OK...so an opposing Support has the gall to hack one of our base Level 2 Rockit turrets, but I happen to be stocked with cash late in the game, so rather than blow the thing up, surely I figure if I drop the cash to upgrade it, it will revert back to our home base... WRONGO!!! I end up being responsible for putting an enemy Level 3 Rockit Turret right next to our MoneyBall...and I did it on my hard earned dime to boot! :lol: Which begs the question on if people here think that needs a gameplay tweak. A. Should spending the money to upgrade a home base hacked turret change it back to being under your control? B. Should the ability to upgrade it be disabled, as it is with enemy turrets at the enemy base? C. Or should it remain exactly how it is? As hilarious as I personally found it to be later, it does seem odd the game would let me upgrade an enemy controlled turret.
I'd say either A or B - though I'd lean towards A. If the Support risks hacking a level 3 turret, they deserve to keep it. Since that's money that you could be using to upgrade skills, spawn bots, the annihilator, etc. I think it'd be fair if you decided to use it to 'buy back' your turret. (Though you'd need to remember that the Support could always hack it again.)
It's in the upcoming patch. "Fixed upgrading a turret that has been hacked to the opposing team." http://www.uberent.com/blog/2010/08/mon ... c-and-pax/
Ok...surely you can see that doesn't answer the question. Fixed how, Uber? Disabling the ability to upgrade, or will upgrading it revert it back to the home base? Color me curious...
I'd say being able to revert it back by buying an upgrade is worse than being able to juice for $500. If you get a turret hacked, your punishment is having to destroy it or hack it back. Actually, I think they shouldn't correct this at all and just make a new protag referencing Darwin. It could be like the one game that had an achievement for team killing.
The fix we implemented does indeed prevent you from being able to upgrade it if your own team's turret has been hacked to the enemy team. This removes the tactic of upgrading a turret and hacking it back mid-upgrade, but it also prevents the exact situation you described of unwittingly helping the enemy kill you faster.
For the sake of the discussion a support risking his balls to hack a turret shouldn't be easily countered by slapping 100 bucks into a laser blazer to get it back, it'd be an imbalance and hacking enemy turrets would be void, ( bar maybe the risk in getting close enough to upgrade, but it only takes a second ) having to destroy said turret keeps reminds defending pros to keep said defending pros eyes open. Said.