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Base Turret Targeting Preferences

Gameplay General Balance

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#1 Chagatay

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Posted 01 June 2014 - 05:45 AM

It seems that the base turrets seem to give me more love and affection than other heavier mechs (pilot a griffin 1N). The missle turret seems to lockon and shoot me over other mechs that better targets more in the open and closer. This turret doesn't stop until I drop out of its gaze and if I become available again it switches right back to omnomnomnom on my shield arm and annoying shake. The laser style turrets seem want to exterminate lights as well over anything heavier. Possibly programmed to kill less armor/HP mechs first?

I do know that they do like to pewpew at heavy damaged sections first, but the missle turret in particular can/will pick me at full health.

#2 Funkadelic Mayhem

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Posted 01 June 2014 - 05:58 AM

All I know is the laser turrets always aim for the lights legs.

*cough* PGI FIX THE RVN LEG HITBOXES!!!!!!!!!!!!

Edited by Funkadelic Mayhem, 01 June 2014 - 05:58 AM.


#3 El Bandito

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Posted 01 June 2014 - 06:05 AM

Base turret always watches you. Waiting. With abated breath.


Which is why I don't play Assault. I like my fights mech to mech.

#4 Risko Vinsheen

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Posted 01 June 2014 - 08:27 PM

Once saw a laser turret specifically shoot out a Cicada's legs. It didn't even bother going for anything above the waist. Once one leg was taken out it was easy for it to finish off the other leg.

#5 Mycrus

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Posted 01 June 2014 - 08:36 PM

Turrets is what killed assault...

#6 Deathlike

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Posted 01 June 2014 - 08:39 PM

Turrets like targeting mechs with high Elo.

Turrets with lasers like shooting at stuff that they can't hurt naturally (it's not intelligent).

Turrets with LRMs "wake up" far more quickly than any other type of turret.

Edited by Deathlike, 01 June 2014 - 08:39 PM.


#7 SirLANsalot

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Posted 01 June 2014 - 08:41 PM

Turret AI Target Priorities are like so.

Shoots Closest Target
More Damaged areas are prioritized, generally this means the Legs of lights and torsos of bigger mechs.
Missile Turrets have a min ranged of 90m with there LRMs, however its only a LRM10 so damage is negligible.
Laser Turrets only have 2 ML, hence 10 damage.

Missile Turrets start to shoot at 800m
Laser Turrets start to shoot at 350ish

Edited by SirLANsalot, 01 June 2014 - 08:42 PM.


#8 Chagatay

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Posted 01 June 2014 - 10:49 PM

^
That's the thing though those laser/missile turrets definitely don't target the closest target (seen that numerous times it does like raven in its diet). I have had several matches where some other mech *coughs effin' lights shakes left hand makes a blue clenched fist from lack of blood flow* will "activate" that annoying screen shake turret which then says time to target that Chagatay in the far back @ 900m since the light has now moved on behind a rock or something (note other mechs will be closer but it picks me).

Of course if could be my imagination and I am dead wrong but it is good to hear what other people think/observe.

Edited by Chagatay, 01 June 2014 - 10:53 PM.


#9 Ursh

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Posted 01 June 2014 - 11:57 PM

When people asked for turrets, they asked for something that would make lights pay a little price for captrolling in assault games.

As usual, PGI delivered something else. When the players initially were making pleas to give bases defenses, I don't think anyone ever said that putting LRMs on them was a good idea. We were thinking streaks and medium lasers.

#10 Escef

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Posted 02 June 2014 - 12:50 AM

View PostMycrus, on 01 June 2014 - 08:36 PM, said:

Turrets is what killed assault...

And players are what killed skirmish.

Honestly, the only map I DON'T like assault on is the two River City maps. Everyone just turtles down on their side of the river and plays peek-a-boo for 10 minutes. Boring as all hell.

And still, that's better than downing 11 enemies in skirmish and waiting for the clock to run out because one guy decided to go into hiding.

#11 xCico

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Posted 02 June 2014 - 12:54 AM

Turrets should be reworked on river city and caustic, its kinda stupid when lrm turrets lock you from 800m and provide lock to everyone...

#12 MonkeyCheese

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Posted 02 June 2014 - 01:01 AM

Tin foil hat time!!

Turrets are just the dev team "Spectating" live games just to always shoot the ravens in their big fat leg hitboxes.

#13 DaisuSaikoro Nagasawa

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Posted 02 June 2014 - 06:50 AM

View PostRisko Vinsheen, on 01 June 2014 - 08:27 PM, said:

Once saw a laser turret specifically shoot out a Cicada's legs. It didn't even bother going for anything above the waist. Once one leg was taken out it was easy for it to finish off the other leg.


GREAT!

I mean absolutely great. You know what, in a game I was attacking a base (in a light) and the turret took out my leg. I thought to myself "oh great, the base defenses are doing what they're supposed to be doing... defending the base!"

You guys are chuckleheads.

#14 SirLANsalot

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Posted 02 June 2014 - 08:27 AM

View PostUrsh, on 01 June 2014 - 11:57 PM, said:

When people asked for turrets, they asked for something that would make lights pay a little price for captrolling in assault games.

As usual, PGI delivered something else. When the players initially were making pleas to give bases defenses, I don't think anyone ever said that putting LRMs on them was a good idea. We were thinking streaks and medium lasers.


This is a turret that will show up soon enough, oh the tears there will be.

Posted Image

#15 Ph30nix

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Posted 02 June 2014 - 08:32 AM

I love them for the 150 exp i get when killing them
hate them when someone steals the kill
hate them when it seems thier missles always perfectly hit CT like the splat cats of old
hate them that they take reduced damage until they "deploy" so trying to out range them isnt that effective.





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