

Thoughts On Turrets?
#61
Posted 09 February 2014 - 10:52 AM
1. Turrets make teams VERY reluctant to leave their base.
2. ML turrets perfectly hit CT, needs to be fixed.
3. Turrets screw targeting, in games with turrets I generally couldn't target anything BUT turrets. They also screw target designations (alpha, bravo, etc.)
As is, we are better off without any turrets.
#62
Posted 09 February 2014 - 10:53 AM
PhoenixFire55, on 09 February 2014 - 10:52 AM, said:
1. Turrets make teams VERY reluctant to leave their base.
2. ML turrets perfectly hit CT, needs to be fixed.
3. Turrets screw targeting, in games with turrets I generally couldn't target anything BUT turrets. They also screw target designations (alpha, bravo, etc.)
As is, we are better off without any turrets.
#63
Posted 09 February 2014 - 10:57 AM
I'm missing the 'objective/goal' to attack (assault) the base of your opponent.
So far the games on RC were chaotic and you couldn't really see much of the turrets in action and on Crimson the battles usually happened at the platform and turrets were not even used.
Anyway, that said, I saw some good use of the base defense by teams moving away from base at RC, but staying in their range.
LRM turrents could use their range and attack something, while the enemies were busy fighting or chasing another player.
So far some of the players don't know the 'cocoon' mode yet and shoot them from far without effect.
Teams can take them out very quick, if not busy with combat, but any attack on the turrets will give the 'base under attack' warning and the team has enough time to return and engage the attackers.
If fast enough, the fight will keep the attackers from destroying the rest of the turrets and be attacked by them as well.
This depends a lot on the distance of the defender to the turrets. It seems to be easy enough to disable more than half the turrets if you are 'base rushing' before anyone can react who is not inside the base itself.
#64
Posted 09 February 2014 - 11:02 AM
Ghost Badger, on 07 February 2014 - 07:06 AM, said:
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?
They seem pretty easy to avoid to me, I've never had a problem with them aside from a time delay while taking them out when capping...
On the other hand, luring people to them in a light can be quite entertaining.
And hey, who DOESN'T want EVEN MORE incentive to avoid playing the objective (as if the low rewards and the acrimony of your fellow players wasn't enough)

#65
Posted 09 February 2014 - 11:02 AM
Khobai, on 07 February 2014 - 11:44 AM, said:
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.
Today I was reading the forums, and I don't post as much as I used to, but you are quite a silly silly goose if you think that lights are useless in assault. As I do not pilot mediums almost ever, I have no opinion here. In this case you may be an educated goose, but I am unsure.
In the concept of how a light mech works, we strike areas that are weakest. Although its true that, overall, turrets nerf lights on assault, its also dreadfully unfair to the heavier chassis to have to lumber back and hopefully stop us.
I actually feel like, overall, the turrets are not that well done, but I absolutely love the concept so much, I've waited so long for something that could be used to make the gameplay more intelligent.
Just remember, we cannot control our victory, only our defeat. If our opponent is not perfect, then they will have flaws, and if they have flaws, we can exploit them, and if we can exploit them, we will win.
#66
Posted 09 February 2014 - 11:10 AM
The problem is that there is no point to leave the base, if you let the enemy come to you, not only do you have the advantage of being entrenched, you also have the added firepower of the turrets to aid you. It just favors camping in a bad way.
#67
Posted 09 February 2014 - 11:11 AM
All the turrets do is add another variable to the teamplay aspect of the game. If you coordinate your team right, you can easily overcome the turrets.
Now i expect to hear the obligatory "you can't herd cats" line from players who insist on PUGging all the time.. My counter to that is, find a group of players (units) who share your goals and mindset and join up with them! This is a game where you need teamplay to win, and frankly, I am a bit tired of hearing people complain how they get stomped by teams who coordinate when its as easy as joining up with some of those same groups. There are public teamspeak servers and many many private ones where you can coordinate with people.
#68
Posted 09 February 2014 - 11:11 AM
Dimento Graven, on 07 February 2014 - 11:54 AM, said:
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.
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.
It really IS time to stop blaming base caps on light pilots, one of the features of the new turrets I really love is you now get notified when even the turrets are under attack...so now their really is NO reason for a team not to respond to a cap. I have capped teams out in lights, mediums, heavies and yes..even assault mechs, and it happened because people that don't like the mechanic for whatever reason, did NOT respond to defend their base. It happened because those teams didn't scout, or even worse moved their entire force to some silly corner of the map, fully expecting the enemy will waste their time chasing them there. I'd like to see PGI add Bombardment cannons to Conquest, so that players are more interested in keeping those bases out of the hands of enemies as well.
#69
Posted 09 February 2014 - 11:14 AM
Thanatos676, on 09 February 2014 - 11:11 AM, said:
All the turrets do is add another variable to the teamplay aspect of the game. If you coordinate your team right, you can easily overcome the turrets.
Now i expect to hear the obligatory "you can't herd cats" line from players who insist on PUGging all the time.. My counter to that is, find a group of players (units) who share your goals and mindset and join up with them! This is a game where you need teamplay to win, and frankly, I am a bit tired of hearing people complain how they get stomped by teams who coordinate when its as easy as joining up with some of those same groups. There are public teamspeak servers and many many private ones where you can coordinate with people.
Why would you complain pre-emptively? No one has brought up PUGging yet. If you are "tired of hearing people complain how they get stomped by teams who coordinate", why bring it up?
I kick ass and take names regularly with no "team" other than the names that show up as the blue team. Take a pill.
#70
Posted 09 February 2014 - 11:16 AM
Gladewolf, on 09 February 2014 - 11:11 AM, said:
We don't like the 'defenseless' base mechanic because it makes no sense.
Adding turrets helps 'complete' the scenario.
#71
Posted 09 February 2014 - 11:32 AM
The thing was, the turrets were easily overwhelmed by focus fire (shocker? meh) and it didn't help that the opponent did a poopy job of RTBing, so they were capped out.
Moral of the story: Bad teams don't know when to RTB. Light mechs that have a clue will destroy turrets with extreme prejudice.
#72
Posted 09 February 2014 - 11:35 AM
Turrets can hurt sure. But they also have blind spots; on BASE blind spots... What you not found those yet? Keep looking I stumbled on a Crimson Strait one first time out.
Thing is on those games when its me and another manoeuvrable buddy left alive its kinda fun to retire to OUR turret defended location ad fight from there. So far its fair as far as I have found. And yes I have been killed by turret already as well as having killed a couple, in a light.
#73
Posted 09 February 2014 - 11:48 AM
Dimento Graven, on 09 February 2014 - 11:16 AM, said:
We don't like the 'defenseless' base mechanic because it makes no sense.
Adding turrets helps 'complete' the scenario.
Those "idiots", driving whatever they may be driving, only made it to your base because some "idiots" did not defend it. Make absolutely no mistake I LOVE these turrets, I think they should add a set of Long-Toms to the bases as well(computer controlled Artillery strikes every 20 seconds...until you make it stop...OH MY), just to make sure EVERYONE is on the same page as to the win conditions of the game they are playing.
#74
Posted 09 February 2014 - 11:52 AM
#75
Posted 09 February 2014 - 11:59 AM
Oznog, on 08 February 2014 - 02:40 AM, said:
Better question: why can't LRM's fire into ECM, ever(for effect), when every other weapon system can.
#76
Posted 09 February 2014 - 12:00 PM
Random thought/ question that might have been covered already. If you do damage to a turret does it count for count on your match damage total?
#77
Posted 09 February 2014 - 12:02 PM
1) The LRM turrets seem to fire from a fairly amazing range, making a light approach at all very problematic
2) The ML turrets are uncannily accurate
3) I'm starting to see tactics where a team will go up on kills, and withdraw into their turrets and wait out a win.
4) There appear to be lots of them, but the spread doesn't always make sense (Some on Crimson are really far away from the base)
Lower the range on the LRM turrets a bit, make the ML less accurate or lower the ROF a bit, and I think you solve #3.
#78
Posted 09 February 2014 - 12:11 PM

I have gotten Crimson twice, but first time team managed to get them selves killed in the first 4 min of the round, and second ended up the usual slug fest under the platform with me being unable to break away (though it was a victory)
#79
Posted 09 February 2014 - 12:40 PM
1: They have LRMs so they become less of defenders and more of support units at times (esp on river city).
2: They always hit and generally speaking I dont like anything that automatically hits.
#80
Posted 09 February 2014 - 01:27 PM
Xanilos, on 09 February 2014 - 12:40 PM, said:
1: They have LRMs so they become less of defenders and more of support units at times (esp on river city).
2: They always hit and generally speaking I dont like anything that automatically hits.
Well...then I guess you had better destroy them
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users