Would you be happy or upset if they removed AV Mana Turrets from game and refunded certs/sc?

Discussion in 'PlanetSide 2 Gameplay Discussion' started by Kimble, Jan 3, 2014.

  1. doombro

    If I got a full refund, all is well and good.
    • Up x 1
  2. Dieter Perras

    NO MORE NERF REQUESTS

    For god sakes guys its not that op. I play tanks and use this and the times I've been killed by this its because of a failure to react fast enough. NOT because this weapon is op.
    • Up x 4
  3. Villanuk

    As much as I hate these Turrets I do believe they add to game, more so in slowing and stopping zergs BUT I would certainly change the way they are now, and I thought SOE should have done more to them in the last patch.

    Reduce the distance, pure and simple. You can snipe these guys using the turrets now NW has changed, just reduce the distance and I would imagine far less would get used.
    • Up x 1
  4. Latrodectus

    AV Mana turrets and A2A lock ons are two things that they could remove from the game without giving me any kind of refund at all and I would be totally fine with it as a few hundred certs is a paltry price to pay for improved gameplay.
  5. Flashtirade

    "Happy" would be putting it lightly.
    [IMG]
    • Up x 4
  6. Ac3s

    I'd be VERY happy if they removed AV mana turrets, its complete BS that someone can launch an unlimited amount of guided missiles at you from maximum render range with the ability to just place a new AV turret whenever they want.
    It needs major nerfing, either by removing its "guided" attribute, adding a limited amount of ammo and once the turret is destroyed its gone for ever.
    Or just remove it completely!
    • Up x 2
  7. Gundem


    Then obviously you have failed to see what makes it OP.

    You can't react when your attacker is sitting at 800m away, not even rendering.
    • Up x 4
  8. ABATTLEDONKEY

    I would rather that they fix it. Removal of items from a game is rarely a good option. Lock-ons are the exception to this rule
    • Up x 4
  9. ABATTLEDONKEY


    ummmmmmmmmmmmmmmm you could always react. At a severe disadvantage? yes. dont over exaggerate to make a point. There is always the option of running, or finding cover. the AV mana turret does NOT force its kills, especially at such a considerable distance where stationary targets are the only ones getting hit. You ALWAYS have options.

    The problem is that you cant fight back that easily, and that a spammable engineer suddenly becomes more powerful than a tank. THATS the problem. not the lack of reaction time.
  10. Astriania

    I wouldn't mind it removed, but modified to not be guided and not have a range beyond its own render distance would be better.
  11. Paulus

    I'd be indifferent. Sure I would have to find another way to score easy head-shots on my Infil, but I'd live.
  12. EmmettLBrown

    Every time I set mine up, I keep telling myself "Ok. Take out those tanks". 2 minutes later I'm hitting I'm hitting infantry and MAX units because it's way too easy. I don't think I'd be upset if they were removed, but I'd rather they balance them.
    • Up x 1
  13. Nerovox

    I say leave it in game as is.. I don't use it, but if it brings this many whiners to the forums crying for its removal it must be ok.
    The nerf cry was for the Harasser, now the AV turret, and tomorrow something else. You people will never be happy.
    • Up x 2
  14. Tenebrae Aeterna

    I would be disappointed.
    • This is a high threat situation, amongst many, that snipers exist for.
    • This is a unique facet of the Engineer class.
    What I would like to see.
    • Their range fixed and balanced.
    • That damn hit-box fixed, especially on the Anti-Vehicle Turret!!!!!!!!!!
    • Anti-Vehicle Turrets receive small walls that permit Engineers the ability to band together and literally cut off roads with blockades that are actually difficult to get rid of. Basically, they would get a small knee high wall in front of the turret and one on each side to form a small boxed in nest type situation. Multiple Engineers could place these turrets side by side to provide a road block for enemy vehicles. The hit points of the turrets themselves would be increased and destruction of the turret would come in two parts.
    - The first stage would destroy the weapon itself, but an Engineer could return to the turret and try to repair it if the second stage of destruction hasn't transpired yet.

    - The second stage of destruction would destroy the entire turret itself, including the walls.

    Note: The Engineer themselves, as a soldier, won't receive any significant form of protection from this system, they'll die before their turret does. This just ensures that the turret itself can be used as a roadblock and becomes more heavily geared towards destruction and defense against vehicles.


    I don't play the class anymore, aside from when I run a vehicle, but I don't want to see turrets removed. I want to see them balanced and even potentially tweaked to better suit their intended purpose. I'm getting very tired of seeing people so keen on removing aspects of the game or completely destroying them through overly compensating for flaws in their design that render them potentially overpowered.

    FIX them, don't remove them and don't nerf them into oblivion. People need to stop basing their desires off frustration and work towards actually balancing out the game.
    • Up x 1
  15. Shinrah

    I´d be happy if that damn new spot icon would actually be ON the turret. Ever since that icon replaced the old spot dorito it has become almost impossible to hit it over range. You know it´s there, but no matter where you aim it seems impossible to hit it.
    The old dorito was right above it, so I had the option to take out those turrets over extrem long ranges (the same ranges they were engaging me). Now it has turned into a guessing game where I have to shoot multiple times hoping to hit it at one point.

    An engineer can respawn within 10 seconds, and place a new AV Mana turret. My VHC´s cannot respawn without CD, and they also cost resources. Not to mention that the AV Mana is also a OHK against infantry, so if you know your **** you can even snipe infantry over several 100meters.

    Personally I rarely have the patience or the crowd to use it much, but there is nothing more annoying than having a couple of self sufficient engineers sitting on a mountain 1km away taking out your armored troops with impunity.

    Also, thx to the great spawnroom design I have yet to pass the VanuArchives without at least one Engineer sitting inside spamming his rockets from a safe haven all the way over to Regent Rock and the surrounding area. It´s annoying at the very least, game breaking to a point when enough players to it simultaneously.
    • Up x 2
  16. Axehilt


    Well, sort of.

    I mean the ideal mix is something more like:
    • Support
      • LMGs (and while I have no clue whether it reflects reality, in previous games the fact that LMGs weren't as good in head-on assault as assault rifles felt like the right balance; LMGs laid down great suppressing fire while assault rifle users did the assaulting.)
      • Ammo Packs
      • Standard HA shields (Though I think it would be more interesting for shields to be stronger but only protect from the front. Basically create them in a way where they let a Support player really establish amazing lines of fire and be protected from the front, but vulnerable to flanking LAs and Infiltrators.)
    • Engineer
      • Carbines
      • Repairs
      • Deployables (with some deployables like turrets/mines being good on defense, but others being designed to work better on offense so the class has balanced utility in both situations; in beta I remember suggesting a weapon upgrade station that you could deploy on the frontlines which temporarily amps up weapon performance.)
    • Anti-Vehicle
      • Carbines (with the option of instead using futuristic anti-tank rifles which are mediocre against infantry but well-suited to damaging MAXes and vehicles)
      • Rockets
      • Built-in explosive resistance
      • A version of NMG which protects against higher caliber problems (MAX/Vehicle weapons)
    Mostly since it feels right for rocket launchers and ammo packs to be on two separate classes (in much the same way that it still feels a little shady to be able to infinitely spam UBGL grenades.)
    Honestly I still feel like vehicles are a huge issue for class variety too, since I would've loved for (a) each class to have its own passive benefit for driving a vehicle and (b) each class to be able to repair vehicles (though maybe engineers would do it a little better.) Basically all my characters tend to have like 50% of their time spent as engineer because so much of the game revolves around vehicle use, which seems like an opportunity for more interesting class variety.
  17. Badmagic362

    I love using it but hate when it's used against me. If I'm in anything but a Vanguard I get killed before I can get away. I think it needs to be adjusted / changed. . . We all know SOE will not refund station cash.
  18. EliteEskimo

    Happy? It would be at least as good of a feeling as thinking you didn't do to well on a test and then finding out you did awesome on it. If I had to describe my feelings through a husky picture it would be this one. :D
    [IMG]

    I could live with the AV turret being in the game exactly the way it is if they just reduced the range to 300 meters, that way allied infiltrators near me could help snipe the infantry out.
    • Up x 3
  19. Idiocy

    Wouldn't fights against a tank zerg become unbearable for the defenders without some sort of steady AV power?
    I've noticed that whenever we don't have AV turrets, we get absolutely murdered forever. We can pull tanks ourselves, but they get instantly mutilated when they arrive to the site.
  20. Cougarbrit

    I would literally look like this

    [IMG]
    • Up x 5