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Old 03-12-2010, 11:06 AM   #1
KrazySpence
 
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Default Turrets

I was just wondering if anyone else thinks turrets should count as kills if you destroy them?

The amount of times theyre used you have to kill them first and you can take 2 or 3 out before you die as a jaffa but you dont get any kills due to too many turrets being used, or any points to your team score.

just a random thought anyone else thinking the same? have i missed this discussion elsewhere?
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Old 03-12-2010, 11:07 AM   #2
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It's been talked about many, many times. I hate turrets. Floyd has spoken.
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Old 03-12-2010, 11:10 AM   #3
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YES! I think they should be worth only 1 point, but its really annoying when you kill 4 turrets in a life, and get no points.
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Old 03-12-2010, 11:10 AM   #4
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ahh i took a quick look through but didnt see the convos! and i wouldnt mind the turrets if you got a kill for taking them out though, would get your team points and help the k/d ratio
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Old 03-12-2010, 11:56 AM   #5
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i don't think we should get kills for destroying turrets, but the scientists shouldn't get kills from their turrets killing us. that way, the only incentive for using them would be defensive, instead of being an easy way to up their ratio.
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Old 03-12-2010, 12:03 PM   #6
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i like that thought. cuz that's generally all my deaths. Or maybe 1/2 a kill both ways? Killing a turret get's you 1/2 a kill. And a turret killing you will give the scientist 1/2 a kill.

Thats my thought. I have spoken, and as to not conduct turret spamming I will stop.
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Old 03-12-2010, 12:06 PM   #7
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Quote:
Originally Posted by Keannan View Post
i like that thought. cuz that's generally all my deaths. Or maybe 1/2 a kill both ways? Killing a turret get's you 1/2 a kill. And a turret killing you will give the scientist 1/2 a kill.

Thats my thought. I have spoken, and as to not conduct turret spamming I will stop.


I like that idea! Motion to pass??
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Old 03-12-2010, 01:57 PM   #8
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Just make turrets give points either way. 2 Points to the SL when destroyed, 2 Points to the Scientist per kill.
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Old 03-12-2010, 02:37 PM   #9
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I dont think you should get a kill from it, but getting 1 point for killing one would be nice, but I would like to see the 160 points, win score raised up to 200 before points are giving out for turrets. Games are short enough already, especially SGC map, without making them shorter by adding points for turrets.
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Old 03-12-2010, 02:44 PM   #10
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I agree on the 1 point thing. What I dont understand is how taking out a turret before it deploys counts as a death for Sci
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Old 03-12-2010, 03:06 PM   #11
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It seems that at the moment shooting the turrets beaming disk, counts as a kill. I am hoping that this is something that will be fixed.
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Old 03-12-2010, 07:20 PM   #12
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if you want the full 2 pts for killing a turret as killing the scientist, then they should get beefed up a bit.

i could understand 1 point, which is the same you should get for assist kills, but if you want full points for it, then it should be as hard as a player to kill, not 1-2 hits to kill.
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Old 03-13-2010, 03:06 AM   #13
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I just think its annoying when your taking out several turrets close together then die then come back and the turrets are there again, you take them out again, die come back, and in that time youv got nothing for it but 2 deaths. And it still happens on maps where theres 2 SL vs 5 SGC so theres no time to press the advantage, should at least get some points added to your team score so theres a small (perhaps tiny) chance of winning!
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Old 03-13-2010, 04:38 AM   #14
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Quote:
Originally Posted by Sealrain View Post
It seems that at the moment shooting the turrets beaming disk, counts as a kill. I am hoping that this is something that will be fixed.
No!

I suck as a jaffa. That is the only thing pushing my K/D to 2.00
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Old 03-13-2010, 04:47 AM   #15
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The game should have "point assists" added in along side with the main kill's. That way, Assist kill numbers won't collide with the actual kills.
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Old 03-13-2010, 11:30 AM   #16
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Quote:
Originally Posted by thewesdude View Post
then it should be as hard as a player to kill, not 1-2 hits to kill.
I already kill players in 1-2 hits.
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Old 03-13-2010, 04:12 PM   #17
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thats because you toy with peoples backside...

be a man and fight them from the front.
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Old 03-13-2010, 04:12 PM   #18
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Ouch! My epeen!
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Old 03-13-2010, 04:54 PM   #19
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I actually find turrets harder to kill than a player. That is as a goauld.

Heh last night I was playing ashrak and we duo'd a turret but all our swipes went through it and both got killed. Had to switch to jaffa..
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Old 03-14-2010, 08:31 AM   #20
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My own personal feeling on the whole turret thing is that either both sides should have em
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Old 03-14-2010, 08:41 AM   #21
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Yes you remember those big defence towers when attacking the tok'ra base?

Those please
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Old 03-14-2010, 09:29 AM   #22
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The turrets exist to protect the healing station and teammates while they are healed. Therefore they should not count as a point either way. I would go even further to suggest that a scientist only gets one, moveable, turret per life. This would ensure the scientist uses them as they were originally intended (defense) or otherwise face using up their turret for a brief offensive maneuver. And let's face it...unlimited blue discs in your back pocket (or unlimited turrets waiting to beamed in from God knows where) isn't remotely realistic.
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Old 03-14-2010, 11:07 AM   #23
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It is kinda funny that every extra weapon the SL have gets limited... And the commando and the scientist's are unlimited. It seems like a potentially exponential way and therefore imperfect way to achieve any type of balance.
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Old 03-14-2010, 11:50 AM   #24
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The idea with only one (max 2) turrets per scientist life sounds good.

Another idea from me would be, that a SGC-Team only can have 2 scientists... the rest has to be soldier or commandos... its totaly unfair if there are 4 scientists and all turrets are at one place... there is no chance of winning

Also would it be cool if the rotation radius of a turret is identical with the one u see before placing it somewhere (i know it was mentioned by someone before)
So if ur an Ashrak u can step it from behind and dont have to fear that if u miss it will shoot u...

more thoughts will be comming soo
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Old 03-14-2010, 02:29 PM   #25
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for the most part, i agree with a lot that's been said here.
one of my main hatreds is having 2+ turrets in the same area, you kill one and BAM! the other one gets you w/ 20dmg/hit. but, turret bashing is for another thread, so... getting 1 point/turret kill (for either side) seems fair, and they shouldn't count as the scientist's kills either. a limit on turrets per life is a good idea, so perhaps... a maximum of 4 turrets available per life? but what happens when the scientist dies right after putting one down? he comes back and voilà: new turret. maybe they should vanish when the scientist dies, like the commando's claymores do... but that would seriously hamper the scientist's ability to survive (<-imagine ashrak feeding frenzy here). hmm, scratch that one. although, it would put more pressure on commandos to take care of the Ashrak, instead of leaving that to the scientists (poison+turret=smoked Ashrak for dinner)
the problem with limiting class numbers is, you can't really balance it out between 8 people (2 scientist, 3 commando, 3 soldier? OR 2 scientist, 2 commando, 4 soldier? doesn't really work). and then you get into uneven matches (2 sci, 2 sold vs 1 goa'uld, 1 jaffa; or 3 jaffa, 1 ashrak vs 2 sci, 1 'mando; the potential combinations of matchups are endless) only fair way to do it is to boost teams up to 9 each, then limit it to 3 of each class allowed. either way, it wouldn't really be feasible

@sealrain- turrets already get points for the scientist for killing people, why shouldn't the SL get points for killing the turret? (luv ya man, totally platonic)
@mynuico- commando's don't have infinite anything (other than ammo)... only 2 claymores per life
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