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Less sociable turrets.

22 replies [Last post]
Tue, 06/25/2013 - 21:34
Gent-Soopakoopa's picture
Gent-Soopakoopa

Currently, turrets are a bit too easy for my tastes. Sure, in T2 (and especially T3) they start
getting harder to dodge...unfortunately, that doesn't fix the problem. Their main weakness is that
the player can "orbit" right up against them, hitting right after they try to shoot you (and inevitably
miss). What I propose is that turrets be given a spin attack which they will use if a player stays
right up next to them for too long. It would deal a small ammount of damage corresponding to the
turret type (except for gun puppies, which will do normal), knock the player back about 5 squares
and inflict stun.

Tue, 06/25/2013 - 23:53
#1
Klipik-Forum's picture
Klipik-Forum
Why the random line breaks?

+1

Wed, 06/26/2013 - 00:46
#2
Hexzyle's picture
Hexzyle
-1

Their main weakness is that the player can "orbit"

Every enemy has a weakness, and when multiple types of enemies are combined, it becomes very difficult to exploit the weakness of each enemy. You're stating that turrets alone are easy. Of course they are. They fall into the "ranged/support" role. What's not easy is having to deal with other enemies while turrets are firing upon you.

Wed, 06/26/2013 - 02:55
#3
Rattar's picture
Rattar
self destruct in 5 minutes. have a nice day!

-1
I agree with hex. any enemy has to have a weakness. exploiting the weakness of turrets is much harder, if say, you are being chased by thwackers.

Wed, 06/26/2013 - 05:33
#4
Little-Juances's picture
Little-Juances

I wouldn't mind a 360° polyp attack.

Wed, 06/26/2013 - 06:02
#5
Rich-Tbiscuit's picture
Rich-Tbiscuit
+1ish kind of maybe

It would make more sense to just add a small attack to gun puppies. Polyps are special because they dont have to rotate, and Howlitzers are special because the head flies about after they die.

Gun puppies are still left rather basic whereas Howlitzers and Polyps have special features that increase their difficulty.

A gun puppy buff could be good fun, though I don't like the idea of them attacking when you get too close. Something like self-destructing once they're dead similarly to a Blast Cube would make more sense.

Or maybe a special attack where they fire all their bullets in a circle similarly to the old Shard bombs, but it would have to be clear they were doing it. This would make players think twice about getting close enough to attack, whilst still be dodgeable.

Wed, 06/26/2013 - 07:27
#6
Batabii's picture
Batabii
-1

actually polyps DO rotate, you just can't see it. Try freezing one. They can't turn, so they only aim one direction while frozen.

Wed, 06/26/2013 - 07:42
#7
Rich-Tbiscuit's picture
Rich-Tbiscuit
Ooo

That's cool, I rarely sue any thing with freeze so will be why I havn't seen that. Gonna have to try freezing them haha.

Wed, 06/26/2013 - 08:28
#8
Waffleconecake's picture
Waffleconecake
nothing left to say

NOPE.nig.
I have nothing to say that has not been already said by the ever so better Hexzyle.

Wed, 06/26/2013 - 09:00
#9
Zeddy's picture
Zeddy

Maybe T3 puppies could just explode upon death.

T3 polyps could have a melee attack where they wobble their heads into you.

Wed, 06/26/2013 - 09:47
#10
Autofire's picture
Autofire
You are experiencing a PICNIC ERROR!

Eh, what I'd do is give Gun Pups in T3 a Scuttlebot attack in the back when they shoot. Right now, if you can get close to a T3 Puppy, it's EASIER to kill it than a T2 one, because T3 ones can't turn while they shoot.

Thu, 06/27/2013 - 09:37
#11
Notgreatpig's picture
Notgreatpig
What?

Their main weakness is that the players can "orbit" right up against them.

The turret's arn't fat you know.

But seriously -1

Thu, 06/27/2013 - 10:26
#12
Batabii's picture
Batabii
@notgreatpig

"This next test involves turrets. You remember them, right? They're the pale spherical things that are full of bullets. Oh wait. That's you in five seconds"

Thu, 06/27/2013 - 11:47
#13
Oboron's picture
Oboron
Nah... -1

What you need is a new type of turret, not a reconstruction of the ones there are now.

Thu, 06/27/2013 - 13:32
#14
Magmaul-Ace's picture
Magmaul-Ace
I think Gun puppies should

I think Gun puppies should try to bite you if you get too close to them...
well,polyps could have a 360 degree attack and howlitzers could maybe ...nah that homing head makes up for any meele attack...

Oh,maybe these eletric polyps could have a self eletrocution atttack for meele or maybe the same ability of spreading spore-like traps on the floor as toxic-fire polyps from C42.

Thu, 06/27/2013 - 13:40
#15
Magmaul-Ace's picture
Magmaul-Ace
@Fallen-Night

No,we dont need to make new ones if we can fix the ones that are broken,Night,dont you know a thing called recycling? :/

Thu, 06/27/2013 - 15:43
#16
Players-Guest's picture
Players-Guest
some very random note

does anyone notice how easy it is to kill a gun puppy or any kind of turret with any kind of a calibur's charge?

Just said it because.... well it's just too easy (well in T2 it is because that's the only tier I've tested so far

Thu, 06/27/2013 - 18:43
#17
Waffleconecake's picture
Waffleconecake
@Players-Guest

Your point? it is always easy to kill SUPPORT enemies while they are alone and you get in their face. What? Turrets are not supports? tell me, if something hangs out in the back, has a simple but good way to attack, that is only useful when other things are distracting you and allowing those said things to get some supportive fire what do you call it? A offensive support.

Thu, 06/27/2013 - 19:00
#18
Saddestfiction's picture
Saddestfiction
-1

Okay, first, I agree with the people above. A turret alone isn't much of a problem. It is only a huge problem when its with other monsters. Also, a turret spawning alone is unrealistic, as that doesn't occur very often above T1.

But, suppose we have a solo turret, or even multiple turrets. To be honest, this isn't a huge problem for turrets. I mean suppose you implement your idea, giving turrets the spin attack if a knight gets too close. Unless the knight is carrying ONLY (as in, these are the only weapons the knight has):

  • Striker line sword
  • Flourish line sword/ BTB (Why someone would use this against a turret is beyond my understanding, but I am considering it)

The swords above require you to get into close range to attack the turret. Otherwise, the turret's spin would be useless. Why? Well:

  • If the knight has a calibur, a single, carefully executed charge attack would work in killing the turret very fast.
  • If the knight has an avenger/faust, they can spam the charge attack (not so much with faust, maybe) or can swipe once, shield, move away, and attack again, and repeat.
  • If the knight has a torika, they can "nuke" the turret(s) with maybe...two charge attacks before the turret(s) die.
  • If the knight has a brandish, the knight can probably spam the brandish charge attack and get in a hit before moving away
  • If the knight has a gun, they can avoid the spin.
  • If the knight has a bomb, they can avoid the spin.

I probably missed some special cases. But essentially, what I am saying is that the spin can be avoided very easily by either not staying in its range for too long or not being in its range at all, or the turret can be killed before it can spin.

Thu, 06/27/2013 - 19:29
#19
Little-Juances's picture
Little-Juances

Let's see, a single turret is as easy as a single wolver, a single retrode, or even a single trojan.
In fact, the same tactic of circling around while they attack works on lots of very mobile monsters.

There's nothing wrong with turrets if all monsters are just as dumb.

Thu, 06/27/2013 - 21:22
#20
Klipik-Forum's picture
Klipik-Forum
But the problem is that all monsters are dumb and cant teamwork.

http://forums.spiralknights.com/en/node/53120?page=5#GunPuppy2

http://forums.spiralknights.com/en/node/53120?page=6#Howlitzer2

Or we could do these things.

Fri, 06/28/2013 - 00:43
#21
Batabii's picture
Batabii

On a semi-related note, I still think it's kind of dumb that 2/3 of turrets are weak to elemental and 2/3 are resistant to piercing. Though I have yet to find a combination that deals, resists, and is weak to each type equally. Probably because everything that deals shadow is resistant to shadow, and everything that's weak to shadow resists the type it deals.

Also I can totally picture a gremlin type turret that's a cannon manned by a Knocker.

Fri, 06/28/2013 - 05:28
#22
Blandaxt's picture
Blandaxt
Turret

I suggest buffing all turrets. This buff I am suggesting is a simple one in my opinion. Give turrets a second attack base on how close and how far the player is to them. This attack will still be considered a range attack; just will not go as far. This attack is very similar to the scorch gremlin.

For all turrets:

Long range attack: 4 or more blocks away, the turret fire’s the normal attack is does now.

Short range attack: 3 or less blocks away, the turret concentrates all of its beams into one ball or spike attack.

This short range attack is a lot more powerful than one bullet, causes half (or less than half, meant to distant the player from the turret) a block of push back, and can only go as far as 4 block, then it disappears. This attack takes the same amount of time to charge as the long range shot.

This attack can also apply to polyps and any other future turret besides the rocket puppies.

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