

Fix / Buff Base Turrets
#1
Posted 12 November 2014 - 12:22 PM
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
Posted 12 November 2014 - 12:29 PM
This needs to be fixed...
#3
Posted 12 November 2014 - 12:30 PM
#4
Posted 12 November 2014 - 12:50 PM
#5
Posted 12 November 2014 - 12:53 PM
#6
Posted 12 November 2014 - 01:05 PM
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
Posted 12 November 2014 - 01:07 PM
#8
Posted 12 November 2014 - 01:11 PM
#9
Posted 12 November 2014 - 01:14 PM
Cavale, on 12 November 2014 - 01:05 PM, said:
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.
Kain Thul, on 12 November 2014 - 12:50 PM, said:
LRMs generally home in on the CT, turret LRMs don't seem to perform differently.
CrushLibs, on 12 November 2014 - 12:22 PM, said:
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
Posted 12 November 2014 - 01:21 PM
That is all I have to say about it.
#11
Posted 12 November 2014 - 01:40 PM
The Boz, on 12 November 2014 - 12:53 PM, said:
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
Posted 12 November 2014 - 01:53 PM
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
Posted 12 November 2014 - 02:42 PM
They need reduced ranges is what they need.
#14
Posted 12 November 2014 - 04:51 PM
#15
Posted 12 November 2014 - 04:57 PM
Range is way to ******* huge for LRM turrets, but go ahead and increase the damage.
#16
Posted 12 November 2014 - 05:42 PM
The lasers when you get close are the real danger, or if you get multiple turrets on you I guess.
#17
Posted 12 November 2014 - 06:03 PM
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
Posted 12 November 2014 - 06:05 PM
#19
Posted 12 November 2014 - 06:09 PM
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