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Destroyed Turrets Affecting Base Hp.


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Poll: destruction of turrets tied in with "base cap" (14 member(s) have cast votes)

destruction of turrets tied in with "base cap"

  1. yes: lets discuss more. (9 votes [64.29%] - View)

    Percentage of vote: 64.29%

  2. no: (2 votes [14.29%] - View)

    Percentage of vote: 14.29%

  3. undecided. (2 votes [14.29%] - View)

    Percentage of vote: 14.29%

  4. i have another idea: (1 votes [7.14%] - View)

    Percentage of vote: 7.14%

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#1 King Arthur IV

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Posted 05 March 2014 - 08:06 AM

So... how about tying in the turrets with the base cap. it can be a way to lower the base "hp bar"

i think it would be really cool and fun if actively engaging turrets and destroying them would affect something. it would bring a fun interactive dynamic into the game and help differentiate assault from skirmish.

atm noone wants to cap and everyone is forced into the middle of the maps to fight like a skrimish on roids.

Edited by King Arthur IV, 11 March 2014 - 10:47 PM.


#2 no one

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Posted 06 March 2014 - 09:06 PM

Well, it's not the same as your suggestion, but here's a thread I started on making turrets a more engaging and balanced element in games. Feel free to voice your ideas for turrets there.

http://mwomercs.com/...rret-hijacking/

#3 SilverStarDragon

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Posted 07 March 2014 - 06:30 AM

Not a bad idea but one flaw I see is how much the turrets would cost the base.
If just a tiny amount, it wouldn't be worth the time editing the game to do so, but if worth a lot of base health points, lights could run in (jenners and firestarters in particular with so many lasers) and destroy all the turrets - leaving base probably at half health and unguarded...I think the turrets were put in to discourage light cap squads and buy time for the owners to get back to base.

If a turret generator was a different unit, you could apply your idea there :lol: That way it gives the option to destroy the defences but also enough time for the medium/light mechs to get back from the fight to defend base.

#4 King Arthur IV

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Posted 07 March 2014 - 08:32 AM

basically anything of that sort to improve the current state of assault.

the turrets just cover too much ground and give off too much info at the moment. destroying them also grants you no damage/cbill/xp. you are unable to cap a base, draw and split the enemy up with them there.

#5 SilverStarDragon

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Posted 07 March 2014 - 10:38 AM

Um, maybe it's just recent but destroying turrets gives you about 50xp doesn't it? Pretty sure you get cbill bonuses too...destroyed a few on alpine and I got awarded for it under an odd name...don't remember what the title of the monetary/xp award was but it was there :lol:

#6 no one

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Posted 07 March 2014 - 11:05 AM

Instead of having destroyed turrets effect the capture progress on a base directly, you could make it such that the rate at which a base can be capped is inversely proportional to the number of (surviving) defending turrets. Eg. a single light 'Mech could cap a base with all it's turrets destroyed as quickly as a group of four 'Mechs capping a base with no turrets destroyed.

#7 Joseph Mallan

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Posted 07 March 2014 - 11:09 AM

I read that backwards the first time No One! I was ready to write a URMIGURD no post... But since I read it three more times (I really need a day of work) It makes some sense, and i do kinda like it.

#8 Spleenslitta

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Posted 07 March 2014 - 11:15 AM

I like it. The dev's have to balance how much it affects the base carefully of course. But it is a good suggestion that makes good sense.

#9 Corvus Antaka

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Posted 08 March 2014 - 07:31 AM

I like this idea

#10 King Arthur IV

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Posted 11 March 2014 - 10:16 PM

bump i made it into a poll.

#11 Enzane

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Posted 12 March 2014 - 04:58 AM

At least for a 12 man, (I can't speak for pugging) Turrets don't make much of a problem to assault enemy bases.

They don't move, so you can dispatch them rather easily in a group.

Just last night we made two base caps against turret defended bases. One was successful, the other failed due to the teams return and some really good shots.

I think the Turrets are doing their job in keeping most pugs away, but still allowing coordinated units to attack them.

#12 Mycrus

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Posted 12 March 2014 - 06:00 AM

View PostEnzane, on 12 March 2014 - 04:58 AM, said:

I think the Turrets are doing their job in keeping most pugs away, but still allowing coordinated units to attack them.


aka cap rushin premades...

#13 Enzane

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Posted 12 March 2014 - 08:51 AM

View PostMycrus, on 12 March 2014 - 06:00 AM, said:


aka cap rushin premades...


Quote using trolls!

#14 Gladewolf

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Posted 12 March 2014 - 04:41 PM

Add a battery of 4 Long Toms to each base that fire on enemy mechs every 15 seconds. Min range 200, Max 3000. For Alpine and any other maps made to that scale, add a third neutral base at map center(or in a better neutral location) that can be captured by either team to get it working.

Edited by Gladewolf, 12 March 2014 - 04:42 PM.


#15 puffaholic

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Posted 12 March 2014 - 05:02 PM

Ever since the introduction of turrets in assault mode turtling has been a much more popular strategy. In my opinion having turrets impact base health in some way only leads to more justification to defend them, and more turtlefest in assault mode.

I vote no.





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