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Turrets.....


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#1 Mad Strike

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Posted 07 July 2015 - 11:16 PM

You guys didn't need to take them out , just lower their range of detection for LRMs and place some negative quirks on it.

Now is capture wars in assault which for me means 80,000 CB lost per match (consumables) which is a huge number if you're an assault that didn't got a decent fight in the whole match even if your team wins.

If things are gonna be like this i suggest you PGI take a look at the economy and boost it a little , at least that way winning will not be an economic failure.

Edited by strikebrch, 07 July 2015 - 11:17 PM.


#2 Mr David

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Posted 08 July 2015 - 12:52 AM

You could:
-buy premium time
-don't use consumables in assault
-tell the lights on your team to capture just a bit to split the red team up for a lopsided engagement

#3 Ace Selin

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Posted 08 July 2015 - 12:56 AM

Removing the turrets was stupid. Turrets added to the game mode.
But now they have been removed ...Im capping every single game i play, thanks.

Edited by Ace Selin, 08 July 2015 - 12:56 AM.


#4 J0anna

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Posted 08 July 2015 - 01:19 AM

Or, if you are in a slow heavy or an assault.....Don't play assault mode. How soon people forget, assault mode was always hit or miss before turrets (especially when groups and solos played in the same que). On the larger maps, assault was very chancy. You could defend your base and spend most of the match never seeing the enemy, or close with the enemy and never return to base in time to stop the single light from capping you out. Not to mention that some maps (terra therma) both teams would completely miss each other and just stroll into the enemy's base, real fun.

#5 El Bandito

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Posted 08 July 2015 - 01:26 AM

Instead of turrets, they should give early warning system to Assault mode bases. That way, people will have bit more time to react than learning of a capture only when the enemy is sitting at their base.

Perhaps an 800 meter LoS detection system.

Edited by El Bandito, 08 July 2015 - 01:26 AM.


#6 Joseph Mallan

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Posted 08 July 2015 - 01:28 AM

View Poststrikebrch, on 07 July 2015 - 11:16 PM, said:

You guys didn't need to take them out , just lower their range of detection for LRMs and place some negative quirks on it.

Now is capture wars in assault which for me means 80,000 CB lost per match (consumables) which is a huge number if you're an assault that didn't got a decent fight in the whole match even if your team wins.

If things are gonna be like this i suggest you PGI take a look at the economy and boost it a little , at least that way winning will not be an economic failure.
LOL I have never used consumables so no added loss.But you are right, The Primary objective should be worth completing in Assault. Killing everything that breathes is not the goal of a military. Killing just enough to get the mission done is. Capturing the base needs to be worth doing.

#7 Anunknownlurker

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Posted 08 July 2015 - 01:30 AM

Glad to see the back of turrets. They added nothing in my opinion and stopped the opportunity for a limping, cored locust to win the game!

We just have to learn to adapt our tactics; clearly any organised drop has a massive advantage in assault mode - but then they always did - so a PUG will have to try to work together....I know, take a moment to breath....TEAMWORK will be the key.

Good luck out there

#8 Anarcho

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Posted 08 July 2015 - 01:31 AM

Guys, please... Assault with turrets was just skirmish...

Now the team have to think before act, and I guess thinking upset some people...

#9 Kotzi

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Posted 08 July 2015 - 01:33 AM

There is one simple solution, get something that packs a lot of streaks and only play assault. Stay in Base. If lights come rushing, easy kills, if none comes after 10 min go get the damaged enemies.

#10 SaltBeef

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Posted 08 July 2015 - 01:41 AM

I am going to miss them , the turrets were needed and built for a reason.........but complacency set in and yes those of you that wanted them removed better not whine when you lose a match 2 min in because you abandoned your Base.

#11 Charon DOC Stock

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Posted 08 July 2015 - 01:43 AM

View PostEl Bandito, on 08 July 2015 - 01:26 AM, said:

Instead of turrets, they should give early warning system to Assault mode bases. That way, people will have bit more time to react than learning of a capture only when the enemy is sitting at their base.

Perhaps an 800 meter LoS detection system.


That's a good idea i think.
Remove turrets but add 4 permanent (but destructible) UAV around the base so cap team have a bit more challenge.
And give an integrated BAP to the base.

Edited by Doc Shmol, 08 July 2015 - 01:45 AM.


#12 SaltBeef

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Posted 08 July 2015 - 01:48 AM

Anti mech Claymore's and vibro minefields (FRorFO), in the area surrounding the base platform in a 1.5 klick area.

Edited by SaltBeef, 08 July 2015 - 01:48 AM.


#13 Anarcho

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Posted 08 July 2015 - 01:54 AM

or instead of something to do the job for you, why not play like a team and move accordingly? Let some mechs defending, send the scouts to do their work and find the enemy, and go on! We were proud to call this game the "thinking man shooter"but you guys keep asking for stuff to make it dumb...

#14 SaltBeef

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Posted 08 July 2015 - 02:00 AM

It is a coin toss that way, You leave 2 to 3 mech to guard a base the enemy decided not to attack so the rest of your team gets steamrolled by the mass momentum deathballz of doom . Watch it WILL happen some of us have already been there many time before. Then the next time your team is like nah!,.. just go find em and kill em! then the enemy Raven with cap accelerator takes your base in 25 seconds.

Edited by SaltBeef, 08 July 2015 - 02:01 AM.


#15 Joseph Mallan

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Posted 08 July 2015 - 02:02 AM

View PostSaltBeef, on 08 July 2015 - 02:00 AM, said:

It is a coin toss that way, You leave 2 to 3 mech to guard a base the enemy decided not to attack so the rest of your team gets steamrolled by the mass momentum deathballz of doom . Watch it WILL happen some of us have already been there many time before. Then the next time your am is like nah!,.. just go find em and kill em! then the enemy Raven with cap accelerator takes your base in 25 seconds.

Part of being a thinking mans game is sometimes you think wrong and pay for it. its how things should be. Mistakes should have consequences.

#16 MeiSooHaityu

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Posted 08 July 2015 - 02:08 AM

Well, it returns the game mode to what it was originally. Now base caps and rushes have returned for good or to bad.

Look at the bright side though, now lights have more to do (like cap or start capping to distract the enemy).

Plus, if light capping becomes more of an issue, you can make yourself a nice light killer like a streak crow and stay near your base and defend. Rack up those delicious light kills.

Time to adapt...back to the old Assault ways.

#17 stjobe

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Posted 08 July 2015 - 02:12 AM

View PostSaltBeef, on 08 July 2015 - 02:00 AM, said:

It is a coin toss that way, You leave 2 to 3 mech to guard a base the enemy decided not to attack so the rest of your team gets steamrolled by the mass momentum deathballz of doom . Watch it WILL happen some of us have already been there many time before. Then the next time your team is like nah!,.. just go find em and kill em! then the enemy Raven with cap accelerator takes your base in 25 seconds.

Oh, thanks for reminding me, I completely forgot I have like three Cap Accellerators sitting in storage.

But seriously; Assault isn't skirmish. The primary match objective is to capture the enemy's base. If you don't want to be capped, you HAVE to protect your base.

Now that doesn't mean sit in your base all match, but it DOES mean don't just mindlessly waddle away to the middle hoping to get to fire ALL your lazors at an enemy that may or may not be there.

It means RESPONDING to that "base is being captured" message instead of thinking someone else - or turrets - will take care of it.

It means as a light you now have additional tactical options open to you instead of just having to compete with the fatties for damage and kills; you can tap the base to see if you can split the enemy's force so your team can defeat them in detail - or if the enemy fails to respond you can win the match for your team by capping.

All around it's a blessing to see those turrets gone.

#18 MeiSooHaityu

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Posted 08 July 2015 - 02:14 AM

View PostSaltBeef, on 08 July 2015 - 02:00 AM, said:

It is a coin toss that way, You leave 2 to 3 mech to guard a base the enemy decided not to attack so the rest of your team gets steamrolled by the mass momentum deathballz of doom . Watch it WILL happen some of us have already been there many time before. Then the next time your team is like nah!,.. just go find em and kill em! then the enemy Raven with cap accelerator takes your base in 25 seconds.


For one thing, everything you described can and probably will be done by both teams. Why will one team get stomped 12 on 9 because 3 on your team stayed back? Won't they do similar too? Why would you ALWAYS be on the losing team.

Both teams will also have their fast cappers if they play this game mode.

When something like this happens, you don't have to assume the negatives will ALWAYS affect your team. It goes both ways. Same with the positives.

#19 Joseph Mallan

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Posted 08 July 2015 - 02:17 AM

View PostMeiSooHaityu, on 08 July 2015 - 02:14 AM, said:

For one thing, everything you described can and probably will be done by both teams. Why will one team get stomped 12 on 9 because 3 on your team stayed back? Won't they do similar too? Why would you ALWAYS be on the losing team.

Both teams will also have their fast cappers if they play this game mode.

When something like this happens, you don't have to assume the negatives will ALWAYS affect your team. It goes both ways. Same with the positives.
Only if/when both sides use actual team work.

#20 stjobe

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Posted 08 July 2015 - 02:19 AM

View PostMeiSooHaityu, on 08 July 2015 - 02:14 AM, said:

Why would you ALWAYS be on the losing team.

Remember, the only constant in your matches is - you. ;)





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