Jump to content

Auto Turrets?


31 replies to this topic

#21 Diego Angelus

    Member

  • PipPipPipPipPipPip
  • The Warden
  • The Warden
  • 471 posts

Posted 21 November 2013 - 05:01 AM

View Postluxebo, on 20 November 2013 - 08:14 PM, said:


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




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.


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.

#22 Buckminster

    Member

  • PipPipPipPipPipPipPipPip
  • Elite Founder
  • 1,577 posts
  • LocationBaltimore, MD

Posted 21 November 2013 - 06:01 AM

I think that's the ultimate plan - to make them something that an attacking force would have to account for. But they have to ease them in, what we don't want is for PGI to add turrets that are so powerful that the defending mechs aren't doing anything.

Starting with little turrets (MGs and SLs) will allow them to work on the AI too.

#23 Diego Angelus

    Member

  • PipPipPipPipPipPip
  • The Warden
  • The Warden
  • 471 posts

Posted 21 November 2013 - 06:29 AM

View PostBuckminster, on 21 November 2013 - 06:01 AM, said:

I think that's the ultimate plan - to make them something that an attacking force would have to account for. But they have to ease them in, what we don't want is for PGI to add turrets that are so powerful that the defending mechs aren't doing anything.

Starting with little turrets (MGs and SLs) will allow them to work on the AI too.


Thats where calope turret comes in those LRM are easily avoided and lasers are going to do moderate damage. Even if turrets are strong you can compensate for that by giving attackers more players or playing with turrets armor/numbers.

Edit: forgot to say MG/SL are not going to do anything, also with this mode I expect new maps dedicated to assault mode with good base with strategical advantage for defenders, and not some square in middle of nothing with few MG/SL turrets.

Edited by Diego Angelus, 21 November 2013 - 06:32 AM.


#24 Buckminster

    Member

  • PipPipPipPipPipPipPipPip
  • Elite Founder
  • 1,577 posts
  • LocationBaltimore, MD

Posted 21 November 2013 - 06:50 AM

I disagree with the notion that they won't do anything.

I've certainly limped my way into a cap with an almost dead mech, a turret that catches me by surprise could easily finish the job. And even if I see it coming and stop to take it out, that delay could have an impact.

The real question will be whether or not the turrets are statically located, or if the defending team gets to place them. If they're always in the same spot on the map, it'll be a lot easier to plan and get around them.

#25 ElementalFury

    Rookie

  • Moderate Giver
  • 5 posts

Posted 21 November 2013 - 07:04 AM

I'd like an actual drop ship at each base.

#26 Diego Angelus

    Member

  • PipPipPipPipPipPip
  • The Warden
  • The Warden
  • 471 posts

Posted 21 November 2013 - 07:36 AM

View PostBuckminster, on 21 November 2013 - 06:50 AM, said:

I disagree with the notion that they won't do anything.

I've certainly limped my way into a cap with an almost dead mech, a turret that catches me by surprise could easily finish the job. And even if I see it coming and stop to take it out, that delay could have an impact.

The real question will be whether or not the turrets are statically located, or if the defending team gets to place them. If they're always in the same spot on the map, it'll be a lot easier to plan and get around them.


Well if you managed to get to a base you probably already won.

#27 pbiggz

    Member

  • PipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 4,876 posts
  • LocationOutreach

Posted 21 November 2013 - 08:11 AM

View PostDiego 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.

#28 Diego Angelus

    Member

  • PipPipPipPipPipPip
  • The Warden
  • The Warden
  • 471 posts

Posted 21 November 2013 - 09:06 AM

View Postpbiggz, on 21 November 2013 - 08:11 AM, said:


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.


Whole time I had Attack/defend mode in mind so sorry about that. I agree with what you said but as my thought process was revolving around attack/defend mode I didn't saw those turrets as good enough help for defending team.

#29 StrikesX

    Rookie

  • Elite Founder
  • Elite Founder
  • 4 posts

Posted 21 November 2013 - 09:07 AM

Just thinking out loud with a questions and a suggestion:

1) Will the turrets be "rebuilt" every time a side captures a point or once destroyed they stay destroyed?

2) How about a module that somehow relates to the turrets? My first thought was a module that upgrades the turrets but then how would that work if multiple players have the module? Second thought, related to the above question, would be the turrets stay destroyed unless you have a repair module that allows for the turrets to be repaired while capturing a point. Multiple modules repair the turrets faster. Not sure if the game engine could handle this.

#30 Sandpit

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • Veteran Founder
  • Veteran Founder
  • 17,419 posts
  • Facebook: Link
  • Twitter: Link
  • LocationArkansas

Posted 21 November 2013 - 09:27 AM

It would be interesting if you had a module that actually took over control of the turrets. So some mechs (maybe the ECM suite mechs?) Could have a module that would actually hack the turrets and reverse their enemy recognition for a brief time or some such. There's all kinds of interesting things that could be done with it I think but I don't think they should be so powerful that a completely undamaged mech from any weight class shouldn't be able to survive taking them out. That doesn't mean without getting banged up.

Also it might be interesting if they set it up so that a base couldn't be capped until xx amount of turrets were disabled.

#31 Arkhangel

    Member

  • PipPipPipPipPipPipPipPip
  • Mercenary Rank 2
  • Mercenary Rank 2
  • 1,212 posts
  • LocationBritish Columbia

Posted 13 February 2014 - 04:34 AM

Not likely to see Calliopes, those're FedCom civil War era. that being said, the current turrets are in essence "mini-calliopes" with their quad med lasers and LRM15s (which thankfully only fire one launcher, or two lasers at once, giving a savvy pilot more of a chance to not get their mech trashed by autoturrets, but still enough you're stupid to ignore them for long).

#32 pbiggz

    Member

  • PipPipPipPipPipPipPipPipPip
  • Overlord
  • Overlord
  • 4,876 posts
  • LocationOutreach

Posted 13 February 2014 - 11:55 AM

The turrets are double medium laser double lrm 10s with a 75 meter minimum range. Not quite as powerful as you are saying, but quite a bit more powerful then we originally thought.





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users