Turrets... And the one game that got them right?

Post » Wed Mar 30, 2011 11:23 pm

I agree with all this, but weaker turrets take the roll of minor deterrent instead of solo defender. A common philosophy I've seen lately is to make defensive tactics weaker and super-powerful attacks obscenely short-duration in order to keep the game flowing evenly.

Defenses should defend and super-powers should destroy all. It's this obsession with "flow" that has caused this. When trapped by impenetrable defenses, most people give up instead of retrying multiple times to get past them. Super-powerful attacks are deemed BS by anger-management-challenged individuals which causes them to give up. Games that make you feel good are popular. Using intelligence and perseverence to overcome impossible obstacles or accepting your failures are both deemed frustrating; we wouldn't want to feel BAD playing games, would we? Keep in mind that this is a theory I came up with, and I like the idea of speeding up the game with weaker or lower-duration defenses. I like many unique ideas.

Operatives can (and I do this) turn turrets into impenetrable killing machines instead of harassing the enemy btw <-----
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Cheville Thompson
 
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Post » Thu Mar 31, 2011 2:13 am

Ignoring the fact that yes Team Fortress had longer match times and turrets had to survive grenade spams etc

And Brinks maps / gameplay is not exactly and attack / defend scenario all the time.

Im not saying the turrets need to have huge health and need to have insane damage, id forgive all of that and leave it as is, however you cant argue the fact that Brinks turrets do not track players efficiently, their field of vision and rotate speed is appauling in such a fast paced game.

How many engineers have witnessed someone jumping down behing their turret and pistol whipping it or popping it with a pistol till it dies, meanwhile the turret doesnt even take the time to turn around to see whats going on, leave the damage and health and improve the tracking and rotate speed and knowledge that the turrets have an [censored] they need to protect and maybe they would be decent.

Im not asking for the turrets to take on entire teams like in Team fortress, i want the turret to kill the guy behind it whos slapping it to death with his sweaty palms
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Elizabeth Davis
 
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Post » Thu Mar 31, 2011 7:14 am

that's the 3rd thread I've seen on this forum now about how the turrets are not very good for an engineer. well i think that this proves the point that they DO need to get tweaked a bit to make them better. ideally I'd be happy with them the way they are now if they would just lock onto a target right away instead of just looking at them for a couple of seconds before finally deciding to open fire at which point a grenade has just exploded next to them and destroyed it. nobody is complaining about turrets being a menace or they spoiling the game-play so lets give them a little tweak if they start to spoil the game then just tweak them back to the way they were to start with. but lets see what a turret that locks on does to the game first before saying they are fine the way they are because my big gripe is that the level 5 Gatling turret is just about as useless as a light turret. both can be taken out with a grenade and both can be avoided if you sprint past them. please give the turret a tweak!
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Budgie
 
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Post » Thu Mar 31, 2011 7:40 am

it does seem odd that you can run towards a turret with an SMG and kill it before it kills you. thats not right IMO. the gattling is better but i sold all abilities on my 2 characters to swap them about so i havent got the gattling turret unlocked at the moment to test again.

when you are an op, turret hacking is pretty fun. esp if you get one from behind that is facing the enemy.
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Steph
 
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