

Weekend Science: Turrets Impact On Assault Mode
#41
Posted 08 March 2014 - 03:07 PM
I don't play Assault mode anymore since the only smart way to play it is to just sit on your base surrounded by your turrets. The team that tries to actually assault gets creamed. Turrets should not be used in a game mode with symmetrical sides and objectives. Every Assault match is a 10 minute wait until one side gets bored or frustrated and marches to their deaths.
And I can't bring myself to cajole other people on my team into standing on base for 10 minutes doing nothing. It's just not fun, even if it is the smart thing to do. Alternatively, I can't bring myself to intentionally play stupid by marching off a fortified base. So, Assault matches are off the table for me right now.
#42
Posted 08 March 2014 - 03:38 PM
Too bad that was a rare moment, since capping genuinely does little to sway the battle... if anything, turrets buys a significant amount of time to finish your "Skirmish" and then RTB. That's what ends up happening. Seems a lot more lopsided in for doing more Skirmish really.
Edited by Deathlike, 08 March 2014 - 03:39 PM.
#43
Posted 08 March 2014 - 03:49 PM
#44
Posted 08 March 2014 - 05:47 PM
What amazes me even more is how many... "experienced competative pilots" (their claims not mine) see base defense with the obvious superior tactic as a 'stoopid/gay/explitive' tactic. I'm just astounded at why these "competent" (their belief, not mine) pilots would throw away the equivalence of a 2 medium mech advantage (LRM15/3ML). I mean... REALLY?
#45
Posted 08 March 2014 - 09:54 PM
As for turret armor value, a turret should not take as much damage as a light mech (that's standing still) to kill. When closed, sure they could be real hard to kill. But when open? 30 - 40 points of damage should kill one.
Turrets should be positioned so that while several (or all) can cover the base, most should be virtually on their own (unsupported) against an attack against the turret itself. They should also be placed, and the zone that triggers "wakeup" tailored, so that they have a very limited ability to engage away from the base. The "wake up" zone could even be tailored to lessen the impact of the LRMs, if the zone was considerably less than 1000 m AND the turret went back to sleep after wakeup once no enemy was within the wake up" zone (or maybe a little outside it).
This is supposed to be a player v PLAYER game, not a player v TURRET game. Turrets should slow capping, not discourage it and definitely not completely prevent it.
#46
Posted 09 March 2014 - 12:53 AM
#47
Posted 09 March 2014 - 08:37 AM
IMO, turrets need to be dumbed down and just target whoever.
#48
Posted 09 March 2014 - 10:52 AM
Edited by fandre, 09 March 2014 - 10:58 AM.
#49
Posted 09 March 2014 - 11:02 AM
#50
Posted 09 March 2014 - 12:28 PM
Tw1stedMonkey, on 09 March 2014 - 12:53 AM, said:
So maybe 40 hp would be too low, but 150 like now is way too high. Personally, I think that any assault and most heavies should be able to single alpha kill a turret. As tactics go, if you have let heavies through to approach your base you should be thankful for the warning that a turret gives, not expect it to hold the base for you.
As for a light being able to kill one with 2 or three alphas, that still works. It slows them down (as they can't just run right to base) and gives the team notice its happening. Especially since the light would be within range and taking damage from the turret while it did it.
#51
Posted 09 March 2014 - 12:47 PM
Fine you just captured my base, my Mech didn't explode or stop working, so how the "F" is capping supposed to stop 4 mechs from killing the last enemy mech on the map.?? Oh boy, he stood in a square an accomplished.. Nothing.??
What was the point in the first place, to see who could avoid combat the most..?? GTFO
I like the turrets, I think they are really SWELL..!!!!!!

Do you know how you actually capture a base or any kind of territory..??
You defeat your enemy in that area, you either force a surrender, or you destroy it's armed forces, that's how you capture something.
If I could stand in a square and claim Victory I would be standing in Red Square right now claiming Victory, and giving that POS Vlad Putin the finger. ROFLMAO, but that isn't how it works.
At least we don't have to deal with some kind of capture the flag game mode.
Edited by Odins Fist, 09 March 2014 - 12:48 PM.
#52
Posted 09 March 2014 - 03:14 PM
Heavy teams already dominate the meta, and lights don't have the firepower to win a brawl: So why the hell are they being punished for trying to fulfil their role of capturing and defending objectives?
More than that, this has killed medium mechs even worse. Mediums are the ultimate mid-ground of "best at nothing", but they have the ability to do everything to a lesser degree. Choosing fights carefully, using speed to out-maneuver heavy mechs and tactically choosing to cap bases was what made them dynamic and unique. Now they get stuck in the mire of area denial that turrets provide, forced to either fight with heavy mechs or sit around doing nothing.
Pathetic implementation.
I was unlucky enough to buy more MC before reading the patch notes - I'm now instating a full embargo on my micro transactions until turrets are removed. Before i was just waiting until lobbies - now they have to actively UN-BREAK ASSAULT MODE.
I hear World of Tanks has community warfare... think I'll check that out.
Edited by B1zmark, 09 March 2014 - 03:14 PM.
#53
Posted 09 March 2014 - 03:17 PM
Quote
40hp is too low. i personally think 90-100hp would be about right.
#54
Posted 09 March 2014 - 03:26 PM
The big maps they work fine but small you can hardly move off your bases in river city and forest without bringing down a turret lrm storm they simple have to go
#55
Posted 09 March 2014 - 03:33 PM
Okay, Battlemechs are supposed to be lords of the battlefield, right? Turrets should be annoying, but not deadly.
The ML turrets should have one ML instead of four. The LRM turrets...these things are ridiculous: sure, they're just LRM5s, but they are like the worst Catapult LRM-spammer of all time. They don't lose lock, they fire at a real high rate, they don't run out of ammo, they have a high enough number of hitpoints to make them hard to even get near for the average Light (who typically lack longer range weaponry).
I like the ideas of the turrets. But now no one in their right minds goes for a cap unless it's a 11-2 stomp and the last guy's hiding. Maybe that was the point?
Edited by Dawnstealer, 09 March 2014 - 03:34 PM.
#56
Posted 09 March 2014 - 03:42 PM
#57
Posted 09 March 2014 - 03:57 PM
Odins Fist, on 09 March 2014 - 12:47 PM, said:
Fine you just captured my base, my Mech didn't explode or stop working, so how the "F" is capping supposed to stop 4 mechs from killing the last enemy mech on the map.?? Oh boy, he stood in a square an accomplished.. Nothing.??
What was the point in the first place, to see who could avoid combat the most..?? GTFO
I like the turrets, I think they are really SWELL..!!!!!!

Do you know how you actually capture a base or any kind of territory..??
You defeat your enemy in that area, you either force a surrender, or you destroy it's armed forces, that's how you capture something.
If I could stand in a square and claim Victory I would be standing in Red Square right now claiming Victory, and giving that POS Vlad Putin the finger. ROFLMAO, but that isn't how it works.
At least we don't have to deal with some kind of capture the flag game mode.
You take away a person ability to fight, quickly forgotten in this game is the fictional situation we're fighting in, where spre parts are not allways available and a mech makes you one of the elite, and a house losing a regiment of mechs is a total disaster, and facing down an enemy in combat is a last resort, because your plans failed, in mech warrior universe taking territory and resources without out heavy casualties is the norm.
This is what base cap is supposed to represent, very badly, and turrets have now reduced the abstract of what the mw universe is about, and not the lame fight to the last man of skirmish.
In the fictional wars mercenary units have broken contract rather than risk even 10% casualties.
I won't bother to make a reply of your putin coments
#58
Posted 09 March 2014 - 04:00 PM
IronChance, on 08 March 2014 - 03:07 PM, said:
I don't play Assault mode anymore since the only smart way to play it is to just sit on your base surrounded by your turrets. The team that tries to actually assault gets creamed. Turrets should not be used in a game mode with symmetrical sides and objectives. Every Assault match is a 10 minute wait until one side gets bored or frustrated and marches to their deaths.
And I can't bring myself to cajole other people on my team into standing on base for 10 minutes doing nothing. It's just not fun, even if it is the smart thing to do. Alternatively, I can't bring myself to intentionally play stupid by marching off a fortified base. So, Assault matches are off the table for me right now.
lol your right the only real mode worth playing now is conquest, skirmish has sucked hard from day one, and only tollerated playing it because I like conquest and liked assault, but now assaults not worth playing on small maps because of the turrets
#59
Posted 09 March 2014 - 04:57 PM
But also turret hp needs to be lowered to at least 100hp.
#60
Posted 09 March 2014 - 06:26 PM
I'd say we need to walk this back in very deliberate stages to where the balance returns. Each step might just be enough and others would then not be needed.
First, decrease the HP by about 25% on the turrets to about 100-120hp.
Second, give them a bigger miss percentage. Right now they're aimbots... in spirit and actuality.
Third, decrease their numbers, one at a time, starting on small maps first, but have at least 3 on every map per base.
You do this one at a time, see if it does the trick at each step. If no, do a little bit on the next one. If a bi-weekly tuning is done based on statistics, till where we start seeing the ability to base cap again for SINGLE healthy mechs or multiple damaged mechs and where the turrets are not getting 1-3 kills per game as I have been seeing lately, then I think we've achieved a good balance. A DT kill should not be happening every game, and currently that's what I'm seeing.
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