Mek turret

Issues dealing with gameplay balance.
User avatar
Toilailee
Champion
Posts: 919
Joined: Tue 12 Mar, 2013 8:26 pm

Mek turret

Postby Toilailee » Fri 11 Oct, 2013 5:24 pm

Doesn't supress anymore and does less dps than a las turret but costs 4x more power?
Swift I: You're not a nerd, you're just a very gifted social spastic
saltychipmunk
Level 4
Posts: 787
Joined: Thu 01 Aug, 2013 3:22 pm

Re: Mek turret

Postby saltychipmunk » Fri 11 Oct, 2013 5:44 pm

yeah i dont get either maybe there was some op ork build that used them that someone didnt like too much
Arbit
Level 3
Posts: 357
Joined: Tue 28 May, 2013 10:00 pm

Re: Mek turret

Postby Arbit » Fri 11 Oct, 2013 5:52 pm

It's more like hardly anyone used the mek turret because it was pretty sucky so Cael tried to turn it into something else. The idea is appealing but it sounds like the execution isn't quite there. It's a beta.

I dunno why the mek turret was never buffed to be in line with the PM/TM turrets. The possibility of him teleporting and putting it somewhere totally broken I guess?
My 1v1 map - Imperial Plaza. Revisions are in progress so please check it out and give feedback!
User avatar
Ace of Swords
Level 5
Posts: 1493
Joined: Thu 14 Mar, 2013 7:49 am
Location: Terra

Re: Mek turret

Postby Ace of Swords » Fri 11 Oct, 2013 5:53 pm

It was fine as it was, since it was also salvageable, and the damage/supression was decent enough.
Image
User avatar
Torpid
Moderator
Posts: 3538
Joined: Sat 01 Jun, 2013 12:09 pm
Location: England, Leeds

Re: Mek turret

Postby Torpid » Fri 11 Oct, 2013 6:09 pm

It was fine as it was.

Can someone please clear this up for me: Does the mek turret's damage in 2.2.5 change based on proximity?

But yeah, it doesn't work atm, too expensive.
Lets make Ordo Malleus great again!
User avatar
Toilailee
Champion
Posts: 919
Joined: Tue 12 Mar, 2013 8:26 pm

Re: Mek turret

Postby Toilailee » Fri 11 Oct, 2013 6:22 pm

I agree, it was fine as it was. :geek:
Swift I: You're not a nerd, you're just a very gifted social spastic
User avatar
Cyris
Level 4
Posts: 649
Joined: Fri 22 Mar, 2013 10:22 pm

Re: Mek turret

Postby Cyris » Fri 11 Oct, 2013 7:44 pm

I am looking forward to trying it, though the theorycraft does feel off. All I can easily see is 10 less power for losing suppression, and that sounds like a bad trade. The damage numbers are too obscure for me; just how much did this increase it by? Does it do more or less then a IG turret now and at what ranges?

I like the theory, I want to see this work out. I will be building it next time I'm Mek.
User avatar
Caeltos
Moderator
Posts: 1070
Joined: Sun 03 Feb, 2013 10:49 pm

Re: Mek turret

Postby Caeltos » Fri 11 Oct, 2013 11:12 pm

Just trying stuff out. :)
crazyman64335
Shoutcaster
Posts: 329
Joined: Mon 06 May, 2013 2:15 am

Re: Mek turret

Postby crazyman64335 » Sat 12 Oct, 2013 2:23 am

Caeltos wrote:Just trying stuff out. :)

try this out
NERF APO
:lol:
User avatar
Broodwich
Level 4
Posts: 527
Joined: Fri 12 Apr, 2013 10:04 pm

Re: Mek turret

Postby Broodwich » Sat 12 Oct, 2013 8:33 pm

It was pretty retarded when you put a deffgun on mek as well. With teleporting suppression he is still the cheesiest commander out there
Fas est ab hoste doceri
User avatar
Codex
Moderator
Posts: 569
Joined: Wed 01 May, 2013 5:57 pm
Location: Bristol, UK
Contact:

Re: Mek turret

Postby Codex » Sun 13 Oct, 2013 4:17 am

To be fair does the Mek need more access to suppression in T1? I think something along these lines is fine, would make it far cheaper on power though.
Righteousness does not make right
User avatar
Lulgrim
Admin
Posts: 1311
Joined: Sun 03 Feb, 2013 9:44 pm
Location: Grimdark
Contact:

Re: Mek turret

Postby Lulgrim » Sun 13 Oct, 2013 10:19 am

ATM it still retains the damage falloff/increase over range so it's kind of weak at long distance and might suddenly surprise-rape stuff that gets closer;

distont/long - 33.75 dps
medium - 180 dps
short - 393.75 dps
User avatar
Torpid
Moderator
Posts: 3538
Joined: Sat 01 Jun, 2013 12:09 pm
Location: England, Leeds

Re: Mek turret

Postby Torpid » Sun 13 Oct, 2013 10:43 am

That's so weird. It should probably just do straight dps like a las-turret?
Lets make Ordo Malleus great again!
User avatar
Ace of Swords
Level 5
Posts: 1493
Joined: Thu 14 Mar, 2013 7:49 am
Location: Terra

Re: Mek turret

Postby Ace of Swords » Sun 13 Oct, 2013 2:09 pm

short - 393.75 dps

Holy shit that's alot of damage
Image
User avatar
Nuclear Arbitor
Level 5
Posts: 1106
Joined: Tue 12 Feb, 2013 2:56 am

Re: Mek turret

Postby Nuclear Arbitor » Mon 14 Oct, 2013 1:28 am

ork setups have always been like that. they had the lowest damage at range and by far the highest up close. close isn't a very big slice of pie though, which is the issue.
User avatar
Dark Riku
Level 5
Posts: 3083
Joined: Sun 03 Feb, 2013 10:48 pm
Location: Belgium

Re: Mek turret

Postby Dark Riku » Mon 14 Oct, 2013 3:37 am

Nuclear Arbitor wrote:ork setups have always been like that. they had the lowest damage at range and by far the highest up close. close isn't a very big slice of pie though, which is the issue.
Cloak right on top of vp, wait, profit.
User avatar
Lost Son of Nikhel
Contributor
Posts: 636
Joined: Wed 13 Feb, 2013 4:26 pm
Location: The Warp

Re: Mek turret

Postby Lost Son of Nikhel » Mon 14 Oct, 2013 8:34 am

Lulgrim wrote:ATM it still retains the damage falloff/increase over range so it's kind of weak at long distance and might suddenly surprise-rape stuff that gets closer;

distont/long - 33.75 dps
medium - 180 dps
short - 393.75 dps

Maybe should have a higher dps at long range and lower in short range? Since it can't suppress or infiltrate such high dps at short range it's a waste.
"Pater, peccavi in caelum et coram te; iam non sum dignus vocari filius tuus". Dixit autem pater: "manducemus et epulemur, quia hic filius meus mortuus erat et revixit, perierat et inventus est"

There will be no forgiveness for us.
User avatar
Nuclear Arbitor
Level 5
Posts: 1106
Joined: Tue 12 Feb, 2013 2:56 am

Re: Mek turret

Postby Nuclear Arbitor » Mon 14 Oct, 2013 10:33 am

Dark Riku wrote:
Nuclear Arbitor wrote:ork setups have always been like that. they had the lowest damage at range and by far the highest up close. close isn't a very big slice of pie though, which is the issue.
Cloak right on top of vp, wait, profit.

yeah. last time people had this conversation though the general response was that it's hard to setup a situation like that and it's very situational.
Arbit
Level 3
Posts: 357
Joined: Tue 28 May, 2013 10:00 pm

Re: Mek turret

Postby Arbit » Wed 29 Jan, 2014 6:07 am

OK these things are still terrible right?
My 1v1 map - Imperial Plaza. Revisions are in progress so please check it out and give feedback!

Return to “Balance Discussion”



Who is online

Users browsing this forum: No registered users and 0 guests