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Fix / Buff Base Turrets


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#1 CrushLibs

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Posted 12 November 2014 - 12:22 PM

Its redick a targeted enemy less than 300m from a turret and the turret does nothing.

I understand the nerf done patches ago but like usual it went to far.

Please if a map is going to have base turrets fix them to work properly.

That includes not shooting the legs all the time too

#2 Syrkres

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Posted 12 November 2014 - 12:29 PM

Not sure what your playing, but Missile Turrets nuke me from Waaaay too far away. I can be on the edge of the Couldron (Caustic Valley) and have the enemies base turrets start to shoot me....

This needs to be fixed...

#3 Mechteric

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Posted 12 November 2014 - 12:30 PM

They shoot at me plenty beyond 300m with LRMs, you sure that enemy didn't have ECM coverage?

#4 Kain Demos

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Posted 12 November 2014 - 12:50 PM

And here I was thinking they need to be toned down. Shooting through walls/terrain, all their missiles hitting my CT. Perfect accuracy.

#5 The Boz

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Posted 12 November 2014 - 12:53 PM

Have been base-lurmed on spawn once. They should be rethought.

#6 Mothykins

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Posted 12 November 2014 - 01:05 PM

The turrets are hit or miss really.

One game they'll not pop up until I'm 200m away, the next they'll start taking shots at me from the far side of River city.

#7 Nostromodamus

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Posted 12 November 2014 - 01:07 PM

They're fine as they are. If anything they need to be toned down. Certainly not buffed.

#8 DONTOR

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Posted 12 November 2014 - 01:11 PM

The LRMs working under 180M is rediculous enough thank you.

#9 Marmon Rzohr

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Posted 12 November 2014 - 01:14 PM

View PostCavale, on 12 November 2014 - 01:05 PM, said:

The turrets are hit or miss really.

One game they'll not pop up until I'm 200m away, the next they'll start taking shots at me from the far side of River city.


In my experience the act very consistently. Laser turrets pop up regardless of ECM when a target gets in range and the LRM turrets are super mega ultra vigilant and fire form 1000m away at everything not under ECM. I've never seen a turret fail to activate unless there was ECM.

View PostKain Thul, on 12 November 2014 - 12:50 PM, said:

And here I was thinking they need to be toned down. Shooting through walls/terrain, all their missiles hitting my CT. Perfect accuracy.


LRMs generally home in on the CT, turret LRMs don't seem to perform differently.

View PostCrushLibs, on 12 November 2014 - 12:22 PM, said:

Its redick a targeted enemy less than 300m from a turret and the turret does nothing.

I understand the nerf done patches ago but like usual it went to far.

Please if a map is going to have base turrets fix them to work properly.

That includes not shooting the legs all the time too


IMHO, they are pretty powerful, their strength is being a deterrent and acting as spotters. Turrets detect and lock all targets in range, making it impossible for the enemy to approach cap safely, especially since you can LRM targets they lock on to. Add to that the fact that LRM turrets can detect and lock targets at 1000m, beyond the base sensor range of mechs and I think they are quite a solid ally.

#10 Telmasa

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Posted 12 November 2014 - 01:21 PM

Do Not Buff Turrets.

That is all I have to say about it.

#11 LordKnightFandragon

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Posted 12 November 2014 - 01:40 PM

View PostThe Boz, on 12 November 2014 - 12:53 PM, said:

Have been base-lurmed on spawn once. They should be rethought.



Yes, to include short range weapons, maybe SRM4s, and an AC20.....so they have a powerful short range punch to defend the immediate area around the base......

#12 CrushLibs

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Posted 12 November 2014 - 01:53 PM

They were not under ECM and yes I have been lrmed from a long ways away.

The turrets needs to be fixed in more than one way. Any mech without ECM should be fired upon within 500m and any mech within 300m and LOS should be targeted by the laser turrets as well.

PGI shouldn't have too much problem with that

#13 Tarogato

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Posted 12 November 2014 - 02:42 PM

The LRM turrets are ridiculous - relentless torrents of "incoming missle" from 1000m away on maps like River City, Mining Collective, Canyon Network ... pinning you down or performing complete area denial when you're nowhere near their base.

They need reduced ranges is what they need.

#14 Diablo Intercepter

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Posted 12 November 2014 - 04:51 PM

I thought the entire point of the turrets was to keep 3 lights from base capping within the first 3 minutes. 3 laser turrets and 1 LRM turret should be able to do that just fine. There are just way too many turrets right now. There are so many that 6 mechs trying to cap has become a chore. On the smaller maps they're just so annoying, as others have mentioned being attacked while not trying to cap the base is an awful implementation of something meant to stop 3 light mechs.

#15 Brody319

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Posted 12 November 2014 - 04:57 PM

Double the number of LRM turrets, Reduce the range by half. Give the medium turrets a large laser instead. Also reduce the damage reduction on a closed turret.

Range is way to ******* huge for LRM turrets, but go ahead and increase the damage.

#16 terrycloth

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Posted 12 November 2014 - 05:42 PM

You shouldn't let yourself be pinned down by a single LRM5. Eat the damage. And laugh.

The lasers when you get close are the real danger, or if you get multiple turrets on you I guess.

#17 Abivard

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Posted 12 November 2014 - 06:03 PM

how many games have you seen that go like this, you have 4 or 5 mechs left on your team, the enemy has 1 that runs and hides at base.

Base turrets kill 3 or 4 mechs ending in a draw or a loss.

I would be happy if the number of turrets would stop working as their teams mechs are killed.

very little in this game is based off of much besides magic/make believe anyways, so give what ever reason you wish for why the turrets stop working as mechs get killed. The crews desert as they lose heart, the turrets draw processor power from the mechs, it is a safety feature to prevent turrets from firing on just anything, whatever.

#18 Kaspirikay

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Posted 12 November 2014 - 06:05 PM

The turrets are op

#19 MadPanda

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Posted 12 November 2014 - 06:09 PM

The LRM turrets need to be removed. Buff the laser turrets but change their targeting behavior. Currently they target the weakest component with good accuracy. The buffed laser turrets should behave more 'human like' which means they spray the targets rather than focusing one point.





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