Base Defense Turrets
#1
Posted 09 June 2014 - 12:09 PM
Just my 2 cents. Thanks.
#2
Posted 09 June 2014 - 12:27 PM
#3
Posted 09 June 2014 - 12:33 PM
For instance River City - Assault is a complete catastrophe.
I love the concept of turrets, but the current implementation leaves a lot to be desired.
#4
Posted 09 June 2014 - 12:40 PM
#6
Posted 09 June 2014 - 12:44 PM
Get behind cover, they keep the lock. Get into an ECM bubble, they keep the lock. Shut your mech down completely and they keep the lock. Run behind a "friendly" mech on your own team, hoping the turret will lock on to them instead? Nope, it stays locked on you and keeps firing. The ONLY way to break that lock is to move more than 1200 meters away from the turret, and that should NOT be necessary.
They should really replace those LRMs with SRMs or Streak SRMs, since some of the maps have spawns that are less than 1200 meters apart.
Edited by Lexx, 09 June 2014 - 12:45 PM.
#7
Posted 09 June 2014 - 12:58 PM
I think the problem with taking out the LRMs and putting in SRMS or streaks is LRM mechs will be able to destroy them with 0% risk as they could sit out of range and pick them all off...
Edited by Jeb, 09 June 2014 - 01:00 PM.
#8
Posted 09 June 2014 - 01:08 PM
Quote
The LRM turrets need to be removed IMO. Replace them with AC10 turrets or something instead.
#9
Posted 09 June 2014 - 01:14 PM
Seriously, half of PGI is graphic designers, but they re-used the UAV icon to symbolise turrets?!
And months later, they're still using it...?!!!
#10
Posted 09 June 2014 - 01:18 PM
Khobai, on 09 June 2014 - 01:08 PM, said:
Yeah I'm not sure, maybe LB10X instead of AC10s. I'm not sure I want 10 points of auto-hitting damage from turrets.
They do need to do something about the smaller maps. They should do something like 6v6 for River City and 8v8 for Forest Colony and Frozen City.
#12
Posted 09 June 2014 - 01:31 PM
I always thought the turrets were to discourage solo cappers and provide time/warning so that someone can return to defend. They shouldn't be useful to a team to camp behind.
#13
Posted 09 June 2014 - 01:54 PM
Nicholas Carlyle, on 09 June 2014 - 12:33 PM, said:
For instance River City - Assault is a complete catastrophe.
I love the concept of turrets, but the current implementation leaves a lot to be desired.
River city was like that BEFORE turrets were added. Overall that map is generally bad, and its the river that causes the issue, remove the river, add in more buildings, and the map would flow so much better.
#14
Posted 09 June 2014 - 02:47 PM
SirLANsalot, on 09 June 2014 - 01:54 PM, said:
No, River City was painful. Mostly after 12vs12, 8vs8 was bearable.
But after turrets were added, it literally became a snore fest unless one team purposely forces an engagement. Not because it's the best strategy, but because they feel it's the only option other than just disconnecting.
#15
Posted 09 June 2014 - 02:49 PM
#16
Posted 09 June 2014 - 02:59 PM
#19
Posted 09 June 2014 - 06:00 PM
Foxwalker, on 09 June 2014 - 12:09 PM, said:
Just my 2 cents. Thanks.
While I agree... if you were a member of the soldiers manning the base defense turret, would you aim for the strongest components? Would you intentionally shoot at the enemy in a way that will make sure you are killed?
I think the game's rewards for playing the objective -- which requires dealing with the turrets -- should pay.
Currently it does not.
Turret HP is 100 right now.
This is how easy it was to wipe out turrets with 150 hp.
But after it's done, what did I get for it? Nothing.
I'd get the same reward for running outside of the map, or for quitting the match immediately.
#20
Posted 09 June 2014 - 06:57 PM
Best bet -- ask LRM boats on your team to target them.
edit: I think LRM 50 will drop a LRM turrets health by 50%, if the turret is open.
Every missile hits. An LRM boat with two LRM 20 and one LRM 10 can finish a turret in 2 alphas.
Blahblahblahblahblahblahblahblahblahblah.
Edited by I Zeratul I, 09 June 2014 - 07:11 PM.
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