Topic: Turret balancing

The gamma changes still need a few tweaks to get it bang on and one of those is in relation to the turrets:

IMO turret paradigm should be (under a group assault):

You make them tanky - they can be out tanked and out ranged but are very hard to kill
You make them ranged - they can be out tanked and are comparatively easy to kill but are very difficult to kill at range
You make them blap - they can be out ranged and comparatively easy to kill but they are very hard to tank

Turrets are currently underpowered. They do not do enough damage to worry anyone remotely competent. Its perfectly possible to tank a full bases turrets and just walk directly in to a base with less than ten people - Even if those turrets are set for face ***. They need the DPS retweaking upwards by around 25%

Turrets are slightly too long range. They are firing at around 1400m currently which is aout 10% too far imo

The new reinforce timer gives the defender too much advantage. Boosters, turrets and repair nodes should have the ability to go in to reinforce but this should stop them working until that reinforce is over. This gives a real penalty and bonus to the initial assault.

Proverbs 23:20-21 warns us, “Do not join those who drink too much wine or gorge themselves on meat, for drunkards and gluttons become poor, and drowsiness clothes them in rags."

Re: Turret balancing

Some good changes for Gamma 3.0 after another reset, I'm sure.

Re: Turret balancing

Jita wrote:

The new reinforce timer gives the defender too much advantage. Boosters, turrets and repair nodes should have the ability to go in to reinforce but this should stop them working until that reinforce is over. This gives a real penalty and bonus to the initial assault.

huh? this should be already in.

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