Turret Abuse
#21
Posted 11 March 2014 - 09:51 AM
- recognize they are in retreat and rush them before they make it back to the protection of their base.
- Take 2-3 flankers and pick apart their base early in the match while its left undefended.
- Wait them out. As long as you have the kill advantage, you win. So why risk the game by charging into the turrets that have perfect aim when you are all in critical condition mechs.
- Group up, charge in, and prioritize the mech. Match ends when you take out the mech, so just rush in with everyone and target the mech. The turrets can only target one guy at a time. And as long as you kill the mech, you don't need to worry about the turrets.
I don't think there is anything wrong with the turrets as they are right now. They are potent enough to where they matter, but not game breaking enough where 2-3 mechs can pretty much destroy a turret in 10 seconds.
The only thing that needs to change is the LRM locking not being affected by ECM. Everything else is fine.
#22
Posted 11 March 2014 - 09:56 AM
Turrets have add an extra danger to be mindful of. You get caught with tunnel vision and chase a squirrel into base range, you'll pay for it. All short range weapons? well, then you might have to take some damage to take out a turret. Enemy fall back to their base? Gotta coordinate with your teammates to focus down turrets will minimizing damage.
I've really enjoyed my matches on assault since the turrets have been added. Games to tend to last longer, but imho that's a good thing.
Edited by Dracol, 11 March 2014 - 09:57 AM.
#23
Posted 11 March 2014 - 10:07 AM
#24
Posted 11 March 2014 - 12:57 PM
Meister AM, on 11 March 2014 - 09:35 AM, said:
Call me an exploiter of tactics then dude LOL! And no... balls are still nicely attached to me, my lady would be rather upset if I lost those... I'd be upset with myself too
#25
Posted 11 March 2014 - 01:06 PM
#26
Posted 11 March 2014 - 01:26 PM
Colonel Pada Vinson, on 10 March 2014 - 11:19 AM, said:
And look - people finally are!!!
They still aren't defending their base... It's just that if they want to be protected by their turrets, they have to be somewhat near their own base.
Vanguard836, on 10 March 2014 - 11:32 AM, said:
What changes would you like to see done to the turrets to improve the situation ?
It is valid... and smart. And it results in defensive waiting games, where most players hide between their turrets and wait for the enemy to come fight them and the turrets.
I don't like what Assault mode has become in its current state...
My thoughts for improvements? Maybe turrets...
1) could have limited ammo / energy for shooting. And after that they shut down and aren't target-able any more.
2) go offline at the 10 minute mark? Bad idea, for that would just encourage waiting for the turrets to go offline... :/
Remove the damage reduction at the 10 minute mark (don't let they burrow after this point)?
3) go online at the 5 min mark? Also bad, but maybe players learn that some have to defend the base during the 1st few minutes, and then can go join the rest of the team...
Another problem with the way turrets currently are is, that at the end of the battle when the survivors are badly hurt, they often don't have the health left to fight turrets with 150 hitpoints. And which you can only damage when they are shooting you...
So, late game base capping or hunting of the last enemy is sometimes impossible because of the remaining base turrets.
Edited by GoldenFleece, 11 March 2014 - 02:30 PM.
#27
Posted 11 March 2014 - 02:05 PM
If you don't like turrets go play a different game mode.
#28
Posted 11 March 2014 - 02:13 PM
On1m, on 11 March 2014 - 02:05 PM, said:
I agree. Sadly, none of the other gamemodes are any better these days. I'm stuck with 3 horrible gamemodes - conquest - cap forever, or blob just like the other 2 gamemodes.
PGI in their efforts to appease all the fatties crying when lights outcapped them have turned everygamemode to pretty much favouring the same setup - a bunch of slow 12 man blobs of jumpsnipers, and even moving to 3x3x3x3 format I fear won't help much if the gamemode design isn't fixed.
#29
Posted 11 March 2014 - 02:28 PM
On1m, on 11 March 2014 - 02:05 PM, said:
I am.
I don't play many Assault matches right now... and I won't play another Skirmish match unless I misclick during the selection of the game mode.
Turrets... honestly, what was wrong with Assault and no turrets? If you couldn't stand losing the game to a base cap from time to time, play Skirmish...
Edited by GoldenFleece, 11 March 2014 - 02:29 PM.
#30
Posted 11 March 2014 - 03:39 PM
#31
Posted 11 March 2014 - 03:43 PM
#32
Posted 11 March 2014 - 04:12 PM
#33
Posted 12 March 2014 - 06:10 AM
On1m, on 11 March 2014 - 02:05 PM, said:
Problem is that there is no interesting mode left to play. Skirmish: Bring as many tons as possible - form a deathball and run into each other. Conquest: Bring a light and run in circles. Assault: Play as skirmish and hope you don't get a map that is terribly one-sided due to turrets. Assault was the only mode that was really interesting, it was the thinking players choice, but with that mode gone this game is a lot less interesting. All because crap implemented to silence those who already got what they needed, skirmish mode that is.
Easy solution is of course to create a 4th mode: Assault without turrets, but I doubt we ever see that.
#34
Posted 12 March 2014 - 10:01 AM
On1m, on 11 March 2014 - 02:05 PM, said:
i MUST, thats the reason!
conquest is not my, and i´m missing namy tactical options playing skirmish, but it´s better to play than hide and wait
you are about to lose? attack and you are lost, or fall back, WAIT and hope enemies will try to get you and your turrets and if they are too damaged they will also WAIT until time is up
you are about to win? go ahead and if your mechs are damaged you have pretty chance to get killed by turrets, or fall back and WAIT and you will win anyway
thats the two most important options in assault now, would you say it´s interessting tactic?
Evil Ed, on 12 March 2014 - 06:10 AM, said:
Problem is that there is no interesting mode left to play. Skirmish: Bring as many tons as possible - form a deathball and run into each other. Conquest: Bring a light and run in circles. Assault: Play as skirmish and hope you don't get a map that is terribly one-sided due to turrets. Assault was the only mode that was really interesting, it was the thinking players choice, but with that mode gone this game is a lot less interesting. All because crap implemented to silence those who already got what they needed, skirmish mode that is.
i agree and they got twice now what they wanted.
Evil Ed, on 12 March 2014 - 06:10 AM, said:
thats what i´m saying in each threads, everyone can play what he prefer and is happy
#35
Posted 12 March 2014 - 10:50 AM
<aside>: there should be land mines, too. I seem to recall a map in NetMech or MW2 that had land mines, or some sort of minefield. It was the scene with the overhead train I think. Yeah. Landmines AND Turrets. THAT would be killer diller.
#36
Posted 12 March 2014 - 05:24 PM
Hellen Wheels, on 12 March 2014 - 10:50 AM, said:
<aside>: there should be land mines, too. I seem to recall a map in NetMech or MW2 that had land mines, or some sort of minefield. It was the scene with the overhead train I think. Yeah. Landmines AND Turrets. THAT would be killer diller.
As I recall, MechCommander (2?) had mines. I used to run into them a lot because I was an idiot.
#37
Posted 12 March 2014 - 05:38 PM
Meister AM, on 10 March 2014 - 01:12 AM, said:
If you feel the same way post a response/reply voicing your opinions on turrets.
Only way to get anything done is voicing your opinion and not sitting on the sideline.
Want some cheese with your whine?
absolutely nothing wrong with this tactic. people have been saying "defend the base" and now they are. Assault is a better mode now that people have options to protect the base from people looking for easy points/c-bills.
kwitcherbellyachin'
Kudos to PGI on this feature!
Edited by Gremlich Johns, 12 March 2014 - 05:39 PM.
#38
Posted 12 March 2014 - 05:44 PM
SpiralFace, on 11 March 2014 - 09:51 AM, said:
- recognize they are in retreat and rush them before they make it back to the protection of their base.
- Take 2-3 flankers and pick apart their base early in the match while its left undefended.
- Wait them out. As long as you have the kill advantage, you win. So why risk the game by charging into the turrets that have perfect aim when you are all in critical condition mechs.
- Group up, charge in, and prioritize the mech. Match ends when you take out the mech, so just rush in with everyone and target the mech. The turrets can only target one guy at a time. And as long as you kill the mech, you don't need to worry about the turrets.
I don't think there is anything wrong with the turrets as they are right now. They are potent enough to where they matter, but not game breaking enough where 2-3 mechs can pretty much destroy a turret in 10 seconds.
The only thing that needs to change is the LRM locking not being affected by ECM. Everything else is fine.
WHAT?! A tactic that involves assaulting the enemy base in assault mode?! Nah, that's crazy talk.
#39
Posted 12 March 2014 - 07:24 PM
Gremlich Johns, on 12 March 2014 - 05:38 PM, said:
absolutely nothing wrong with this tactic. people have been saying "defend the base" and now they are. Assault is a better mode now that people have options to protect the base from people looking for easy points/c-bills.
kwitcherbellyachin'
Kudos to PGI on this feature!
great, we got turrets to persuade the people to defend the base and they do this, some of them do ONLY this.
what will hapen if they do not attack? will we get some bots attacking instead of them?
without turrets you´ve had also options to protect your base and some options more like pull some enemies back with fakecap, win by cap if you are the last one, or run back to own base because the last one enemy is capping, you were free
you don´t have those options now, because the simplest tactic is to camp the base and get support from the turrets
after few minutes you can see who wins almost chanceless to change it and you have to waste the rest of time by waiting
PGI is about to lose many people, who want to have fun with more options instead to wait as a good tactic.
skilled pilots have less chance to tactically operate because everyone is hiding, sniping and better falls back than attack, lets turrets do this thing, great
like i said, we need another assault mode witout turrets
Hellen Wheels, on 12 March 2014 - 10:50 AM, said:
<aside>: there should be land mines, too. I seem to recall a map in NetMech or MW2 that had land mines, or some sort of minefield. It was the scene with the overhead train I think. Yeah. Landmines AND Turrets. THAT would be killer diller.
minefields? good idea perharps, but some are camping the base just now, with minefiields nodody will move i think
Edited by Lt Badger, 12 March 2014 - 07:26 PM.
#40
Posted 12 March 2014 - 08:31 PM
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