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Thoughts On Turrets?


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#1 AlmightyAeng

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Posted 07 February 2014 - 07:06 AM

So, after dropping nothing but Assault last night for several hours, I was only able to get a map with turrets once.

In that one map I was piloting an Ember. I played around in a brawl for a little bit near the saddles, and took a few hits, but armor was only yellow.

Then I decided to take a peek at their base with another light...

And the turrets there hit more accurately and with longer duration than any of the opposing team.

The turrets stripped armor off, and turned things cherry red. I was not directly engaging them...I was chasing a spider around who was ignoring me...I was moving at 136 kph and giving the turrets only occasional opportunities for shots...which they never missed.

I admit...I was surprised at their effectiveness...and I'm not terribly sure I like it. The lasers hit and stayed on target every shot, for the full duration. As a light...that's an issue. I can see capping in assault getting ignored...a hypothetical a few days ago I didn't give any credence.

Community, your thoughts?

Edited by Ghost Badger, 07 February 2014 - 07:07 AM.


#2 Bhael Fire

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Posted 07 February 2014 - 07:10 AM

Haven't seen any turrets yet, but not so sure I care for their implementation anyway. At least not in Assault mode. It makes more sense in Attack/Defense.

#3 Joseph Mallan

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Posted 07 February 2014 - 07:10 AM

My thoughts are I need to experience them! :angry:

#4 Aleski

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Posted 07 February 2014 - 07:12 AM

Well well,

I'm agree with you. Laser turrets are killing Lights mechs very fast! They have a terrible accuracy, they are fu***** robots!!
And the problem with LRM turrets : they have infinite munitions, and can deal damages from 85meters to 1000 meters. So to go closer to them in a light is more difficult than an other mech.

Only assault mechs can deal with the turrets. And the cocoon mode disable a sniper approach of the turrets. You have to brawl them, and you 're going to lose a good part of armor.

In fact, base cap with lights is really more complicated now. On crimson straits, you can hide behind buildings, but there is 6 turrets!!! This is a lot of new ennemys for light mechs... I think it's going to be bad for Locust and this sort of very fragile and base capper mechs.

So, turrets is a good idea of gameplay, but need to be less powerfull, i think!

Edited by Aleski, 07 February 2014 - 07:13 AM.


#5 Khobai

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Posted 07 February 2014 - 07:13 AM

Turrets seem to defeat the purpose of base assault which is to cap and turn it into skirmish.

#6 SI The Joker

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Posted 07 February 2014 - 07:21 AM

Dang turrets keep shooting my legs!

I like the turrets... maybe just a couple few less on each map?

Edited by SI The Joker, 07 February 2014 - 07:39 AM.


#7 Dimento Graven

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Posted 07 February 2014 - 07:22 AM

I think turrets actually make assault MORE assault like.

No longer is it simply a matter of who can get their lights on the base first.

No longer is there a 'keep a light alive' long enough to cap, while 12 enemies attempt to get back to base fast enough to deal with it.

The 'cheap and easy' win no longer exists in River City or Crimson Strait, and this is good for the game.

In fact, I was surprised they were so weak. 150 HP? They don't last long under concentrated fire, so a TEAM working effectively will evaporate them quickly enough.

So far (I reserve the right to change my opinion later) they are fine, and add to game play.

#8 AlmightyAeng

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Posted 07 February 2014 - 07:36 AM

I'll have to experience them more...but at this point, Dimento I disagree.

Part of assault I've always enjoyed is that you have to make a choice. If you see a base-cap happening you either choose to go deal with it, possibly having to split up your deathball, or you choose not to, in which case you may lose.

From what I saw, having a light (or two) try and cap the base by themselves is no longer viable. Bigger 'mechs can just ignore the bases and deathball to their hearts' content...and there's now no incentive for lights to do anything but duck and weave in the deathball and find injured targets. While there is nothing WRONG with that...how's that different from skirmish?

If it takes a concentrated heavy assault to basecap now...how is that ever going to be the best choice? It'll always be detrimental, because a push of that size is always going to be met...except that the defenders get added turret fire. So why would a team make the choice to do that? It's always gonna be easier to deathball in the middle and then go cap base en masse later if something small gets away from you. And that was already an option before.

So, I see it as having one less viable strategy. I look forward to more turret matches to see if I'm wrong.

#9 Ngamok

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Posted 07 February 2014 - 07:38 AM

View PostBhael Fire, on 07 February 2014 - 07:10 AM, said:

Haven't seen any turrets yet, but not so sure I care for their implementation anyway. At least not in Assault mode. It makes more sense in Attack/Defense.


Assault is pretty much attack / defense. Why else is there a capture part of the mode?

#10 zhajin

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Posted 07 February 2014 - 07:40 AM

View PostGhost Badger, on 07 February 2014 - 07:06 AM, said:

So, after dropping nothing but Assault last night for several hours, I was only able to get a map with turrets once.

In that one map I was piloting an Ember. I played around in a brawl for a little bit near the saddles, and took a few hits, but armor was only yellow.

Then I decided to take a peek at their base with another light...

And the turrets there hit more accurately and with longer duration than any of the opposing team.

The turrets stripped armor off, and turned things cherry red. I was not directly engaging them...I was chasing a spider around who was ignoring me...I was moving at 136 kph and giving the turrets only occasional opportunities for shots...which they never missed.

I admit...I was surprised at their effectiveness...and I'm not terribly sure I like it. The lasers hit and stayed on target every shot, for the full duration. As a light...that's an issue. I can see capping in assault getting ignored...a hypothetical a few days ago I didn't give any credence.

Community, your thoughts?



aim bots with 0 ping. yes they will hit with 100% accuracy if given the chance.

as for my thoughts, and as has been stated else where, river city is too small for the number of turrets they have. I have not dropped on crimson. larger maps we will have to see how they do, but they could add an interesting element.

#11 Ngamok

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Posted 07 February 2014 - 07:42 AM

View PostAleski, on 07 February 2014 - 07:12 AM, said:

Well well,

I'm agree with you. Laser turrets are killing Lights mechs very fast! They have a terrible accuracy, they are fu***** robots!!
And the problem with LRM turrets : they have infinite munitions, and can deal damages from 85meters to 1000 meters. So to go closer to them in a light is more difficult than an other mech.

Only assault mechs can deal with the turrets. And the cocoon mode disable a sniper approach of the turrets. You have to brawl them, and you 're going to lose a good part of armor.

In fact, base cap with lights is really more complicated now. On crimson straits, you can hide behind buildings, but there is 6 turrets!!! This is a lot of new ennemys for light mechs... I think it's going to be bad for Locust and this sort of very fragile and base capper mechs.

So, turrets is a good idea of gameplay, but need to be less powerfull, i think!


I assaulted a Wolverine hiding at the enemy base last night in my Cicada. Friend took out 2 of the turrets while we fought behind the buildings. They did get me to red core before we finally won since he wound up being the last guy near the end of that match when we were on him. I like the extra toughness to the mode.

View PostGhost Badger, on 07 February 2014 - 07:36 AM, said:

I'll have to experience them more...but at this point, Dimento I disagree.

Part of assault I've always enjoyed is that you have to make a choice. If you see a base-cap happening you either choose to go deal with it, possibly having to split up your deathball, or you choose not to, in which case you may lose.

From what I saw, having a light (or two) try and cap the base by themselves is no longer viable. Bigger 'mechs can just ignore the bases and deathball to their hearts' content...and there's now no incentive for lights to do anything but duck and weave in the deathball and find injured targets. While there is nothing WRONG with that...how's that different from skirmish?

If it takes a concentrated heavy assault to basecap now...how is that ever going to be the best choice? It'll always be detrimental, because a push of that size is always going to be met...except that the defenders get added turret fire. So why would a team make the choice to do that? It's always gonna be easier to deathball in the middle and then go cap base en masse later if something small gets away from you. And that was already an option before.

So, I see it as having one less viable strategy. I look forward to more turret matches to see if I'm wrong.


Because you can have a turret on you and a friend can kill them while you hide from their damage. Also, everyone has been screaming for them to add attackable bases.

Edited by Ngamok, 07 February 2014 - 07:43 AM.


#12 Dimento Graven

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Posted 07 February 2014 - 07:43 AM

View PostGhost Badger, on 07 February 2014 - 07:36 AM, said:

I'll have to experience them more...but at this point, Dimento I disagree.

Part of assault I've always enjoyed is that you have to make a choice. If you see a base-cap happening you either choose to go deal with it, possibly having to split up your deathball, or you choose not to, in which case you may lose.

From what I saw, having a light (or two) try and cap the base by themselves is no longer viable. Bigger 'mechs can just ignore the bases and deathball to their hearts' content...and there's now no incentive for lights to do anything but duck and weave in the deathball and find injured targets. While there is nothing WRONG with that...how's that different from skirmish?

If it takes a concentrated heavy assault to basecap now...how is that ever going to be the best choice? It'll always be detrimental, because a push of that size is always going to be met...except that the defenders get added turret fire. So why would a team make the choice to do that? It's always gonna be easier to deathball in the middle and then go cap base en masse later if something small gets away from you. And that was already an option before.

So, I see it as having one less viable strategy. I look forward to more turret matches to see if I'm wrong.
I'm going to do something I rarely do, and give away a 'winning' strategy, one that works, one that works even with pugs (having done it myself at least twice, so far), so here you go:

How to Deal with Turrets (the cheap and easy way):

1. Get one semi-decent light or fast medium pilot.
2. Get one semi-decent long range equipped (ERPPC/PPC, ERLL, AC) 'mech of any other size.

The light/fast medium gets within the 450m "pop up" zone of the first turret. Long range 'mech sits at around 800m and does 150 points of damage to popped up turret. Between 3 and 5 rounds later, dead turret, move on to next one.

The nice thing is, as your attacking the turrets, the enemy receives base under attack messages and potentially you have broken the 'death ball', even if you don't kill off all the turrets.

#13 Malcolm Vordermark

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Posted 07 February 2014 - 07:48 AM

I wonder if the turrets are enough to allow a single lance to hold the base against a larger enemy force for a reasonable amount of time.

#14 Gladewolf

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Posted 07 February 2014 - 07:48 AM

I LOVE the turrets, my only issue with them is that they need info windows like mechs, so we know what's on given turret X, other than that, it adds some great dimension to the game.

#15 Nicholas Carlyle

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Posted 07 February 2014 - 07:52 AM

For the larger maps, it's basically just a way to stop a single light from capping you.

For smaller maps, it makes you make more decision's on where you fight.

You have to decide if it's worth pushing into the opponents "turret" territory and risk them turning the tides.

You have to decide if it's a better idea to sit back and defend, using the turrent's as extra fire power.

And of course if you are just kind of solo moving, you have to know when to stop chasing for fear of the turret's getting you.

I don't know if it's good or not...and it's definitely worse for light's.

#16 Dimento Graven

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Posted 07 February 2014 - 07:54 AM

View PostGladewolf, on 07 February 2014 - 07:48 AM, said:

I LOVE the turrets, my only issue with them is that they need info windows like mechs, so we know what's on given turret X, other than that, it adds some great dimension to the game.
True that. I agree, pressing R to target them should allow you to target them (without temporarily breaking your targeting capability all together as sometimes happens now) and receive information on them.

Ultimately I like them because I found it completely unrealistic that any 'mech gets a 'free parking' pass onto the enemy's base by just happening to be lucky or sneaky (or both) enough to get onto the square.

#17 IronChance

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Posted 07 February 2014 - 07:55 AM

I like having to rely on an actual "Assault" lance to assault an enemy base. Feels more like a true MechWarrior game experience.

#18 Blackscreen

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Posted 07 February 2014 - 08:06 AM

I see nothing but good from the turrets:

It makes it a LOT tougher for a lance of lights with cap accelerators to end a match quickly.

it makes either leaving 1 or 2 mechs at base for defense more viable, as well as sending lights back to check initial attack should the attacker(s) be medium/heavy mechs.

#19 Bhael Fire

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Posted 07 February 2014 - 08:20 AM

View PostNgamok, on 07 February 2014 - 07:38 AM, said:


Assault is pretty much attack / defense. Why else is there a capture part of the mode?


No...Attack/Defense is a specific mode where only ONE side is defending.

#20 Bhael Fire

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Posted 07 February 2014 - 08:24 AM

I think having turrets in Assault makes it too similar to Skirmish.

It makes more sense in Attack/Defend because only one side is defending in that mode, so the defenders need all the help they can get. The goal for each team is cut and dry; one side defends and the other attacks.

Capturing the enemy's base in Assault is supposed to be easier than in Attack/Defend so that it forces the teams to balance their attention between defending and attacking. If you make it harder to capture, it makes the decision to focus solely on attack in Assault a lot easier...which pretty much makes it like Skirmish mode.

Edited by Bhael Fire, 07 February 2014 - 08:28 AM.






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