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Auto Turrets?


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#1 Tom Sawyer

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Posted 19 November 2013 - 09:46 AM

So Ceres has auto turrets for defense......

Does this bode well for preventing CAP rushing?

This patch more and more has me intrigued

#2 Joseph Mallan

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Posted 19 November 2013 - 09:50 AM

No, it just means Cappers will need to kill some gun turrets first! ^_^

That would be fun I'd think!

#3 BlackIronTarkus

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Posted 19 November 2013 - 09:55 AM

View PostJoseph Mallan, on 19 November 2013 - 09:50 AM, said:

No, it just means Cappers will need to kill some gun turrets first! ^_^

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 DragonsFire

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Posted 19 November 2013 - 09:58 AM

Just to clarify folks, the turrets won't be in the upcoming patch. They also noted that they are starting with MG's and Small Lasers, but I wouldn't be surprised to see heavier weapons included once some playtesting has been done.

#5 Roadbeer

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Posted 19 November 2013 - 09:59 AM

I'm glad that they're starting small with MG and SLAS.
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 Screech

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Posted 19 November 2013 - 10:59 AM

Good they are going ahead with this idea. I hope the target sharing will include the players as well as the turrets. They mention AMS but I think ECM in counter-mode would be a nice addition as well.

They flesh this out they could also make up timed challenge runs for solo and group play.

#7 Curccu

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Posted 19 November 2013 - 11:04 AM

View PostJoseph Mallan, on 19 November 2013 - 09:50 AM, said:

No, it just means Cappers will need to kill some gun turrets first! ^_^

That would be fun I'd think!

So extra free XP to cappers, cool.

#8 FupDup

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Posted 19 November 2013 - 11:12 AM

Indirect nerf to Locusts--now they are less effective cappers, because auto-turrets with just 2 MGs and 2 SL can still totally tear a Locust a new one.

#9 Heffay

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Posted 19 November 2013 - 11:22 AM

View PostFupDup, on 19 November 2013 - 11:12 AM, said:

Indirect nerf to Locusts--now they are less effective cappers, because auto-turrets with just 2 MGs and 2 SL can still totally tear a Locust a new one.


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 Clit Beastwood

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Posted 19 November 2013 - 12:24 PM

Wonder how ECM will play with the turrets. It'd be pretty funny if ECM rendered you turret-invisible. I also hope that a turret being attacked does *not* notify the rest of the team. I'm all for the turrets being something a light has to deal with before capping, but if they're notified the second you start working on the turrets... that's a total pain in the pooper.

#11 Heffay

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Posted 19 November 2013 - 12:51 PM

View PostFierostetz, on 19 November 2013 - 12:24 PM, said:

Wonder how ECM will play with the turrets. It'd be pretty funny if ECM rendered you turret-invisible. I also hope that a turret being attacked does *not* notify the rest of the team. I'm all for the turrets being something a light has to deal with before capping, but if they're notified the second you start working on the turrets... that's a total pain in the pooper.


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 Ngamok

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Posted 19 November 2013 - 01:22 PM

View PostJoseph Mallan, on 19 November 2013 - 09:50 AM, said:

No, it just means Cappers will need to kill some gun turrets first! :)

That would be fun I'd think!


Indeed. They are starting with MGs and SLs.

View PostCurccu, on 19 November 2013 - 11:04 AM, said:

So extra free XP to cappers, cool.


Why not. Lights and fast mediums deserve some love.

View PostFupDup, on 19 November 2013 - 11:12 AM, said:

Indirect nerf to Locusts--now they are less effective cappers, because auto-turrets with just 2 MGs and 2 SL can still totally tear a Locust a new one.


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 Buckminster

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Posted 19 November 2013 - 01:24 PM

I'd also be curious to see how LRMs and SSRMs target the turrets. If it's just a single entity, homing missiles should tear them to shreds.

On a side note, this'll also add some new uses for artillery and air strikes.

#14 Zanathan

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Posted 19 November 2013 - 02:21 PM

I am more excited about this announcement then the patch .. go figure.

This should be interesting =)

Until they release SSRM turrents ...

#15 Diego Angelus

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Posted 19 November 2013 - 02:37 PM

I hope to see some turrets like in MW4 those things packed a punch one I remember was called calliope or something it had 4 Lasers and LRMs we need something like that to defend bases perimeters.

#16 JeepStuff

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Posted 19 November 2013 - 11:36 PM

View PostRoadbeer, on 19 November 2013 - 09:59 AM, said:

I'm glad that they're starting small with MG and SLAS.
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 Sabazial

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Posted 20 November 2013 - 06:30 AM

Attack and defend mode? I'm calling it now... they'll just remove one of the bases so only one can be capped and the team that has the base will be nominated defenders lol

#18 Sandpit

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Posted 20 November 2013 - 06:34 AM

View PostFierostetz, on 19 November 2013 - 12:24 PM, said:

Wonder how ECM will play with the turrets. It'd be pretty funny if ECM rendered you turret-invisible. I also hope that a turret being attacked does *not* notify the rest of the team. I'm all for the turrets being something a light has to deal with before capping, but if they're notified the second you start working on the turrets... that's a total pain in the pooper.

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 Coralld

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Posted 20 November 2013 - 07:56 PM

Posted Image

#20 luxebo

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Posted 20 November 2013 - 08:14 PM

View PostNgamok, on 19 November 2013 - 01:22 PM, said:

Also, maybe the new Light surprise will be a light that can bypass these defenses.


The Urbanmech? *Puts ac20 in it as turret destroyer*


View PostDiego Angelus, on 19 November 2013 - 02:37 PM, said:

I hope to see some turrets like in MW4 those things packed a punch one I remember was called calliope or something it had 4 Lasers and LRMs we need something like that to defend bases perimeters.


Then they will put in Strong Point Defenses. :ph34r: They have all kinds of stuff on them, iirc like a bunch of ac2s/5s, 2 gauss, 2 lrm 20s/15s, and stuff like that. No, that would be really bad in most modes as that meant only Atli and the like can even touch the enemy base.





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