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TheCyan

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Everything posted by TheCyan

  1. To address this problem, there will more than likely be a cap to the amount of turrets that. an be deployed at once. Also, there are currently only 2 battalion engineers at the time of writing, 212th and DU. Thus, the “turret” spam can’t exist if there’s a cap, and with only 2 battalions with an engineer branch. Additionally, rules can change over time, and I think the rule of only Base Ops having turrets is frankly an unfair rule, as battalion engineers are arguably more present on and off the battlefield. Also, I find that a GM/GH setting a rule that “this ship shouldn’t be destroyed” is a weak and restricting thought process. Just like D&D, events should be shaped by the clones, the troopers. There have been amazing instances of this in recent memory. If there is really some significance of a ship not needing to be destroyed, a prop could be used in place of an actual vehicle.
  2. Specifically, this suggestion is in regards to the E-Webb Turret, the most commonly used turrets on the server, as well as the same exactly one in the Base Ops Enginner loadout.
  3. Name: Doom's Unit ENGO SFC Cyan (Approval by CMD Brimestone & BCMD Doom) RP Rank: SFC Suggestion: My suggestion is as follows. Battalion Engineers (not any Support Troopers) do not have a turret in their loadout. This is a problem for numerous reasons: 1) For every event scenario where a turret can be used, a staff member would need to take time out of the event in order to give each engineer a turret spawner, and this problem happens again if the engineer is killed. Base Ops Engineers do not suffer from this because they have a turret spawner as part of their loadouts. Additionally, there are staff members that simply don't want to go through the hassle of giving battalion engineers a turret spawner, and provide no reason (this is not a callout to any specific staff member. 2) It is harder to do any training with turret placements or tactics, because turret spawners are not readily available for use by battalion engineers. Trainings like fortification training, shield placements with turrets, and anti-air are all that much harder for battalion engineers, because of the time needed to get a staff to spawn in a turret. 3) Because of the need for an admin to spawn a turret, this leads to people who should NOT have access to turrets asking for admins/staff to spawn in turrets for troopers. This creates an environment with TOO MANY turrets being spawned in for troopers that do not need it and should not be getting access. Thus, equipping specifically battalion engineers (like Doom's Unit Engineer) with turrets would create LESS confusion among who gets a turret (If it's not in the loadout, it's not available for that trooper) and overall LESS turrets available for abuse by troopers with no access to turrets. 4) Part of being a good engineer is not only being effective in RP, but also effectiveness on the battlefield. By not having access to turrets, engineers are LESS appealing as a branch and overall LESS effective. Adding turrets to battalion engineer loadouts (exactly like how Base Ops Engineers have) would INCREASE not only the appeal of being an engineer, but also their viability in combat and as a branch. My suggestion: All battalion engineers (not other support roles) should have access to Turret Spawners in their loadout. Lore: A Doom's Unit member places and operates a turret in S6E1 of Clone Wars. Implementation: In the next update, adding turret spawners into battalion engineer loadouts (just like how Base Ops has). There should DEFINETLY be a limit, no more than 2-3 turrets active in the server at once (due to lag and spawning reasons)
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