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Turrets Everywhere


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#1 orcrist86

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Posted 04 March 2014 - 09:16 PM

I kinda like it. I've started playing more assault because it has a different feel now. My only gripe is getting a damage indicator on the turret. I'd love to get a better read on how far gone each one is.

#2 Corvus Antaka

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Posted 04 March 2014 - 11:13 PM

Maybe any mech 25tons or under should be invisible to turrets, this would make locusts and commandos uniquely useful.

#3 Sephlock

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Posted 04 March 2014 - 11:22 PM

View PostColonel Pada Vinson, on 04 March 2014 - 11:13 PM, said:

Maybe any mech 25tons or under should be invisible to turrets, this would make locusts and commandos uniquely useful.
And it'd be name appropriate, too! Sorta...

#4 LoneMaverick

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Posted 05 March 2014 - 12:22 AM

Honestly I think the turrets need to be toned down a bit, they're way too damaging and accurate for caps to even happen unless the game is already over to begin with.

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 Mazzyplz

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Posted 05 March 2014 - 12:32 AM

i thought they'd be implemented with machineguns and small lasers....
LRM and medlas is kind of too much lol

#6 Frankdark

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Posted 05 March 2014 - 12:35 AM

If you have Cover like River City it´s Ok.

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 NextGame

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Posted 05 March 2014 - 12:48 AM

I hate it, assault mode is out of the question for me at the moment.

#8 Trevor Belmont

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Posted 05 March 2014 - 04:31 AM

I really like how turrets get a missile lock on my EMC mechs when there's no enemy or turret anywhere near me. Great feature.

#9 Khobai

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Posted 05 March 2014 - 05:37 AM

Would be nice if damage done to turrets counted as part of your score too. right now attacking turrets is just a complete waste.

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 Mindwipe

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Posted 05 March 2014 - 05:37 AM

Not a fan of these turrets. All they do is promote hiding in your base especially when things get bad. I suppose it will get those 'time-to-live' metrics higher but all it does is frustrate me more, especially as a light player. The capping is bad crew already got their skirmish mode, did we really need assault made into skirmish with less map to play with?

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 orcrist86

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Posted 05 March 2014 - 06:45 AM

Falling back to a more defensible position is a valid tactic in war. So I see no problem with leaving a lance as an score for retreat.
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 Livewyr

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Posted 05 March 2014 - 07:55 AM

I think Different layers of turrets are in order.
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 PhoenixFire55

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Posted 05 March 2014 - 07:59 AM

What was the big idea for adding turrets on all assault maps is beyond me. They already ruined gameplay in RiverCity, matches there are nothing but 10 mins of sniping left and right, and depending on the result either a standoff in the end or turret roflstomp by a lance of assault mechs.

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 AlmightyAeng

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Posted 05 March 2014 - 08:18 AM

If they could put a different, smaller indicator for the on the map, that'd be great, too. Right now having it look like the entire team dropped a UAV is an issue.

#15 orcrist86

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Posted 05 March 2014 - 08:24 AM

The markers are a little bad. Maybe a triangle, or Closed half circle

#16 Purlana

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Posted 05 March 2014 - 08:37 AM

The change encourages the long range meta, so I don't like it....

#17 Mirumoto Izanami

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Posted 05 March 2014 - 09:51 AM

The markers need to change.
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 Trauglodyte

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Posted 05 March 2014 - 09:59 AM

View PostNextGame, on 05 March 2014 - 12:48 AM, said:

I hate it, assault mode is out of the question for me at the moment.


Are you sadbro?

View PostPhoenixFire55, on 05 March 2014 - 07:59 AM, said:

What was the big idea for adding turrets on all assault maps is beyond me. They already ruined gameplay in RiverCity, matches there are nothing but 10 mins of sniping left and right, and depending on the result either a standoff in the end or turret roflstomp by a lance of assault mechs.

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 Andross Deverow

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Posted 05 March 2014 - 10:05 AM

Turrets are a good idea but they are possibly a tad too tough. Reduce the hp on them by 30% as it sits now is suicide to go near the base. The laser turrets leg you in a few shots the missles pummel you even if you have ecm. They need to tweak them just a bit. And I agree with whoever had the post about the map icon, the turret icon is too big. I think turrets would be better served on larger maps also.

Regards

#20 Mechteric

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Posted 05 March 2014 - 10:39 AM

View PostAndross Deverow, on 05 March 2014 - 10:05 AM, said:

Turrets are a good idea but they are possibly a tad too tough. Reduce the hp on them by 30% as it sits now is suicide to go near the base. The laser turrets leg you in a few shots the missles pummel you even if you have ecm. They need to tweak them just a bit. And I agree with whoever had the post about the map icon, the turret icon is too big. I think turrets would be better served on larger maps also.

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?





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