Turret [censored]age

Post » Sun May 29, 2011 1:23 am

Is there a limet to how many turrets that can be on the map at any given moment per/team , i had this awful vision of playing the escort missions and going to save the bloke and running into 8 turrets with 8 fatties behind them with grenade launchers *shudders* , im not saying this would and wll happen i highly doubt it will but is there some messure to stop there being "too many" turrets. :flamethrower:
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Isabell Hoffmann
 
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Post » Sat May 28, 2011 7:52 pm

Is there a limet to how many turrets that can be on the map at any given moment per/team , i had this awful vision of playing the escort missions and going to save the bloke and running into 8 turrets with 8 fatties behind them with grenade launchers *shudders* , im not saying this would and wll happen i highly doubt it will but is there some messure to stop there being "too many" turrets. :flamethrower:

Not sure, but I know the game has gone through many stages of development, so I think SD will have a set number, if there is to many SD will patch it anyway. Brink has had a closed beta for employees to test for feedback on polishing the game before release. :biggrin:
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anna ley
 
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Post » Sat May 28, 2011 8:26 pm

Ye im sure SD have reviewed that scenario i dont doubt SD just the thought makes me cringe lol!
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Kelly Upshall
 
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Post » Sat May 28, 2011 4:10 pm

If they do that, then you get to spam grenades at them from around the corner, or approach from a different direction. Turrets have limited firing arcs, and you'll be able to outrun their aim as a Light if you're good, and if the levels have been designed well, there will ALWAYS be another way in, if not a couple of other ways in.
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Devin Sluis
 
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Post » Sat May 28, 2011 9:06 pm

I'd be concerned about turrents and mines along the A.I.s preset path of travel. Once people learn the routes for the A.I. you can expect both during your escort.
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P PoLlo
 
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Post » Sun May 29, 2011 12:19 am

I'd be concerned about turrents and mines along the A.I.s preset path of travel. Once people learn the routes for the A.I. you can expect both during your escort.

Bring on the Tower Defense skills! :lol:
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Phillip Hamilton
 
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Post » Sat May 28, 2011 11:12 pm

Bring on the Tower Defense skills! :lol:


I have ice towers to slow lights down! :3
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naomi
 
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Post » Sat May 28, 2011 11:29 pm

Bring on the Tower Defense skills! :lol:


Win

I have ice towers to slow lights down! :3


Who can forget the ice towers greatest ally. The BOMB TOWER! Useful in blowing the hell out of any lighs you slow down!
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Mrs shelly Sugarplum
 
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Post » Sun May 29, 2011 1:52 am

That's assuming the AI are programmed to use preset routes instead of being given the ability to adapt to enemy tactics (which is a distinct possibility).
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joeK
 
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Post » Sun May 29, 2011 12:33 am

In this scenario, adrenaline and EMP grenades :brokencomputer: seem to be very helpful
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Camden Unglesbee
 
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Post » Sat May 28, 2011 1:04 pm

I'd be concerned about turrents and mines along the A.I.s preset path of travel. Once people learn the routes for the A.I. you can expect both during your escort.

There is not preset AI path. The AI is situationally adaptive.
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Rude_Bitch_420
 
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Post » Sat May 28, 2011 3:01 pm

They will be a pain, but think of it like this: The defence have turrets that only have limited visibility and range.

While attackers (which is you) can SMART your way out. As a lot of people said before if you keep moving, you will be a hard target to hit. Also if you have the bodytype for it, there is more than one route to the turret, just keep that in mind :toughninja:
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Kara Payne
 
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Post » Sun May 29, 2011 1:35 am

It's weird how many posts there is like these when the game is not even out.
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Jynx Anthropic
 
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Post » Sat May 28, 2011 12:57 pm

8 fatties with 8 miniguns and 8 turrets would be, firstly, hilarious and secondly, only an unbeatable team if you kept throwing yourself at them without changing tactics: sniping, using operatives, grenades, EMPs, flanking, etc.
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Cash n Class
 
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Post » Sat May 28, 2011 10:53 am

In this scenario, adrenaline and EMP grenades :brokencomputer: seem to be very helpful


This. Adrenaline is unlocked at the same time Turrets are, so stab all your Op and Soldier teammates and they can go to town sapping, hacking, and destroying those turrets.
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Abi Emily
 
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Post » Sun May 29, 2011 1:24 am

Is there a limet to how many turrets that can be on the map at any given moment per/team , i had this awful vision of playing the escort missions and going to save the bloke and running into 8 turrets with 8 fatties behind them with grenade launchers *shudders* , im not saying this would and wll happen i highly doubt it will but is there some messure to stop there being "too many" turrets. :flamethrower:


That wouldn't happen. I'm pretty sure all skills have a cooldown period, and don't forget about supply pips as well. Once they run out of supply pips, no more turrets for a while.
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Lauren Dale
 
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Post » Sat May 28, 2011 8:04 pm

I'd be concerned about turrents and mines along the A.I.s preset path of travel. Once people learn the routes for the A.I. you can expect both during your escort.



That's assuming the AI are programmed to use preset routes instead of being given the ability to adapt to enemy tactics (which is a distinct possibility).



There is not preset AI path. The AI is situationally adaptive.




This they use SMART and will likely be more adaptable than many players early on.


8 fatties with 8 miniguns and 8 turrets would be, firstly, hilarious and secondly, only an unbeatable team if you kept throwing yourself at them without changing tactics: sniping, using operatives, grenades, EMPs, flanking, etc.


What team has 8 engies anyway?
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megan gleeson
 
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Post » Sat May 28, 2011 7:24 pm

i wasnt saying it would happen , was just me being silly , hell thats what forums are for discussion! :D
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abi
 
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Post » Sat May 28, 2011 12:03 pm

Especially pre-release, when all anyone can do is this.
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JD FROM HELL
 
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Post » Sun May 29, 2011 2:00 am

This would maybe be good for holding a single spot for a while, but not for a full escort. So flanking would work and also waiting till the escort moves into the next zone and prevent them from resetting up shop.

Question: Do turrets disappear after death?
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katsomaya Sanchez
 
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Post » Sun May 29, 2011 12:24 am

So they have no medic to bring them back up? Kill them and have medics to revive anyone who needs it. Moltov them, hit them with frags, headshots with LR's...........so many things you could do. :spotted owl:
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louise hamilton
 
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Post » Sat May 28, 2011 11:07 am

There is not preset AI path. The AI is situationally adaptive.


I believe he's referring to the path of the escorted. During the escort the bot mission there is clearly only a limited path that the bot can travel (may also be true of the human escort missions).


I'm not concerned about any of the multitude of tactics that may enter into the game, that's all part of the gaming experience.
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Joe Bonney
 
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Post » Sat May 28, 2011 10:50 am

If they do that, then you get to spam grenades at them from around the corner, or approach from a different direction. Turrets have limited firing arcs, and you'll be able to outrun their aim as a Light if you're good, and if the levels have been designed well, there will ALWAYS be another way in, if not a couple of other ways in.


Not only this but if they have that many turrets out switch to an operative and get those turrets working for you then have engineers on your team setup there own then you got even more turrets then them muwhahaha :gun:
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abi
 
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Post » Sat May 28, 2011 1:08 pm

well my solution would be play as operative, use smart to your advantage (take the routes the heaviescant place the turrets) then kill one heavy from above with a SILENCED weapon, disguise as him, kill another player with his own turret, hack him so your teammates can get a jump on the enemy, then procede to save the prisoner with your TEAM. MISSION ACOMPLISHED!!
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Richard
 
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Post » Sat May 28, 2011 12:02 pm

LOL I love how most everyones answer is "grab a light operative" lol
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Marquis T
 
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