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Clans Should Not Get Base Defence Turrets


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#21 Basilisk222

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Posted 29 December 2014 - 08:51 AM

View Postcdlord, on 28 December 2014 - 03:01 PM, said:

Per the title, rage away.


I think we need more, but have no dropship.

Even if we had no turrets, it's not like they really do enough damage to make a huge difference. Besides, anything with an ballistics hard point that can reliably carry an ac anything doesn't care about turrets. My mist lynx can tank 2-3 before it dies from them. and that's charging like a moron.

#22 Revis Volek

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Posted 29 December 2014 - 09:35 AM

View PostTennex, on 28 December 2014 - 11:56 PM, said:

or just nerf the clans lol if thats where the root of the problem is



That would require proof...which i see none of.

#23 Tennex

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Posted 29 December 2014 - 10:08 AM

View PostDarthRevis, on 29 December 2014 - 09:35 AM, said:



That would require proof...which i see none of.


i havent seen any of the IS factions take a Clan planet in a while. Meanwhile every cycle each clan faction takes 1 IS planet.

#24 Strikeshadow

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Posted 29 December 2014 - 10:09 AM

It actually makes sense because the Clans are defending a position they just attacked so all the turrets and gates should be down anyhow. So should the gun for that matter and instead it should just be a mobile HQ or Dropship for the IS to destroy.

#25 CDLord HHGD

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Posted 29 December 2014 - 10:55 AM

See? I didn't need to provide reasons. Intelligent people who just didn't assume I was trolling came up with their own dialogues and expressed their own thoughts. Even those who were trying to troll back came up with some neat ideas (command base, elementals, and vehicles). Juicy stuff. Thanks.

+1 thread win for me. :)

#26 Augustus Martelus II

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Posted 29 December 2014 - 04:14 PM

View PostBudor, on 29 December 2014 - 07:03 AM, said:

Clan turrets should overheat and shutdown after 2 alphas...

Turrets aren't affect by ghost heat....and its normal taht a turret wont shutdown...they are made to be deadly.

And Clan or IS they are IS turrets...that why the laser beam is so deadly...short duration and short cooling time.

Edited by Augustus Martelus II, 29 December 2014 - 04:15 PM.


#27 Augustus Martelus II

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Posted 29 December 2014 - 04:17 PM

View PostStrikeshadow, on 29 December 2014 - 10:09 AM, said:

It actually makes sense because the Clans are defending a position they just attacked so all the turrets and gates should be down anyhow. So should the gun for that matter and instead it should just be a mobile HQ or Dropship for the IS to destroy.


An overload dropship (or the clan version) with more than 4 er ppc with no ghost heat...+ all the other weapons....i think you would prefer the turrets because those beast can destroy a mech in a matter of second.

And logically they arent affect by ghost heat....they weight so many tons that they can have 1000 dhs in them if not more.

Edited by Augustus Martelus II, 29 December 2014 - 04:19 PM.


#28 CHH Badkarma

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Posted 29 December 2014 - 04:23 PM

Oh an overlord C would be awesome sitting on station and blasting the surats to scrap. I like it. No turrets, one grounded death machine.

#29 Strikeshadow

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Posted 29 December 2014 - 04:58 PM

View PostAugustus Martelus II, on 29 December 2014 - 04:17 PM, said:


An overload dropship (or the clan version) with more than 4 er ppc with no ghost heat...+ all the other weapons....i think you would prefer the turrets because those beast can destroy a mech in a matter of second.

And logically they arent affect by ghost heat....they weight so many tons that they can have 1000 dhs in them if not more.


That'd be fine, but they are huge and take damage from everywhere so defending them would be tough. I can just see the 3 erppc bolts sitting at max range and pop tarting it to death while the clan mechs try to close and fight in close range. :D

#30 StillRadioactive

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Posted 29 December 2014 - 05:16 PM

View PostTennex, on 29 December 2014 - 10:08 AM, said:


i havent seen any of the IS factions take a Clan planet in a while. Meanwhile every cycle each clan faction takes 1 IS planet.


Had reports from some Smoke Jaguar players that nobody's attacking their worlds.

No attacks.

None.

The Clanners always win because Kurita, Steiner and Rasalhague aren't forcing them to put anything on the line.

If all you ever do is defend, you've already lost.

#31 Augustus Martelus II

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Posted 29 December 2014 - 05:35 PM

View PostStrikeshadow, on 29 December 2014 - 04:58 PM, said:


That'd be fine, but they are huge and take damage from everywhere so defending them would be tough. I can just see the 3 erppc bolts sitting at max range and pop tarting it to death while the clan mechs try to close and fight in close range. :D

Well this thing is well equip for long range too...+ its a spaceship so its made to be hard to kill...it would take a lot of shots to put it down....much more than the Omega.

#32 Dark DeLaurel

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Posted 29 December 2014 - 06:03 PM

View PostStrikeshadow, on 29 December 2014 - 04:58 PM, said:


That'd be fine, but they are huge and take damage from everywhere so defending them would be tough. I can just see the 3 erppc bolts sitting at max range and pop tarting it to death while the clan mechs try to close and fight in close range. :D


http://www.sarna.net/wiki/Overlord-C

I'm pretty sure it would stand up for a 30 min fight.

#33 Strikeshadow

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Posted 29 December 2014 - 09:24 PM

View PostDark DeLaurel, on 29 December 2014 - 06:03 PM, said:

http://www.sarna.net/wiki/Overlord-C

I'm pretty sure it would stand up for a 30 min fight.


They have to make parts of it destructable, the engines or something.

#34 El Bandito

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Posted 29 December 2014 - 09:37 PM

I'll chime into OP's thoughts.

1. Overcoming Clan defense in Boreal is nigh impossible unless the IS side is a veteran 12 man team.

2. Lore wise, Clans never needed defense turrets anyway. Their mindset is to ATTACK, even while defending a planet.

Edited by El Bandito, 29 December 2014 - 09:58 PM.


#35 Nightshade24

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Posted 29 December 2014 - 09:48 PM

View PostEl Bandito, on 29 December 2014 - 09:37 PM, said:

I'll chime into OP's thoughts.

1. Overcoming Clan defense in Boreal is night impossible unless the IS side is a veteran 12 man team.

2. Lore wise, Clans never needed defense turrets anyway. Their mindset is to ATTACK, even while defending a planet.

To be honest here... IS do have a range advantage due to quirks in some mechs...

IE the ER PPC thunderbolt is a better ER PPC boat then 2 ER PPC clan mechs put together (no combination of warhawks, adders, timberwolfs, mad dogs, hellbringers, etc could out ER PPC a thunderbolt)

There is also the locust with the ER Large laser quirk which can sustain and fire the er large laser as often as a direwolf chain firing multiple ER large lasers while the locust isn't have heat issues and that clan mech is getting to a very hot and dire situation. (badum tish).

Anyway, I find IS scarrier on defense on borreal then clans. I mean if it wasn't for those mean quirks there is the single shot AC 2's and 5's firing over heat and the fact the IS LRM's are all in one group so the first few LRM's can hit and miss if it was clans but a IS LRM mech would have nearly all hits on a mech ducking around and stuff...




I think the Attacker needs vehicles off faction appropriate. ie lets have the inner sphere with demolishers, Long tom artillery, LRM and SRM carriers, Harrasers, Bulldogs, Peregrines. Nightshades. etc...

While Clans get the Athena. Ares. Epona. Elementals... etc

If the Defender is defending from a COUNTER-attack then the defenders should get mobile turrets and tanks in place. (mobile turrets are often weaker in hit points and often have a singular weapon, ie just 1 large laser or AC 5 or a single LRM 10)



Clans didn't use turrets often in lore. so this is why they will mots likely only have tanks, hover craft, elemental, and some mobile turrets.


What else did I forget...

OH! A mission where you are defending a large dropship that is landed should happen. also make it that the final 1 or 2 minutes of the game the dropship is already taking off or something and so you ahve to go shoot it down before it gets outside of weapons range.

We also need a mission that is to defend a factory grounds... those are common targets in lore.

#36 El Bandito

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Posted 29 December 2014 - 10:01 PM

View PostNightshade24, on 29 December 2014 - 09:48 PM, said:

To be honest here... IS do have a range advantage due to quirks in some mechs...

IE the ER PPC thunderbolt is a better ER PPC boat then 2 ER PPC clan mechs put together (no combination of warhawks, adders, timberwolfs, mad dogs, hellbringers, etc could out ER PPC a thunderbolt)

There is also the locust with the ER Large laser quirk which can sustain and fire the er large laser as often as a direwolf chain firing multiple ER large lasers while the locust isn't have heat issues and that clan mech is getting to a very hot and dire situation. (badum tish).

Anyway, I find IS scarrier on defense on borreal then clans. I mean if it wasn't for those mean quirks there is the single shot AC 2's and 5's firing over heat and the fact the IS LRM's are all in one group so the first few LRM's can hit and miss if it was clans but a IS LRM mech would have nearly all hits on a mech ducking around and stuff...




I think the Attacker needs vehicles off faction appropriate. ie lets have the inner sphere with demolishers, Long tom artillery, LRM and SRM carriers, Harrasers, Bulldogs, Peregrines. Nightshades. etc...

While Clans get the Athena. Ares. Epona. Elementals... etc

If the Defender is defending from a COUNTER-attack then the defenders should get mobile turrets and tanks in place. (mobile turrets are often weaker in hit points and often have a singular weapon, ie just 1 large laser or AC 5 or a single LRM 10)



Clans didn't use turrets often in lore. so this is why they will mots likely only have tanks, hover craft, elemental, and some mobile turrets.


What else did I forget...

OH! A mission where you are defending a large dropship that is landed should happen. also make it that the final 1 or 2 minutes of the game the dropship is already taking off or something and so you ahve to go shoot it down before it gets outside of weapons range.

We also need a mission that is to defend a factory grounds... those are common targets in lore.


AI scripting + new vehicles is gonna take additional resource which PGI probably cannot afford right now, with their mind on releasing the Resistance pack and other money making schemes. For them buff/nerf is the easier and less costly solution.

And yes, Thunderbutt-9S is ridiculous right now. It should be nerfed alongside the Crow and the T-Wolf.

Edited by El Bandito, 29 December 2014 - 10:03 PM.


#37 Kadix

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Posted 30 December 2014 - 03:43 AM

View PostTGWabba, on 29 December 2014 - 08:51 AM, said:

The only reason I can think of clans not getting turrets via lore is it being dishonorable since they prefer the mech pilots to be getting glorious mech murders instead. Though I haven't read many of the books so, eh.

Elemental swarms would be fantastic but the engine isn't built for them.

Anyways, would the turrets be more or less overpowered as PPC turrets? Though they'd deal more to heavy mechs and less to light mechs that way so it probably would not solve anything.

I've only read about 80 battletech novels, and I don't recall reading about popup turrets in any of them.

I think the CityTech rulebook (and some of the compendiums) mention fixed weapon emplacements, but not automated turrets that can pop out of the ground, fire, and then hide.

#38 GreyNovember

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Posted 30 December 2014 - 05:28 AM

I doubt scripting a turret to go from " Lock directly to one limb" to "Gradually move my aim to that limb" would take more than an hour.

Unless, for some reason, scripting that in Cry is that different from doing it in Unity C#.

#39 Caustic Canid

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Posted 30 December 2014 - 05:40 AM

I guess if it's really a problem they should take a softer approach.

Make the clan turrets start with half health, or half weapons or something, as to imply that the clanners hadn't had a chance to fully repair the damage from attacking/taking the position.

Move the damage in the appropriate direction based on how much it impacts the actual battles.

That said, turrets can be a pain, but I don't really think they make as much of a difference in CW as people say.





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