Pay to Protect-a-Turret

Discussion in 'Monday Night Combat 360 Feedback and Issues' started by Hiero Glyph, September 17, 2010.

  1. Hiero Glyph

    Hiero Glyph New Member

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    So we all know that turrets go down faster than a... er, that they don't have enough health to sustain much damage, especially against a Juiced Pro. So what if you could pay a certain fee that provided an upgrade protection column and healed the turret back to 100% health? The pro is that the turret could be healed for a cost; the con is that just like upgrading the turret, it would be offline until the repairs are complete.

    There are two options for how this could work:

    1) To make things easy the repair option could only be available once a turret is upgraded to level 3. The time required for the repair would be identical to the time required to upgrade the turret from level 2 to level 3. In this manner the more expensive turrets also take longer to repair, thus protecting your investment for a cost.

    2) Simply walk up to any turret and press left on the D-pad (possibly left+A just like a Taunt). This would allow a turret to be repaired at any time regardless of level. Repairing a turret requires the same amount of time as building/upgrading a turret of the same level.

    The only thing I am not sure about would be the cost. Personally I think that RockIt turrets are overpriced already so I think a flat fee would only be fair. The problem is that for some turrets the repair cost might seem high compared to the upgrade cost of the turret. Any thoughts on this?
  2. Goose

    Goose Active Member

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    I know a free way to heal turrets effectively without having to deal with it yourself. It's called a Support.
  3. zarakon

    zarakon Active Member

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    Defense does not need any buffs

    Too many games go to overtime already
  4. iCatastrophe408

    iCatastrophe408 New Member

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    Agreed with 100%. Unless you got a awesome team like mine then no defense is greater. XD But still I agree. LOL
  5. DR0KZ

    DR0KZ New Member

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    But games go into overtime because people are just deathmatching, you can push a base easely.
  6. Amaranth

    Amaranth New Member

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    Which has nothing to do with the strength of turrets.
  7. Ekanaut

    Ekanaut Uber Alumni

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    The strength of the turrets has everything to do with balance and getting robots in to the opposing base. We've gone through tons of iterations on Pro / Robot / Turret balance during development. At some point when the turrets were stronger, the Pros felt too weak and robots couldn't get close to the Money Ball. It's a tricky balance and we'll be making small tweaks based on feedback, but don't expect any giant sweeping changes.
  8. iCatastrophe408

    iCatastrophe408 New Member

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    Ahhhh well I could help you with this but then itd totally ruin my strategies on every single map lmao... XD :lol:
  9. scyfed

    scyfed New Member

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    you didnt notice that an offensive team can literally own your turrets in seconds on maps like grenade 111 and ammomule because there shooting outside its range. (no offense)
  10. Goose

    Goose Active Member

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    And you let this happen why?
  11. Leonyx

    Leonyx New Member

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    Grenade 3? How does it happen there?

    I assume Uber noticed it and decided to keep it the same for some reason.
  12. Enigma5081

    Enigma5081 New Member

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    honestly the only problem i have is with juiced assassins and tanks. Later on in a match two level 2 rocket turrets and a firebase can take out a juiced assassin but a juiced tank within the first couple minutes is what really sucks. But then again if your team would help when you say "juiced tank in the base" then you wouldn't have as much of a problem. Really what it comes down to is that people take this game too offensively trying to rush the teams base and kill pros. Today on laser razor i played a support they had a tank, gunner, and assault who kept rushing the base. So i stayed back healed the turrets, gave the bots damage boosts, and over shielded pros... you know actually playing a support. Because they played full offensive and kept coming after ME specifically me my turrets would unload and kill them. And no i didn't sit back get juice run out kill people come back get juice and so on. I used juice once another pro juiced or i was about to die (which is prolly what uber hoped people would use it for). So during that match i went 24-3 my team lost in overtime thanks to juice rush but all well.

    So over all no the turrets don't need a buff. Tweeks? Sure why not but the only tweeks i could see being done would be life and damage.
  13. WiredGunslinger

    WiredGunslinger New Member

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    Yup juice effects should be removed from damage to turrets along with the damage to the money ball.

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