Author Topic: So, turret balance  (Read 27412 times)

Offline TechSY730

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Re: So, turret balance
« Reply #165 on: April 30, 2013, 04:42:07 pm »
Or maybe bring missile turrets in line with the others in terms of "utility" factoring in its large range?

Offline keith.lamothe

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Re: So, turret balance
« Reply #166 on: April 30, 2013, 04:47:06 pm »
Or maybe bring missile turrets in line with the others in terms of "utility" factoring in its large range?
That's what I favor.  Perhaps buffing the range on the other turrets a bit, nerfing the range on missile turrets a bit, and nerfing the dps on the missile turrets a bit.

I like that they're good, but I don't want them to overshadow (literally, in some ways) the other turrets too much.  You're getting them very cheap K-wise now compared to what they used to be, too.
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Offline chemical_art

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Re: So, turret balance
« Reply #167 on: April 30, 2013, 04:49:57 pm »
I'd personally rather see Missile Turrets get higher knowledge costs than see the Spider Turrets get lower knowledge costs. Mostly because the range on the missile turret is so much greater than the range on any of the other turrets without costing it a significant amount of DPS when compared against the Basic, Laser, and MLRS turrets. Plus, the Spider Turret is in some ways more of a utility turret than anything else.

I disagree with this. Aside from the laser turret, which needs around 200k bonus dps, the missile turret does as much damage as the cheaper and much hardier basic turret, and is well behind other turrets in damage now.

I think that just buffing the K cost of it will accomplish the same as it was before: it will just be ignored by most. I'd rather actually addressing why it is used so much more often. They aren't really good compared to others right now. Missile turrets got hit with a whooping 36% basic dps drop.

The only reason missiles are good compared to snipers is because snipers hit with only 65% of missile damage.
« Last Edit: April 30, 2013, 04:54:01 pm by chemical_art »
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Offline Cinth

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Re: So, turret balance
« Reply #168 on: April 30, 2013, 04:56:28 pm »
Let's not forget missiles in general are a pretty good ammo.  How many other types of ammo retarget?
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Offline keith.lamothe

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Re: So, turret balance
« Reply #169 on: April 30, 2013, 05:04:09 pm »
Let's not forget missiles in general are a pretty good ammo.  How many other types of ammo retarget?
They retarget because they're so slow and often fired from such range that they need help not wasting your entire missile-turret-alpha on the lead 3-fighters of a wave :)  But yes, that is a bonus of them.

On the other hand, there are a lot of ways a ship can be immune to missiles.  Though not as many for the AI.
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Offline Cinth

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Re: So, turret balance
« Reply #170 on: April 30, 2013, 05:09:04 pm »
Let's not forget missiles in general are a pretty good ammo.  How many other types of ammo retarget?
They retarget because they're so slow and often fired from such range that they need help not wasting your entire missile-turret-alpha on the lead 3-fighters of a wave :)  But yes, that is a bonus of them.

On the other hand, there are a lot of ways a ship can be immune to missiles.  Though not as many for the AI.
I like it because none of the damage from my missile turrets gets wasted during a battle.
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Offline Kahuna

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Re: So, turret balance
« Reply #171 on: May 01, 2013, 04:46:58 am »
Let's not forget missiles in general are a pretty good ammo.  How many other types of ammo retarget?
Railguns are instant so they don't need to retarget.
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