Diego Angelus, on 21 November 2013 - 05:01 AM, said:
If turrets are week that better don't bother implanting. Turrets should give defenders advantage so they should pack a punch and not be useless structure that are there just to get destroy for extra c-bills. long range mechs are going to have more targets.
The 2 small laser 2mgun turret is by no means a final decision, they have already stated that it could be buffed or nerfed depending on the results of their testing.
and pretty much everything about this post is wrong. Capping is part of the game and should STILL be part of the game. Cap wins are rare but frustrating and short ranged point defense will make sure that zero combat cap wins from a locust with cap accelerator wont happen. If a light wants to cap, they need a medium/heavy/assault mech to bring long ranged weapons, and pick the turrets off from afar so that it is safe for the light to move in. BUT, the turrets should feed DETAILED targeting telemetry to the entire team, and alert the team if they come under fire, that way, attacking the turrets comes with inherent RISK, but also reward, and gives the defending team time to COUNTER ATTACK. Is a solo jenner coming to cap? No problem, the turrets should take care of him without backup, but the turrets will alert the team in any case. Is the jenner bringing a reinforced heavy lance to assault your point? Then every attacker lights up on the targeting screen REGARDLESS of your position, and you can make the decision whether nor not to counter attack.