So at 700 meters out a turret can spot an ECM mech, allowing for LRMs to rain in?
Seriously? The turrets in this game are just annoying. Look at how obnoxious they make the gameplay on river city night where they starting attacking you at the range your night vision works.


Turrets Spotting For Ecm Mechs
Started by JimboFBX, Mar 08 2015 12:19 AM
3 replies to this topic
#1
Posted 08 March 2015 - 12:19 AM
#2
Posted 08 March 2015 - 01:31 AM
Don't get me started on the turrets on Caustic and Mining Collective. The turrets on both maps can hit players past the center line of the map, and will absolutely engage targets that are a full 1km away. Moreover, they seem to have BAP, as they frequently shoot targets without allied spotters from over 700m.
Better hope that you spawn on refinery base if you play Caustic assault, otherwise the enemy team will automatically have locks and spotting on your whole team if you try to flank around the mountain towards their base. At least it's fair bad gameplay on Mining Collective, but the bases are just blatantly biased on Caustic assault.
Better hope that you spawn on refinery base if you play Caustic assault, otherwise the enemy team will automatically have locks and spotting on your whole team if you try to flank around the mountain towards their base. At least it's fair bad gameplay on Mining Collective, but the bases are just blatantly biased on Caustic assault.
#3
Posted 08 March 2015 - 04:10 AM
Assault caustic is one of the worst though. Op lets see how long it takes for lrm defenders to flame you on this post.
#4
Posted 08 March 2015 - 05:52 AM
JimboFBX, on 08 March 2015 - 12:19 AM, said:
So at 700 meters out a turret can spot an ECM mech, allowing for LRMs to rain in?
Seriously? The turrets in this game are just annoying. Look at how obnoxious they make the gameplay on river city night where they starting attacking you at the range your night vision works.
Seriously? The turrets in this game are just annoying. Look at how obnoxious they make the gameplay on river city night where they starting attacking you at the range your night vision works.
aniviron, on 08 March 2015 - 01:31 AM, said:
Don't get me started on the turrets on Caustic and Mining Collective. The turrets on both maps can hit players past the center line of the map, and will absolutely engage targets that are a full 1km away. Moreover, they seem to have BAP, as they frequently shoot targets without allied spotters from over 700m.
Better hope that you spawn on refinery base if you play Caustic assault, otherwise the enemy team will automatically have locks and spotting on your whole team if you try to flank around the mountain towards their base. At least it's fair bad gameplay on Mining Collective, but the bases are just blatantly biased on Caustic assault.
Better hope that you spawn on refinery base if you play Caustic assault, otherwise the enemy team will automatically have locks and spotting on your whole team if you try to flank around the mountain towards their base. At least it's fair bad gameplay on Mining Collective, but the bases are just blatantly biased on Caustic assault.
I don't Lurm much these days, tend to prefer lights. I've seen the effects of turret Lurm on caustic though and realize there's an issue some do not recognize. During "nascar" sessions, as the enemy team pushes over to the refinery side, on the caldera slope you are pretty close to the refinery turrets. People act as though the caldera is some middle ground that is equidistant and safe from the refinery turrets - but obviously it is not. What it is, is cover from those turrets and their 1000m missile range, along with shorter actual targetting range.
Playing an ecm pirates bane one day, I decided I would stay a part of the refinery, as nascar commenced. For some reason I had 3 medium, ecm and a tag on the PB. The enemy swung around to the refinery side and was battling my team on the 3 line who had swung into e3. They were under multi-ECM cover (heck, I think they were all ddc, hellbringer, ecm adders, Raven 3Ls) and many AMS(imagine that), meaning the refinery missiles were just not finding thier mark.
Because they were ridge humping, firing over and backing, they were faced across the caldera and away from the base and so focused on getting their nascar kill victory that they did not try for an capture. I got behind them, with my fairly long range TAG and each mech to go high I would pait with tag as they crested, even though I had a full view on them all the time. I would low throttle backwards, breaking the tag lock after ALL the base turrets had fired, then hit the reverse direction/throttle key which would pull me right back out from behind cover, requiring TAG lock so that the fired missiles dived onto the foe, rather than wandering off into hillside.
Someone said their target deprivation was not working as this was going on - that PGI broke thier expensive module, qq rage. Another person said that a recent patch had made every turret have perfect sensors, immune to ecm. Now that might be the case, but I'm curious why the base missiles were not firing until I started designating targets with TAG. It seemed ECM did spare them the lock ons to some degree, even though I'm hearing others say it is ignored. It also seemed in that situation that it made my targeting them and killing easier, because when I also would negate ecm on a mech on the fringes, not under two seperate ecm bubbles, then all the base's LRMs would lock on that one mech... several streams of lrms arcing from behind usually did the rest.
Edited by Mad Porthos, 08 March 2015 - 05:53 AM.
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