Er Ll Turrets
#1
Posted 18 December 2014 - 11:01 PM
Hell, even bring an assault and attempting to go around the edge is punishing because of these. Either LRMs because your spotted or the ER LLs are hitting your rear armor.
Worst part is that I'm playing games where defenders aren't even trying. Just standing still and point and clicking and still winning handedly.
Here's my suggestions:
Reduce armor of wall generators significantly. Defenders already have ample time to set-up. The generator forces just a handful of mechs to be the targets of the shooting gallery which just isn't needed.
Reduce turrets to 1x medium laser and make it so they can't spot for the team.
#2
Posted 19 December 2014 - 08:38 AM
#3
Posted 19 December 2014 - 08:42 AM
So PGI nerfed the "zerg rush", which is great and all, if it wasn't the only way to win besides deploying heavy assault rushes in hopes of smashing the defenders right away. Now that the cheesy strategy for the offensive side has been taken care of, it's time to take care of the cheesiness of defending, which is multifactorial. Good post.
In my opinion, maybe we should only have stronger turrets near the cannon, and use the PUG match turrets for the ones further away.
#4
Posted 19 December 2014 - 08:43 AM
#5
Posted 19 December 2014 - 08:49 AM
R Razor, on 19 December 2014 - 08:43 AM, said:
WTB respawn hangers rather than dropships for defenders, possibly down a path further back from teh generator to provide a real reason to KILL defenders, the time it takes them to come back and defend.
The turrets arent a big deal, at least when my unit plays, as they are a removable threat. dropships though? only way to remove them is to not kill defenders...
#6
Posted 19 December 2014 - 08:50 AM
R Razor, on 19 December 2014 - 08:43 AM, said:
With the dropship nerf and hit reg being addressed I have noticed (at least in everygame I have played so far) that the ability to successfully attack OR defend is getting more and more even.
The turrets are hardly an issue unless you stand and face splat them in a light.
#7
Posted 19 December 2014 - 09:00 AM
no way to kill them as a light effectively without taking damage since they have their super armor when not deployed and you only have a fraction of a second to attack them between super armor lowering and them returning fire.
#8
Posted 19 December 2014 - 09:04 AM
#9
Posted 19 December 2014 - 09:05 AM
R Razor, on 19 December 2014 - 08:43 AM, said:
This, because they fly pathes and reach out way further than they should.
turrets are fine, you cna take them out rather easily, and a light alone should nto run around like this if he doesn't know how to pilot in dead angles or has ecm.
and the turrets should be ERLL or they would be entirely pointless.
Ph30nix, on 19 December 2014 - 09:00 AM, said:
no way to kill them as a light effectively without taking damage since they have their super armor when not deployed and you only have a fraction of a second to attack them between super armor lowering and them returning fire.
Thats the point, a light should not be able to conquer a base alone.
Edited by Lily from animove, 19 December 2014 - 09:06 AM.
#10
Posted 19 December 2014 - 09:48 AM
The point of the turrets is to soften you up or slow you down. They are placed everywhere and prevent lights from being able to accomplish their role as scout.
#11
Posted 20 December 2014 - 03:22 PM
A HIGHLANDER
You know when you play a game and then you die for a reason you have no idea why and it feels like the game cheats? Thats what these turrets are.
#12
Posted 20 December 2014 - 05:07 PM
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