

Base Turret Targeting Preferences
#1
Posted 01 June 2014 - 05:45 AM
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
Posted 01 June 2014 - 05:58 AM
*cough* PGI FIX THE RVN LEG HITBOXES!!!!!!!!!!!!
Edited by Funkadelic Mayhem, 01 June 2014 - 05:58 AM.
#3
Posted 01 June 2014 - 06:05 AM
Which is why I don't play Assault. I like my fights mech to mech.
#4
Posted 01 June 2014 - 08:27 PM
#5
Posted 01 June 2014 - 08:36 PM
#6
Posted 01 June 2014 - 08:39 PM
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
Posted 01 June 2014 - 08:41 PM
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
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
Posted 01 June 2014 - 11:57 PM
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
Posted 02 June 2014 - 12:50 AM
Mycrus, on 01 June 2014 - 08:36 PM, said:
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
Posted 02 June 2014 - 12:54 AM
#12
Posted 02 June 2014 - 01:01 AM
Turrets are just the dev team "Spectating" live games just to always shoot the ravens in their big fat leg hitboxes.
#13
Posted 02 June 2014 - 06:50 AM
Risko Vinsheen, on 01 June 2014 - 08:27 PM, said:
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
Posted 02 June 2014 - 08:27 AM
Ursh, on 01 June 2014 - 11:57 PM, said:
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.

#15
Posted 02 June 2014 - 08:32 AM
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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