Templar Battleforce

Templar Battleforce

Grim Sorrow Apr 23, 2016 @ 10:41am
Turret defense dont attack the enemy
A useless upgrade on my tech point.We can't even controle it compare to the turret ingeneer place on the ground.:steamsad:
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Showing 1-8 of 8 comments
Dabor Apr 23, 2016 @ 12:05pm 
It automatically does damage to everything that tried to capture the point. It's a pretty non-trivial amount of damage too. Unless you have an engineer repairing the point it's mostly an emergency tool, but it can really save you from getting overrun early on.
Trese Brothers  [developer] Apr 23, 2016 @ 12:12pm 
@grim sorrow - our apologies for this. It is only the visuals for the attack that is missing. The turrets do, as @dabor pointed out, deal damage to nearby enemies, and solid damage too.

I just finished the animation work last week for the defense attacks. Now that it is done, we need to wire it up into the game, and we will get it firing! That won't change the already working game mechanics tho.
Grim Sorrow Apr 23, 2016 @ 3:16pm 
Originally posted by Trese Brothers:
@grim sorrow - our apologies for this. It is only the visuals for the attack that is missing. The turrets do, as @dabor pointed out, deal damage to nearby enemies, and solid damage too.

I just finished the animation work last week for the defense attacks. Now that it is done, we need to wire it up into the game, and we will get it firing! That won't change the already working game mechanics tho.


Originally posted by Dabor:
It automatically does damage to everything that tried to capture the point. It's a pretty non-trivial amount of damage too. Unless you have an engineer repairing the point it's mostly an emergency tool, but it can really save you from getting overrun early on.
OK ty for info i din't notice ,But if enemy must attack it to make it usefull=ouch not badass like i was hoping.
Last edited by Grim Sorrow; Apr 23, 2016 @ 3:19pm
Trese Brothers  [developer] Apr 23, 2016 @ 4:12pm 
@grim sorrow - we are looking at extending its range. But, it is capable of knocking out enemies that come up close to it.

First up -- getting the visuals to work. Without them, as you said, its all kind of a wash!
Dabor Apr 23, 2016 @ 4:58pm 
One thing that would make the turret genuinely viable would be an upgrade that gives a Control Point slow automatic regeneration - as an alternative to making an expensive investment in earning extra SP, it'd be a real way to make a point that would be able to handle the occasional roaming hunters or skitterlings. As it is, I find it a lot more practical to dump engineer turrets or have a hydra set everything on fire. Unless you have an engineer babysitting the point anyway, you can never depend on the turret for remotely long. Given the duration of most missions, +10 HP is generally going to keep the point longer than preventing the first couple of enemies from attacking it for an extra turn.

I definitely did make use of it early on, but that doesn't change the fact that I haven't bought the turret upgrade in my last 20+ missions - probably coinciding with obtaining the Turret Resupply Ordanance.
Grim Sorrow Apr 25, 2016 @ 7:18pm 
Originally posted by Trese Brothers:
@grim sorrow - we are looking at extending its range. But, it is capable of knocking out enemies that come up close to it.

First up -- getting the visuals to work. Without them, as you said, its all kind of a wash!
Ok , good to know :steamhappy:
brown29knight May 10, 2016 @ 5:41am 
Originally posted by Dabor:
Given the duration of most missions, +10 HP is generally going to keep the point longer than preventing the first couple of enemies from attacking it for an extra turn.

I definitely did make use of it early on, but that doesn't change the fact that I haven't bought the turret upgrade in my last 20+ missions - probably coinciding with obtaining the Turret Resupply Ordanance.

All too true. Especally for the SP cost, the HP buffs are far more powerful than the turret effects. This can be seen best in the mission where you have to defend 6 tac points that are spread out. all you need to do is buff the hp of each by +20 (2 uses of the +10 buff) and the foes do not have the numbers needed to capture 4 tac points, reguardless of the actions of your Templars. Thus you could, if you choose to, win that mission with 0 kills.
Trese Brothers  [developer] May 10, 2016 @ 7:26am 
Originally posted by brown29knight:
All too true. Especally for the SP cost, the HP buffs are far more powerful than the turret effects. This can be seen best in the mission where you have to defend 6 tac points that are spread out. all you need to do is buff the hp of each by +20 (2 uses of the +10 buff) and the foes do not have the numbers needed to capture 4 tac points, reguardless of the actions of your Templars. Thus you could, if you choose to, win that mission with 0 kills.

Thanks for the feedback on this balance point. We will look into some solutions for this, as it is definitely a mis-balance in the system.

Thanks for the review!
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Date Posted: Apr 23, 2016 @ 10:41am
Posts: 8