On Turrets....
#1
Posted 16 December 2014 - 02:17 PM
W-T-F?
Gonna change my in-game handle to sharkbait.....
#2
Posted 16 December 2014 - 02:21 PM
Edited by Taffer, 16 December 2014 - 02:22 PM.
#3
Posted 16 December 2014 - 03:49 PM
As it is they work well to prevent easy light caps. anymore and PGI risks making turrets far more of an impact on the game as it is. People turtle in the base as it is... not saying its a bad thing. its in fact smart. use the resources you got for the win.
But really long range weapons like gauss might alter some map balance and game play.
#6
Posted 18 December 2014 - 06:53 AM
#7
Posted 18 December 2014 - 07:08 AM
The Boz, on 18 December 2014 - 06:53 AM, said:
Interesting that a COF would enable the use of unhindered AI targeting skills with little to no down side.
#8
Posted 18 December 2014 - 07:28 AM
The normal queue ML turrets always aim for the legs, so they're easy to deal with using a short mech and a small terrain hump, but I got the feeling that the CW turrets and the dropship beams where aiming for CT or cockpit, but I really can't say for sure.
#9
Posted 18 December 2014 - 07:46 AM
#10
Posted 18 December 2014 - 07:49 AM
#11
Posted 18 December 2014 - 08:00 AM
SnagaDance, on 18 December 2014 - 07:46 AM, said:
I think it's percentage of HP, excluding head.
#12
Posted 18 December 2014 - 08:03 AM
cdlord, on 18 December 2014 - 06:35 AM, said:
Dropships right now are somehow bypassing the hitreg issues that most of the playerbase is facing. They should be subject to the same abysmal hitreg as the rest of us! Equal discrimination!
#13
Posted 18 December 2014 - 08:15 AM
xeromynd, on 18 December 2014 - 08:03 AM, said:
Dropships right now are somehow bypassing the hitreg issues that most of the playerbase is facing. They should be subject to the same abysmal hitreg as the rest of us! Equal discrimination!
That's because the AI is fed our actual position determined by the server, so they don't have to compensate for lag. They are quite literally aimbotting.
I'll agree with the OP that turrets need better target priority algorithms. They tend to grab lock and not let go unless the target actively leaves maximum range.
#15
Posted 18 December 2014 - 02:06 PM
LordMelvin, on 18 December 2014 - 08:15 AM, said:
I'll agree with the OP that turrets need better target priority algorithms. They tend to grab lock and not let go unless the target actively leaves maximum range.
Sounds like an exploit to me .... .some would call it strategy.
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