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Turrets Everywhere


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#41 Almond Brown

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Posted 06 March 2014 - 11:25 AM

View PostColonel Pada Vinson, on 06 March 2014 - 10:49 AM, said:


crying never changes. in skimrish the whinos ***** when the spider snipes endgame. ina ssault they ***** when base is capped, now they ***** turrets cause base camping sniping wars.

******* will *****, this a is the way of the world, and as we can observe the same people here bitching over everything, it's fairly conclusive that mainly their bitching for bitchings sake.


Just wanted to add a +1 Like.

LOL! :rolleyes:

#42 FupDup

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Posted 06 March 2014 - 11:34 AM

People are saying that assault is now more "differentiated" from skirmish, but what I've been feeling is the exact opposite. Base caps were a fairly rare/uncommon event before, but now teams avoid each other's base like the plague most of the time. It's now even more of deathmatch with robot skins draped over it...

#43 CeeKay Boques

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Posted 06 March 2014 - 11:39 AM

View PostCapperDeluxe, on 05 March 2014 - 10:39 AM, said:


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?


Strap yourself into the ultimate suit of armor: the BattleMech. Thirty feet tall and weighing up to a hundred tons, this humanoid engine of destruction is a walking arsenal with enough firepower to level a city block*

*In about 2 weeks of sustained fire, apparently.

#44 Evil Ed

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Posted 06 March 2014 - 12:16 PM

Turrets only work because the MWO players in general are stupid enough to leave their base. The turrets are way to overpowered and should only be present in the coming attack/defend mode.

Edited by Evil Ed, 06 March 2014 - 12:19 PM.


#45 orcrist86

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Posted 06 March 2014 - 01:20 PM

Turrets may grate less once we get respawn a la drop ship mode. Turrets on the smaller maps feel bad, but on maps with more room they seem to fit. This is still an opportunity for light to be differentiated and I still like the way this is moving.

#46 KharnZor

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Posted 06 March 2014 - 01:31 PM

PVE is hard.
lol

#47 Charons Little Helper

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Posted 06 March 2014 - 01:47 PM

The only major change I'd make to the turrets (if I ran PGI) is to make them still take 10%-20% damage even when still closed up.

It would then be feasible to shoot them out from beyond their range.

However - it would always take some time. And it would either take longer due to heat issues, or you'd literally go through tons of ammo.

Not to mention - if mechs are busy shooting your turrets, they wouldn't be busy shooting you.

Plus - it'd keep the last 3 damaged mechs from being able to stalemate with the last opposing 6 damaged mechs by hiding behind their turrets.

#48 Amsro

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Posted 06 March 2014 - 01:59 PM

Much different matchplay then the other two game modes now. I like the change of pace. Patients is key in this game mode now. Good tactics and cover is well rewarded.





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