Def Tower Poll

Discussion in 'Planetary Annihilation General Discussion' started by beer4blood, October 29, 2013.

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How do you feel about Def towers currently.....

  1. They should be nerfed, theyre ivincible with a wall...

    6 vote(s)
    9.4%
  2. I like them as is....

    39 vote(s)
    60.9%
  3. unit hp should be increased to compensate...

    15 vote(s)
    23.4%
  4. I think they should be Stronger because im a turtle....

    4 vote(s)
    6.3%
  1. beer4blood

    beer4blood Active Member

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    I think units need a buff, or they need to be nerfed. they kill the early game to a turtle fest in the begining of anything over 1v1
  2. stuart98

    stuart98 Post Master General

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    They are too good right now for sure. I think that the problem is that the have more range than tanks and can kill bots long before they get close enough to shoot. Decrease their range and they won't be nearly as broken.
  3. slywynsam

    slywynsam Active Member

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    Uber has already said they want turrets to be powerful. Before Starcraft(Which focused heavily on units), there was Red Alert 2, where building an impenetrable base was an art form and required. Base defenses used to be a thing to be feared, and I am actually very glad to see them making a much-needed return to being an actual defense rather than an annoyance.

    I'm looking forward to how the game might turn out on larger planets, where you have actual battle lines created with choke points made of walls with artillery sieges and fallback points planned.

    I want base defenses to be as strong as they are. But I think health needs to be increased across the board(Yes, even buildings and turrets) because things just die far too quickly. You have almost no time to react if you aren't actually looking at whatever's being attacked when it's attacked.
  4. KNight

    KNight Post Master General

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    Build Shellers.

    Turns out they out-range every laser turret by a fairly large margin.

    Mike
  5. bytestream

    bytestream Active Member

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    I like the turrets, they have exactly the right amount of punch. Yes, turtling can be a thing during the early game, but that's fine cos in the long run it won't work out for you. In addition to that, turtling in PA is way weaker than in SupCom FA or even due to the lack of shields and the map being a sphere. You can be attacked from everywhere, so, as long as you have a gap in your defense it can be exploited, which will only become more easy as soon as transports are implemented.

    I however do think that health should be increased across the board cos fights between units are over too fast atm. But this should go hand in hand with a damage buff for the defensive structures as well so that they stay as efficient as they currently are.

    What probably should also be done is to implement more single purpose turrets. It's not necessary that the default ground defense tower an also shoot down aircraft.
    g00seman likes this.
  6. KNight

    KNight Post Master General

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    We had a thread about that specific Topic; https://forums.uberent.com/threads/paper-units.52551/

    Mike
  7. Dementiurge

    Dementiurge Post Master General

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    By that point it's 'too late', because you're into T2 battles and past the 'early game'.
  8. slywynsam

    slywynsam Active Member

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    I'm actually hoping that the current missile tower turns into an "I only shoot air" tower and they give us a weaker laser turret as the default ground defense(Which is probably what the "Single Laser Turret" without an icon is supposed to be).

    If health is increased I do think base defense power should be increased proportionately(That way units with more health can't just bypass them entirely), but unit offense should stay about where it is. Battles just end too quickly right now because everything's dead.
  9. chronosoul

    chronosoul Well-Known Member

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    Full unit list isn't quite in the game, there will probably be a T1 artillery unit.

    T1 Artillery buildings can be used to edge a turtle player if its still in the early game.

    No way a Turtle can build these defenses all around his base unless you let him do it.
  10. Stormie

    Stormie Active Member

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    Why? thats retarded. i wish for the opposite. i want my laser towers to attempt (and likely never succeed) in attacking air. thinkabout it, a locking missile should be able to hit something on the ground as well as in the air. the laser tower should be able to tilt up, surely? (these are supposed to be weapons that have been honed by eons of war after all).
  11. KNight

    KNight Post Master General

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    You don't need an army of Shellers, just a couple sill start to pour the pressure on.

    Mike
  12. slywynsam

    slywynsam Active Member

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    And I hope they do as well. Artillery should always be used to soften up a turtle. And since this game has shields they can't just "lol I have shields" to negate your artillery. This is a good thing.

    But I do think that base defenses should be a big part of any defensive strategy.

    To give different defenses a defined role, and to keep one turret from being the "I do everything" turret.

    To give an example: Tesla Coils and Patriot Missiles from Red Alert 2. Feasibly yes they could shoot air/ground respectively, but they were given a defined role(Patriots were your anti-air and tesla coils were an upgraded ground defense) in order for you to be forced to diversify your defensive strategy.

    It makes you make choices(Some of which will come back to haunt you when an opponent exploits your weakness).

    Having an "I shoot everything" turret negates that.
  13. Stormie

    Stormie Active Member

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    its already like that? would missile towers be your first choice to repulse a determined land attack? no. because they arent very effective at it. no doubt as the unit roster fills up there will be a advanced AA building and then the missile tower wouldnt be first choice AA either. the missile turret is about the equal of the defender/pulveriser from TA - low damage missiles, equally effective v air or ground. not enough to deter an attacker when used alone (either air or ground).
  14. Dementiurge

    Dementiurge Post Master General

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    By which point it's 'too late' and you're into T2 battles and past the 'early game'.

    T1 towers may not even be the issue, so much as walls being too difficult to break, or the lack of a T1 mobile artillery unit that can hit over the walls, or units generally being too slow for size 4 planets and above.
    smallcpu and beer4blood like this.
  15. slywynsam

    slywynsam Active Member

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    I prefer defenses with defined roles, rather than a jack-of-all-trades turret like the AA turret is right now.
  16. brianpurkiss

    brianpurkiss Post Master General

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    I like them as is.

    Although, I think the Missile Defense Tower should only be able to shoot at air units to make defensive strategies more involved.

    Defensive towers are supposed to be powerful. They can't move, so they have to be more powerful than units, otherwise they aren't worth it. The unable to move drawback is one that many, if not most, people underestimate. We're playing on a sphere, it's extremely easy to go around your opponent's defensive structures. I try and rarely attack the same place twice.

    I think when Air units, particularly bombers, are more developed, and we have more of a unit roster, defensive towers will have more counters and be more balanced.

    In short, defensive towers are powerful, but are easy to counter. It'll be easier when PA is more developed.
    gadarn likes this.
  17. LeadfootSlim

    LeadfootSlim Well-Known Member

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    I kind of like AA being able to handle ground units to some extent, but clipping their range vs. ground would be a good way to balance them. However, I don't know how that'd be shown visually... Torpedo launchers have what look like two radius rings, what's up with that?
  18. beer4blood

    beer4blood Active Member

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    I disagree on the missile towers... they should return to aa only or nerf damage vs ground. Quite easy to throw them up and put two blocks in front making them invincible
  19. beer4blood

    beer4blood Active Member

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    small sonar and attack range
  20. beer4blood

    beer4blood Active Member

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    Hadn't even thought about that the addition of transports will change that though.... traveling larger planets with ease

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