GalaxyBluestar, on 07 March 2014 - 07:26 PM, said:
every previous MW game had turrets destoyed with about 15-20 damage applied ie: 2 shots of ac20 at most unless it's a calliope turret which would need a third shot. that's 60pts of damage at most. Pgi turrets are 150 HP! no wonder light mechs won't go near them, hell assaults take a while to waste a turret. that's the problem. make cacoon mode 50% resist and HP down to 60 and you'll have cappers back but under control which is the objective for adding turrets.
get that devs?
Yep.
The turrets are almost extra team members. They are tough, can't be sniped effectively at range, and have enhanced abilities - perfect aim, better-than-player LRM's with infinite ammo, perfect sensors, etc. That is far too good for a system that is just supposed to stop quick caps. They reward turtle-style play, punish maneuvers, and are clearly using different rules from everyone else (infinite LRM spam through ECM, magical damage reduction armor, perfect sensors, etc.)
Edited by oldradagast, 10 March 2014 - 01:56 PM.