Firstly, I really like the idea of turrets, and am happy that the number of turrets have been reduced, at least on the maps which I've played so far (haven't had any long sessions yet).
However there are two glaring issues that I'm seeing.
1. Turrets have way too much health when open, let me kill it within 3 salvo's from a 6ml Jenner and that would be more reasonable. Right now i hardly scratch it.
Lights should pose a genuine threat/distraction to the enemy when they move toward their base. Right now lights rarely go near turrets because of their resilience.
2. On smaller maps turrets make flanking the enemy impossible, for instance on Caustic our team was stacked up in the caldera, and we were taking LRM fire from turrets around the enemy base, in itself an absurdity because it will just make teams cower near their bases.
No way I could move around the side or back in my Jenner to do something USEFUL on that map, and my AMS got burned up in minutes.
Also as a smaller 3rd note, being sat 600metres out in my Raven 3l WITH ECM. I should not be getting locked by enemy turrets. No BAP excuse should allow turrets to fire on me at that range, I can understand if I move much close but Turrets are really making lights useful unless they cower inside their team.
1
Turrets Feedback.
Started by Veranova, Mar 05 2014 06:43 PM
6 replies to this topic
#1
Posted 05 March 2014 - 06:43 PM
#2
Posted 05 March 2014 - 07:18 PM
Your first point I agree with, turrets have too much health/armor. Please tone it down PGI.
As for your 2nd point, I'm still not sure, seems like a valid tactic that can be used, but I think I need some more playtime to be sure.
As for your 2nd point, I'm still not sure, seems like a valid tactic that can be used, but I think I need some more playtime to be sure.
#3
Posted 05 March 2014 - 08:20 PM
My experience with turrets in this and the last patch has been largely negative. They are a poorly implemented addition to a poorly designed game mode (one that should honestly not have made it past the NDA in Closed Beta where, incidentally, PGI said it would not).
They effectively encourage players to bring their best poptart or ridgehumping sniper and sit behind the nearest hill and play peekaboo; a problem and dull, stale gameplay style that MWO already had in spades. There was really no need to encourage it further. The strategy du jour in Assault is turtle in base and hide behind turrets.
Most Assault matches I've been in recently have spent the first 5-6 minutes of the game with the team just milling about the base and no contact with the enemy because both teams have decided to play the turret game. Then unless there is a massive skill or tonnage disparity between teams, victory will generally go to the team who has more patience to sit around and wait while the team to get bored and break first is at a significant disadvantage. Again, this is a problem that the game already suffered from and the way the turrets have been implemented has really only exacerbated it.
IMO, they are inappropriate for the Assault game mode and only succeed in further showing why PGI should have stuck with their original declaration that Assault was a placeholder and would be gone in favour of "real" game modes before the game went public.
I really hope their current implementation is just a stealth beta test for the (supposedly) incoming Attack & Defend mode where emplacements like these would actually make sense and be a positive addition to the game play.
They effectively encourage players to bring their best poptart or ridgehumping sniper and sit behind the nearest hill and play peekaboo; a problem and dull, stale gameplay style that MWO already had in spades. There was really no need to encourage it further. The strategy du jour in Assault is turtle in base and hide behind turrets.
Most Assault matches I've been in recently have spent the first 5-6 minutes of the game with the team just milling about the base and no contact with the enemy because both teams have decided to play the turret game. Then unless there is a massive skill or tonnage disparity between teams, victory will generally go to the team who has more patience to sit around and wait while the team to get bored and break first is at a significant disadvantage. Again, this is a problem that the game already suffered from and the way the turrets have been implemented has really only exacerbated it.
IMO, they are inappropriate for the Assault game mode and only succeed in further showing why PGI should have stuck with their original declaration that Assault was a placeholder and would be gone in favour of "real" game modes before the game went public.
I really hope their current implementation is just a stealth beta test for the (supposedly) incoming Attack & Defend mode where emplacements like these would actually make sense and be a positive addition to the game play.
#4
Posted 05 March 2014 - 10:27 PM
Turrets officially ruin Assault mode for me.
They were put into maps that have no need for them, and which were never designed properly for their implementation.
The one single map that seems to work well for turrets is the Space map, thats about it.
When I'm up against a team of mostly assaults, I need to be able to move and maneuver the terrain to fight them, not get sandwiched between turrets and a wall of assault mechs.
IMO, turrets need some serious work, they need NEW maps where they don't interfere with the majority of combat, and they need their own game mode.
Leave Assault and the current map lineup alone.
I would rather see turrets in a large map style with destroyable or capturable strategic objects, like a search and destroy game mode.
Things that make sense, like a radar installation you would destroy to get points for your team, but its defended by turrets, and both OP teams have to race to it to gain control of the turrets.
Or a Dropship has landed for repairs, your team's objective is to capture or destroy it, and turrets are placed there once you've captured that location.
Just randomly tossing in turrets into old maps doesn't work well, its sloppy.
Generally speaking, I could do without turrets completely.
They were put into maps that have no need for them, and which were never designed properly for their implementation.
The one single map that seems to work well for turrets is the Space map, thats about it.
When I'm up against a team of mostly assaults, I need to be able to move and maneuver the terrain to fight them, not get sandwiched between turrets and a wall of assault mechs.
IMO, turrets need some serious work, they need NEW maps where they don't interfere with the majority of combat, and they need their own game mode.
Leave Assault and the current map lineup alone.
I would rather see turrets in a large map style with destroyable or capturable strategic objects, like a search and destroy game mode.
Things that make sense, like a radar installation you would destroy to get points for your team, but its defended by turrets, and both OP teams have to race to it to gain control of the turrets.
Or a Dropship has landed for repairs, your team's objective is to capture or destroy it, and turrets are placed there once you've captured that location.
Just randomly tossing in turrets into old maps doesn't work well, its sloppy.
Generally speaking, I could do without turrets completely.
#5
Posted 12 March 2014 - 06:01 AM
I believe the biggest problem with turrets is that they prevent a small attack on base instead of discouraging it.
My suggestion is more turrets with less health. Not a lot more turrets mind you! Make them say 50 health. These turrets should be defenses that a couple lights can race by and destroy as they avoid fire from other turrets.
Also, an attack/defend game mode would be great. Defense wins on timeout regardless of other factors. Certainly this is in the works for CW.
It's about incentives. Right now incentives say don't leave your base. And certainly never attack the opponents base. Turrets that can be destroyed declares a challenge worth the risk.
My suggestion is more turrets with less health. Not a lot more turrets mind you! Make them say 50 health. These turrets should be defenses that a couple lights can race by and destroy as they avoid fire from other turrets.
Also, an attack/defend game mode would be great. Defense wins on timeout regardless of other factors. Certainly this is in the works for CW.
It's about incentives. Right now incentives say don't leave your base. And certainly never attack the opponents base. Turrets that can be destroyed declares a challenge worth the risk.
#6
Posted 12 March 2014 - 08:40 AM
health of those turrets is biggest problem.Best example is RC/RCN where whole map is just stalemate suited for hump/jumpsnipers...other maps are not much different but on this map I can feel it most with light mech bcuz I am not only to effectively basecap but even attack enemies from another angle than straight on....against snipers so great T_T.
Also they never run out of ammo which is pretty bad.
Also they never run out of ammo which is pretty bad.
Edited by JudgeDeathCZ, 12 March 2014 - 08:42 AM.
#7
Posted 12 March 2014 - 08:59 AM
I'm really disliking the turrets. Twice last night while playing on Forest Colony, I seemed to be the turrets target of choice. While this would be expected if I was closing on the enemy base, I was brawling in the middle of the map.
I have seen players running from the turrets missile fire on the smaller maps being targeted after they are half way across the map.
I have seen players running from the turrets missile fire on the smaller maps being targeted after they are half way across the map.
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