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View Poll Results: Do you think the turret is over powered? (Honest voting please)
Yes, I play SL and I think it's OP. 65 42.21%
Yes, I play SGC and I think it's OP. 41 26.62%
No, I play SL and I think it's balanced. 26 16.88%
No, I play SGC and I think it's balanced. 22 14.29%
Voters: 154. This poll is closed

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Old 04-10-2010, 09:46 PM   #26
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I think that Sci. is what helps balance out the Go'ald's ribbon divice which slows a person down and kills them rather quick. If the Sci is going to be nerfed then the amount of time an Ashrak can be cloaked and the amount of time a Go'ald can remain sheilded should also be reduced. The Sci. is what balances out those two major issues. Besides, I mainly play Sci. and the class that kills me the most is Ashrak. However I will agree that the turrents 360 degrees of fire is crazy. I think that 180 degrees is just fine but 90 degrees is pushing it.
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Old 04-11-2010, 12:03 AM   #27
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Yah it definitely needs tweaking (saying that and I actually ENJOY playing sci).

Mostly it needs modified accuracy, detection time and longer time to respawn.
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Old 04-11-2010, 12:08 AM   #28
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Quote:
Originally Posted by Exile2005 View Post
I think that Sci. is what helps balance out the Go'ald's ribbon divice which slows a person down and kills them rather quick. If the Sci is going to be nerfed then the amount of time an Ashrak can be cloaked and the amount of time a Go'ald can remain sheilded should also be reduced. The Sci. is what balances out those two major issues. Besides, I mainly play Sci. and the class that kills me the most is Ashrak. However I will agree that the turrents 360 degrees of fire is crazy. I think that 180 degrees is just fine but 90 degrees is pushing it.
Hmm I don't know about this point of view since I play soldier quite often and find no problem shredding goa'uld to death in close range, or nuking them with nades long range. In most of my fights. the goa'uld will take atleast 1+ nade which puts them at under 75% health. My P90 usually takes them from full to 0 faster than I can shake a dog's tail. People that can't deal with goa'uld seem to be those who don't fire back! Good ashraks are always a challenge, but if you ask anyone which gives them more trouble, I bet they'll vote for the scientist
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Old 04-11-2010, 02:12 AM   #29
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Originally Posted by CaptainKirk View Post
Hmm I don't know about this point of view since I play soldier quite often and find no problem shredding goa'uld to death in close range, or nuking them with nades long range. In most of my fights. the goa'uld will take atleast 1+ nade which puts them at under 75% health. My P90 usually takes them from full to 0 faster than I can shake a dog's tail. People that can't deal with goa'uld seem to be those who don't fire back! Good ashraks are always a challenge, but if you ask anyone which gives them more trouble, I bet they'll vote for the scientist
I agree with that. I feel like Goa'uld has the least health anyways.

As an Ashrak, I feel like the scientist is the Ashrak's bane of existence. Even though the commando is the one who should be killing me.

1 on 1, I can deal with a scientist just fine. However, when 4 out of 8 sgc are playing as scientists (this happens quite frequently), it's impossible for me to get a kill.
Then I get messages telling me to take out the turrets first. I'd love to if I wasn't poisoned and immediately gunned down by the other two turrets.

So my point is that turrets should not be allowed to be placed within a certain proximity to other turrets.


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I play both sides and think it's OP
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Old 04-11-2010, 04:16 AM   #30
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I agree with Defiant.

Turrets on their own are fine, and can be dealth with easily. Its when more than 1 is placed together that they become exceptionally annoying. And 9 times out of 10, SGC tend to remain within the boundaries of the 2+ turrets making them very hard to kill.

Ashraks are by no means over powered, they have a cloak and a knife. Scis have Poison, Turret, Dispenser and a small gun.
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Old 04-11-2010, 04:36 AM   #31
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Said this before and i'll say it again.

Either give both sides a turret / (server side killing machine) or do away with it. Otherwise it will never be balanced and fair.
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Old 04-11-2010, 05:49 AM   #32
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Originally Posted by Weapon X View Post
Said this before and i'll say it again.

Either give both sides a turret / (server side killing machine) or do away with it. Otherwise it will never be balanced and fair.
Not to mention that a turret has no direct relation to the series.

(Maybe give the sci an equipment dispenser for clays and smokes?)
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Old 04-11-2010, 08:23 AM   #33
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Originally Posted by Antzuch View Post
I thing problem isn't in turrent, but people who playing sci. 4 sci stay next to his turrent and spaming with soldier.
look in 1on 1:
1. Goauld vs sci ~balanced,
2 Jaffa vs sci ~Jaffa most better
3. Ashrak vs sci ~ balanced

Problem with science: too many turrent, when I destroy turrent sci can build new very fast, turrent is very strong. Look on this:
3xsci vs 3 goauld~ all sci next to his turrents goauld havent lose on 100%
3xsci vs 3 xGoauld~i thing balanced, but in map stargate command in control room jaffa always lose
3xsci vs 3xashrak ~sci alweys win

3xsci vs gould and ashrak and jaffa, I thing SL win when they cooperative. But we dont cooperative, people play on frags, so sci win

The worest is in control center on sgc map. 3 sci and they win map on 100%

So my proposition:
Sci when building turrent must stay next to turrent 10sec. Poison must be stronger but working next to sci, 2,3 turrents on 1 live. turrents power this same.

Problem with turrents is to many sci and sl playing non team game
For resolve this problem i submit my idea 1-2 month ago, The teams have limited Scis and ashraks by example 2 asraks, 2 scis, 2 goaulds and 2 commandos by team as insurgency Mod.... but nobody like....

I repeat DON´T Modify TURRETS


This is the thread with my idea http://forums.stargateworlds.com/showthread.php?t=33189
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Old 04-11-2010, 09:33 AM   #34
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Just came out of a game where 5/7 sgc were sci.
Not fun when they have all four corners of the area they're turtling in bursting at the seams with turrets.
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Old 04-11-2010, 11:08 AM   #35
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i say it mostly fine, could use a few tweaks (vertical FOV and a short delay before locking on should do nicely), but not really overpowered. i have almost no issue with turrets when i play SL, and i have noticed that they are only really a big issue when there are several in one spot, and thats when people are complaining about them the most. frankly if you get 2-3 goa'uld on you at the same time you are just as screwed as 2-3 turrets.
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Old 04-11-2010, 11:13 AM   #36
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In the very least limit how many sci turrets can be placed on any given map.
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Old 04-11-2010, 12:42 PM   #37
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Quote:
Originally Posted by Bonnonon View Post
In the very least limit how many sci turrets can be placed on any given map.
If you make this u are saying only can be 2-3 scis because if some can´t use the turrets he don`t like be a scis... well... if you make this the ashraks must be reduced to 2-3 by team or the Goaulds....

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NOW Devs if you gonma change something of the game the first of all buy, rent or make all you like but the game need european servers since the 2 lasts updates and the change of servers the lag has been increased... im sure some people play as scientist because the F**king lag don´t allow use nothing more (Its my case only use Scis and Soldier ...the grenade launcher)

The second need change are the ashraks killing with one touch on front or the bugs with ashrak cloack and the rest of the bugs

The next step make something with the turrets, the angle of shot are awesome and need been changed, the Eagle (commando pistol) need be reduced the damage and the commando need 1 or 2 claymore extra or the possibility of when the claymores has been blasted or exploded can be reloaded and use another


And this is all... i think. If change the turrets, change more things too

Sorry by my english
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Old 04-11-2010, 01:00 PM   #38
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i think that a good fix for now for the turrets would be to limit their horizontal range to 180 and their vertical to 90 degrees, and make them worth some points for killing them. We can see how that works, and then change some more. Nothing drastic at first to make them useless.
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Old 04-11-2010, 01:19 PM   #39
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i think that a good fix for now for the turrets would be to limit their horizontal range to 180 and their vertical to 90 degrees, and make them worth some points for killing them. We can see how that works, and then change some more. Nothing drastic at first to make them useless.
The vertical ranges im agree but the rest no.
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Old 04-11-2010, 01:28 PM   #40
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I think limiting the number of sci's and ashraks per match would be a major deterrent for players. There are many players who have a strong preference to one class, if they are consistently competing for spots in matches to play as the class they like, they may quit from frustration and this game already has a small user base.

A few tweaks to the turret and I think it will be all good.
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Old 04-11-2010, 02:06 PM   #41
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Originally Posted by Prevch View Post
I think limiting the number of sci's and ashraks per match would be a major deterrent for players. There are many players who have a strong preference to one class, if they are consistently competing for spots in matches to play as the class they like, they may quit from frustration and this game already has a small user base.

A few tweaks to the turret and I think it will be all good.
Then a few tweaks on the Ashraks Backstab should be considered. This where the debate just cancels each other out cause as much as the SGC hate Ashraks the same goes for SL hating Sci's. We'd be better off just leaving things be.
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Old 04-11-2010, 03:44 PM   #42
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Then a few tweaks on the Ashraks Backstab should be considered. This where the debate just cancels each other out cause as much as the SGC hate Ashraks the same goes for SL hating Sci's. We'd be better off just leaving things be.
The only complaining about ashraks i hear, is when there's a good ashrak.
The only complaining about sci i hear, is when anyone's a sci.

Ashrak is a much harder class to master than sci because it entails more than turtling.

I appreciate the scientist who can move around a map and still kill me. no complaints there. I hate scientists who feel like they are not allowed to move out of their one spot, because 3 more sgc will huddle around that sci and destroy anything that moves.

However, I thought this thread was about turrets, anyways. NOT about Ashraks.
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Old 04-11-2010, 04:04 PM   #43
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Originally Posted by DEFIANTREACTION View Post
The only complaining about ashraks i hear, is when there's a good ashrak.
The only complaining about sci i hear, is when anyone's a sci.

Ashrak is a much harder class to master than sci because it entails more than turtling.

I appreciate the scientist who can move around a map and still kill me. no complaints there. I hate scientists who feel like they are not allowed to move out of their one spot, because 3 more sgc will huddle around that sci and destroy anything that moves.

However, I thought this thread was about turrets, anyways. NOT about Ashraks.
I'm sorry but It was easier for me the short time I played an Ashrak than it was Scientist. A Sci has more mechanix, moves options whatever you want to call em, to go through than an Ash. An Ashrak can easily cloak and move when they mess up, a Scientist can't, I'm just saying you start making changes to turrets then you need to look at other making changes to classes as well.
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Old 04-11-2010, 04:18 PM   #44
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Some examples what happen if the turrets has been modified


With Ashrak

Without modifications

One ashrak like kill my turret and go rear , if i see the ashrak and i posion or decloak him, my turret survive because kill the ashrak and i survive

With modifications mm by example.... 180 Horizontal Degree

One ashrak like kill my turret and go rear , if i see the ashrak and i posion or decloak him, my turret die because can´t kill the ashrak and i of course can die because the s**t of pistol make low damage... i can poison but i need 15-20 secs to kill and i can die in this period...


---------------------------------------------

Mmm this time with jaffa, ok?

Without modifications

One jaffa like kill my turret with long distance.. my turret die ...

Same jaffa like kill my turret and its at 15m... well i can poison and shot with this thing someone call pistol... i have 70% probabilities for kill the jaffa and the jaffa can kill my turret but he can´t kill me

With modifications.... mmm low accuracy, ok?

One jaffa like kill my turret with long distance... my turret die (another time)

Same jaffa like kill my turret and its at 15m... well i can poison and shot with this thing someone call pistol.. but my turret when shots only guesses right the 60% of the shots ... i have 85% probabilities for die and the jaffa of course kill my turret


With goauld are the same in both cases
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Old 04-11-2010, 04:56 PM   #45
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I stated last night on teamserver while we were playing that:

1- The turret is non-canon

2- It causes imbalance for the Goa'uld who can't get near it and do anything to it without dying.

3- Takes to many hits to destroy

4- Should be balanced against a Jaffa turret
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Old 04-11-2010, 06:01 PM   #46
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i say give the sl a turret that does the same thing and take away the goauld self heal and give us a healing turret also.
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Old 04-11-2010, 06:04 PM   #47
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I don't know if overpowered is necessarily the problem but that the SL don't have anything in comparison to that. Our support, the goa'uld, is nowhere near as good as the scientist, with poison, and the turret.
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Old 04-11-2010, 06:39 PM   #48
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Originally Posted by Lord Atlas View Post
I stated last night on teamserver while we were playing that:

1- The turret is non-canon
what does that have to do with much of anything? a lot of what the SGC has in not canon, being not canon is a stupid reason to not put something into this game, or any game for that matter

Quote:
Originally Posted by Lord Atlas View Post
2- It causes imbalance for the Goa'uld who can't get near it and do anything to it without dying.
Goa'uld have their shield, so they can just ignore it, a good ashrak (or even better jaffa) should kill a turret on sight to help their team out

Quote:
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3- Takes to many hits to destroy
not really, only has 100 hp and doesnt move, ashrak one hit kill it with a backstab same as anything else, jaffa can kill it in 2 charged shots, how is that "too many"

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4- Should be balanced against a Jaffa turret
this i can agree with, but not necessarily a turret of their own, something else that plays a similar role for high defense with offensive options if used right, i think would be better
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Old 04-11-2010, 06:44 PM   #49
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i think what atlas meant was it takes too many hits for a Goa'uld to destroy it. i've seen turrets take 5 discards before dying... which is kinda gay since even when flying through the air, the turret is poppin away at the Goa'uld who threw it, still with 100% accuracy!!!! basically, 1v1 goauld vs turret, both at full hp, turret wins EVERY TIME. that, my dear Zero, is not very fair; especially considering that a goauld is supposed to be a sci's rival, not his cannon fodder.
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Old 04-11-2010, 06:51 PM   #50
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especially considering that a goauld is supposed to be a sci's rival, not his cannon fodder.
i like that doc i really like that
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