Remove turrets at the end of escorts.

Post » Thu May 12, 2011 11:04 pm

Like the title says, When the enemy team(or ours) gets to the final walk way or w/e that leads to the spot where you bring the escort(human not the bot), It has those indestructible turrets that just own you.

I think the final few meters should be intense not just an easy win.

Anyone agree?

EDIT: screenshot http://steamcommunity.com/id/Skeena/screenshot/541768370671300767?tab=public
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naome duncan
 
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Post » Thu May 12, 2011 10:28 pm

Then provide an alternative. Till then, the existing method stands as the best option.
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Charlotte Henderson
 
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Post » Thu May 12, 2011 9:12 pm

Ok, um, what map? You can't just say "Move those turrets" and hope to god everyone knows what you're talking about.
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Life long Observer
 
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Post » Thu May 12, 2011 7:24 pm

Ok, um, what map? You can't just say "Move those turrets" and hope to god everyone knows what you're talking about.


On every map that ends when you bring the human escort back.
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Brian LeHury
 
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Post » Fri May 13, 2011 3:04 am

Ok, um, what map? You can't just say "Move those turrets" and hope to god everyone knows what you're talking about.

I know the prison break one is like that.

And yes I do think they should remove the "Spawn camp" turrets for the final escort sections on those. Since technically it's not your spawn anymore.
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Amy Masters
 
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Post » Fri May 13, 2011 1:30 am

I don't remember this being a problem. The only escort missions where the thing being escorted is human are the prison for resistance and aquarium for security. I don't remember ever running into the spawn turrets in those missions.....
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Miranda Taylor
 
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Post » Fri May 13, 2011 4:54 am

You will eventually, and get very annoyed. Its like 20 meters where they are guaranteed the win. It should be the opposite!
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Lady Shocka
 
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Post » Thu May 12, 2011 5:44 pm

In which map? I know as Security there are no enemy turrets at the end of the aquarium map. Is there resistance turrets at the end of the Prison one? I only ever got that far in the mission once and that was beating it on single player. My experience of that map on MP is that Security generally holds either at the hacked terminal or the getting the datacode to the door. Ive never seen it be a resistance victory on MP.
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FoReVeR_Me_N
 
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Post » Fri May 13, 2011 2:30 am

I took a screenshot of the turrets on one map. They really should be removed its to easy to win at that point.

VIew it in full size http://steamcommunity.com/id/Skeena/screenshot/541768370671300767?tab=public
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Juliet
 
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Post » Fri May 13, 2011 12:14 am

Turrets prevent spawn trapping. One of the levels, Container City I think, you can spawn trap the team coming from the docks. So, turrets should stay.
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Lucky Boy
 
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Post » Thu May 12, 2011 7:26 pm

Turrets prevent spawn trapping. One of the levels, Container City I think, you can spawn trap the team coming from the docks. So, turrets should stay.


They are not saying take them out on every map... Just take them out for the last section of escort missions. I agree, once you get to the that point its just waiting for the escort to get all the way. No danger.
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The Time Car
 
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Post » Fri May 13, 2011 5:21 am

I think the turrets prevent the defending team from setting up shop in front of the escort at the very end. Without the turrets, you could start off your defense position right at the end of the map and auto win. Right?
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Del Arte
 
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Post » Fri May 13, 2011 3:39 am

No they could not auto win, sure they could set up a bit of a defense but as soon as you kill them they spawn on the other side.
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stephanie eastwood
 
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Post » Fri May 13, 2011 3:12 am

No they could not auto win, sure they could set up a bit of a defense but as soon as you kill them they spawn on the other side.
No. The entire defense team could spawn as engineers and set up 5 turrets and 5 mines and ignore the other team entirely until the escort tries to go the final few meters? Just trying to flesh out a possible exploit if there are no turrets there.
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Stefanny Cardona
 
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Post » Fri May 13, 2011 4:49 am

No they could not auto win, sure they could set up a bit of a defense but as soon as you kill them they spawn on the other side.


IF you could kill them. That little section has big cement walls blocking long range fire and a little box to set up a few turrets and mines. I could easily see that being heavily abused, maybe thats why the turrets are still there?
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Emma Louise Adams
 
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Post » Fri May 13, 2011 1:56 am

IT would not be hard to lob grenades over the corner and deal with them. I think its worse having an instant win, That is how intense the final point should be.
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Becky Cox
 
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Post » Fri May 13, 2011 5:17 am

IT would not be hard to lob grenades over the corner and deal with them. I think its worse having an instant win, That is how intense the final point should be.


Unless you have a few soldiers with fully buffed up frags, a few grenades won't deal with them. Also its barely an instant win, would you rather them move the capture area forward? That little bit of ground thats around the corner is not even enough to warrant an "instant win".
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Beat freak
 
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Post » Thu May 12, 2011 6:33 pm

Actually it is when all you can do is try and shoot them from far or throw grenades, because running in close you get owned hard.

I took that ss when I was escorting him to win and when you get to that point its just a cake walk.
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FLYBOYLEAK
 
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Post » Thu May 12, 2011 6:08 pm

Yeah. You are right if you play fair. But without the turrets there, it is too easy to exploit. Rushing into turret fire would be no fun. And what's great about Brink is the non-campy aspect so prevalent in other shooters. Without turrets there, its too camp friendly as an exploit. Like putting frag plants on the walls on Pavilion in Gears 2. Not fun.
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JUDY FIGHTS
 
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Post » Thu May 12, 2011 8:32 pm

Ambivalent
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REVLUTIN
 
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Post » Thu May 12, 2011 9:31 pm

You guys obviously have not played the map(s). It is like the final 20 meters that is the problem, if the team decides to camp at the end instead of fighting they are gonna lose.
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jessica robson
 
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Post » Thu May 12, 2011 11:49 pm

Then provide an alternative. Till then, the existing method stands as the best option.


He included a picture... what more do you want? Should he draw you a map too?
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Sarah Edmunds
 
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Post » Thu May 12, 2011 11:19 pm

I imagine that the turrets were not there when the originally designed the map, since it is an odd thing to do, as you mention.

So that makes me think that being able to camp there was found to be really annoying instead of high tension, so they put the turrets there to fix the situation. Getting through the concrete maze is hard enough without having 3 turrets and 6 mines waiting for you.

@Muldy:
He said alternative, not proof. A picture is not an idea of what they should replace it with.
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Ebou Suso
 
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Post » Thu May 12, 2011 5:50 pm

He included a picture... what more do you want? Should he draw you a map too?


Actually that screenshot was just edited in, it was not there when I made the topic, but ya I thought it was pretty clear.
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Toby Green
 
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Post » Thu May 12, 2011 7:27 pm

You guys obviously have not played the map(s). It is like the final 20 meters that is the problem, if the team decides to camp at the end instead of fighting they are gonna lose.


And obviously you haven't either? If you can't stop them bye that point, you should probobly lose anyways since "the final stretch" of that map is pretty much the low stone walls. For example on aquarium, the command post thats closest to the spawn (if held down) does warrant an actual "instant win" because the AI can't move and the players are mowed down bye heavies and turrets before they can react. So no, I don't want another wintastic camping spot for the defenders thank you.
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Jaylene Brower
 
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