke it before it does anything really. However, if they make it stronger, it runs the risk to the point that it is now of some people crying it's too strong.
Personally, I feel it's about where it needs to be. It's potent, but not too potent; you can take it out with relative ease, though you might get a few scratches along the way. However, it's neither too hard to take down, nor is it impossible to shoot with any measure of safety (unless you have to close in, which is a totally different story) so realistically, it's probably pretty balanced, if it's to the point where most people are fine with it as-is, since there will always be a certain amount of players who will speak out against any given rule/item/weapon/etc. they don't like.
Beemann, on November 15 2012 - 10:13 PM, said:
Want a good example of a game with good balance based around high end play_ Quake works for that, as does Starcraft
Won't comment on Starcraft, but Quake_ You're joking.
- Q1: Rocket Launcher and Lightning Gun.
- Q2: Hyperblaster, SSG, Rocket Launcher, Grenade Launcher, Railgun.
- Q3: Railgun and Rocket Launcher. And lots of timing the Megahealth and Red Armor.
The FPS with the best weapon balance to date was actually probably Doom, where even the Pistol would work in a pinch. I can't say that about
any Quake game.
Beemann, on November 15 2012 - 10:13 PM, said:
Permanence holds other advantages. If you predict poorly and toss a nade where you think an opponent will be, and they don't show_
BAM wasted item, potential damage lowered by 185
That's the risk you take with that tactic. How confident are you that it's there_ If you're not confident, you shouldn't be tossing your HE Grenade, but then you either have to risk finding out more directly or coming up with a new plan.
There should be no risk-free way to find out if there's a turret or not, though eventually with knowing the usual spots and your own gut, you can get a surprising degree of accuracy.
Beemann, on November 15 2012 - 10:13 PM, said:
Do the same thing with a turret_ S'all good, just wait for the next guy
Yes, if the enemy doesn't communicate, it keeps them blind and ignorant and it'll trap a few people. Me_ If I did somehow die to the thing (rather unlikely), I'm telling them a guy is on S3 with a turret hidden on the one edge. 2-3 people come and convince him to leave, either by choice or by force.
Teamwork: Muscling campers off the silos, one explosion at a time.
That doesn't mean the turret is "imbalanced." After all, in wars, you never see a commander go "Well, we only got 5000 men, so you send only 5000 of your force!" The other side laughs and crushes them with numerical superiority. It just means you're giving them overwhelming force in kind - since, after all, the turret can only hit one person at once, and if they insist on camping up one point with a farm to make that more difficult, then a smart team will simply focus on the other two points and force them to come to them - which will also remove their turrets as they die.
That said, again, I expect that any player who has played for more than a handful of hours will be able to take the turret back down with his next life, and if the enemy pilot is still there, give him a good fight for his life too.
Beemann, on November 15 2012 - 10:13 PM, said:
And again, in that "couple seconds" you have HE grenade damage, and the chance to flank and destroy
A couple seconds of fire from a turret+a conscious player with even mediocre aim = mediocre player wins
Your only choice is to back off, or hope that said player is absolutely terrible
No, it's not that simple. Again, the turret is not a win button. If the player is that mediocre, I can count on drawing him out away from his little automechanical friend and kicking his butt on friendlier ground. Even if not, he's a mediocre player - he might hit me once, perhaps twice before I destroy his toy, but then I whirl around and give him lots of pumping hot lead as soon as I have.
Really, I've fought dudes who set up turrets before and won, easily. It could be because of my high skill, but reasonably, I don't think it takes high skills to be able to pull the feat off reliably. You're at a slight armor disadvantage if it does chew you up a bit, but hey, you're in an armor disadvantage for a lot of fights. If you want to be 100% all the time, it ain't going to happen, which is why the smart play is to make use of healing every bit of downtime you get.
Beemann, on November 15 2012 - 10:13 PM, said:
Nobody's saying they shouldn't be viable. What we're saying is that they were viable ALREADY and now they're just too powerful in comparison to the other slot items
I disagree to them having been "already" viable. A weaker turret, if anything, makes those weapons more overpowered. Even if you take the "it takes skill to throw a grenade" argument into effect, the simple fact is that, if your aim is good, you can shave off something like 75% of an A-Class' health in two seconds... and that assumes you're not firing your own weapons at it. Yes, you can only get away with it once, but the turret isn't going to last for a long time against anyone but the ignorant or the green.
Good players routinely stomp turrets and make sure they're not a threat. I honestly can't think of a single situation in my nearly 40 hours of Hawken play over these tests, starting with A2, that ever had a team lock down a place so completely. The closest one I can remember is when a team set up a three-turret farm in the AA on a Siege match in Sahara, and we routed them by taking out their turrets and the guys who were waiting with them, which we did by ignoring the guys (at first) and focusing on their turrets, then once we had their turrets down, we opened up on them.
They lost 3 turrets and 3 defenders, being wiped out. I think we lost two attackers, which still left two to begin to pull the point back in our favor. By the time they could get back, our respawns had arrived, and it was a very brutal four-man defense that stopped anything they tried.
Edited by DarkPulse, November 16 2012 - 06:55 AM.