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Post by grim0011 on Apr 24, 2017 20:59:58 GMT
So the itty bitty little turret in the game feels like its there to tickle the enemy and doesn't really add to any kit its in from my perspective (feel free to have your own. How ever what if you were to buff its dps at a high fire rate with a windup like an old school gatling gun? At low levels it will balance itself out because it will be switching enemies too fast to get the full windup dps to be terrifyingly op but at high levels, say a fiend if attempting to roll up on you but you got a turret gunning him down the whole way and its actually making a difference almost like an extra team member cause its at max fire rate and outputting its max dps because the enemies live long enough for it to reach its max potential all the while still balanced because its gold anyway? What do you guys think?
Btw I'm not talking about a cyclone windup like *windup* BRRAAAAAAAAP but more like Ra-tat-tatat-tatatat- TATATATATATATATA
(sorry, but that's my best representation of the windups, if anything I hope it makes you laugh)
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TheThirdRace
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MEA MP Builder
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda
Origin: TheThirdRace
Posts: 268 Likes: 701
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda
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Post by TheThirdRace on Apr 24, 2017 21:12:29 GMT
Before thinking about anything damage wise, Bioware need to fix the mobility (or lack thereof) problem.
Either reduce the cooldown to 5 seconds like Fortify or use Power Cells. Anything that will let me cast the freaking turret where it's needed and won't become obsolete 5 seconds later when we all move away from that spot.
Then and only then we can talk about the meager damage...
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hardcoresalmon
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion
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Post by hardcoresalmon on Apr 24, 2017 21:12:57 GMT
How about not giving it a 24 second cooldown for starters
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Post by aeronomo on Apr 24, 2017 21:14:14 GMT
To be completely honest, I don't think that having familiars that deal good damage on Gold would be good game design. With a movement system like MEA, where you can survive for a ridiculously long time without killing anything, you could just place down a turret and run around for an entire match without really playing the game. I'm personally a big fan of having familiars act as passive bonuses within a certain radius. It promotes a different style of gameplay since it keeps you in the radius, but doesn't take away from using powers or guns for damage.
My favorite familiar in ME3 was probably the Demolisher's supply pylon. It had a cooldown comparable to MEA's familiar cooldowns and really only acted as a passive bonus. You could spec it so staying near it would help you out, or you could place it to get some quick grenades. It was basically just a passive bonus that you could go over to throughout the match. It'd be difficult to do this in MEA, but some familiars already have bonuses like this. The turret has some power recharge, right? If they were to focus on that, make it a bigger benefit to stay in the radius, they could create some different playstyles based on having that ability.
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Post by misguidedworm7 on Apr 24, 2017 21:14:50 GMT
The turret sucks because a single breacher/addi/wraith will punch it to death, if it had 400% more health it would still be fragile and die all the time.
The damage would never be meaningful if the turret just dies when an enemy looks at it.
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Pyrceval78
N3
Burninating the thatched roof cottages.
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
PSN: Pyrceval78
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Burninating the thatched roof cottages.
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Post by Pyrceval78 on Apr 24, 2017 21:34:58 GMT
Buff it with some high quality wax
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Post by nucleartech76 on Apr 24, 2017 21:49:13 GMT
Start with the cooldown itself. It needs to be spammable for it to see more play. Stagger to the shots might be interesting. No damage increase but more cc.
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Post by grim0011 on Apr 24, 2017 21:58:09 GMT
Before thinking about anything damage wise, Bioware need to fix the mobility (or lack thereof) problem. Either reduce the cooldown to 5 seconds like Fortify or use Power Cells. Anything that will let me cast the freaking turret where it's needed and won't become obsolete 5 seconds later when we all move away from that spot. Then and only then we can talk about the meager damage... But those subjects have been talked to death... Lets start a new complaint! Join me, you have no choice! o_o
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physiolosopher
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Games: Mass Effect Trilogy, Mass Effect Andromeda
PSN: physiolosopher
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Post by physiolosopher on Apr 24, 2017 23:03:25 GMT
To be completely honest, I don't think that having familiars that deal good damage on Gold would be good game design. With a movement system like MEA, where you can survive for a ridiculously long time without killing anything, you could just place down a turret and run around for an entire match without really playing the game. I'm personally a big fan of having familiars act as passive bonuses within a certain radius. It promotes a different style of gameplay since it keeps you in the radius, but doesn't take away from using powers or guns for damage. My favorite familiar in ME3 was probably the Demolisher's supply pylon. It had a cooldown comparable to MEA's familiar cooldowns and really only acted as a passive bonus. You could spec it so staying near it would help you out, or you could place it to get some quick grenades. It was basically just a passive bonus that you could go over to throughout the match. It'd be difficult to do this in MEA, but some familiars already have bonuses like this. The turret has some power recharge, right? If they were to focus on that, make it a bigger benefit to stay in the radius, they could create some different playstyles based on having that ability. In theory this is a cool concept. In practice the only buff pets can give now is a recharge bonus for tech powers of the caster. Cryo beam has a scaling cooldown, overload is crap and incinerate has DOT to cover most of it's cooldown so it really only gives a big benefit to ZOG camping angara insurgents for shield boost uptime (but his other 4 powers are way better than turret so...). This long-cooldown proximity-dependent bonus concept worked for the supply pylon in ME3 because the bonuses were useful. It was like adding a free ammo box anywhere you wanted on the map that could buff weapon damage for everyone and boost shields to the magic 990 threshold with either 3 points in fitness or a cyclonic I. And it COULDN'T DIE. A 24-second cooldown on a power than often ends a few seconds after casting is irritating.
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pitka17
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Origin: pitkanen17
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Post by pitka17 on Apr 25, 2017 0:33:58 GMT
Allow the CD to begin when you set it down (like ME3's design), reduce the base CD to 15 seconds, rank 4a +150% the shields, rank 4b explosive electrical stun on death.
If the CD can't be changed to begin when you deploy it, then make the CD 8 seconds.
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drfeelgood2002
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion
XBL Gamertag: drfeelgood2002
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Post by drfeelgood2002 on Apr 25, 2017 0:50:52 GMT
Before thinking about anything damage wise, Bioware need to fix the mobility (or lack thereof) problem. Either reduce the cooldown to 5 seconds like Fortify or use Power Cells. Anything that will let me cast the freaking turret where it's needed and won't become obsolete 5 seconds later when we all move away from that spot. Then and only then we can talk about the meager damage... My thoughts exactly. In ME3 I was constantly repositioning my sentry turret as we moved around the map. This game gives your character more mobility than before, but the opposite has happened to the turret. Pfffft!
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