Thumper3, on 08 March 2014 - 08:21 AM, said:
Ninja capping only works if the enemy team leaves their base completely undefended and has blind scouts who are watching youtube instead of playing.
The match starts with everyone KNOWING they have a base that is (was) defenseless and vulnerable that they needed to defend. If they choose to ignore that and lose then that is their issue. Heck, that issue became even more moot once we got super powered arty and airstrikes. How can you not defeat a ninja base cap if you are playing intelligently and aware of your base? The enemy has to stand in a tiny square to win, a square you can pummel with arty strikes while pouring cannon and laser fire into them as you close to get on the square and finish them off.
I understand people didn't like the mode, but that doesn't mean it's not tactically sound and enjoyable. If we had more modes it would not be as big an issue since people could play what they want. When we had 3 modes it was better, those that didn't want to worry about tactics with a base could just run around and shoot mechs without regard in Skirmish. But now we have only two modes really with 2 skirmish modes that differ only slightly and the old standby Conquest.
Agree that this should be an option, WOT does this and it is quite a fun mix.
Although, as I note above, two base mode is still a viable tactical situation that....outside of PUGs, is perfectly playable and fun.
Turrets were made to sound like they would be low powered and maybe 1 or 2 from the announcements, they would basically stop the one light pilot with cap accel from being able to sneak around and cap it out. Still, a viable strategy, seemed like a solution to a problem that didn't exist with proper battlefield awareness. But fine, I was interested to see it.
Then they drop 6 turrets with major weaponry and deadeye aim in and make it so that if an entirely fresh team walks in they will be smoking and limping by the time they get there.
???
A. not every match GIVES your team lights so have you ever dropped on alpine in assault with no lights and the enemy had 2-4? yeah, THAT's a fun and interesting match! Also even if they give you lights half the time they go run out into the middle of the map alone and get picked off before doing anything. only half of them will even return to base when told to do so.
B. not every uses, or should be forced to buy a consumable in order to have proper base defense. That is a stupid idea on PGI's behalf.
On the subject of turrets, I would put the directly next to the base cap point (like within 50-150m of the center) and reposition them so they cannot provide covering fire too far outside of the base area. The health could be dropped a bit but no more than like 30%. I personally love the turrets though, it only makes sense that there would be SOME sort of stationary defenses if the loss of the base would mean defeat. If you leave mechs to guard the base, it is boring for them and also makes your attack force weaker so if the other team attacked all-out they would have a numbers advantage right out of the gate and likely win that skirmish and eventually the battle.
Also while i pretty much play heavies and assaults almost exclusively (a dragon being one of those, though i do like taking my laserback hunchy out for a spin every now and then) I have never even once felt threatened by turrets unless I had red internals somewhere. Half the time they try to shoot at my legs through cover and end up not shooting me at all by the time i kill them. The lrm ones can get a little annoying but it's usually not to hard to dodge them with cover.
Khobai, on 08 March 2014 - 09:36 AM, said:
Agreed but im convinced thats because of the current base locations rather than the inclusion of turrets. The bases are on opposite sides of the water, with no cover to hide behind in the water, so it just turns into a snipefest.
Holy hell I absolutely hate what river city assault has turned into. A blatant pop tarting snipe-fest that makes alpine look like an brawler-friendly map by comparison. Dropping there in my 2 LPL 6 MG jager basically means my team is down a mech unless they mount a charge (which is once in a blue moon if i am lucky.)
Edited by Tw1stedMonkey, 08 March 2014 - 10:16 AM.