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Turret Ai?


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#1 Nicholas Carlyle

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Posted 05 February 2014 - 01:22 PM

I am curious...has anyone noticed any turret tendencies?

On a larger map, a lot of times you'll have one capper at the base and one person return. Not many choices there.

It seems like on the smaller maps, there is more chance to end up with fights occuring near them, involving multiple mechs.

Do the turrets go after whoever is closer? Do they have 100% chance to hit? It seems like they would beat up light mechs and medium mechs more than heavies and assaults for obvious reasons.

Just curious on what people are seeing.

#2 JohnnyWayne

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Posted 05 February 2014 - 01:25 PM

I havn't noticed any turrets. I know they should be somewhere but they are so rare that I just ran into them.

Edited by JohnnyWayne, 05 February 2014 - 01:25 PM.


#3 Arnold J Rimmer

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Posted 05 February 2014 - 01:32 PM

They're on River City Day and Crimson Strait. I've yet to get those maps, though...

#4 Wine O

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Posted 05 February 2014 - 02:02 PM

I was in an Oxide and tried to streak some turrets. I wailed away on them but couldn't destroy them. Streaks seemed to hit areas around the turret.

If you are around your own base, it can be hard to make out team mate locations or friendly UAV's due to the way turrets are displayed on the maps. They should have a different symbol and colour.

#5 Helmer

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Posted 05 February 2014 - 03:28 PM

They appear to track whomever enters the 450 meter range first. If that target is out of view, it switches to another 'mech.
However, due to the low appearance rate of those maps, I'm not 100%.

I agree that this is information that would be nice to know so that we can accurately give feeback. I'll see if I can get some answers.

Great questions!



Cheers.

#6 Sandpit

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Posted 05 February 2014 - 04:23 PM

here's what I've noticed

When no targets are within 450 meters they are closed and have a 99% damage reduction
Haven't had the opportunity to test ECM on them
The ones I've seen operate must have LOS to fire but don't know if LOS is required to force them open to take them out.
The LRMs I've seen popping out of them seem to have the same or very similar trajectories and speeds of mech LRMs

#7 Paul Inouye

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Posted 05 February 2014 - 04:32 PM

Turrets will target the closest Mech to them. It will continue to fire on that target until it is destroyed or it leaves the turret's range.

Here is my question to Thomas and the response:
Q - How does target priority work? 5 Mechs approach the base.. which Mech do they fire on?

A - Turrets work as a team if the target is in range, if it is not they go to the next available valid target.

That being said, if you can magically have multiple Mechs enter a turret's range at the exact same time, it will randomly select one of the Mech to target. If a Mech 1 approaches Turret A, and sequentially moves into Turret B's range, both turrets will fire on that Mech 1. Now Mech 2 enters the range of Turret B and is closer to Turret B than Mech 1, the two turrets will split their targeting and Turret A will continue to fire on Mech 1, and Turret 2 will start firing on Mech 2.

#8 Sandpit

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Posted 05 February 2014 - 04:34 PM

View PostPaul Inouye, on 05 February 2014 - 04:32 PM, said:

Turrets will target the closest Mech to them. It will continue to fire on that target until it is destroyed or it leaves the turret's range.

Here is my question to Thomas and the response:
Q - How does target priority work? 5 Mechs approach the base.. which Mech do they fire on?

A - Turrets work as a team if the target is in range, if it is not they go to the next available valid target.

That being said, if you can magically have multiple Mechs enter a turret's range at the exact same time, it will randomly select one of the Mech to target. If a Mech 1 approaches Turret A, and sequentially moves into Turret B's range, both turrets will fire on that Mech 1. Now Mech 2 enters the range of Turret B and is closer to Turret B than Mech 1, the two turrets will split their targeting and Turret A will continue to fire on Mech 1, and Turret 2 will start firing on Mech 2.

does ecm affect them? will they still open up if a mech is in range but no LoS?

#9 Lukoi Banacek

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Posted 05 February 2014 - 04:34 PM

My observations....

LRM launchers act like new players without target decay. But unlimited ammo apparently so no harm done. My experience with laser turrets is that they change targets in mid beam duration if multiple players are in range and one moves in closer than the first targeted mech. Two mechs working in an in and out fashion can reduce laser damage to almost nothing doing this. Especially if buildings are near to interrupt the beam for part of the duration. Accuracy seems close to 100% in strike but not in holding beam on tarhet as long as you move a little.

Did watch a fellow player stupidly get bogged down into a fight near a turret and he took alot of extra damage from two turrets as he lost spatial awareness and moved into the arc of two ML turrets.

#10 DEN_Ninja

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Posted 05 February 2014 - 04:35 PM

View PostPaul Inouye, on 05 February 2014 - 04:32 PM, said:

Turrets will target the closest Mech to them. It will continue to fire on that target until it is destroyed or it leaves the turret's range.

Here is my question to Thomas and the response:
Q - How does target priority work? 5 Mechs approach the base.. which Mech do they fire on?

A - Turrets work as a team if the target is in range, if it is not they go to the next available valid target.

That being said, if you can magically have multiple Mechs enter a turret's range at the exact same time, it will randomly select one of the Mech to target. If a Mech 1 approaches Turret A, and sequentially moves into Turret B's range, both turrets will fire on that Mech 1. Now Mech 2 enters the range of Turret B and is closer to Turret B than Mech 1, the two turrets will split their targeting and Turret A will continue to fire on Mech 1, and Turret 2 will start firing on Mech 2.


Turrets have better teamwork than 75% of the PUG teams I have encountered.

#11 Helmer

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Posted 05 February 2014 - 04:44 PM

View PostLukoi, on 05 February 2014 - 04:34 PM, said:

My observations....

LRM launchers act like new players without target decay. But unlimited ammo apparently so no harm done. My experience with laser turrets is that they change targets in mid beam duration if multiple players are in range and one moves in closer than the first targeted mech. Two mechs working in an in and out fashion can reduce laser damage to almost nothing doing this. Especially if buildings are near to interrupt the beam for part of the duration. Accuracy seems close to 100% in strike but not in holding beam on tarhet as long as you move a little.

Did watch a fellow player stupidly get bogged down into a fight near a turret and he took alot of extra damage from two turrets as he lost spatial awareness and moved into the arc of two ML turrets.



Yep. They definitely seem to be intended to be a slight deterrent and not a serious threat to a 'mech (unless ignored for a period of time)


Cheers.

Edited by Helmer, 05 February 2014 - 04:49 PM.


#12 Sandpit

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Posted 05 February 2014 - 05:00 PM

View PostTichorius Davion, on 05 February 2014 - 04:35 PM, said:


Turrets have better teamwork than 75% of the PUG teams I have encountered.

QFT

View PostHelmer, on 05 February 2014 - 04:44 PM, said:



Yep. They definitely seem to be intended to be a slight deterrent and not a serious threat to a 'mech (unless ignored for a period of time)


Cheers.

This should be their function in my opinion. It gives big mechs time to head back to base if need be but they don't prevent a couple of mechs from capping even if they're lights.

#13 Malthorn

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Posted 06 February 2014 - 12:20 AM

I'd be willing to bet that they use the same AI or a slightly modified version that the AMS uses.

#14 Victor Morson

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Posted 06 February 2014 - 01:35 AM

LRMs seem to outright smash turrets. I spent a match just experimenting and it'd take 2.5 salvos (15+10+5 then 5 again) to finish one it seemed like, so I just dropped turret after turret before anybody moved in.

As a sidenote when the turret system is expanded into conquest, it'd be really awesome if LRMs remain powerful against them. Making LRMs have a role that doubles as anti-structure would be an interesting way to make the gun stand out more.

Edited by Victor Morson, 06 February 2014 - 01:36 AM.


#15 JohnnyWayne

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Posted 06 February 2014 - 02:29 AM

View PostVictor Morson, on 06 February 2014 - 01:35 AM, said:

LRMs seem to outright smash turrets. I spent a match just experimenting and it'd take 2.5 salvos (15+10+5 then 5 again) to finish one it seemed like, so I just dropped turret after turret before anybody moved in.

As a sidenote when the turret system is expanded into conquest, it'd be really awesome if LRMs remain powerful against them. Making LRMs have a role that doubles as anti-structure would be an interesting way to make the gun stand out more.


They should be restored after the point changes its "owner".

#16 Mudhutwarrior

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Posted 06 February 2014 - 05:02 AM

Just had a match where half the team camped by the turrets on both sides. Arty heaven. Just curious how tactics will evolve or turn into death ball unlimited.

#17 Joseph Mallan

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Posted 06 February 2014 - 05:07 AM

View PostMudhutwarrior, on 06 February 2014 - 05:02 AM, said:

Just had a match where half the team camped by the turrets on both sides. Arty heaven. Just curious how tactics will evolve or turn into death ball unlimited.

Can you blame the teams for wanting the extra fire power for free that turrets provide?

#18 wanderer

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Posted 06 February 2014 - 05:08 AM

View PostMudhutwarrior, on 06 February 2014 - 05:02 AM, said:

Just had a match where half the team camped by the turrets on both sides. Arty heaven. Just curious how tactics will evolve or turn into death ball unlimited.


If part of your "team" was stuck in place, why wouldn't you hang out with them?

I do agree that LRMs seem to be an effective way to cut down on turrets as long as someone else gets them to pop up and begin firing. It's an immobile, zero-evasion target that gets plowed under by most LRM boating and as long as you had lock when firing, will hit square regardless of your spotter losing LOS. Expose turret, fire barrage, boom.

#19 Mudhutwarrior

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Posted 06 February 2014 - 05:24 AM

View Postwanderer, on 06 February 2014 - 05:08 AM, said:


If part of your "team" was stuck in place, why wouldn't you hang out with them?




First I was pugging and in alpha lance so pretty much all pugs. Other team was an eight man. See them every morning and its always a stomp. They camped too but brought all their arty and lrms over and just bombarded the pugs while I typed move everyone. Needless to say by the time I got my lance into position to attack we were down to four. We flanked and wiped out their LRMs but had nothing when the eight man decamped and rolled on us. Last man to go down by luck only. I think both teams had awful tactics in that match but the better coordinated won easily.
I think we will see lots of camping in these matches and LRMs and arty will become prime offense. In that case ECM lights playing their role will be critical. It may become a High ground spotter type of match. Just will have to see how it plays out.

#20 Nicholas Carlyle

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Posted 06 February 2014 - 05:26 AM

Thanks for the reply Paul.





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