

Auto Turrets?
#1
Posted 19 November 2013 - 09:46 AM
Does this bode well for preventing CAP rushing?
This patch more and more has me intrigued
#2
Posted 19 November 2013 - 09:50 AM

That would be fun I'd think!
#3
Posted 19 November 2013 - 09:55 AM
Joseph Mallan, on 19 November 2013 - 09:50 AM, said:

That would be fun I'd think!
My understand was that its for the upcoming attack/defend game mode. Anyway, small laser and machines wont do much unless you are heavily damaged... in a sense heavily damaged mech wont have much use other than meat shield now that points have static defenses. A large pulse laser though....hmmmm!
#4
Posted 19 November 2013 - 09:58 AM
#5
Posted 19 November 2013 - 09:59 AM
Start small and beef it up as needed,rather than put it in a supposed "mid range" then find out that even that is OP.
#6
Posted 19 November 2013 - 10:59 AM
They flesh this out they could also make up timed challenge runs for solo and group play.
#8
Posted 19 November 2013 - 11:12 AM
#9
Posted 19 November 2013 - 11:22 AM
FupDup, on 19 November 2013 - 11:12 AM, said:
Maybe there will be a module in the future that reduces NPC detection range. It can be tied to mech weight, so the Locust can be practically invisible to base defenses.
#10
Posted 19 November 2013 - 12:24 PM
#11
Posted 19 November 2013 - 12:51 PM
Fierostetz, on 19 November 2013 - 12:24 PM, said:
I could see it do things like prevent the turret from reporting back to the team that it was under attack, but it shouldn't prevent the turret from attacking the targets.
#12
Posted 19 November 2013 - 01:22 PM
Joseph Mallan, on 19 November 2013 - 09:50 AM, said:

That would be fun I'd think!
Indeed. They are starting with MGs and SLs.
Curccu, on 19 November 2013 - 11:04 AM, said:
Why not. Lights and fast mediums deserve some love.
FupDup, on 19 November 2013 - 11:12 AM, said:
Except they can kill the turrets with MLs at range before the cap. Especially on the larger maps where they can have more time.
Also, maybe the new Light surprise will be a light that can bypass these defenses.
#13
Posted 19 November 2013 - 01:24 PM
On a side note, this'll also add some new uses for artillery and air strikes.
#14
Posted 19 November 2013 - 02:21 PM
This should be interesting =)
Until they release SSRM turrents ...
#15
Posted 19 November 2013 - 02:37 PM
#16
Posted 19 November 2013 - 11:36 PM
Roadbeer, on 19 November 2013 - 09:59 AM, said:
Start small and beef it up as needed,rather than put it in a supposed "mid range" then find out that even that is OP.
This. Also, to those who are saying that MG and SLAS are too weak, there was also the blurb about turrets sharing target information for focus fire. So the strength or weakness of the turrets will also depend on how many are in your vicinity, which could add a little extra strategy to the base defense because some approaches might be more dangerous than others. I'm excited to see how it shakes out. Regardless, though, I agree that starting small and escalating is totally the way to go here.
#17
Posted 20 November 2013 - 06:30 AM
#18
Posted 20 November 2013 - 06:34 AM
Fierostetz, on 19 November 2013 - 12:24 PM, said:
I could see it working up to a certain distance. So you could get in closer before they pick you up on their sensors but it shouldn't hide you completely. It doesn't work that way against mech sensors so it shouldn't work that way for turret sensors. Just my .002
#19
Posted 20 November 2013 - 07:56 PM

#20
Posted 20 November 2013 - 08:14 PM
Ngamok, on 19 November 2013 - 01:22 PM, said:
The Urbanmech? *Puts ac20 in it as turret destroyer*
Diego Angelus, on 19 November 2013 - 02:37 PM, said:
Then they will put in Strong Point Defenses.

1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users