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Sneak Peek - Turrets


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#21 Will9761

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Posted 02 December 2013 - 11:36 PM

I hope that Turrets can be upgraded to different weapons like:
Lv1-Small Laser, Small Pulse Laser
Lv2-Medium Laser, Medium Pulse Laser
Lv3-Large Laser, Large Pulse Laser, PPC

In the future, other Turret models like Missile, Ballistic and mixed should come into play.

#22 xengk

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Posted 03 December 2013 - 02:30 AM

View PostWill9761, on 02 December 2013 - 11:36 PM, said:

I hope that Turrets can be upgraded to different weapons like:
Lv1-Small Laser, Small Pulse Laser
Lv2-Medium Laser, Medium Pulse Laser
Lv3-Large Laser, Large Pulse Laser, PPC

In the future, other Turret models like Missile, Ballistic and mixed should come into play.


Maybe has an option after a unit take control of the planet.
The defender have the option to spend CBill to upgrade defend turrets.

#23 Dire Wolfie

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Posted 03 December 2013 - 06:17 AM

Would be nice if, once a player die, can take control of the turret -> This could be a very nice option if devs make the turret miss 50% of the shots....

#24 Dirus Nigh

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Posted 03 December 2013 - 06:56 AM

I am interested in seeing how the turrets are implemented. Hopefully the system can be modified for mines as well.

#25 Fabe

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Posted 03 December 2013 - 08:28 AM

View Postpbiggz, on 02 December 2013 - 09:03 PM, said:

A balance has to be found. If the turrets are too weak, they are trivial, if they are too strong, then light mechs are trivial. It shouldn't negate capping it should just discourage fast capping.

I think that is the reason they plan to Deploy them in the testing grounds first. So we can give feedback on their effectiveness . Of course there will most likely be a difference in performance from the testing ground and actual match but its a start.

#26 Rhaythe

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Posted 03 December 2013 - 09:06 AM

View PostNiko Snow, on 02 December 2013 - 02:58 PM, said:

Posted Image


I, for one, welcome our new stubby, ankle-biting, small-laser toting overlords.

View Postxengk, on 03 December 2013 - 02:30 AM, said:


Maybe has an option after a unit take control of the planet.
The defender have the option to spend CBill to upgrade defend turrets.

Or upgraded in-game via player experience or c-bills. IE: midway through the match, you can spend 20k of your match earnings to upgrade the lasers to mediums.

#27 CyclonerM

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Posted 03 December 2013 - 12:27 PM

Nice! Now i fully expect an armed Dropship in attack/defend mode!
Posted Image

#28 Bhael Fire

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Posted 03 December 2013 - 01:20 PM

Turrets should have 1200 points of armor and be armed with 4x LPL and 12x MGs.

:)

#29 MrTarget

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Posted 03 December 2013 - 02:33 PM

View PostWill9761, on 02 December 2013 - 11:36 PM, said:

I hope that Turrets can be upgraded to different weapons like:
Lv1-Small Laser, Small Pulse Laser - 10,00 CBills
Lv2-Medium Laser, Medium Pulse Laser - 40,000 CBills
Lv3-Large Laser, Large Pulse Laser, PPC - 15 MC

In the future, other Turret models like Missile, Ballistic and mixed should come into play.


Fixed that for you ;)

I like the look of them, ankle biters they maybe but to a Jenner that's face level...

#30 Will9761

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Posted 03 December 2013 - 03:21 PM

Thanks, I couldn't think of the cost for buying better upgrades.

#31 Zanathan

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Posted 03 December 2013 - 03:29 PM

I look forward to this =)

I do hope there will be more turret options in the future, of course subject to balance (e.g. can only be deployed at the base/fort/dropship that is being defended).

Posted Image

#32 Funkin Disher

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Posted 03 December 2013 - 06:29 PM

I'd love to see Calliope turrets in the field.

#33 mekabuser

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Posted 03 December 2013 - 07:36 PM

um... those look weak.. When can we get an actual base. ? mwll had bases, and turrets and you know, free mod et al. I just dont understand sometimes.
its this kind of lackluster effort that fuels the fires of scorn and disdain many here feel, EVEN if they dont want to.

#34 Butane9000

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Posted 03 December 2013 - 07:45 PM

Small lasers? Man those won't do much.

#35 Will9761

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Posted 03 December 2013 - 07:46 PM

View PostCyclonerM, on 03 December 2013 - 12:27 PM, said:

Nice! Now i fully expect an armed Dropship in attack/defend mode!
Posted Image

Heck yeah. I could go for Dropship Warfare!

#36 Valdemaar

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Posted 03 December 2013 - 09:34 PM

View PostKane0, on 03 December 2013 - 06:29 PM, said:

I'd love to see Calliope turrets in the field.


Agreed. Two LRM 20's, two ER Large Lasers, and two Medium Pulse Lasers. I remember being ripped to shreds more than a few times stumbling on top of them.

#37 Magic Murder Bag

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Posted 03 December 2013 - 09:56 PM

as one person said (kinda)......god forbid when calliope turrets get implemented in (I'd expect lots of QQ from those unfamiliar with the turrets); I think most of my deaths in MW4 was because I always stumbled into a 4 turret column.

#38 pbiggz

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Posted 04 December 2013 - 05:16 AM

View Postmekabuser, on 03 December 2013 - 07:36 PM, said:

um... those look weak.. When can we get an actual base. ? mwll had bases, and turrets and you know, free mod et al. I just dont understand sometimes.
its this kind of lackluster effort that fuels the fires of scorn and disdain many here feel, EVEN if they dont want to.


View Postpbiggz, on 02 December 2013 - 03:20 PM, said:

They already stated that the turret loadouts could and probably would change post-testing. Un-rustle your jimmies now.


View Postpbiggz, on 02 December 2013 - 09:03 PM, said:

A balance has to be found. If the turrets are too weak, they are trivial, if they are too strong, then light mechs are trivial. It shouldn't negate capping it should just discourage fast capping.



Anyone who is feeling "the fires of scorn and disdain" is only experiencing it because THEY want to. Stop making every feature announcement an insult just because it wasn't posted exactly when and how YOU wanted it.

#39 Prezimonto

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Posted 04 December 2013 - 08:11 AM

I hope the team gets a warning when someone engages them. Then they'll serve as a dynamic way to lengthen the initial time to start capping, and give the scouts a little something to worry about dealing with... making the game every so slightly more entertaining than run and wait.

Of course, on maybe maps at least a few of them could be placed into positions where they'll be difficult to target without getting close(ish). If they can pop up out of armor bunkers (and don't until you start capping) that would also be interesting.

#40 Roadbeer

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Posted 04 December 2013 - 09:58 AM

So they will be both static and module deploy-able

SWEET!





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