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Base Defense Turrets


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#1 Foxwalker

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Posted 09 June 2014 - 12:09 PM

Maybe it is just me, but they seem a little too powerful. The Lasers seem to zero in on the most damaged component and take it out. If you have a low armor leg or torso, you are dead or legged in very short order. Missile turrets sometimes seem to find you well over standard range. At the midway point (say near the boat) in Forest Colony, missiles hitting me from the farther base.

Just my 2 cents. Thanks.

#2 Felio

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Posted 09 June 2014 - 12:27 PM

I'll agree they seem too good at focusing on a single location. I wish it were randomized. But I'd rather the turrets just be removed altogether. All they do is make it Skirmish with base turtling.

#3 Nicholas Carlyle

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Posted 09 June 2014 - 12:33 PM

As with all things in this game, the initial implementation was much to blunt and lacked precision.

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 Ph30nix

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Posted 09 June 2014 - 12:40 PM

anyone else notice their missles dont have a minimum range?

#5 DEMAX51

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Posted 09 June 2014 - 12:42 PM

View PostPh30nix, on 09 June 2014 - 12:40 PM, said:

anyone else notice their missles dont have a minimum range?

Yes they do, it's just down to something like 75 meters instead of 180.

#6 Lexx

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Posted 09 June 2014 - 12:44 PM

The only problem I have with base defense turrets is the 1200 meter range on the LRMs and how once they have locked on to you, no matter what you do, you can't break the lock.

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 Jeb

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Posted 09 June 2014 - 12:58 PM

The only issue I have with them is on the smaller maps as they tend to cover too much of the map sometimes... The small maps also seem to be a bit small for the 12 person teams... Maybe the small maps need to be redone a bit to deal with LRM turrets and 24 people on the map...



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 Khobai

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Posted 09 June 2014 - 01:08 PM

Quote

The only issue I have with them is on the smaller maps as they tend to cover too much of the map sometimes


The LRM turrets need to be removed IMO. Replace them with AC10 turrets or something instead.

#9 Appogee

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Posted 09 June 2014 - 01:14 PM

And when will turrets get their own mini-map icon?

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 Nicholas Carlyle

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Posted 09 June 2014 - 01:18 PM

View PostKhobai, on 09 June 2014 - 01:08 PM, said:

The LRM turrets need to be removed IMO. Replace them with AC10 turrets or something instead.


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.

#11 DEMAX51

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Posted 09 June 2014 - 01:30 PM

View PostKhobai, on 09 June 2014 - 01:08 PM, said:


The LRM turrets need to be removed IMO. Replace them with AC10 turrets or something instead.


I'd prefer to see SRM turrets on the smaller maps, personally.

#12 Innocent

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Posted 09 June 2014 - 01:31 PM

What if they made the turrets not function if there is an active friendly within say 300m? If the response to this is 'what about disconnects', the answer is to fix the disconnect issues so that people can rejoin the game.

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 SirLANsalot

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Posted 09 June 2014 - 01:54 PM

View PostNicholas Carlyle, on 09 June 2014 - 12:33 PM, said:

As with all things in this game, the initial implementation was much to blunt and lacked precision.

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 Nicholas Carlyle

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Posted 09 June 2014 - 02:47 PM

View PostSirLANsalot, on 09 June 2014 - 01:54 PM, said:

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.


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 Ph30nix

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Posted 09 June 2014 - 02:49 PM

also dont forget they take reduced damage unless deployed so trying to attack them from range is pointless.

#16 Creovex

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Posted 09 June 2014 - 02:59 PM

I would love to see charging gauss turrets rather than the LRMs ones we see...

#17 Lexx

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Posted 09 June 2014 - 03:39 PM

View PostSirLANsalot, on 09 June 2014 - 01:54 PM, said:



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.


Posted Image

#18 Sephlock

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Posted 09 June 2014 - 05:56 PM

View PostKhobai, on 09 June 2014 - 01:08 PM, said:


The LRM turrets need to be removed IMO. Replace them with AC10 turrets or something instead.

TAG TURRETS! BUWAHAHAHAHAHA!

#19 Koniving

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Posted 09 June 2014 - 06:00 PM

View PostFoxwalker, on 09 June 2014 - 12:09 PM, said:

Maybe it is just me, but they seem a little too powerful. The Lasers seem to zero in on the most damaged component and take it out. If you have a low armor leg or torso, you are dead or legged in very short order. Missile turrets sometimes seem to find you well over standard range. At the midway point (say near the boat) in Forest Colony, missiles hitting me from the farther base.

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 XxXAbsolutZeroXxX

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Posted 09 June 2014 - 06:57 PM

Turrets are extremely easy to take out with LRM boats.

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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