Too many turrets
6 turrets is overkill
3 at most
Each with an LRM5 & one medium laser
Turrets are to prevent early base steals, not prevent the last damaged mech from taking the base when his opposite number/opponent hides.
I think one turret is enough to delay an early base steal (by one light), for long enough for the team to get back, but not enough to delay a light swarm/wolf pack (about 3 or 4 lights). So I think 3 is a better number.
I think if one light can beat his way through 3 turrets to steal the base, while the rest of his team keeps the enemy engaged, it should be a fair win.


Too Many Turrets
Started by Stardancer01, Mar 11 2014 10:24 AM
9 replies to this topic
#1
Posted 11 March 2014 - 10:24 AM
#2
Posted 11 March 2014 - 10:32 AM
I disagree.
#3
Posted 11 March 2014 - 10:43 AM
I'm with Traug. You want my base, I want you to die trying... Its seems fair to me.

#4
Posted 11 March 2014 - 10:44 AM
Well it makes sense since base caps are very rare these days
#5
Posted 11 March 2014 - 10:55 AM
If there were only 3 turrets you could get away with killing 1 and keeping out of LOS.
#6
Posted 11 March 2014 - 10:58 AM
Conquest / Skirmish..... There be options.

#7
Posted 11 March 2014 - 11:05 AM
Turrets cause maps like River City to become complete standoffs and remove any opportunity for flanking. They essentially act as wards since you get a big notification as soon as they are activated.
Situations like this, where Jager had to retreat and extend the match exist purely due to the LRM turrets. He was at no risk of dying to the remaining enemy, only all of the base turrets. It's a stupid implementation of an OK concept. To balance them they need to cut their health in half and remove the 99% damage reduction, changing it instead to something around 50%. They also need to reduce their number, and give the LRM turrets a finite ammo count.
Situations like this, where Jager had to retreat and extend the match exist purely due to the LRM turrets. He was at no risk of dying to the remaining enemy, only all of the base turrets. It's a stupid implementation of an OK concept. To balance them they need to cut their health in half and remove the 99% damage reduction, changing it instead to something around 50%. They also need to reduce their number, and give the LRM turrets a finite ammo count.
#8
Posted 11 March 2014 - 11:17 AM
I agree turrets seem a little much, I think lower hp and one or two less turrets would be ideal..
#9
Posted 11 March 2014 - 11:22 AM
When it's all five banged up 'mechs can do to dig one cherry CT Highlander out from among his turrets - they're a little too strong.
#10
Posted 11 March 2014 - 11:33 AM
Haven't had enough experience with them to say I dislike them. But I think it would be cool if there was a generator with a control point somewhere on the map. If the enemy captures yours then your turrets power off until you retake the generator. It would need to be somewhere far off the beaten path.
Maybe that would lead to sending lights to take theirs, mediums to guard yours and heavies/assualts holding the fort or otherwise reacting to enemy movements.
Wouldn't help much on the really small maps though.
Maybe that would lead to sending lights to take theirs, mediums to guard yours and heavies/assualts holding the fort or otherwise reacting to enemy movements.
Wouldn't help much on the really small maps though.
Edited by Rouken, 11 March 2014 - 11:34 AM.
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