Praetor Knight, on 14 January 2015 - 04:28 PM, said:
If anything, maybe use the original range for LRMs on the Turrets, which is 630 M.
My number one suggestion would also be a range reduction. 630 might be a bit drastic, but it might also be appropriate. I'd have to overlay some 630m diameter circles on the maps to see how I feel about it. The fact that LRM turrets pummel you from range (presumably before you're in effective range to deal with them) is good, it just gets a little out of hand on the smaller and more cramped maps where they can get LoS to you over large distances from where you clearly aren't assaulting the base.
Once upon a time I thought to myself, they should change them to MRM turrets... but MRMs are way out of timeline.
Alistair Winter, on 14 January 2015 - 04:45 PM, said:
I actually think turrets, as they work right now, have made Assault more similar to Skirmish, instead of making it a completely different experience. The old tactic of splitting up your team to send a lance capping is rarely used anymore. Defending your base is much less of an issue.
I mean, the whole concept of both teams defending a base with a sudden death victory if someone caps is going to lead to boring, static gameplay anyway. And the idea of standing on a box to win is not really too inspiring either.
I never thought about that, but you're completely right. Assault usually plays out like Skirmish because the end goal isn't really that enticing: you don't get the satisfaction of actually
destroying any structures, you just sorta sit still on a wee box for a minute or so and hope enemies are dumb enough to not also sit still in the same wee box while you whittle down what is effectively a Windows Progress Bar. There's really no 'assault' involved in taking the base, you just sorta saunter over there while the enemy isn't watching (and... they don't, because there's no incentive to actually defend a base when you can walk your team back to it in plenty of time to defend in most cases).
I'm now curious how it would play out if the bases capped a lot faster - like.. significantly faster, so that you'd have to make a conscious and necessary effort to leave behind a defense force to hold the base and send a strike force to meet the other team. Rewards for capping could be drastically improved to incentivise assaulting the enemy base instead of turtling.
Risen, on 14 January 2015 - 02:42 AM, said:
change the placement behind cover so they can shoot at the base area but can't be shot at from outside (behind the buildings on River City would be a good example)
maybe when they are well behind cover you could either leave them open or increase pop up speed
This is some good brainstorming, I like the idea. Perhaps it would only take a tiny bit of effort to customize the map slightly (add a wall here, put a barrier there, move the turret to this location instead, etc) such that these turrets have proper cover, can cover the base and entrances to it, while also not having LoS halfway across the map where mechs might not be intentionally engaging them.
Risen, on 14 January 2015 - 02:18 AM, said:
I try to avoid playing assault since the addition of the turrets...
And it seems you're not the only one that feels this way. Though you may be the vast minority of people that actually give a dam, it's interesting to note that this issue is indeed a significant deterrent from the gamemode.
Perhaps with a little more attention, we can get PGI to consider implementing slight changes along the lines of what we're discussing here. More feedback is still appreciated.
Edited by Tarogato, 17 January 2015 - 03:34 PM.