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Thoughts On Turrets?


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#41 Khobai

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Posted 07 February 2014 - 11:44 AM

Defend your base? The people who complain about capping are the ones too lazy to walk back to their base to defend.

And no lights are not as viable on assault as they used to be. The only advantage they had was being able to cap. Any mech with streaks and BAP hard counters lights.

There's no reason to play a light or medium in assault anymore. You don't need speed in that gamemode anymore to win. I don't have a problem with bases being harder to cap. But Lights and mediums need something else to do if they can't cap anymore.

Edited by Khobai, 07 February 2014 - 11:54 AM.


#42 Dimento Graven

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Posted 07 February 2014 - 11:54 AM

View PostKhobai, on 07 February 2014 - 11:44 AM, said:

Defend your base? The people who complain about capping are the ones too lazy to walk back to their base to defend.
LOL, light pilot much?

It really sounds like you're one of the upset light pilots, the kind that think they're so "l33t" because they can sneak their ECM 'mech behind everyone else and park their 'mech on a square. Trust me, people like that are just glorified 'mech chauffeurs, this is a game of 'mech WAR, not a parking challenge.

The problem as mentioned before is you have to HOPE that the enemy is reserving the same number of 'mechs back at their base, usually they aren't. Either it's a full base rush and your defending force is swamped and killed, or your reduced primary attack force gets to meet the entire force of the enemy.

It's not a matter of 'laziness'. If one side drops with fast lights and the other doesn't, many times it's extremely impractical for the side without fast lights to get back in time to stop the cap, and again, we're back to the fact that SOME HOW this BATTLE POST, has no f'ing weapons to defend itself, heck not even one guard carrying an SMG.

It's a silly AND stupid concept in of itself.

If you actually are one of those light pilots I mentioned, I feel no pity for you. If not, I can't understand your viewpoint on this.

Either way, it's only TWO maps at this point, and with all things that I have really liked in this game in the past, they're probably going to be nerfed to near uselessness, or altogether removed. All you have to do is wait for PGI's tendency towards mediocrity to kick in and it'll happen.

#43 Butane9000

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Posted 07 February 2014 - 11:55 AM

I still haven't managed to drop into a game with turrets. I don't want them removed until I at least have a chance to see them.

That being said turrets that do not over heat or run out of ammunition need to be addressed.

#44 Khobai

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Posted 07 February 2014 - 11:58 AM

I'm a heavy/assault pilot actually. And I see how dominant those weight classes are and how light mechs have no chance against streak equipped heavies/assaults. I want all weight classes to be equally useful and right now they're not.

If one side drops with lights and the other side doesn't that's a matchmaker issue not a game mode issue. You seem to be confusing the two.

And again I'm not against having turrets. But lights and mediums need something else to do since capping is being taken away from them. Otherwise there's no reason to play them.

Edited by Khobai, 07 February 2014 - 12:04 PM.


#45 Tombstoner

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Posted 07 February 2014 - 12:13 PM

Turrets should be streaks or LRM's only for now. At least until PGI adds in a RNG to the turrets accuracy.
one the accuracy has been tuned id like to start seeing larger weapons like ac-20's and gauss.
better yet tag turrets.

Edited by Tombstoner, 07 February 2014 - 12:14 PM.


#46 wanderer

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Posted 07 February 2014 - 12:28 PM

Quote

Defend your base? The people who complain about capping are the ones too lazy to walk back to their base to defend.


Last Assault match I had, the entire team was two quasi-fast heavies- trial Dragons - and a pack of slower foot draggers.

Enemy team lured us out, sent in the trio of Cicadas and Jenners and capped, even with three of us turning around immediately to defend. Just can't get back fast enough at 70-odd kph or less. They played it perfect the second their scouts realized we had no real agility. If it'd been turreted, we'd probably have gotten a chance to get back.

#47 and zero

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Posted 07 February 2014 - 09:27 PM

I killed 4 one match....and got 50 ******* cbills for it....

:P

#48 YueFei

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Posted 07 February 2014 - 11:48 PM

My first experience with turrets on Crimson Straits: You can apparently abuse their aiming mechanics to make them never hit you. My mech had an open leg, which I tucked behind a piece of concrete, and the enemy turret kept stubbornly trying to hit my leg and his laser beam clipped on the concrete. I could see the turret, and the rest of my mech was in plain view, but the turret never did any damage to me.

I would suggest that turrets need to do better line-of-sight checks on the component they are trying to hit, and aim at a different mech body part if the component is not in view.

#49 Oznog

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Posted 08 February 2014 - 02:40 AM

I only played against turrets 3 times so far.

What I saw was a crapload of LRMs seem to fire through ECM. I didn't see any TAG laser and there were no Counter ECMs around, and LRMs target and track right in. Was this intentional? Why can turret LRMs defeat ECMs??

In fact correct me if I'm wrong but all types of turrets seem to be able to target mechs inside ECM veil. That doesn't make sense, electronic targeting is supposed to be defeated. That's ECM veil's thing.

The turrets were wildly too much for the Lights. Making them invulnerable while not popped is bad enough (invulnerable? really?) but I did sit back and do nothing but shoot a popped turret for awhile. Like a minute straight. It didn't die. I really have no idea how much damage it did.

I see the point of making a base something you have to "take", but now it looks like Lights can't maneuver and can't do anything about ONE turret, let alone many.

As a Light I don't seem to have any capacity to cap. I can't destroy the turret and I can't withstand their firepower. So it's up to the Heavy/Assaults I guess to stomp them, but then the Assault's the primary capping mech. I'm not sure what purpose a Light HAS then. Capping becomes an Assault/Heavy job.

They DO turn Assault into Skirmish. You might as well exterminate the enemy because the turrets are thick and powerful. The long-term strategy answer to this is indeed curious, I mean it does seem you may wanna draw the enemy to your base to fight if they're that powerful.

Interface-wise, yeah we need to be able to get target info on turrets. Also it basically spammed my HUD into uselessness as it filled the minimap and windshield with so many red marks I couldn't find relevant enemies. I actually took Beagle Active Probe OFF, for that reason, before turrets, it was displaying so much, regardless of range, with no way to distinguish nearby mechs that it interfered with combat targeting too much. Just spammed the display.

Turrets need, at very least, a DIFFERENT HUD marker than the std triangle.

And we need some sort of blip or... something to alert to a turret popping up.

Edited by Oznog, 08 February 2014 - 02:54 AM.


#50 KIUN3

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Posted 08 February 2014 - 02:50 AM

Balancing number of turrets, armour and aiming mechanics is one thing.
The other thing is that perhaps this would be good opportunity to make certain weapon systems more viable/specialised. Flamers could be made great anti-turret weapon used to quickly cook turret mechanics( or operators).
Perhaps NARC-ing turret could mess up its targeting systems for a duration of NARC? Most funny would be to make it shoot randomly during this time. For its tonnage NARC could offer more fun.
This way we would add new possible role to the team.

#51 9erRed

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Posted 08 February 2014 - 07:04 AM

Greetings all,

Has anyone had an opportunity to capture a video or still's of the different turrets in the "Up" active state, or showing the deployment process.

And are there any indications of additional towers that may be associated with power units or sensor elements. I ask because I'm not normally anywhere near these elements when they are functioning.

9erRed

#52 East Indy

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Posted 08 February 2014 - 07:16 AM

They're just something a little extra to worry about. In separate matches on River City, first an opposing team and then my team enjoyed one-sided victories in the northern urban area; a few hits here and there but nothing to change momentum.

Two suggestions:

1) Give turrets a unique icon. I'm sure we each had someone asking, "What's with all the UAVs?"

2) As others have said, add difference targeting indicators and separate ranking, especially when there are half a dozen more persistent objects.

#53 Khobai

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Posted 08 February 2014 - 08:30 AM

The whole point of base assault should be assaulting the other teams base. If it's easier to win base assault by killing the enemy team than assaulting their base then it might as well just be skirmish.

#54 Dimento Graven

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Posted 08 February 2014 - 08:46 AM

View PostKhobai, on 08 February 2014 - 08:30 AM, said:

The whole point of base assault should be assaulting the other teams base. If it's easier to win base assault by killing the enemy team than assaulting their base then it might as well just be skirmish.
Oh I totally agree. By the same token, a base assault should consist of something more than just 'parking on a square' too...

#55 Sheraf

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Posted 08 February 2014 - 09:52 AM

View PostOznog, on 08 February 2014 - 02:40 AM, said:

I only played against turrets 3 times so far.

What I saw was a crapload of LRMs seem to fire through ECM. I didn't see any TAG laser and there were no Counter ECMs around, and LRMs target and track right in. Was this intentional? Why can turret LRMs defeat ECMs??

In fact correct me if I'm wrong but all types of turrets seem to be able to target mechs inside ECM veil. That doesn't make sense, electronic targeting is supposed to be defeated. That's ECM veil's thing.

The turrets were wildly too much for the Lights. Making them invulnerable while not popped is bad enough (invulnerable? really?) but I did sit back and do nothing but shoot a popped turret for awhile. Like a minute straight. It didn't die. I really have no idea how much damage it did.

I see the point of making a base something you have to "take", but now it looks like Lights can't maneuver and can't do anything about ONE turret, let alone many.

As a Light I don't seem to have any capacity to cap. I can't destroy the turret and I can't withstand their firepower. So it's up to the Heavy/Assaults I guess to stomp them, but then the Assault's the primary capping mech. I'm not sure what purpose a Light HAS then. Capping becomes an Assault/Heavy job.

They DO turn Assault into Skirmish. You might as well exterminate the enemy because the turrets are thick and powerful. The long-term strategy answer to this is indeed curious, I mean it does seem you may wanna draw the enemy to your base to fight if they're that powerful.

Interface-wise, yeah we need to be able to get target info on turrets. Also it basically spammed my HUD into uselessness as it filled the minimap and windshield with so many red marks I couldn't find relevant enemies. I actually took Beagle Active Probe OFF, for that reason, before turrets, it was displaying so much, regardless of range, with no way to distinguish nearby mechs that it interfered with combat targeting too much. Just spammed the display.

Turrets need, at very least, a DIFFERENT HUD marker than the std triangle.

And we need some sort of blip or... something to alert to a turret popping up.


You shouldn't be depend on ECM to avoid LRM, it makes life easier in a match :)

#56 wanderer

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Posted 08 February 2014 - 10:07 AM

View PostSheraf, on 08 February 2014 - 09:52 AM, said:

You shouldn't be depend on ECM to avoid LRM, it makes life easier in a match :)


I'd have no problems with turrets using TAG and/or NARC (once it's upgraded) to go with it's weapons systems.

And again, the natural predator of the turret is the LRM boat. These things beg to be barraged once your base-cappers get in range to "unbutton" them.

#57 Varent

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Posted 08 February 2014 - 10:08 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?


I like them, they prevent 1-2 lights from starting a cap. Forces you to go as a lance. I think its a great change and adds more feel to the overall game.

#58 Deathlike

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Posted 08 February 2014 - 12:08 PM

ECM will be factored into the turrets soon.

http://mwomercs.com/...ost__p__3132549

#59 DAYLEET

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Posted 09 February 2014 - 09:24 AM

Ive only had 3 match in a turret game i think but i can tell you now everyone is hard joyful about camping his spawn position.

#60 Sheraf

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Posted 09 February 2014 - 10:48 AM

I have about 4 turret matches so far. LRMs work well :P





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