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Turret Abuse


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#41 Josef Koba

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Posted 13 March 2014 - 05:12 AM

Should I ever be so lucky as to drop with a twelve man, I think there are some tactics that would eliminate base camping. At least from one side. (Although I shouldn't have to point out the built in advantages to a 12 man premade.)

Were I in command of this hypothetical, well-balanced team I would do this, assuming the other team is coordinated enough to mount a dedicated base defense (this is rare in my experience anyway, so perhaps this is moot):

Set up your assaults in a vague U shape, with the ends facing the enemy. Send in a couple of ECM lights and a fast medium to their base. Have them engage briefly. This, of course, assumes that the turrets will eventually be changed so that they cannot see through ECM so easily. They should break off before sustaining too much damage retreating directly into the center of the U before splitting wide right and left where they will wait on the flanks. The idea is to draw the enemy, who now have a bit of target fixation and blood lust, into the kill zone. At this point the assaults and heavies engage at medium range. Not too soon or too late, targeting one mech at a time with overlapping fields of fire. If they get drawn into the U you swing your lights and mediums back behind them and cover the U. The OPFOR will probably come in a trickle; they're rarely organized. It shouldn't be too much trouble to destroy the team. The turrets will provide a great deal of harassing fire and will probably steal a kill here and there. They seem to target either weak spots or legs. It'd be good times.

Of course, you can't count on PUG teams to do anything so they very well may just wander all over the map in a random way thus making this tactic pointless. But it'd still be fun to be able to do these types of things. As was mentioned this is assault mode; someone should have to assault a base once in a while. That said, these 100 ton behemoths aren't terribly survivable most of the time and so will fall quickly making people angry or bored.

One thing that might work, or be slightly interesting, would be that each match be split into three matches in which the teams alternate between offense and defense. Heck, even switch the maps. Like a best of three scenario. Each team gets bonus points/money/experience/whatever for successfully or even unsuccessfully playing their role. I dunno, make some sort of flair so that people feel like they have a real mission. This may or may not appeal to the masses and may or may not even work as intended if ever implemented. Also, I have no idea how much work PGI would have to do to implement such a thing so you know... Just Koba's crazy thought(s) of the day.

#42 DeathlyEyes

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Posted 13 March 2014 - 09:35 AM

River city is the biggest issue with the turrets. No one crosses the river and the team to cross first usually loses. It prevents flanking because the map is too small. Caustic Valley is pretty bad with the prevention of flanking. Other than that the other maps seem to be balanced enough.

#43 Grendel408

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Posted 13 March 2014 - 12:08 PM

If the Devs can modify anything for the Turrets it should be this: Reduce the turrets on smaller maps by 25% roughly... and enable ECM to work effectively against turrets as they currently ignore ECM.

#44 Appogee

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Posted 13 March 2014 - 12:36 PM

View PostMeister AM, on 10 March 2014 - 01:12 AM, said:

Only way to get anything done is voicing your opinion and not sitting on the sideline.

That would make perfect sense IF the devs read these forums.

Which, unfortunately, they do not.

Edited by Appogee, 13 March 2014 - 12:38 PM.






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