New Turrets ((For more competitive Crossfire))

Discussion in 'Monday Night Combat 360 Feedback and Issues' started by Skyllus zYn, August 17, 2010.

  1. Skyllus zYn

    Skyllus zYn New Member

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    It seems like a lot of the turrets were more designed for Blitz than Crossfire. Here are the issues:

    Laser Blazer - This is a good turret for Crossfire, and the only one I'd consider to sometimes be a good purchase.

    Long Shot Turret - Really weak, seems like it rarely generates kills or bot kills. It does a small amount of damage even when fully upgraded, and it seems like the aiming AI is wonky.

    Freeze Turret - Cool concept, just overly expensive and needs a huge health/armor boost. It says high armor but it gets wrecked pretty quickly by some weapons. The turret itself will never generate money, so I feel it should be less expensive.

    Rocket Turret - Wayyyy too expensive when you consider that one juice (500 gold) and you can take out 1-2 of these, even when fully upgraded. It just isn't cost effective at all.

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    While you could tinker and attempt to balance these (and you should), I think turrets are an easy enough thing to add into the game that maybe a few of these could be considered.

    Ward Turret - Similar to games like DotA/LoL/HoN, just something that provides a radius where invisible assassins and gremlins will be revealed. It wouldn't fire, and the range would need to be pretty small so Assassin's dont get screwed over, but I think a lot more players would find this useful. This also solves an issue that all turrets don't see Assassins, so assassins naturally rape bases in seconds with juice.

    Homing Turret - If there is a counter-assassin turret, only fair to have a counter Tank+Gunner turret. Since the shots would be homing (I'd do some kind of a plasma ball or something instead of the usual homing rockets), this would hurt a larger class that moves slower rather than quick classes which could dodge the shots.

    AoE Turret - And we can't forget something for the squishier characters. They'd be hurt most by a turret which deals damage in a large radius consistently. So make it so every x seconds it sends out a pulse which does y damage.

    With these few additions, there is a counter to every class when it comes to base defense, to complement the turrets right now which are counters to various bot types.

    Thoughts?
  2. jjcpockets

    jjcpockets New Member

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    The shave-ice turret is indispensable because it reveals cloaked assassins and slows them down, so there is no need for your "ward turret". Also an upgraded shave-ice has longer range (longer still if it's hacked), so it can slow down incoming bots and give your other turrets plenty of time to do the dirty work.

    The AoE turret sounds overpowered because it can damage any number of targets within it's range, unlike the other attacking turrets which focus on a single target.

    And the homing turret just sounds like it would either have too much range and be a pain in the ***, or not enough range and therefore useless.

    Sorry to be captain negative like that, I've been thinking new turrets would be cool too but couldn't come up with anything really workable.
  3. Kyou Kizu

    Kyou Kizu New Member

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    Now if only assassins (and gremlins) 'revealed' by ShaveIce would actually get targeted by the other turrets, that'd be awesome! :D
  4. Snappyguy

    Snappyguy New Member

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    I'd <3 that as a Level 3 hack upgrade. :mrgreen:
  5. hostileparadox

    hostileparadox Well-Known Member

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    I second this motion.
  6. Ziggurat 9

    Ziggurat 9 New Member

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    That actually doesn't sound too bad.
    This is practically the first change or suggestion that I've heard that sounds very good.
  7. Skyllus zYn

    Skyllus zYn New Member

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    It reveals them for players, but not for bots or other turrets. That is the main issue, and part of the reason that assassins can come in and wipe out bases with ease. What the others suggested would work wonderfully to make the Shaveice useful. The biggest issue is Assassins being able to run through a turreted base without getting hit.

    All depends on its range and how much damage it does. You could also make it so it only hits other players and not bots if you're concerned about one turret taking out waves on its own.

    Surely there is some point in between in regards to range, this just comes off as you being negative.

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