gang turrets
- Deitus
- Joined: Tue Feb 17, 2015 5:26 pm
- Byond Username: Deitus
gang turrets
first off, yes i ded pls nerf xDxDxD le shitpost
but even if they're expensive, an easily moveable/deployable, infinite ammo, knockdown-on-hit and rapid fire death machine is pretty OP no matter how you look at it in my opinion.
yeah "just tase" "just flashbang" "just [x]"
we all know these arguments are totted out for most things but lets be real, for most actual in-game scenarios they dont work out for some reason or another.
if im the only one who thinks this i'll be quiet but it just seems like it needs at least finite ammo that can MAYBE be replenished at high cost, like uzi rounds.
but even if they're expensive, an easily moveable/deployable, infinite ammo, knockdown-on-hit and rapid fire death machine is pretty OP no matter how you look at it in my opinion.
yeah "just tase" "just flashbang" "just [x]"
we all know these arguments are totted out for most things but lets be real, for most actual in-game scenarios they dont work out for some reason or another.
if im the only one who thinks this i'll be quiet but it just seems like it needs at least finite ammo that can MAYBE be replenished at high cost, like uzi rounds.
- BeeSting12
- Joined: Sat Apr 16, 2016 1:11 am
- Byond Username: BeeSting12
- Github Username: BeeSting12
- Location: 'Murica
Re: gang turrets
no i agree these things are bad for balance. i dislike them a lot, i'd rather see them removed than buffed in cost. tbh id like to stimpacks go also
- Anonmare
- Joined: Sun Mar 15, 2015 8:59 pm
- Byond Username: Anonmare
Re: gang turrets
I really think the wrenching should take much longer. I've seen gangers tactically pull a turret with them, wrench it in place and climb on it before people can realise that the guy with a turret is a ganger, and get their gun out before he hops on and literally blows them away
- Armhulen
- Global Moderator
- Joined: Thu Apr 28, 2016 4:30 pm
- Byond Username: Armhulenn
- Github Username: bazelart
- Location: The Grand Tournament
Re: gang turrets
whatever you do, keep them in the game for admins.
- BeeSting12
- Joined: Sat Apr 16, 2016 1:11 am
- Byond Username: BeeSting12
- Github Username: BeeSting12
- Location: 'Murica
Re: gang turrets
how much would you TC trade for one of those fireball turretsArmhulen wrote:whatever you do, keep them in the game for admins.
- Armhulen
- Global Moderator
- Joined: Thu Apr 28, 2016 4:30 pm
- Byond Username: Armhulenn
- Github Username: bazelart
- Location: The Grand Tournament
Re: gang turrets
i don't think i could do that and sleep at nightBeeSting12 wrote:how much would you TC trade for one of those fireball turretsArmhulen wrote:whatever you do, keep them in the game for admins.
- Deitus
- Joined: Tue Feb 17, 2015 5:26 pm
- Byond Username: Deitus
Re: gang turrets
turrets really do just seem admeme-tier op at this point even when they're not shooting honkmother staff bananas
- Armhulen
- Global Moderator
- Joined: Thu Apr 28, 2016 4:30 pm
- Byond Username: Armhulenn
- Github Username: bazelart
- Location: The Grand Tournament
Re: gang turrets
To be fair they're really easy to destroy and they cost a ton in gangs
- Oldman Robustin
- Joined: Tue May 13, 2014 2:18 pm
- Byond Username: ForcefulCJS
Re: gang turrets
Did gang ever get a balance pass?
I incorporated several turret nerfs and gang balance changes into my big gang PR but I abandoned that when it was clear it was going to end up in code purgatory and die just like my Engineering PR did.
I incorporated several turret nerfs and gang balance changes into my big gang PR but I abandoned that when it was clear it was going to end up in code purgatory and die just like my Engineering PR did.
- CPTANT
- Joined: Mon May 04, 2015 1:31 pm
- Byond Username: CPTANT
Re: gang turrets
To be honest I think gang would be better without the turrets.
Timberpoes wrote: ↑Tue Feb 14, 2023 3:21 pm The rules exist to create the biggest possible chance of a cool shift of SS13. They don't exist to allow admins to create the most boring interpretation of SS13.
- FrozenGuy5
- Github User
- Joined: Thu Jun 01, 2017 9:56 pm
- Byond Username: FrozenGuy5
- Github Username: praisenarsie
Re: gang turrets
https://github.com/tgstation/tgstation/pull/30056Oldman Robustin wrote:Did gang ever get a balance pass?
;(
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- Oldman Robustin
- Joined: Tue May 13, 2014 2:18 pm
- Byond Username: ForcefulCJS
Re: gang turrets
I wanted to see endgame fighting for gangs amount to more than everyone mashing random arrow keys while clicking their gun in the enemy's general direction. I like the idea of turrets because it was a fair counter to the run-n-gun style that has dominated our ranged meta for as long as this game has existed (its one of the reason most Nukeop teams are a shitshow, everyone has to constantly be moving - multiply that by 5 ops and its no wonder teams get split up within 30 seconds of entering the station). I didn't like automatic turrets because they're typically way too strong and clock cult had taught me that automatic defenses just aren't fun for either side.With manned turrets there's enough firepower to shut down run and gun and force a "siege" that I felt was more appropriate for attacking a gang base.CPTANT wrote:To be honest I think gang would be better without the turrets.
Unfortunately turrets were left in an unbalanced state that made them too versatile and their weaknesses were not sufficiently pronounced, and while a few simple var changes would make them a lot more reasonable - I'm not quite ready to start touching code again.
-
- Joined: Fri Sep 02, 2016 1:33 pm
- Byond Username: JarekTheRaptor
- Github Username: Jarektheraptor
Re: gang turrets
You don't actually need to wrench them at all, they can be used anywhere so long as you're not stunned and buckled to the gun. They don't even have that long of a cooldown after they shoot either.Anonmare wrote:I really think the wrenching should take much longer. I've seen gangers tactically pull a turret with them, wrench it in place and climb on it before people can realise that the guy with a turret is a ganger, and get their gun out before he hops on and literally blows them away
- kevinz000
- Joined: Fri Nov 14, 2014 8:41 am
- Byond Username: Kevinz000
- Github Username: kevinz000
- Location: Dorm Room 3
Re: gang turrets
even if they're anchor-required
>i see person moving at me before they can see my position offscreen
>i blast them before they can react with 30 bullets
hmmmmmmmmmmmmmmmmmmmmmm
also how i deal with turrets is just shoot lethals at them, if the rider doesn't dismount, they die, if they do, the turret dies.
>i see person moving at me before they can see my position offscreen
>i blast them before they can react with 30 bullets
hmmmmmmmmmmmmmmmmmmmmmm
also how i deal with turrets is just shoot lethals at them, if the rider doesn't dismount, they die, if they do, the turret dies.
Local catgirl scratching post - Shezza
Usually seen as Skylar Lineman/Mekhi Anderson.
Commissions way too much art...
https://tgstation13.org/phpBB/viewtopic ... 7&p=239075 - IN GAME ADMINISTRATOR
Usually seen as Skylar Lineman/Mekhi Anderson.
Commissions way too much art...
https://tgstation13.org/phpBB/viewtopic ... 7&p=239075 - IN GAME ADMINISTRATOR
NSFW:
- Oldman Robustin
- Joined: Tue May 13, 2014 2:18 pm
- Byond Username: ForcefulCJS
Re: gang turrets
Basically what Kev said
If you know where a turret is, and you have a ranged weapon, its pretty simple to destroy. I believe the downtime on the gunfire is over 50% (shoot 4 seconds, cooldown for ~5).
My nerfs were to slow down the rate of fire by 20%, slow down the mount/dismount process, reduce the visual range by 1, and make the gun itself more fragile. If Gang doesn't get removed I'll re-introduce those nerfs at the very least.
If you know where a turret is, and you have a ranged weapon, its pretty simple to destroy. I believe the downtime on the gunfire is over 50% (shoot 4 seconds, cooldown for ~5).
My nerfs were to slow down the rate of fire by 20%, slow down the mount/dismount process, reduce the visual range by 1, and make the gun itself more fragile. If Gang doesn't get removed I'll re-introduce those nerfs at the very least.
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