Turret damage

Anyone else notice that in the rebellion beta all of the defense platform turrets have had their damage cut in half(reduced from 40 to 20) as compared to in trinity?

 

I'm wondering if this is intentional, being that turrets were already considered a rather niche strategy in trinity, used sparingly.

 

If it is intentional anyone got any insight in what the reasoning behind the change may have been?

10,637 views 8 replies
Reply #1 Top

They do feel rather weak. I've got another question. Have turrets always taken 1 supply? I could have sworn it was more and that might explain the power cut.

Reply #2 Top

Quoting Cipherpunk, reply 1
They do feel rather weak. I've got another question. Have turrets always taken 1 supply? I could have sworn it was more and that might explain the power cut.

 

Aye they have.  I booted up trinity and nothing was different besides the damage.

 

 

They don't feel like they are doing half damage though....maybe the module damage type got buffed to compensate?

 

 

But regardless a 50% loss is raw damage seems rather extreme.

Reply #3 Top

Anyone else notice that in the rebellion beta all of the defense platform turrets have had their damage cut in half(reduced from 40 to 20) as compared to in trinity?

 

Quoting bilun, reply 2
They don't feel like they are doing half damage though

You are correct Bilun. All turrets have always done 20 damage per second. Its just when we went from Entrenchment to Diplomacy, all tactical structures started displaying their info card damage as double the real damage. So now they've finally fixed the display bug, and the turrets are just as strong as they've been since the original Sins.

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Reply #4 Top

Do you know how long I stared at those entity files trying to figure that out?

"120 damage divided by 6 seconds is....20 DPS...WTF?  Why does it say 40?  Maybe it has 2 targets per bank?  No, that's not it......."

And you know what?  I was too embarrassed to ever ask anyone cause I was afraid I did simple division wrong....

Reply #5 Top

Quoting GoaFan77, reply 3
All turrets have always done 20 damage per second. Its just when we went from Entrenchment to Diplomacy, all tactical structures started displaying their info card damage as double the real damage. So now they've finally fixed the display bug, and the turrets are just as strong as they've been since the original Sins.

Goa, are you sure?  Can anyone else confirm?

The first mention I saw of turrets doing 40 damage was Auqia (Master1a) as an undocumented change in one of the last changelogs (1.32?).  I could've swore it felt like they were doing double the damage.  And now they've returned to pre 1.34 levels??

At any rate, Goa, thanks for your observation.  You're on my list of those ppl to pay to attention to and respect.

Reply #6 Top

Quoting SageWon, reply 5
Goa, are you sure?  Can anyone else confirm? The first mention I saw of turrets doing 40 damage was Auqia (Master1a) as an undocumented change in one of the last changelogs (1.32?). I could've swore it felt like they were doing double the damage. And now they've returned to pre 1.34 levels??

I'm sure. Go to your Sins directory, then Diplomacy, then GameInfo. If you scroll down to the PLANETMODLUE section, you will only see files for the hangar defenses and the pirate turret. That means Diplomacy does not in any way change the turrets, its using the exact same file from Entrenchment.

For those that aren't modders, this is from the Gauss gun file.

    DamagePerBank:FRONT 120.000000
    DamagePerBank:BACK 0.000000
    DamagePerBank:LEFT 0.000000
    DamagePerBank:RIGHT 0.000000
    Range 6700.000000
    PreBuffCooldownTime 6.000000

    ...

    TargetCountPerBank:FRONT 1


In normal english, that says the turret does 120 damage every 6 seconds to 1 target. (120 / 6) * 1 = 20 DPS, as it has for all of Sins. Also all tactical structures have this issues, even ones in mods that could not have been changed by a Sins patch, so it was purely a display issue.

Reply #7 Top

I noticed the changed tooltip on the advent turrets, they seemed to kill things at the same speed however.  In fact, the turrets got a buff now, they get more shields AND damage per turret that is nearby...i stacked up to 5 turrets, i'm not sure how high the buffs will go.  It was quite nice, more then enough to deter a vasari starbase, imo.  With even one progenitor this cluster and others like it would be quite difficult to take out. Add a halcyon and you have a very strong position to run to.  Any fleet that follows will start to quickly lose ships. those turrets pack a punch and can take an even bigger one.

I had +1000 Shields and + 50% damage per turret with 5 turrets in a tight bunch, after i researched the tier 4 defensive turret upgrade for the advent.

For the sake of clarity, by selecting one turret means it has 4 others around it, and therefore it receives the buff from 4 turrets.

Reply #8 Top

Quoting sareth01, reply 7
i stacked up to 5 turrets, i'm not sure how high the buffs will go.

5 is the highest it will go.