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Thoughts On Turrets?


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#101 rolly

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Posted 10 February 2014 - 06:29 AM

Turret: "Mechs are OP. You need to nerf them (even more)"

From my experience. They're quite handy from a defensive perspective. I was able to hold off a Cataphract charging the base by myself until help arrived. Then again he took his time, hestitated and stayed in the open water while I and the turrets peppered him.

That being said, they have 150 hp when deployed. The average heavy/assault does that amount in three salvos in comparison to the 10 damage it will dish out. Yes that's one on one. Which I think is a good focal point. That sole Cataphract in my example was foolish to hesitate and assault the base alone across an open water. so much so that a Shadowhawk with sniper weapons and a score of turrets can take him down.

I'm looking forward to more exposure to these turrets, If anything it will demand more coordination from teams, pugs and pre-mades alike to be effective at this game mode.

I do think though that the LRM's should have an the LRM minimum range put in. Its doesn't fit to have clan LRM style turrets and it will at very least give smaller units a sporting chance. ( Not like they don't already hold a lot of good cards stacked in their favour.

Edited by rolly, 10 February 2014 - 06:29 AM.


#102 DI3T3R

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Posted 10 February 2014 - 06:30 AM

I only encountered them in 3 games so far, but here are my thoughts:
* Armour a little bit too low.
* A little bit more firepower.

If they are aiming too god, there's a solution for that:
* If they have Artemis, take it out.
* Give the turret two crosshairs: One for targeting and one for firing. The turret targets a Mech (targeting-crosshair on Mech), then a random-number-generator slightly shifts the firing-crosshair aside, so it may or may not point at the mech. The closer the enemy is, the more negligible the crosshair-shake becomes.

#103 Dimento Graven

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Posted 10 February 2014 - 06:52 AM

View PostNextGame, on 10 February 2014 - 12:46 AM, said:

Base apparatus is something thats going to evolve, and crimson/river city day assault are just a trial run, so im not overly worried at this point.

However:

Having watched some tart in a raven go and hide amongst his turrets for the last 8 minutes from a match vs 6 guys and wait out the game, wasting everyone's time, im not particularly favourable towards their current iteration.

Turret operators should "abandon their posts in fear" if your team has fewer than #x mechs.
I believe that's a load of BS myself. 6 'mechs 'cowering in fear' of the turrets?

While absolutely possible (the quality of pugs has been going down ever so drastically lately), nope, DO NOT believe it.

Vids, or it didn't happen bro.

#104 Dimento Graven

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Posted 10 February 2014 - 07:03 AM

View PostCavendish, on 10 February 2014 - 03:13 AM, said:

...

When it comes to the whole LRM/Balistic/Energy skill debate, I have to disagree with you when it comes to two weapons Dimento.

Gauss, skill? Really? It takes skill to press down your button for a second to get a lightspeed projectile to hit? Against a locust maybe but not against anything at medium or above. Main skill for a gauss user is to not waste shots.

AC20s are now back to where they belong, brawling (and AC40 instakilling lights who dont move) and as such require less skill then LRMs or Gauss. Of course, if you insist on trying to use it as a sniper weapon, it requires rediculous amounts of skills and do very little damage at such ranges in any case compared to close quarters.

That being said, LRMs are in a good place now from what Ive seen using them on and off /shrug. Potential to hurt people caught in the open, very difficult to use effectivly agains people using terrain and cover.
Your concept of gauss shows your lack of experience with gauss. The speed is FAR from 'light speed'. Yes, it's fast, but it is NOT THAT fast, and OH how I wish it was!

It's not just hold and release any time you want, you've got a .25 second window, OR, you're stuck waiting a whole .75 seconds for a recharge. You still have to adjust for you and your target's rates of movement, and if you're planning on using the weapon with any skill you have to be able to aim at a specific point that may be only a few pixels wide at range to make the best of use of that shot. Plus, convergence isn't actually guaranteed. If you're having to switch targets frequently, moving quickly and firing at a fast moving target, chances are the convergence point is some 200 to 300 meters behind your target (basically, if you're leading your target, at the focus point of where your targeting reticule is resting). When firing at 'mechs with narrow profiles, or attempting to leg shot a 'mech this can make it extra difficult.

Trust me, of ALL the weapons in the game it's nearly the hardest weapon to utilize with intent and skill, only SRMs surpass it in difficulty, and only one or two rounds using SRMs as a primary weapon should be necessary for you to figure out why.

If you're dying to gauss hits a lot, and I'm guessing that's what you are basing your own opinion on, you're doing something wrong.

#105 Dimento Graven

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Posted 10 February 2014 - 07:43 AM

View PostPrezimonto, on 10 February 2014 - 05:58 AM, said:

For the record, I've argued, passionately, in many threads that LRM's need a total rework. I understand that large missile boats (40+ missiles) are way too good against large targets, particularly with effective support. The problem with LRM's is that they're very not good when using low numbers of missiles (which is what most mechs are designed to carry). All the counters make lobbing smaller numbers of missile very ineffective and combined with the long lock and flight times they're, again, worse than worthless as you have to expose yourself and/or at least not defend yourself with much torso twisting.

The problem arises because there is a disparity between lots of missiles and few missiles in their usefulness. Most direct fire weapons scale up linearly in viability (or more in the case of AC weapons). Meaning a few is okay and more is better. With LRM's a few is wasted tonnage in most situations and more is useful, but not great. Compare to AC's/PPC's where for the most part they're good weapons when used singly, and become great weapons used in multiples.

So the problem becomes LRM boats, and the solution could include many parts. The game has been totally broken in favor of missiles at several points, but the problem has almost always been the mechs with huge amounts of missiles.

I usually argue that LRM's need some kind of a limit/nerf that will reign in the bulk utility of many tube mechs, but allow for the addition of faster or accelerating flight times, damage tweaks, and a restructuring of ECM so it significantly slows locks and speeds up the loss of locks instead of totally eliminates locks.
You can't increase the efficacy of 'low number of LRMs' without over powering the boats. PGI would end up having to restrict even possible 'mech configurations even more drastically than they've done.

As you say, with support, AKA: a skilled spotter with TAG/NARC, they are incredibly effective against large targets.

So, carriers of 'low numbers of missiles' should ONLY use them as a means of suppression, not expect to use them as a 'primary' weapons. After all, when Bitching Betty tells us we've got incoming missiles, we have no idea if it's a single LRM 5 pack, or 75 LRM's from a 5xLRM15 Stalker LRM boat, do we?

And all the other things you mention, long flight times, ability to torso twist to mitigate damage, etc. are all due to the fact that of ALL the weapons in the game, the LRM is the ONE weapon you can load up you don't have to actually EXPOSE yourself to the enemy to use.

Plus it's been the ONE weapon that has enjoyed significant enhancement through modules, lock retention being one of the most deadly.

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Limits to boats that I've seen include bone targeting, This solution is hated by lots of players for the randomness, but I'd gladly trade the ability to actually hit and deal damage(buff speed/damage ect.), somewhere, on a mech instead of maybe hitting and doing some damage spread around the upper portion of the mech.

The other idea I've seen is heavily limiting the number of tubes that mechs have on launchers so there are very few actual LRM boats (40+ tubes). This could take several forms, including limiting the number of tubes to stock variant and/or limiting SRM/LRM hardpoints to that type of missile. This would make the handful of purpose built variants in the game more appealing, and also limit the ability of mechs like the stalker to keep from filling up on LRM60+.
As I mentioned before more restrictive configuration rules, and worse more complicated mechanics all in an effort to allow some bozo to load up an LRM 5 and use it as a primary weapon.

OMG, NO!

We have to maintain KISS.

Missiles do low damage per missile hit, the missiles are spread out when they arrive at target, so no concentrated damage, they move more slowly than MOST weapons, require a lock to be maintained for best chance to hit.

That's enough complicating factors for PGI to worry about. Everything else you mention adds more potential for exploitation and out right breakage.

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I'll also note that I play with all weapons in the game (and have for a long time) and I agree SRM's are in really bad place, but the gauss is just fine, I regularly rack up 400+ damage with single gauss builds and usually manage around 3 kills with dual gauss, even post charge mechanic. The trick is to stop brawling with it, you need 300 to 400m range, you'll get chewed up by better brawling weapons/explosion/ the need to make trick shots in close with the limited hold time.(which is adding in a layer of skill, much like LRM's that has nothing to do with aiming and everything to do with positioning and awareness)

The buff to the speed of the round was a huge deal.
I use gauss regularly too, and I can say without prejudice it's nearly the most difficult weapon to use effectively with intent and skill. Absolutely, you're right. With some skill you can easily rack up the kills with it. I've been able to rack up 7 kills in a single match pre-nerf and POST-nerf with it (videos are on YouTube - TheDimentoGraven), so yeah they're effective, but EASY?

The only other weapon I've done as well with? LRMs, and in that match I didn't even have to show myself once.

Nope. I've got people I've been playing with since closed beta that refuse to use them because of the issues with them. These are people who have been playing for TWO YEARS, who can rack up 5 kills per match with ML's and a bad attitude.

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The AC20 is still my go to weapon as well for brawling... stop trying to use it over 270 meters and it's barely changed in lead time from before. I acknowledge that the AC10 is a bit of dog at the moment, but the LBX10's are great weapons if you can aim and hit stripped armor (punch like at least a gauss for less tons and more ammo).... so they're really quite good when mixed with other weapons.
Agreed, great brawling weapon, but as you say, over 270 meters and crap goes down hill with it REAL fast, requiring you move to within that range you gave, and that's deadly bad especially for slow moving assaults caught in the open. MOST battles aren't fought below 270 meters. There are some that EVENTUALLY will get to that range, but otherwise, you're looking at an average battle distance of around 400-500 meters. With AC20's and the recent speed nerf of the projectile, that increases their difficulty.

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Anyway... the long and short, it's not okay to say LRM's are easy mode without taking a look at more issues. They're not really in a good place under the conditions that most mechs can equip them, to the point that the tonnage spend on LRM's is almost always better spent on something else, unless all you're doing is using LRM's.
This is where we disagree. You're trying to load a single 10 pack as a primary weapon, and expecting to do as well as AC10, or, heck, even an LBX10, you're screwed in the head. If you're loading it up as a secondary weapon intended for suppression of the enemy, you my friend, are a smart cookie.

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Last thought. You ignored the fact that direct fire weapons are essentially computer driven skill as well(perfect, automatic convergence for all hardpoints).
See, that portion of your statement right there makes me suspect you really have limited experience using ballistics and PPC's. '...perfect, automatic convergence...' is only under the best of circumstances. You're stationary, or your target is stationary or at least moving slowly, or better yet, moving straight at you at less than 100kph. THEN yes, perfect convergence 95% of the time. As speed increases though, and you're having to increase your lead on your target, you start suffering significant deconvergence issues. It's NOT a broken mechanic that causes it. If you're leading your target by 50 - 200 meters to hit them on the run, the focus point is where ever your reticule happens to be.

Worse yet, with the still imperfect HSR, you could 'look like' you've scored a hit, but the server has decided you missed.

LRMs certainly suffer from HSR issues a LOT less than any other weapons, as again, the weapon tracking is driven by the server.

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LRM's actually to take real skill to use, but the skill isn't hand-eye coordination, it's timing, map knowledge, ammo conservation, range judgement, learning to dance while keeping a cross hair on a target for 10 seconds without dying.
Now I KNOW your primary weapon used is LRMs, and you only incidentally use other weapons. Only a die hard LRM'er tries to suggest these things are SOLELY LRM skills and that NO ONE ELSE USING ANY OTHER WEAPON SYSTEM has to worry about this.

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Just because direct fire weapons require a modicum more hand-eye coordination does not make them more "skillful" weapons. It doesn't even make using them "hard" because you have much fewer variables to deal with, like... exposure time of both yourself and the enemy, the enemies proximity to ECM, numbers of AMS in the area. Any mech that's not moving fast and in the open(where you say LRM's are good) is a free lunch for direct fire weapons as well as LRM's, which will be fired faster and arrive sooner, deal pin-point damage, expose the person attacking for much less time and not be countered by a variety of other mechanics. So suggesting that mech's in the open get eaten alive is fine... but any weapon with decent range can mange that.
Again, you expose yourself as a hard and fast LRM user.

1. Using someone else's skill to spot for you, you don't have to worry about ECM or exposing yourself.
2. AMS, you have no idea how many AMS's are in the area, so you don't even think about it.
3. That person in the open can torso twist too to mitigate all direct fire weapons, only, unlike the LRM user, the users of direct fire weapons MUST expose themselves to be effective. This isn't necessarily so for the LRM user.

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PS: after reading this I realize I'm way off topic here, and I agree there's better places to have this discussion. I wanted to toss a last post in so you know I'm just a rosy "LURMs need love" guy. There's layers here that need addressing.
Well, the only thing I would say needs to be addressed is LRMs could use a range increase. A 1000 meter limit in a game where most direct fire weapons seem to have already had a range boost seems... subjective... I'd be interested in seeing the affects in the game if the ranger were increased to, say... I dunno, somewhere in the range of 1500 to 1750.

Other than that, I think LRMs are fine as is, and make GREAT turret weapons, AND, I think a use for the command module would be, any 'mech equipped for one, could SPOT for LRM turrets...

That's just my thoughts anyway (and an attempt to bring us back to OP, as you mentioned).

Edited by Dimento Graven, 10 February 2014 - 07:47 AM.


#106 wanderer

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Posted 10 February 2014 - 07:53 AM

There's actually only one simple thing you need to do with turret targeting- if it isn't gonna miss, have it target like Streaks.

Unerringly hitting the same spot is gawd-tier gunnery for what they're firing.

#107 rolly

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Posted 10 February 2014 - 09:27 AM

View PostKhobai, on 09 February 2014 - 03:06 PM, said:

Instead of capping the object of base assault should be to destroy the other teams mobile hq. base assault should also have respawns as long as your mobile hq is intact. That puts the focus on assaulting the enemy base rather than just killing the enemy team: which is already a game mode called skirmish.

If all three gamemodes are just going to be variations of skirmish we might as well just have skirmish as the only gamemode.


I love this all-or-nothing logic its mind boggling. Why would I destroy a mobile HQ chock full of senior officers, intelligence and data? Assault IS about assaulting the enemy base, if your team chooses to ignore the objective and focus on killing the enemy and not capping, well that's their issue.

We don't have a poor game mode design. We have a lack of comprehension and the average player being fixated on one specific mode of play; that is the issue. Its far easier to heedlessly kill than to think critically and work as a team to effectively achieve an assault goal with minimal casualties.

Edited by rolly, 10 February 2014 - 09:34 AM.


#108 Flamekin

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Posted 10 February 2014 - 09:41 AM

View Postrolly, on 10 February 2014 - 09:27 AM, said:


I love this all-or-nothing logic its mind boggling. Why would I destroy a mobile HQ chock full of senior officers, intelligence and data? Assault IS about assaulting the enemy base, if your team chooses to ignore the objective and focus on killing the enemy and not capping, well that's their issue.

We don't have a poor game mode design. We have a lack of comprehension and the average player being fixated on one specific mode of play; that is the issue. Its far easier to heedlessly kill than to think critically and work as a team to effectively achieve an assault goal with minimal casualties.


I personally am not a fan of the turrets. I don't feel like we didn't need any extra disincentives on trying to cap a base where the mode is cap the base. I agree to many players turn around and slug it out in a mode that calls for a different victory, but that is because partly the map and the likely chance that you have to fight your way though the other team, and your own team yelling at you if you do cap (because everyone wants the kill xp/money, I get it).

I like the "idea" of Turrets, I just think it made a mode more like skirmish when it was already pretty close to skirmish.

#109 Hawk819

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Posted 10 February 2014 - 09:43 AM

I'd rather have Calliope Turrets than what passes as turrets.

#110 Bad Andy

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Posted 10 February 2014 - 09:54 AM

I think they are basically OK, for people complaining they got tore up as a light mech solo...yes, that's kind of the point, it's a team game a single light mech shouldn't be able to overcome the base defenses in assault and start capping with impunity.

Agree though that the laser turrets are too accurate, if even a good player can't get 100% Mlas damage on a 150kph+ light at 100-300 meters the turrets should not be able to either.

#111 Flamekin

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Posted 10 February 2014 - 09:59 AM

View PostBad Andy, on 10 February 2014 - 09:54 AM, said:

I think they are basically OK, for people complaining they got tore up as a light mech solo...yes, that's kind of the point, it's a team game a single light mech shouldn't be able to overcome the base defenses in assault and start capping with impunity.

Agree though that the laser turrets are too accurate, if even a good player can't get 100% Mlas damage on a 150kph+ light at 100-300 meters the turrets should not be able to either.


The time that it takes a light mech to cap a base vs the time it takes for a heavy to return is rather close. At the first sound of base is being captured you should be able to return in time. If you are engaged and don't feel like you are able to return because of the fire fight you are in, isn't that the same thing has your team distracting you while someone caps?

I do agree that it sucks, but when you have 12 people, and 0 want to turn around because they want to get kills/assists and not just scare a light away/defend, I feel like that is a different problem. Perhaps they need to add some sort of incentive to protecting a base currently being captured.

It's like the whole car wreck case where someone just yells call 911, everyone just expects someone else to do it. When you get the base is being captured, if you turned around and went strait back, you should have enough time, (Unless there is more than 1 light, but that would be a different argument.)

#112 Schwarzklang

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Posted 10 February 2014 - 10:17 AM

The turrets can shoot`? Oo
I runned back to base once with my assault(as last sirvivor).. i hoped they would help me defend against the 3 remaining enemy mechs.. but they didnt shoot at all. The first enemy mech was running (non dmged) into the base and attacked me. Couldnt defend myself that well with 2xppc and a gauss. I was pretty disapointed.

#113 Dimento Graven

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Posted 10 February 2014 - 11:16 AM

View Postrolly, on 10 February 2014 - 09:27 AM, said:

I love this all-or-nothing logic its mind boggling. Why would I destroy a mobile HQ chock full of senior officers, intelligence and data? Assault IS about assaulting the enemy base, if your team chooses to ignore the objective and focus on killing the enemy and not capping, well that's their issue.

We don't have a poor game mode design. We have a lack of comprehension and the average player being fixated on one specific mode of play; that is the issue. Its far easier to heedlessly kill than to think critically and work as a team to effectively achieve an assault goal with minimal casualties.
You have a point, however, 'assaulting' an enemy base should consist of something more than standing on a square and looking angry for a few minutes too...

And defense of said 'high value' target with all its 'senior officers' and 'intelligence' shouldn't rely solely on dedicating a large portion of available forces to baby sit it. Trust me, every time I see a team with dedicated cappers, I do not see the SAME team dedicating any defensive units on THEIR base.

So yeah, please turn on turrets for all maps in assault mode, thank you!

#114 Dimento Graven

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Posted 10 February 2014 - 11:20 AM

View PostFlamekin, on 10 February 2014 - 09:59 AM, said:

The time that it takes a light mech to cap a base vs the time it takes for a heavy to return is rather close. At the first sound of base is being captured you should be able to return in time. If you are engaged and don't feel like you are able to return because of the fire fight you are in, isn't that the same thing has your team distracting you while someone caps?

I do agree that it sucks, but when you have 12 people, and 0 want to turn around because they want to get kills/assists and not just scare a light away/defend, I feel like that is a different problem. Perhaps they need to add some sort of incentive to protecting a base currently being captured.

It's like the whole car wreck case where someone just yells call 911, everyone just expects someone else to do it. When you get the base is being captured, if you turned around and went strait back, you should have enough time, (Unless there is more than 1 light, but that would be a different argument.)
Again, it's totally unrealistic that someone on the base couldn't walk out with a shoulder launched SRM, or a .50 cal SMG and prevent that 'single light' from being able to capture it.

It's stupid.

Hence, turrets.

#115 rolly

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Posted 10 February 2014 - 01:12 PM

View PostHawk819, on 10 February 2014 - 09:43 AM, said:

I'd rather have Calliope Turrets than what passes as turrets.


Ouch. Now there's a painful memory. Imagine what the QQ crowd will say about that big ass thorn in the mech side torso was. "Life is OP! Nerf it!"

#116 rolly

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Posted 10 February 2014 - 01:20 PM

View PostDimento Graven, on 10 February 2014 - 11:16 AM, said:

You have a point, however, 'assaulting' an enemy base should consist of something more than standing on a square and looking angry for a few minutes too...

And defense of said 'high value' target with all its 'senior officers' and 'intelligence' shouldn't rely solely on dedicating a large portion of available forces to baby sit it. Trust me, every time I see a team with dedicated cappers, I do not see the SAME team dedicating any defensive units on THEIR base.

So yeah, please turn on turrets for all maps in assault mode, thank you!


Thank you this made me laugh. I hope to got they don't start selling Mech Emotes. 150 MC for Mech Angry face!

You have a very good point and I do believe the root of this is the number of unit resources available. A force composition of a Company is 12 mechs, and as we've seen. No single lance can hold its own against anything larger for long. Hence the terrible lemming blob concentration we see and map herding. In essence, Assault becomes an "all-in" tactic. You either commit fully and hope your team has a good enough advancing screen to cover anyone flanking and getting around you. Or you all defend.

Leaving a lance back or even 1-2 mechs is rarely practical because it leaves the other 8 to be outnumbered and slaughtered. As we've seen in Alpine Peaks due to its map size, what more if it had automated defences!

Then again, like in my previous example. Folks like me tend to be in the odd spots, like defending the cap. And that solo cataphract could have taken me out and did some damage to the base if he didn't hesitate ot advance along the open water. A single mech can hold out a few minutes until help arrives.

I think whats needed is a bit more of wedge in features to clearly delineate Assault from Skirmish. Ie. in MechCommander, you first needed to take the gate control, before you could capture HQ, or even take the turret controller off line. (Just an off the cuff example here)

Assaults are large resource allocations, really what we're doing is Attacking. Perhaps if it were more staged and methodical then we'd have less of the skirmish population being so upset about turrets since they cannot solo cap anymore.

#117 Void Angel

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Posted 10 February 2014 - 02:21 PM

View PostDimento Graven, on 10 February 2014 - 12:39 AM, said:


I've racked up kills with LRMs and I can tell you they're some of the EASIEST kills I've ever got. Sit back 800m behind cover, wait for people to target, launch a round, see if the lock holds, and if it hits. Then begin the salvos until that situation changes or the target is dead.

The HARDEST part about LRM boats is NOT running out of ammo.


You're doing it wrong, and compensating with additional ammunition. If you're sitting there behind a building launching test salvos instead of maneuvering with your team get good shots, you're not getting the most out of LRMs.

View PostTenpin, on 10 February 2014 - 06:12 AM, said:

I find it a crying shame that PGI had to put AI turrets into Assault because a majority of people can't wrap their heads around dedicated base defense as a role to play during a match.

The game mechanics weren't broken, the players were.

I find it a crying shame that three people in this thread (at the time of this quotation) couldn't wrap there heads around 10v12 engagements because two guys sat back as "dedicated base defense" is a losing proposition.

There is a reason no one does that. I've seen people try it, and the results are nearly always... Darwinian.

#118 Dimento Graven

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Posted 10 February 2014 - 02:30 PM

View PostVoid Angel, on 10 February 2014 - 02:21 PM, said:

You're doing it wrong, and compensating with additional ammunition. If you're sitting there behind a building launching test salvos instead of maneuvering with your team get good shots, you're not getting the most out of LRMs.
Well it just goes to show, how easy they are when you can "do it wrong" and still wrack up the damage and the kills, doesn't it?

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I find it a crying shame that three people in this thread (at the time of this quotation) couldn't wrap there heads around 10v12 engagements because two guys sat back as "dedicated base defense" is a losing proposition.

There is a reason no one does that. I've seen people try it, and the results are nearly always... Darwinian.
It's not that they can't wrap their heads around it, it's that they are being intentionally ignorant of the facts.

It's akin to keeping Tinkerbell alive. Believe hard enough, clap loud enough and Tinkerbell lives. Deny hard enough, argue long enough, and maybe people will believe you and you'll get to continue your extremely lazy and cheap win methodology.

#119 Void Angel

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Posted 10 February 2014 - 02:51 PM

Your performance is probably an illusion. You're "racking up" damage spread across the targets, and getting kills because you're constantly dealing that spread damage even when the enemy is torso twisted away from your teammates' direct-fire weapons. So you'll get the numbers, but you're not really getting the most out of the weapon system, and may very well be less effective than your numbers lead you to believe.

As for Tinkerbell, you're certainly correct, though I prefer to verbally deny and engage in hand-clapping. I tell people I'm torturing fairies. Still, I spoiled my sarcasm by misspelling "their," so it's probably time for me to get off the computer for a while. =)

#120 Dimento Graven

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Posted 10 February 2014 - 02:55 PM

View PostVoid Angel, on 10 February 2014 - 02:51 PM, said:

Your performance is probably an illusion. You're "racking up" damage spread across the targets, and getting kills because you're constantly dealing that spread damage even when the enemy is torso twisted away from your teammates' direct-fire weapons. So you'll get the numbers, but you're not really getting the most out of the weapon system, and may very well be less effective than your numbers lead you to believe.
Hmmm... I wonder how 'illusory' it felt to those 3 dudes I killed in AP...





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