

Turret Feedback
#1
Posted 04 February 2014 - 01:04 PM
so ppl dont get confused
#3
Posted 04 February 2014 - 01:13 PM
FullMetalGC, on 04 February 2014 - 01:11 PM, said:

Nope. This thread is NOT for the UI, it´s for the turrets.
Please, concider this a seperate topic and don´t derail a feedback/suggestion for the turrets with the UI topic.
#4
Posted 04 February 2014 - 01:21 PM

#5
Posted 04 February 2014 - 01:41 PM
also turrets seem to have to much armor. it took a while to bring one down with 3 mediums
and when a turret is under attack it sould give you a ''turret under attack'' warning not a base under attack one
Edited by mark v92, 04 February 2014 - 02:39 PM.
#6
Posted 04 February 2014 - 02:35 PM
2. They actually put out a lot of damage with their overlapping fields of fire; not good news for a light trying to sneak a cap or just ping the base.
3. They're really not needed in Assault; we have Skirmish for those who don't want to bother with the secondary victory condition.
4. Weren't there supposed to be two? There were four per base on River City - that's 40-80 damage per 4 seconds coming my way when I'm in my 138 total armour Locust. Another nail in the coffin for Light 'mech gameplay

#7
Posted 04 February 2014 - 08:19 PM
but... A few strong ones or many weak ones would be better.
I think the LRM indirrect fire should be replace by line of sight SRMs
Some poor guy was getting smoked by LRM 20's on the other side of the map while we were still powering up looking at each other PUG'ing which way to go.
Edited by Nowhereman, 05 February 2014 - 07:35 AM.
#8
Posted 04 February 2014 - 08:24 PM
Also turrets that dont do damage but buff a defense
ECM turret
AMS turret
Cooling area turret
targeting turret (UAV)
like this? ========================================================================V
Edited by Nowhereman, 05 February 2014 - 07:34 AM.
#9
Posted 04 February 2014 - 08:25 PM
FullMetalGC, on 04 February 2014 - 01:21 PM, said:

I guess it's understandable, considering the total travesty the "glorious" UI2.0 turned out to be.
I'm sure it was natural for you to assume the qq was UI2.0 related...
Edited by FactorlanP, 04 February 2014 - 08:25 PM.
#10
Posted 04 February 2014 - 09:27 PM
That being said, it seemed very easy to trick them, by hiding around a corner from them and popping out just long enough to shoot them and then hide back behind cover you could rather easily take one out without taking any damage (it would just take a while in a light mech).
Lastly a question: are there any plans to introduce c-bill/xp rewards for destroying turrets? As I noticed that the damage done to turrets isn't counted towards your damage total at the end of the match (not that it should be, but I feel like a small c-bill/xp reward would be nice for taking out a turret).
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