Empyrion - Galactic Survival

Empyrion - Galactic Survival

Reforged Eden 2 Beta
Making CV turrets work on planets was a mistake?
Would like to know your opinion on that. To me it looks like making most CV turrets work against ground POIs made it way much easier than it should have been. There is really no need for tanks or POI-focused SVs now.

What do you think?
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Showing 1-15 of 65 comments
Dratcha 10 Jan @ 11:33am 
Well, you could always just not use a CV and just keep using an SV...
Dyspayr 10 Jan @ 12:34pm 
Not sure turrets were the deciding factor for whether or not to use a CV on planet against a base. Generally the size of a CV made avoiding incoming shots less of an option, especially with the shield penetrating weapons. Combined with the lack of fixed weapons to take out targeted items like the aforementioned rocket/artillery/flak cannons or the shield generator, the HV/SV option is still the most efficient during the time you are going to be hitting planetary bases for resources. At that stage in the game, the turrets are going to be worth almost as much as whatever you might find inside, so if you're already at the point you can roll up with a CV with the armour, shields and weapons to steamroll a POI that is doing 200% damage to you... what are you getting out of the smouldering remains?
nevryn 10 Jan @ 3:13pm 
The increased use of turrets was not because of bases.. it was because of the re-introduction of Patrol Vessels and the need with some means, other than a decent combat SV of dealing with them. At least that is my understanding..
Vermillion  [developer] 10 Jan @ 3:54pm 
All turrets of the same tier have the same DPM and Laser, Gatling and Cannon Turrets were already available for use in-atmo.
There is no difference between a Light Missile Turret's damage per minute and a Light Cannon Turret's damage per minute, except for their unique bonuses and range. In which case, the cannon turrets actually come out ahead against an immobile target.
Last edited by Vermillion; 10 Jan @ 3:54pm
Gavodir 11 Jan @ 3:21am 
I can see the equivalent DPS reasoning be used to support this, although I haven't had the chance to try this change out still. My reaction to reading this in the changelog was "that sounds ridiculously OP." But maybe many of us don't remember our initial disappointment when those fancy new turrets we put on wouldn't fire. Then we accepted that it's a balance issue and worked around it, either by replacing the turrets with ones that do fire or by using separate vessels. Maybe just letting those turrets fire makes for a better experience that isn't actually balance breaking? I'm still undecided but that's my current thoughts on the matter.
Originally posted by Vermillion:
All turrets of the same tier have the same DPM and Laser, Gatling and Cannon Turrets were already available for use in-atmo.
Laser turrets can fire in atmosphere? I did not know that.
Darber 11 Jan @ 7:53am 
even back to re1, standard loadout was laser and cannon turrets, they would quickly relieve a POI of its weapons/generators.
Dosboy 11 Jan @ 9:16am 
Originally posted by Dratcha:
Well, you could always just not use a CV and just keep using an SV...

I don't think that's a very good argument. It's like saying "Yeah, I know you have a naked supermodel sitting on your couch, just don't look at her"
Vermillion  [developer] 11 Jan @ 2:23pm 
Ground POIs take half damage from CVs and do double damage to CVs, so a 4-turret ground POI is equal to an 8-turret space POI; and a T2 zirax POI is of equal if not greater strength than an Imperial Naval Shipyard.
It's been that way since RE2's first alpha release.
Originally posted by Vermillion:
Ground POIs take half damage from CVs and do double damage to CVs, so a 4-turret ground POI is equal to an 8-turret space POI; and a T2 zirax POI is of equal if not greater strength than an Imperial Naval Shipyard.
It's been that way since RE2's first alpha release.
That just seems so odd, a projectile does damage based upon physics not what classification of ship the weapon is mounted on.
Vermillion  [developer] 11 Jan @ 4:22pm 
Fortunately, this game doesn't have much in the way of real world physics. So I can do whatever I want.
Gavodir 11 Jan @ 11:39pm 
Originally posted by SGT Roc/K/:
That just seems so odd, a projectile does damage based upon physics not what classification of ship the weapon is mounted on.

Next you'll ask why there's no conservation of mass in crafting recipes.
Vermillion  [developer] 12 Jan @ 1:57am 
Originally posted by Gavodir:
Originally posted by SGT Roc/K/:
That just seems so odd, a projectile does damage based upon physics not what classification of ship the weapon is mounted on.

Next you'll ask why there's no conservation of mass in crafting recipes.
Coincidentally, the first versions of RG1 years ago had conservation of mass (where possible) and accurate volumes and people absolutely hated it.
So if you ever see someone demand that anything in the game be 100% realistic, know that it will also be 100% horrible if it was.
stecph 12 Jan @ 6:18am 
I love it! So satisfying and so much fun,I hope they will keep it.
Gavodir 12 Jan @ 6:36am 
Originally posted by Vermillion:
Coincidentally, the first versions of RG1 years ago had conservation of mass (where possible) and accurate volumes and people absolutely hated it.
So if you ever see someone demand that anything in the game be 100% realistic, know that it will also be 100% horrible if it was.

I'm fairly confident the player in question plays with mass off so it's a total non-issue for him.
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