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Improving turrets in the game.

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#1
PepeKenobi

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I've had a talk with my uncle today and we've have explored one possibility, which we think could be interesting to be expolored in order to improve the performance of turrets in HAWKEN.

 

First of all, the main inconsistence we have found and agreed about would be the fact on how easy is to remove turrets from the distance. Medium large distances.

 

The detection ratio which triggers on the adquisition and firing action of the turrets is too wide or large, in our humble opinion. You can remove distant turrets with a couple of TOWs right now with ease (way too easy we think).

 

Basically the idea would be:

 

1.- Applying a reduction to their detection range. Thus making actual turrets to be focusing on close targets only, distance in which these are much more effective (well due to the weapon velocity values of missiles, accuracy and so forth).

 

2.- The second step would be equipping turrets with "personal" e-shield. Right just before firing the e-shield deactivates and when doing nothing the e-shield goes on. This would reduce how easy is to remove turrets from the distance right now.

 

*3.- This might open the possibility of creating new variants of turrets as new items in the game. As for example, more powerful ones (from a fire power standpoint), new turrets having a better performance Vs. distant targets (specialization), *cloacked turrets, Etc.

 

We think this is worth enough to be discussed on here.

 

Note ::: Full credits to my uncle! (90% or so...) :teehee: :thumbsup: :yes:

 

 

 



#2
CrimsonKaim

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Doesn't the turrets already focus the closest enemy?

However, once again, a suggestion that, no matter if good or bad, will have no influence at all.

 

It is still too early for suggestions (and I jus trealized that some days ago as well). 

 

What are we expecting? An update within a month? 


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#3
Interrobang87

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there is no such thing as "too early" for a suggestion, that's nonsense. If it's a good suggestion it can always be filed away for later.

Also you obviously did not understand his post because what he meant was to have the turrets not activate at such long ranges where they're not going to hit anything. So I agree with him that they should only start shooting once something is in its effective range so that they don't give themselves away before doing any real damage.

I thought the second point was interesting also where maybe they could have a tiny little shield go up every 3 seconds or so, so that they're not so easily destroyed once noticed. Right now they are kind of useless vs anyone with a brain.

Props to you and uncle mysterious
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#4
Invader_guy

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^This, all of this please



#5
Nightfirebolt

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The biggest problem with turrets is that they effectively have one hit point. If you step on one, it's toast. If I'm playing an a-mech, I make a habit of rushing turrets and stomping them ded before they can cause trouble. The amount of damage they can do to me is so negligible that I would rather not bother shooting at them and wasting heat.

 

My best suggestion would be to remove this limitation. If turrets could survive longer, they might actually have the potential to fulfill their purpose and do some damage.


Edited by Nightfirebolt, 08 May 2015 - 08:41 PM.


#6
DonCornelius

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i will again argue the conservative position. i like the turrets as they are. they are not there to do tremendous ammounts of damage. their pourpose is not to make the kill for you. they are intentionally weak. you cant just drop a turret anywhere and expect miracles. 

 

place your turrets in obscure positions. drop them where they will almost NEVER see action. dont place a turret in a spot that overlooks the entire battlefield. if your turret can see everyone, everyone can see your turret. instead place them in a secluded corner where the enemy may retreat to try to repair. my favourite is to deploy in a place where the turret doesnt begin to fire untill the enemy has passed and now is shooting from behind. 

 

placements of turrets is a subtilty. turrets are a weapon of subterfuge.

 

the enemy wanders into / is drawn into an engagement with an opposing mech, suddenly is being struck from behind by an unknown contact (turret). the enemy cannot turn to see who is hitting from behind because to turn away from the opposing mech in order to identify the turret is sure death. with shrewd placement 2 outcomes are possible. enemy destroyed with help of additional damage from turret or enemy forced to retreat.

 

another useful turret is as a proximity warning. in this way it wont cause significant damage at all but instead tell you when an enemy passes a point. for example a rockateer in tank mode lays an MG turret behind to warn against a backstabbing flank attack.

 

TL / DNR :

turrets do not need to be modifyied. there are multiple effective deployments. 


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#7
MomOw

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IMHO machine gun turrets are fine, only rocket turret need some change. maybe make them sticky so that you can trap a wall or something.


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#8
Deu

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*Confused about turrets and turret mode


Edited by Deu, 09 May 2015 - 11:40 AM.


#9
Interrobang87

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redacted  


Edited by Interrobang87, 09 May 2015 - 11:44 AM.


#10
Pelanthoris

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I would like to see some new types of turrets, not just some new stats, but functions. They are IMHO support items. One I have come up with is "point defence turret". It's kind of high sustain/flak kind of weapon which does very little damage, but it's main target is enemy missiles. Snipers could have these to protect them from cross-map-tows. Would make the bunker a nicer map too. Could be a type of mech weapon too, something like vulcan but way more bullets and spread. This way hellfires etc. could get the buff that some people desire.

And definitely, turrets are quite good as they are, you just have place it so cunningly you could put tail on it and call it a fox. At times I have beaten scout pilots way better than me with my bruiser. Place a turret somewhere high and in such way that it can be see only from one direction. Lure the pesky A to you, engage and let the turret bite it's ass for the bit of extra damage that counts.
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#11
PepeKenobi

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I honestly think that the suggestion of my uncle are...

 

Well, probably this youtube will explain you much better than myself..., IMHO:

 

 

Note :::

 

+1 to what Interrobang87 said above (and below):

 

there is no such thing as "too early" for a suggestion, that's nonsense. If it's a good suggestion it can always be filed away for later.

Also you obviously did not understand his post because what he meant was to have the turrets not activate at such long ranges where they're not going to hit anything. So I agree with him that they should only start shooting once something is in its effective range so that they don't give themselves away before doing any real damage.

I thought the second point was interesting also where maybe they could have a tiny little shield go up every 3 seconds or so, so that they're not so easily destroyed once noticed. Right now they are kind of useless vs anyone with a brain.

Props to you and uncle mysterious



#12
PoopSlinger

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Give turrets the Mech secondary weapons.  Like a turret with an actual TOW.  Or Corsair Mirv/KLA turret.  Hellfire turret!  Leave health the same so they are easy to stop.

But,

It raises the stakes.

Its still easy to dodge

splash damage will still getcha if your along a wall.

Would give a reason to displace orbs in all of my builds.


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#13
Grollourdo

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Lil side note I just thought of for them scanner Nerf wanters...

Some of you want to Nerf it so the scanner could only mark the the enemy's they SEE....


If this gets implemented, why use the scanner if you can use a turret

Just a side note XD


I m for buffing the turrets a lil bit...
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#14
PepeKenobi

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ups


Edited by PepeKenobi, 13 May 2015 - 04:51 PM.


#15
PepeKenobi

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Lil side note I just thought of for them scanner Nerf wanters...

Some of you want to Nerf it so the scanner could only mark the the enemy's they SEE....


If this gets implemented, why use the scanner if you can use a turret

Just a side note XD


I m for buffing the turrets a lil bit...

why?


Edited by PepeKenobi, 13 May 2015 - 04:52 PM.


#16
Grollourdo

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Umm idk ... I just think that turrets needs a Lil buff if its a tactical buff or just another standard stat buff....

For now I think the turrets are kinda, not useless, but i think wr just are not, in a way, able to utilize efficient tactical use of them...

Hope this makes sense...


There are few other reasons but they are minor and are just my opinion and I do not think they are very important...
This reason I just stated is the one I think is kinda the most important...
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#17
PepeKenobi

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What do you think of turrets now (after they buffed 'em that little bit +0.5DPS) ?



#18
StubbornPuppet

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Turrets, in their current iteration, are best used as a distraction - an annoyance.  The best thing to do with a turret is to place it where it forces your enemies to look away from you and the objective.  Thing is, when a player is being shot by both a turret and a real player... it's pretty hard to be certain that one of the hit detectors on your screen isn't a real player.  If they're getting pounded from multiple directions, you have a 50/50 chance that they will pick the wrong direction to turn and face off with.

 

That said, the turrets are pretty darn flimsy and mostly useless for the purpose I think they were intended for.  I would never trade any of my item slots to equip a turret.


To be serious for a moment this is just a joke

 


#19
Dew

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Turrets might be more useful if they didn't take like two seconds to deploy.



#20
BIsmuthZornisse

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Turrets might be more useful if they didn't take like two seconds to deploy.

or if they at least were invincible during that setup period.


I have a lot of ideas and would like some feedback on them:

Suggestions for fixing things:

https://community.pl...of-suggestions/

Suggestions for new things:

https://community.pl...for-new-things/


#21
The_Silencer

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... you always may deploy an item behind yourself so you give cover to it with your mech hull and then to execute a 180º to counterstrike while having your (vr.) offensive item fully operational there..

 

Back on topic, and focusing on what PepeKenobi pointed out about effective weapon range, targetting, and how easy is to remove turrets in a good number of cases in the game.

 

I find the possibility of equipping turrets with personal mini e-shields while iddleing (or in "doing nothing mode") to be a pretty good idea. For instance, snipers can remove turrets from long distances too easily. One well put grenade will do the job too in the same distance condition. Et cetera.

 

Having turrets adquiring targets so far away is not effective as it is now.

Limiting their targetting ratio sounds good to me. If you wish, give some more range to the missile based one.

Again, I find it to be a good idea having turrets minimally shielded as their targetting ratio gets decreased for a better performance on the battlefield for these. Also having your turrets rendering a visual alert on radar when attacked would be of value as well..

 

As I said, +1 to the OP.


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#22
PepeKenobi

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As I said, +1 to the OP.

All credit is yours, Sir!! :thumbsup: :yes:


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#23
The_Silencer

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All credit is yours, Sir!! :thumbsup: :yes:

C'mon, who cares? ;)

 

The fact is that many contributors in here are pretty right at reminding you (and me too) about every pilot should accurately deploy turrets on diabolically effective spots over the maps only; that in order to get the maximum performance and effectivity of your turrets..

 

They are mostly right on that. But the fact is that the variety of the maps in the game play an important role into that apparently simple "play better and think more" hint or statement... nothing bad into that but... hey, maybe this is an idea with 2 edges which opens the door to new items in the future too..

 

Credits to you, man! ;)


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#24
Bergwein

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as a proximity warning.

 

This is actually kinda awesome with a Sharpshooter, as well.

Just park yourself at S2 on facility (or wherever else you like to camp) and set up an MG-Turret. While scoped in and sniping the hell out of the enemy team, the sound of the turret is WAY more noticable than the little 'beep' a scanner gives off.

Plus your would-be assassin takes a tiny bit of damage. :)






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