I can't tell if this is a bug or if it's intentional, but base turrets in assault have significantly longer maximum range than normal LRMs. In Caustic Valley it's particularly bad- you can get locked onto and shot from over 1200m out by the turrets.
If it's a bug, fix the max range to be 1000m like normal LRMs. If this is intended behaviour, I urge you to reconsider the decision- it's particularly bad on Caustic where the team that spawns at the refinery has 4+ turrets that will shoot all the way to the center of the map while the other team's turrets are hidden behind a hill and do nothing. The turret placement in regards to max range is also a problem on River City, Forest Colony, and Mining Collective, but at least there is a little cover from LRMs on those maps.


Base Turret Range Too Long
Started by aniviron, Feb 20 2015 06:57 PM
4 replies to this topic
#1
Posted 20 February 2015 - 06:57 PM
#2
Posted 20 February 2015 - 07:20 PM
Not much else I can add on this one. LRM turret positioning on Caustic for one team confers a huge defensive advantage to that team and seems to be able to shoot into the center cauldron without direct LOS.
Edited by Heuvadoches, 20 February 2015 - 07:20 PM.
#3
Posted 21 February 2015 - 07:21 AM
I created a thread on this topic a while ago, see what you think.
http://mwomercs.com/...-need-reviewed/
http://mwomercs.com/...-need-reviewed/
#4
Posted 21 February 2015 - 07:46 AM
Those turrets also kill any flanking attempts on smaller maps. Like I'm trying to get behind some enemy mechs on River City in a light mech. As both teams sit right in front of their bases those turrets will spot me and give away my position and alarm the enemy team of my approach which is pretty much game over for a light mech.
So on these assault maps where the teams are close to the bases I'm forced as a light mech to sit in the blob and wait till either my team rolls over the enemy team or my team gets rolled. I guess this is also a problem for medium mechs who try to flank. IMO turrets killing some of the tactical gameplay.
My suggestion would be to turn the turrets offline when there's a friendly mech in their proximity.
So on these assault maps where the teams are close to the bases I'm forced as a light mech to sit in the blob and wait till either my team rolls over the enemy team or my team gets rolled. I guess this is also a problem for medium mechs who try to flank. IMO turrets killing some of the tactical gameplay.
My suggestion would be to turn the turrets offline when there's a friendly mech in their proximity.
#5
Posted 21 February 2015 - 02:38 PM
Tarogato, on 21 February 2015 - 07:21 AM, said:
I created a thread on this topic a while ago, see what you think.
http://mwomercs.com/...-need-reviewed/
http://mwomercs.com/...-need-reviewed/
Yep, I completely agree with your thread.
There is a slight difference to this thread though- I'm being tracked, fired upon, and hit at more than 1200m by base turrets now. Either their range has been boosted for some incomprehensible reason, or there is a bug at fault, but it just makes the issue even more egregious than in the maps you drew.
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