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Defense Turrets


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#1 Zordicron

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Posted 21 November 2013 - 04:41 PM

So Thomas made another breakdown post, didnt see a thread for it again(like last time about the new modules) so here we go.

Turrets. Tower turrets with shields, smaller ones with AMS. No definitive explaination of implementation. So that means TOTAL SPECULATION TIME.

I speculate the tower, shielded versions will be present on maps. Maybe only for assault. maybe sprinkled in here and there on conquest to make things interesting.

I think the smaller ones will be new consumables. The AMS version will be a pilot skill upgrade thing. More potent ones will be for MC.

not sure how I feel about my own speculation. The idea of using a consumable for a defense turret adds a dynamic to play that isnt there right now. We have active offensive modules, but not defensive ones.

on the other hand, people have been clamoring for defense turrets for a long time because of the "cap griefing" or perception there of. Now we would have a turret, but it would require purchase and module slot to bring it. IMO, that solution is annoying, as I feel the turrets should have been there all along regardless of the cap grief complaints or not because it adds so much to game play and tactics to have them there. I am not sure I like the perception of "forcing" teams or solo players pugging to spend c-bills on turrets as balancing the "powerful enough to detur capping" against "wimpy enough to not be required" is going to be a crapshoot. IMO, the turrets should be powerful enough to detur capping. And then they should be there, to detur capping, without requiring someone to spend c-bills to put them there(or MC even).


TOTAL SPECULATION. of course, but having the different "tiers" of these things listed makes it really feel like a defensive counterpart to airstrikes or even cool shot. Somehow I think this is supposed to play into "light mech team roles" or lack there of and how to address it, but unless there is more to this......




Edit: Oh yeah, as far as some generic feedback. I really hope they make tower ones that are obvious, and make little ones that are just flat, easily camo'd base platforms with "pop up" laser turrets that dont activate until a foe is in range. This keeps things like SL turrets off radar and undetected, but also basically untargetable until they are in range to actually do something. otherwise it will mean capping lights mount an ERPPC and take a minute to shoot the defenses from 1200M before going to cap, making "defense fire" moot.

Edited by Eldagore, 21 November 2013 - 04:45 PM.


#2 LauLiao

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Posted 21 November 2013 - 04:44 PM

What are you on about man?

#3 verybad

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Posted 21 November 2013 - 04:48 PM

They'll be Module drops just like Artillery or Airstrikes IMO.As to effectiveness...I don't know. They're only for the cap areas from what i understood however, not drop anywhere you want.

Doesn't sound like much of a weapon system against mechs however.

View PostLauLiao, on 21 November 2013 - 04:44 PM, said:

What are you on about man?

http://mwomercs.com/...0089-breakdown/

See bottom post.(11/19)

However if they really want some defense, there oughta be a tripple AC-20

Edited by verybad, 21 November 2013 - 04:49 PM.


#4 keith

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Posted 21 November 2013 - 04:49 PM

they have been working on A/D style maps. if u keep with them wonderful ATD. the small laser and mguns will defend your base from scary atlas....

#5 Khobai

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Posted 21 November 2013 - 06:30 PM

And you thought locusts were useless before. Now they wont even be able to cap.

#6 Nick Makiaveli

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Posted 21 November 2013 - 07:11 PM

Your post starts off seemingly fair, but then takes a very anti-cap bias towards the end.

Seriously, leaving your C&C infrastructure undefended is a bad idea, and people who whine about losing because they make poor decisions and use lousy tactics deserve to lose.

#7 Nik Reaper

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Posted 21 November 2013 - 07:16 PM

Range of the turrets and damage would be the key, and if they rise from the ground or are stationary.

What would happen to the stationary ones is 1 2ERL raven would destroy them from near max range, or unlocked lrm fire ( they aren't going anywhere ) and we can't well give the A.I. super aiming long range weapons and still make them durable.

The popup varient seems the most practical kind and they could have a little mount that is rased a bit so the turet can not be damaged because of the fire angle until you close enough on them.

As things sound from the dev post I expect the first iteration to be underwhelming if not ignorable.

#8 Zordicron

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Posted 21 November 2013 - 09:06 PM

View PostNick Makiaveli, on 21 November 2013 - 07:11 PM, said:

Your post starts off seemingly fair, but then takes a very anti-cap bias towards the end.

Seriously, leaving your C&C infrastructure undefended is a bad idea, and people who whine about losing because they make poor decisions and use lousy tactics deserve to lose.



I really shouldnt even respond to this thread derail, but really, come off it man. I am not "anti cap" but I am also not in control of what drops in my pug. The current iteration of "base" is binary, and laughable in its mechanics. As far as C&C:











Even that last one is more interesting then the "base" we have now. Probably also more useful. You can role play it if you want, but in the end, it is nothing more then "magic square that makes you lose" and has zero tactical value beyond that. Defending it is like watching paint dry. If it was more interesting, or provided any iota of additional gameplay value, you would see people setting up base defense lines instead of search and destroy. Bah, now you trolled me into typeing a response to your blather. For shame sir.

#9 FupDup

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Posted 21 November 2013 - 09:28 PM

View PostKhobai, on 21 November 2013 - 06:30 PM, said:

And you thought locusts were useless before. Now they wont even be able to cap.

Honestly, I've found that the best way to get halfway decent results with a Locust is to glue yourself to the back of your team's blob and be a hillhumping ERLL troll.

Edited by FupDup, 21 November 2013 - 09:28 PM.


#10 Deathlike

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Posted 21 November 2013 - 10:51 PM

View PostKhobai, on 21 November 2013 - 06:30 PM, said:

And you thought locusts were useless before. Now they wont even be able to cap.


What role did they have again? Turret fodder? ;)

:wub:

#11 Alistair Winter

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Posted 22 November 2013 - 12:32 AM

I want turrets, but I think they will probably have no function at all at first. Small lasers and MGs are no threat to any mech, except the disarmed, crippled mech with no ammo that has crawled across the battlefield in a last ditch effort to cap. Even a Spider 5V with medium lasers will be able to deal with those things.

Now, if the turrets had a lot of armor and some good weapons, then they have a function. But that function is not good for the game at present, because it robs light mechs of their one viable tactic beyond harassing and destroying isolated targets. If we had role warfare, light mechs would have a function as scouts. But we don't, so they don't. So powerful turrets means there's even less for light mechs to do.

Another problem is the fact that immobile turrets means that cap-hungry light mechs will essentially be punished for using short range weapons, such as small lasers and flamers. And no medium, heavy or assault mech normally carries those weapons anyway. The list of useless weapons just got longer. If the turrets had 1 ER LL, then at least there would be some incentive for going with short range weapons with higher DPS. But it would also make Locusts turret snacks.

Ugh... almost every time a new problem appears in this game, it seems to me that it could have been avoided all together if we had proper role warfare, which in itself created variety and incentive for different playstyles. Instead we have a race to the Highlander endgame, and PGI trying to shoe horn in a few counters to the meta they created.

[/rant]

#12 SaltBeef

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Posted 22 November 2013 - 03:24 AM

Would be neat if mechwarriors could purchse Troops and those troops would be what set up as the base defense and would take a module slot!!,,... but those troops stay near the base. Say Mechwarrior pruchases air defense element : when the game starts a LRM 5 is set-up overlooking the base. Or if said mechwarrior purchases ground defense, Trenches are added near the base approach and infantry armed with inferno srms, MG's and standard srm occupy them ready to harrass the enemy, If Armor support is added, a tank ,( 1 of several models can be purchased for use Like a bulldog, allacorn, or Pegases ) will defend the area. Other turrets can be added Guass, LBX, auto, laser but if you join a team of cheapskates you will have to leave more mechs behind. Purchased items should be multiple use say 5 uses for the tank, 7 uses for infantry 3 uses for turrets etc.

#13 Satan n stuff

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Posted 22 November 2013 - 03:55 AM

With a 200M range those turrets aren't exactly going to be a threat to anything.





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