enDless_Delirium
Veteran X
As of right now, I acutally think those little buggers are too powerful.
Why? Because of three things, that when put together, just make them nuts to go against.
1) They dish out a good amount of damage fairly fast and are pretty accurate
2) They take 3 discs to take out
3) There's no limit to how close together they can be (apparently)
Those three together make it very hard to cap on pubs. Now I'm sure in competition play, where you have a HO dedicated to disrupting flag D it won't be as much of a problem, but it can be for pub play, and that can be a selling point.
The problem I found is, flag pedestals are small, which I like as it's less room for tons of D to stand on, however on all of them you can fit 2-3 turrets, each that take 3 discs to kill. Generally, when capping as a light, I'm dead before I touch the flag unless they're shooting at someone else before I show up.
I don't mind the damage, but I think there should be a limit to how close to each other they can be, or weaken them so that 2 discs can kill them (as is they're left with about a CG bullets worth of health left after disc #2).
I'm not trying to set the game up for cowboy capping, I believe in teamwork, but at the same time a lone capper should have some chance against automated defenses. At least let me get owned by the HoF/LD and not their turrets.
But so far what I've seen:
Winterlake - saw someone have 4 or 5 turrets (probably 4) on the flag stand. 2 on the flag stand itself, and 2 on the roof. They were set up so that if you came from the side closest the stand you'd have 3 of them shooting at you as you approached. If you came from the long side, they'd be shooting you closer to the flag itself (basically put facing the outside of the base).
Isle (think it's Isle..the one with the chainlink fence by the flag) saw 3 set up near the flag..not a big problem, the flags here are clustered enough that the turrets died pretty quick.
Cavern - see Isle
Emerald (hilly area, flags on those tower things) 2 turrets on the podium w/ a HoF with rep pack and burner..this was very hard to get through. Getting the flag wasn't bad, it was surviving 10 feet with it.
Of the three, I think either lower the health, or some restriction on how close they can be (so you can't have 2 on the same flag stand).
Thoughts?
Why? Because of three things, that when put together, just make them nuts to go against.
1) They dish out a good amount of damage fairly fast and are pretty accurate
2) They take 3 discs to take out
3) There's no limit to how close together they can be (apparently)
Those three together make it very hard to cap on pubs. Now I'm sure in competition play, where you have a HO dedicated to disrupting flag D it won't be as much of a problem, but it can be for pub play, and that can be a selling point.
The problem I found is, flag pedestals are small, which I like as it's less room for tons of D to stand on, however on all of them you can fit 2-3 turrets, each that take 3 discs to kill. Generally, when capping as a light, I'm dead before I touch the flag unless they're shooting at someone else before I show up.
I don't mind the damage, but I think there should be a limit to how close to each other they can be, or weaken them so that 2 discs can kill them (as is they're left with about a CG bullets worth of health left after disc #2).
I'm not trying to set the game up for cowboy capping, I believe in teamwork, but at the same time a lone capper should have some chance against automated defenses. At least let me get owned by the HoF/LD and not their turrets.
But so far what I've seen:
Winterlake - saw someone have 4 or 5 turrets (probably 4) on the flag stand. 2 on the flag stand itself, and 2 on the roof. They were set up so that if you came from the side closest the stand you'd have 3 of them shooting at you as you approached. If you came from the long side, they'd be shooting you closer to the flag itself (basically put facing the outside of the base).
Isle (think it's Isle..the one with the chainlink fence by the flag) saw 3 set up near the flag..not a big problem, the flags here are clustered enough that the turrets died pretty quick.
Cavern - see Isle
Emerald (hilly area, flags on those tower things) 2 turrets on the podium w/ a HoF with rep pack and burner..this was very hard to get through. Getting the flag wasn't bad, it was surviving 10 feet with it.
Of the three, I think either lower the health, or some restriction on how close they can be (so you can't have 2 on the same flag stand).
Thoughts?