

Ai Turrets Are Coming For Bases Around December Or January
#1
Posted 19 November 2013 - 11:19 AM
http://mwomercs.com/...0089-breakdown/
This should help the game as I pretty much expect every other game of assault will have somebody go cap our base just as the two forces meet and start trading fire.
Now, it will not stop base capping, but it will slow it down.
#2
Posted 19 November 2013 - 11:24 AM
#3
Posted 19 November 2013 - 11:40 AM
I suspect this is to give base defenders a bit of an edge, and in this case to put the systems into place without risking chaos from having broken powerful turrets.
Basically, if they end up broken, it doesn't really matter because it's two small lasers/machine guns. If they were more heavily armed, it could definitely problematic.
Sort of like how Airstrikes and Artillery where implemented: largely useless at first, because useless was less harmful to the game than grossly overpowered.
Certainly don't want to turn games into "Just defend your base because the base defense turrets give you a huge advantage" campfests.
#4
Posted 19 November 2013 - 11:55 AM
I guess soon™ has finally found a definition.
Edited by Deathlike, 19 November 2013 - 11:56 AM.
#5
Posted 19 November 2013 - 11:58 AM

#6
Posted 19 November 2013 - 12:01 PM

#7
Posted 19 November 2013 - 12:26 PM
#9
Posted 19 November 2013 - 12:50 PM
Hans Von Lohman, on 19 November 2013 - 11:19 AM, said:
http://mwomercs.com/...0089-breakdown/
This should help the game as I pretty much expect every other game of assault will have somebody go cap our base just as the two forces meet and start trading fire.
Now, it will not stop base capping, but it will slow it down.
Less than 20% of matches ended in a base cap. I support the turrets, but base capping isn't a "problem".
#10
Posted 19 November 2013 - 12:54 PM
#11
Posted 20 November 2013 - 06:23 AM
Jerod Drekmor, on 19 November 2013 - 12:26 PM, said:
Caliopes? they would be mega OP lol
#12
Posted 22 November 2013 - 09:00 PM
#13
Posted 23 November 2013 - 08:50 AM
Belphegore, on 20 November 2013 - 06:23 AM, said:
Caliopes? they would be mega OP lol
In our current game modes - yes. But PGI has already said that an Attack/Defend mode is incoming. Caliopes seem like just the thing. (Though I'd still like mob based tanks/choppers etc as well)
#14
Posted 23 November 2013 - 07:22 PM
#17
Posted 24 November 2013 - 09:12 AM
Mech Wrench, on 22 November 2013 - 09:00 PM, said:
Oooooh....hadn't thought of that. Turret providing a lock on for LRMs.....
Turrets need TAG......

#18
Posted 24 November 2013 - 10:17 AM

This will last until the first blobber wants to cap instead of searching for the last light and gets killed by the defense guns because he was already stripped of armor.
That will in turn cause another glorious whine about how the turrets are the dumbest idea ever, and it`s impossible to end the game by cap now.
And All for the sole purpose of screwing light and medium pilots over because the assault blob couldn`t hit an overlord dropship if it was right in front of them and needs a skill booster to compensate.... As if light pilots weren`t being discriminated against enough already and mediums were the mech of choice.... *facepalm*
I`ll pass final judgement when it`s in the game, but on paper I see this as a complete waste of time and a detriment to teh same diversity that PGI supposedly wants to promote, all for the purpose of consoling players that neither use the tools they have been given in the last 1.5 years nor will even care about the game modes as soon as they get their DM sandbox. Leaving those of us that enjoyed the modes with 2 broken game modes instead of one, with the people that broke it not even there to care about it but off playing their quake wannabe DM mode... and probably still complaining.

Edited by Zerberus, 24 November 2013 - 10:20 AM.
#19
Posted 24 November 2013 - 10:20 AM
Zerberus, on 24 November 2013 - 10:17 AM, said:

This will last until the first blobber wants to cap instead of searching for the last light and gets killed by the defense guns because he was already stripped of armor.
That will in turn cause another glorious whine about how the turrets are the dumbest idea ever, and it`s impossible to end the game by cap now.
And All for the sole purpose of screwing light and medium pilots over because the assault blob couldn`t hit an overlord dropship if it was right in front of them and needs a skill booster to compensate.... As if light pilots weren`t being discriminated against enough already and mediums were the mech of choice.... *facepalm*
I`ll pass final judgement when it`s in the game, but on paper I see this as a complete waste of time and a detriment to teh same diversity that PGI supposedly wants to promote, all for the purpose of consoling players that won`t even carae about the game modes as soon as they get their DM sandbox, leaving those of us that enjoyed the modes with 2 broken game modes instead of one with the people that broke it not even there to care about it....

Umm...they have a range of what 100-200 meters? How is that game breaking?
#20
Posted 24 November 2013 - 10:55 AM
Nick Makiaveli, on 24 November 2013 - 10:20 AM, said:
Umm...they have a range of what 100-200 meters? How is that game breaking?
A mech with a 200m range can be either outrun or outgunned. You can not outrun something that you HAVE to stand next to for minutes at a time. Nor can you feasibly avoid damage in the same situation. Therefore, if it cannot be destroyed, lights will have their solo utility even further reduced.
2 small lasers is how many DPS? 2
A cap takes how long? somewhere around a minute
And how much armor does an average light have? Between 1 and 2 hundred on the entire mech
That`s 120 nearly guaranteed damage, per cap.
Depending on spread, that is somewhere between heavily damaged and dead after just one cap.
Simple math says that this is probably not good for diversity. At least not on paper, with the details we currently know...
However, an assult that has most of it`s armor missing after an epic battle and is going for cap so as not to hunt the shutdown spider isn`t necessarily going to be in a better situation....
What would interest me is how we are supposed to test them when we can`t cap bases in the training grounds? Or will they just automatically be hostile?

Edited by Zerberus, 24 November 2013 - 11:07 AM.
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