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Sneak Peek - Turrets


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#81 Almond Brown

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Posted 18 December 2013 - 11:57 AM

View PostAppogee, on 06 December 2013 - 03:05 AM, said:

I advocated Potato Gun Turrets.

Either way, if deployable, I trust I will be able to wear one as a hat.


:huh: And they come in a Tin Foil color camo. :blink:

#82 Prezimonto

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Posted 18 December 2013 - 12:03 PM

View PostWill9761, on 12 December 2013 - 05:11 PM, said:

I wonder if turrets will have a control system just like in the Mechcommander and Mechwarrior 4 games? It would be cool if we had the option to destroy the controls to deactive turrets, or capture them to make turrets work for your team.

This would be great, and give a really good reason for lights in fast hit and run role. Except, I doubt it'll work. The odds of that much depth in this game are astoundingly low at this point.

#83 Appogee

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Posted 18 December 2013 - 12:10 PM

View PostSaltBeef, on 17 December 2013 - 11:22 AM, said:

Gonna be sweet in the game , Boy it is like Christmas!!

Yeah, Christmas 2014, that is.

#84 Almond Brown

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Posted 18 December 2013 - 12:11 PM

View PostShibas, on 16 December 2013 - 12:16 AM, said:

Will turrets also follow the ghost heat protocol?


Given that the MG and SL are both NOT on the GH list, then Yes.

Edited by Almond Brown, 18 December 2013 - 12:16 PM.


#85 Almond Brown

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Posted 18 December 2013 - 12:16 PM

At worse, something else to use those totally OP, game trolling, fun destroying, Air and Arty strikes against. LOL! :huh:

Edited by Almond Brown, 18 December 2013 - 12:17 PM.


#86 VanillaG

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Posted 18 December 2013 - 03:53 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

This is actually part of the plan. Hover over the text to see the tool tip.

#87 Stomp

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Posted 23 December 2013 - 10:16 AM

View PostFlying Judgement, on 15 December 2013 - 08:24 AM, said:

this is really going to make things interesting

i would add 3-4 more differant spawn points what we just had recently for mechs and Bases . And eventually giving the opportunity for a group to customize where the base would be. increasing the scoots importance in the role of scooting.

And for the attackers the chance to chose how they want to drop from the 5-6 pre sets.

base or cap points shouldn't show up before discovering it, and "Scanning" it. Get in 300m range and having a visual on the object. to show up permanently on the map
CB bonus on discovery?


This... this could be cool. Scouts actually scouting for a base. Crazy.

#88 pbiggz

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Posted 24 December 2013 - 11:52 AM

WOW, I almost forgot the look of forum rage after we didn't have any power in Toronto Ontario for +- 40 hours.

#89 Will9761

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Posted 25 December 2013 - 11:38 PM

I heard that their was going to be a refresh to the Assault game mode. Supposedly, they are going to add turrets along with a new base.

#90 ice trey

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Posted 29 December 2013 - 08:57 PM

Turrets don't need to be a game changer... they just need to be something to make your opponents second-guess going to a particular area.

Of course, it'd be dumb as hell to have a turret where it can be picked off from 500m+ and not be able to fire back. I'd imagine SL turrets or SRM turrets in places like the cap points on Forest Colony. Wide open areas where they can be sniped from Gauss range would only make sense if they were equipped with something long ranged, themselves. AC2 turrets, or LRM turrets.

I like that these turrets seem to be reminiscent of the MW2 turrets, though. Not quite as boxy, but that's a given.

The other nice thing about turrets in MWO is that there have been no canon turret designs until recently (Towed Guns). The design team are free to make them as they see fit.

Edited by ice trey, 29 December 2013 - 08:58 PM.


#91 Corvus Antaka

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Posted 29 December 2013 - 08:58 PM

STOP TEASING ME!!! Is that ui 2.0 i see in the corner?

^_^

nice stuff!

#92 Kadix

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Posted 30 December 2013 - 02:18 PM

Y'all do know there's a Print Screen key on your keyboards, right?

#93 DI3T3R

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Posted 31 December 2013 - 04:55 AM

View Postice trey, on 29 December 2013 - 08:57 PM, said:

AC2 turrets


THAT's a great idea. Long range, tiny damage and the main deterrent would be the screen-shake. They would support the defense but wouldn't be strong enough to hold out by themselves.
And I would add an AMS.

And the twist-speed would decide whether a turret could fight light Mechs.

#94 PR1VATEER

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Posted 31 December 2013 - 10:09 AM

As long as it turrents do not show up on the radar they may be used as a surprise/ tactical weapon. Any of them is a good step in the right direction now at infantry and tanks and we'll have something.

#95 Nutlink

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Posted 01 January 2014 - 07:04 PM

I'd love to see some dynamically placed turrets that behave like the hidden ones in MechCommander - ground looks clear from a distance, then BAM! a tile flips and there's a turret in front of you with an AC10.

#96 Will9761

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Posted 02 January 2014 - 09:04 AM

Can you imagine Clan-based turrets? Think about seeing ER Medium Laser Turrets or LBX AC/ 20 turrets that would be crazy.

#97 GODzillaGSPB

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Posted 02 January 2014 - 09:25 AM

View PostWill9761, on 02 January 2014 - 09:04 AM, said:

Can you imagine Clan-based turrets? Think about seeing ER Medium Laser Turrets or LBX AC/ 20 turrets that would be crazy.


Since they're clan-based they will have some huge disadvantage. Like overheating every second shot. Or they explode with a certain chance. Gotta have balance you know? :lol:

#98 SmithMPBT

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Posted 02 January 2014 - 09:45 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.

Blessed be the name of Blake, for the ability to program bases and turrets was lost in 1994. Only through the divine intervention of Jerome Blake himself (through comstar) has PGI resurrected this Lostech.

#99 Will9761

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Posted 02 January 2014 - 12:39 PM

View PostGODzillaGSPB, on 02 January 2014 - 09:25 AM, said:


Since they're clan-based they will have some huge disadvantage. Like overheating every second shot. Or they explode with a certain chance. Gotta have balance you know? :lol:

That would actually be pretty funny if that happened.

#100 DI3T3R

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Posted 02 January 2014 - 04:22 PM

That doesn't fit to Clan-mentality: Their best equipment and weapons are reserved for their best units. The Clans simply don't have the industrial capacity to waste high-end weaponry on garrison-units.

If the Clans were to field turrets at all, they would use the cheapest weapons available for such a honorless task: leftover IS-weapons.





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