

Turrets Everywhere
#1
Posted 04 March 2014 - 09:16 PM
#2
Posted 04 March 2014 - 11:13 PM
#4
Posted 05 March 2014 - 12:22 AM
Just had a Frozen City where my team pretty much let 6 mechs go try to beat up our turrets and cap the base, all heavies and assaults (and 1 cicada).
By the time they actually started capping there was only 5 heavily damaged ones left, watched the AWS get his CT cored as I ran up on them with my FS9 and easily dealt with the wounded remains.
#5
Posted 05 March 2014 - 12:32 AM
LRM and medlas is kind of too much lol
#6
Posted 05 March 2014 - 12:35 AM
On Open Places the Turrets are way to tuff and deal to much Damage.
My Sulution.
Reduce HP by Half
Reduce Armor in passive mode to 95 or 90%
#7
Posted 05 March 2014 - 12:48 AM
#8
Posted 05 March 2014 - 04:31 AM
#9
Posted 05 March 2014 - 05:37 AM
There should also be a power generator that powers all of the turrets, that has roughly 500 health, but would still be easier to destroy than popping turrets one by one. The power generator should be in a different part of the map than the turrets to encourage more strategic play. That way light mechs can do quick strikes on the power generator.
Edited by Khobai, 05 March 2014 - 05:44 AM.
#10
Posted 05 March 2014 - 05:37 AM
As a light mech, I just avoid the area around an enemy base. Far to easy to get half your armour stripped off and forget about capping. I'm sure that I could patiently wear down the turrets, but they drastically outrange several of my builds set up for anti-light fighting which leaves me little option but to soak the damage on mechs that can't soak damage.
I wouldn't have as much problem with machine gun or small laser turrets, dangerous if you're careless but otherwise not going to swing the battle, but the current incarnation really makes me wish I could turn off assault mode only.
Saw a lot of PGI guys when we got assault missions last night so I'm going to assume they're keeping a close eye on how things work in the wild.
#11
Posted 05 March 2014 - 06:45 AM
Pgi did say some tweaks would come. To turrets. They adjusted targeting recently I think. I would like to see a slow rate of turn.. To give lights the maneuverability advantage.
I noticed they don't count for damage but they do give xp. I'd like to see them give both. Maybe, 1000 cbills per.
#12
Posted 05 March 2014 - 07:55 AM
2 Lines
-1st Line = SPL/MG/SRM -50Armor/25Int
-2nd Line = ML/LRM (locking range at 400 meters) - 100 armor/50int
(I think something similar could be applied to Conquest- bases closer to middle of map get 1st line turrets, Bases closer to original spawns get 2nd Line turrets)
#13
Posted 05 March 2014 - 07:59 AM
I understood the need for testing turrets out for possible future game modes, but they are NOT needed / wanted on current assault maps. There is little enough incentive to attack the enemy base as is, much less so now.
#14
Posted 05 March 2014 - 08:18 AM
#15
Posted 05 March 2014 - 08:24 AM
#16
Posted 05 March 2014 - 08:37 AM
#17
Posted 05 March 2014 - 09:51 AM
Also, if they are going to stay Medium lasers and LRMs, then there need to be fewer of them, and they need to just be around the cap point, not spread out across the map.
#18
Posted 05 March 2014 - 09:59 AM
NextGame, on 05 March 2014 - 12:48 AM, said:
Are you sadbro?
PhoenixFire55, on 05 March 2014 - 07:59 AM, said:
I understood the need for testing turrets out for possible future game modes, but they are NOT needed / wanted on current assault maps. There is little enough incentive to attack the enemy base as is, much less so now.
That is only because they moved the bases. The locations are so bad now that people don't even use upper city anymore because there is no point going up there. So, everyone dry humps the citadel. The really sad part, though, is that you can't go out on the platform (right on the edge of the water) of the citadel because the map is so damned small that you end up in range of the turrets. Now, everyone hides because, as you said, nobody dares put themselves out there for fear of getting overrun.
Edited by Trauglodyte, 05 March 2014 - 10:02 AM.
#19
Posted 05 March 2014 - 10:05 AM
Regards
#20
Posted 05 March 2014 - 10:39 AM
Andross Deverow, on 05 March 2014 - 10:05 AM, said:
Regards
I actually agree, they have a bit too much HP. I waltzed into a base with a battlemaster thinking it would only take 3-4 alphas of 6 medium lasers + 2AC5 to kill a single turret... I think it was double that, maybe more?
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users