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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 04-11-2010, 06:52 PM   #51
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Yah, I'd say discard should disable turret for something like 5 seconds and do bit more dmg to it... or they should get something they can place that will help their team out (not a turret but something helpful... perhaps a small area shield or something that can be used to block off a doorway (until it takes either x dmg or has been there for lets say 1 minute. One use per life)

Turrets need some nerfing but in no way need removal and I'd say goa'uld definitely need to be able to do something vs turrets. Shields are all well and good for them but when they can't actually do anything vs a turret it's kinda useless (unless you are just tanking it in which case you will most likely end up poisoned/blown up soon anyways)
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Old 04-11-2010, 07:03 PM   #52
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Quote:
Originally Posted by Maddog View Post
A machine is always going to be more accurate than a human so lowering its accuracy is just a step in the wrong direction, but I'll agree some what withe the angle and say 180, 90 seems way to much.
90 degrees is 1/4 the field of view, that is huge. Seriously, think about that. Draw a circle with two perpendicular lines through it that meet in the center. If you were to place a turret in the center, it could fire at anything in one of those quarters. That is a big chunk. In fact, that is even bigger than the rotation that the turrets actually making during their idle animation.

At the very least the turret should not be able to acquire a target outside of its field of view.
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Old 04-11-2010, 08:11 PM   #53
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Originally Posted by Daniel_Jackson_ View Post
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.
agreed, however while goa'uld may be scientists counterpart, this is a highly team orientated game (or is intended to be such), and as i stated a good jaffa or ashrak can deal with turrets easily enough, while the goa'uld are protected with their shield. that said, yes goa'uld need something to let them directly deal with turrets, hopefully when we get more weapons something opens up for them
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Old 04-12-2010, 04:32 AM   #54
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Well... the devs can create some countermeasure how any said.. (i dont remember now)

Example.. I plant an invisible sphere in the middle of the base and has an operational range of 4-8 meters, in that field any dispenser or turret cannot be planted, and he will only be visible for the commandos they will be able to destroy as a ashrak

The sphere has 100 of hp as a turret and usability as claymore, 1 goa`uld can have 2 (don´t reloadable)

Something like this



1: Deactivated, Size 15cm
2:Activated, Size 25cm and cloaked
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Old 04-12-2010, 06:29 AM   #55
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How I would phrase it is one turret is not grossly overpowered, however placement can make a single turret OP.
Multiple turrets with overlapping FoV's are overpowered.
They should also be more susceptible to Goa'uld's thrust. 4 thrust's at point blank to kill a non player entity is insane.
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Old 04-12-2010, 11:09 AM   #56
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Turrets field of vision would be welcome.

restirct proximity to one another (turrets )


SL don't need a turret.

Try redcuing field of view for turrets first, then test and we can all be happy.
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Old 04-12-2010, 11:28 AM   #57
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Quote:
Originally Posted by Bonnonon View Post
Turrets field of vision would be welcome.

restirct proximity to one another (turrets )


SL don't need a turret.

Try redcuing field of view for turrets first, then test and we can all be happy.
Dont modify the turrets... only the vertical shot...
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Old 04-12-2010, 12:28 PM   #58
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Any chance some dev's would like to add some comments on turrets? I would like to hear what they think about the topic. It's great that we can toss around ideas and opinions, but what is the general feelings on the dev side?
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Old 04-12-2010, 12:48 PM   #59
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Quote:
Originally Posted by DarkRidley6 View Post
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


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


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"

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

What does canon have to do with it? your kidding right? Okay based on your statement lets give the SGC some bombombs and the Goa'uld 6 smurfs that deal out 1000 damage when used. That's what canon has to do with it. Turrets are not canon, none of the shows or movies ever...so why is it in the game Thats fine if they put it in they made the game but keep the turrets in perspective to the rest of the classes.......What does canon have to with it indeed!
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Old 04-12-2010, 01:46 PM   #60
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Quote:
Originally Posted by Lord Atlas View Post
What does canon have to do with it? your kidding right? Okay based on your statement lets give the SGC some bombombs and the Goa'uld 6 smurfs that deal out 1000 damage when used. That's what canon has to do with it. Turrets are not canon, none of the shows or movies ever...so why is it in the game Thats fine if they put it in they made the game but keep the turrets in perspective to the rest of the classes.......What does canon have to with it indeed!
way to take that to the extreme end of ridiculous... taking my comment as literally as possible as you have done completely skips over the point. giving the SGC bombombs and the goa'uld smurfs isn't a bad idea because its not canon, its a bad idea because its completely absurd, doesn't fit the feel of a stargate game, and probably wouldn't even work in the game anyway (1000 damage being totally imbalanced, and yes i do know what you were trying to do with this) are the reasons it shouldn't be implemented. if you restrict the developers of the game to only using content that is canon, we are going to get a pretty boring game with nothing new and interesting. as i stated: whether or not something is canon should have no effect on if it is implemented into the game, what should effect this is how good of an idea it is, does it (or can it be made to) fit the stargate universe, can it be implemented in a balanced way (or counterbalanced by something given to the other faction). among other things that the developers look at when deciding what to put into the game and what to leave out.
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Old 04-12-2010, 02:06 PM   #61
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I agree, DarkRidley6. Who cares about cannon?! BTW, I got a great idea: Let's give the goa'uld a flying robo-sphere that shoots everything that moves (on the other team, of course)! It could have 1000 HP, do 50 dmg per shot, shoot every half second, 100% acuracy and 500 meter range!
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Old 04-12-2010, 02:23 PM   #62
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Originally Posted by Maddog View Post
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.
Hmm I play sci fairly frequently and truthfully, I have more issues with Jaffa than I do Ashraks.

That being said, I am not much a of a "turtler" when I play sci as anyone who has played against me knows. I pretty much go kamikaze style
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Old 04-12-2010, 02:30 PM   #63
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its been said and all but im gonna say it again. i play SGC and as such i think its overpowered............ two or three turrets can shut down the SL's. i was playing a round where it was 2v5 (sgc had 2) we were both scientists and we won on arama with flying colors, all thanks to the turrets.

long story short i think its very overpowered.

yes i know i spelt arama wrong. lol
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Old 04-12-2010, 03:06 PM   #64
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Originally Posted by Prevch View Post
Hmm I play sci fairly frequently and truthfully, I have more issues with Jaffa than I do Ashraks.

That being said, I am not much a of a "turtler" when I play sci as anyone who has played against me knows. I pretty much go kamikaze style
I agree!
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Old 04-12-2010, 03:32 PM   #65
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Originally Posted by Prevch View Post
Hmm I play sci fairly frequently and truthfully, I have more issues with Jaffa than I do Ashraks.

That being said, I am not much a of a "turtler" when I play sci as anyone who has played against me knows. I pretty much go kamikaze style
Jaffa are really the only reliable counter to a turret. Ive seen so many backstabs fail on them (while distracting as goauld) its not even funny no more.
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Old 04-12-2010, 03:36 PM   #66
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Originally Posted by Weapon X View Post
Jaffa are really the only reliable counter to a turret. Ive seen so many backstabs fail on them (while distracting as goauld) its not even funny no more.
angry ashrak agrees with this. i'm tired of backstabbing a turret and it not dying...
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Old 04-12-2010, 03:49 PM   #67
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Originally Posted by Daniel_Jackson_ View Post
angry ashrak agrees with this. i'm tired of backstabbing a turret and it not dying...
Yup, that happens to me ALL the time when I play Ashrak. Aim needs ot be adjusted a bit and not just on Ash, but on Commando and basically most the other classes too
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Old 04-13-2010, 11:25 AM   #68
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Originally Posted by ALIENSPAIN View Post
Dont modify the turrets... only the vertical shot...
Really?? 100% accuracy is way too over powered.
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Old 04-13-2010, 01:59 PM   #69
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Quote:
Originally Posted by Bonnonon View Post
Really?? 100% accuracy is way too over powered.
Repeat:

Quote:
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
And this:

Quote:
Well... the devs can create some countermeasure how any said.. (i dont remember now)

Example.. I plant an invisible sphere in the middle of the base and has an operational range of 4-8 meters, in that field any dispenser or turret cannot be planted, and he will only be visible for the commandos they will be able to destroy as a ashrak

The sphere has 100 of hp as a turret and usability as claymore, 1 goa`uld can have 2 (don´t reloadable)

Something like this



1: Deactivated, Size 15cm
2:Activated, Size 25cm and cloaked
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Old 04-13-2010, 02:51 PM   #70
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Sry dude, but I still can't agree with %100 accuracy. 85-90-95 ok fine, but %100 is not ideal.

Your repeats quotes do not state why %100 accuracy is good or bad...

%95 would mean every once and awhile you would have a bullet go by your face instead of your skull.

Nothing is perfect....
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Old 04-13-2010, 03:23 PM   #71
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Ok 95% of accuracy fine, maybe 85% but if you reduce this % happens this:

Quote:
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
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Old 04-13-2010, 04:15 PM   #72
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Ok so a small decrease in accuracy 87-95%. That way sometimes a Sl can get away and live, but mostly dies... I am fine with that. As long as it is not 100.

I do agree with your quote.

1v1 turret fine 4 sci with 4 turrets... not fine. Some how reduce how close they can be placed together and I would be happy.
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Old 04-13-2010, 04:36 PM   #73
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i don't think accuracy needs to be reduced, just its turning range. 360 turning is a little ridiculous, and being able to shoot straight up. I say 100% accuracy, but a 180 horizontal aim, and 90 vertical. That way, the turrets are still very good, but scientists actually have to think about where to place them.

Also, are turrets ever going to count as 1 point?
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Old 04-13-2010, 06:17 PM   #74
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Ive said it once and ill say it again its OP in some ways and also not OP in others....

OP - 360 Degrees spinning frenzy killing machine, doesnt die after scientits does only despawns if killed or Once Sci is alive again and drops another one down.

Not OP - Backstab it and its dead, Jaffa blasts it and its dead.

Theres one change to stop the turrets being classified as OP and that is to make the turret DESPAWN or Automatically destroy it self if the Scientist who controls it is Killed in Action.

Absouluty BS if the Sci dies and then while hes waiting to RESPAWN HIMSELF/HERSELF he/she gets 4 kills.

In doing this it will FINALLY (YAY THE CROWD GOES WILD!!!!!) require the Scientist to have....wait for it, wait for it.....SKILL!!!!!!!!!!!!!!!!

In doing this it will make them to strategically position themselves and there turrets in proper fashion to avoid being killed.

Making turrets despawn/auto destroy once the owner is dead will save all the hassle of the classified OP on the Scientist class, because then FINALLY a stupid Sci and OMFG there are many will be running around like a chicken looking for his lost tail feathers dropping green gas everywhere dropping random turrets to run around the corner to be shanked in the back and there turret despawned.

Out of my 805 deaths on my Ash'Rak about 700 deaths are from Turrets killing me AFTER the scientist is dead.

Thats my oppinion.

Punishr.

P.S I Voted, I play SL and they are OP. (I also play SGC and also agree with them as OP as they steal like all my kills.)

End Rant.
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Old 04-13-2010, 06:21 PM   #75
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Quote:
Originally Posted by Daniel_Jackson_ View Post
angry ashrak agrees with this. i'm tired of backstabbing a turret and it not dying...
agreed.
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