Turret build times (and possible resource cost) decrease

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Turret build times (and possible resource cost) decrease

Postby stimpack88 » 08 Feb 2012, 11:50

Given that turrets are 1) immobile 2) easily defeated with tier 1 arty they take way too long to build for something that is stationary has relatively low hp and can't dodge incoming fire. Note on small maps turret build times make turrents almost useless. I rarely find myself using them at all since they are easily taken down before they can even get built.

I find tier 1 turrets totally useless and tier two also (due to build time vs firing rate @t2).
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Re: Turret build times (and possible resource cost) decrease

Postby Kryo » 08 Feb 2012, 17:54

lol are you serious?

How long have you been playing supcom fa?

Towers are fine as is, and this since release of the game. I cant take your post seriously, sry.
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Re: Turret build times (and possible resource cost) decrease

Postby uberge3k » 08 Feb 2012, 18:53

This is working as intended. Static defenses must *always* be far less effective than their mobile counterparts, lest the game become too focused on defense.

T1 PDs only have one purpose: to stop ACUs. If you really, really, really need them in a pinch to protect engies at your base they can also be rushed there, but that's far from an ideal scenario.

T2 PDs are already slightly too strong.

Any buffs to PDs would make the game even more turtley and prone to bunker wars, which is a very bad thing.
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Re: Turret build times (and possible resource cost) decrease

Postby stimpack88 » 08 Feb 2012, 20:24

Static defenses aren't defenses if no one uses them, how often does anyone really use turrets to decent effect, especially on smaller maps?
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Re: Turret build times (and possible resource cost) decrease

Postby Kryo » 08 Feb 2012, 20:47

stimpack88 wrote:Static defenses aren't defenses if no one uses them, how often does anyone really use turrets to decent effect, especially on smaller maps?


in nearly every match!!
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Re: Turret build times (and possible resource cost) decrease

Postby uberge3k » 09 Feb 2012, 00:29

stimpack88 wrote:Static defenses aren't defenses if no one uses them, how often does anyone really use turrets to decent effect, especially on smaller maps?

I think I see PD built in almost every game I play - or at least the overwhelming majority of them.
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Re: Turret build times (and possible resource cost) decrease

Postby ToejamS » 10 Feb 2012, 23:28

Yes, t1 pd is overcome very easily with arty and any general spam. The best way to look at t1 arty is as a supplement to your existing army. A pd with several units guarding it from arty attack can hold off a considerably more substantial mass invested army. Dont quote me but I think a pd cost about 7 tanks in mass.

Moral of the story is - your doing it wrong - . You cant build a single pd and expect it to hold back the hordes, its a unit that needs support. Given this, the t1 pd is pretty well balanced as it is, even given the wall bug. 2 pd against a comm is an absolute show stopper if he has no arty in support.
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Re: Turret build times (and possible resource cost) decrease

Postby stimpack88 » 12 Feb 2012, 14:38

ToejamS wrote:Yes, t1 pd is overcome very easily with arty and any general spam. The best way to look at t1 arty is as a supplement to your existing army. A pd with several units guarding it from arty attack can hold off a considerably more substantial mass invested army. Dont quote me but I think a pd cost about 7 tanks in mass.

Moral of the story is - your doing it wrong - . You cant build a single pd and expect it to hold back the hordes, its a unit that needs support. Given this, the t1 pd is pretty well balanced as it is, even given the wall bug. 2 pd against a comm is an absolute show stopper if he has no arty in support.


Given the mass cost and the fact that it takes so long to build I disagree. I find units are a much much better investment then any kind of point defense. Maybe a better idea would be to increase the range slightly or the damage output but there is something definitely wrong with point defense. Especially in bigger games where masses of units tend to swamp any kind of defense.
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Re: Turret build times (and possible resource cost) decrease

Postby uberge3k » 12 Feb 2012, 15:35

stimpack88 wrote: I find units are a much much better investment then any kind of point defense.


And that's exactly how it should work. Defenses must always be less effective than units, or else the game will lead to stagnant bunker wars.
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