It looks like we're back to the days of having a single Jenner cap the enemy base - the turrets just sit on their butts and don't do anything (except die, if you shoot them).
8 replies to this topic
#1
Posted 19 June 2014 - 07:51 AM
#2
Posted 19 June 2014 - 07:56 AM
wonder if the instant target decay messes with them maybe? some maps have that sweet spot where none of the turrets can attack you.
#3
Posted 19 June 2014 - 08:09 AM
Do you not get years of increased extra warning that somebody is approaching your base? I mean if that is not long enough for you to turn around and get back...you must be on Terra Therma near by their base already so just go outnumber him and win by cap?
#4
Posted 19 June 2014 - 10:03 AM
Hey remember that time we all survived just fine before turrets existed? If anything it was nicer.
[Examples are from PUG games]
THEN:
> Base being captured
> Lights immediately about-face and go to base
NOW:
> Base being captured (with turrets)
> Anyone want to go? no?
> Medium mech that goes 100kph ponders this decision
> Medium mech that goes 100kph decides not to go
> Light mechs continue circling that Atlas
> Lights go only when yelled at repeatedly and the base is under 50%
[Examples are from PUG games]
THEN:
> Base being captured
> Lights immediately about-face and go to base
NOW:
> Base being captured (with turrets)
> Anyone want to go? no?
> Medium mech that goes 100kph ponders this decision
> Medium mech that goes 100kph decides not to go
> Light mechs continue circling that Atlas
> Lights go only when yelled at repeatedly and the base is under 50%
#5
Posted 19 June 2014 - 10:41 AM
Wispsy, on 19 June 2014 - 08:09 AM, said:
Do you not get years of increased extra warning that somebody is approaching your base?
No, I think you only get the "Base Under Attack" message if someone actually shoots the turrets. If they don't bother with that, you won't get a message until the base is actually being capped.
#6
Posted 19 June 2014 - 10:50 AM
Is this happening on a particular map? Turrets are meant to deter a lone light from making such an easy, uncontested cap. If a mapo is allowing lights to bypass turrets completely, that's probably an issue of turret placement and not "broken" turrets (since turrets are definitely not broken in this patch and were shooting me just fine yesterday)
#7
Posted 20 June 2014 - 04:36 AM
Redshift2k5, on 19 June 2014 - 10:50 AM, said:
Is this happening on a particular map? Turrets are meant to deter a lone light from making such an easy, uncontested cap. If a mapo is allowing lights to bypass turrets completely, that's probably an issue of turret placement and not "broken" turrets (since turrets are definitely not broken in this patch and were shooting me just fine yesterday)
yea this is what I am saying, and ECM light can evade the missiles and some maps have places you can position yourself where non of the turrets can hit you.
still not sure how a lone mech could cap the base, it would take an eternity..obviously no one on team cared to go back..I mean an Atlas could walk from one end of a map to the base before a single mech could cap.
jenner could have found one of the spots and shut down as well
Edited by Bigbacon, 20 June 2014 - 04:41 AM.
#8
Posted 20 June 2014 - 07:21 AM
If this was on Crimson strait, there is a sweet spot if you start on the island side and go through the D4? saddle. If you hug the left mountain you won't be detected by turrets until you are on the base. Then you can either eliminate the one turret that spots you or , if small enough, just duck behind the physical base and remain out of sight of the turret. the turrets won't fire unless one of them have lock. Its not necessarily based on the mechs being in the base.
#9
Posted 20 June 2014 - 04:28 PM
Greetings all,
There has yet to be additional elements brought into the Base locations, we are missing two of the key elements that were indicated that each Base has.
- Targeting towers and Turret power units
Each of these elements are linked to the turrets and allow for greater spotting distances as well as power for the turrets.
The towers only spot at longer ranges, the turrets will still engage at there normal ranges, but have a lock much earlier and just waiting for the target to enter their range.
- Some of these elements will be brought in with Attack/ Defend mode, but we could also see them added to the Conquest mode. [Alpine already has these towers now, and on nearly every built up area on that map, just not being used as they were referenced to function. So we could see many additional turrets on this one map in the future.]
9erRed
There has yet to be additional elements brought into the Base locations, we are missing two of the key elements that were indicated that each Base has.
- Targeting towers and Turret power units
Each of these elements are linked to the turrets and allow for greater spotting distances as well as power for the turrets.
The towers only spot at longer ranges, the turrets will still engage at there normal ranges, but have a lock much earlier and just waiting for the target to enter their range.
- Some of these elements will be brought in with Attack/ Defend mode, but we could also see them added to the Conquest mode. [Alpine already has these towers now, and on nearly every built up area on that map, just not being used as they were referenced to function. So we could see many additional turrets on this one map in the future.]
9erRed
Edited by 9erRed, 20 June 2014 - 04:30 PM.
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