Remind Me Why The Turrets Were Removed From Assault?
#1
Posted 07 August 2016 - 10:33 AM
But then the turrets were removed.
What was the perceived problem with having turrets in Assault mode? Why were they removed?
#2
Posted 07 August 2016 - 10:36 AM
#4
Posted 07 August 2016 - 10:38 AM
Didnt mind the turrets though, they added an interesting element. Happy to see them back soon.
#5
Posted 07 August 2016 - 10:44 AM
I remember being more terrified of turrets than players if a torso section was open.
Edited by Roughneck45, 07 August 2016 - 10:44 AM.
#6
Posted 07 August 2016 - 10:44 AM
#7
Posted 07 August 2016 - 10:55 AM
Try actually defending your own base ever instead of crying about bringing turrets back maybe.
#8
Posted 07 August 2016 - 10:57 AM
Appogee, on 07 August 2016 - 10:33 AM, said:
But then the turrets were removed.
What was the perceived problem with having turrets in Assault mode? Why were they removed?
Four main reasons:
1) They created zone around the base where nobody was especially eager to enter. So those turrets effectively "forced" player to battle in the center of the map, making small maps even smaller.
2) Their long range (if we talk about LRM turrets) made them hard to destroy, if your Light, Medium or Heavy 'Mech was configured for brawling. For example, ER Large Ravens had no big problems, but other short-ranged lights had sometimes difficulties, because they were bombarded from turrets that they couldn't destroy.
3) Those laser turrets were very accurate and targeted sections that lost armor, especially unprotected legs. So going near enemy base in damaged 'Mech often meant legging and in turn being destroyed by other laser and LRM turrets. Games sometimes ended as tie because we didn't dare to close in our remaining damaged 'Mechs to enemy base, and enemy didn't dare to attack our base in their damaged 'Mech.
4) LRM turrets always fired from the max range, were very accurate and they didn't seem to lose track even if you were behind hill or rock.
#10
Posted 07 August 2016 - 11:15 AM
Turrets worked in MWLL so they can work in MWO too.
#11
Posted 07 August 2016 - 11:17 AM
Turrets did some key things for Assault, they helped push off mechs from camping your base, but, they weren't LL monsters like they are in CW which is good. Two Medium Lasers will cut through a mech if ignored and can seriously hurt an open mech. I would have been 100% fine if they had just removed the LRM's and gave them like an SRM 2 launcher instead.
Honestly Turrets even in CW now are borderline ignorable (mainly due to armor sharing with communicative players and focus fire) and in QP having them only have 2 US ML or even 2 IS MPL wouldn't break the Camels back in my book. It would just push people away and give an early warning system. Like, give turrets BAP, AMS, 2 MPL, and an SRM2. Hell, you could even give them their LRM's back but have them Dumb Fire. Like there is no need to go full Calliope Turret, but, make Turrets have the armament of a proper static defense, some long range support and some close range direct fire.
Like lets say we give each base six turrets, 1 for each compass direction and two on the base itself. The 4 compass direction ones would be 2 MPL on the right of the turret and 2 MG's on the Left with an SRM 2 in the middle (like a weird locust), good anti vehicle and anti infantry build. The two others would be 2 SL 1 LRM10 1 AMS + BAP turrets. This wouldn't be horribly powerful, but, would also be a deterrent. Give all their weapons cone of fire or no convergence, have them be more than happy to dumb fire LRM's at enemies as well. Give them proper paper dolls as well and even let players blow off weapons, which would be a step towards vehicles you can immobilize, turrets you can jam, and other stuff like that.
#12
Posted 07 August 2016 - 11:25 AM
that said, I would love their return with one minor change.. Place 12 turrets, Every turret is connected to an active mech.. Every time a mech Dies, or is DC, one turret gets deactivated..
this makes an early base push harder, but can still leave the option to fall back to base for a slightly fortified position.. and late game with just one mech left or so, they are easy take downs as they should be.
#13
Posted 07 August 2016 - 11:25 AM
1) Whichever team decided to cower under the extremely accurate LRM turret cover had a market advantage and thus it discouraged aggressive play (particularly flanking from lights). Which is fine if the matches were balanced around that turret advantage but they weren't.
2) Basically no one ever capped. Which is still the case because capping is worth diddly. Baby bathwater kind of thing there tbh.
3) The turrets could hit enemies on about half the map on the smaller maps.
#14
Posted 07 August 2016 - 11:27 AM
PGI could have done this:
- Nerf turrets by giving them non-guided SRMs instead of LRMs and making them fire against a random component each time (e.g. first your left arm, then your right torso, then your left leg, etc) except the head, and not giving them super-BAP which gave away enemy locations.
- Buff the income from killing turrets so that the damage taken by attacking them was actually worthwhile.
#15
Posted 07 August 2016 - 11:29 AM
Alistair Winter, on 07 August 2016 - 11:27 AM, said:
Huh? Pretty much everyone who asked for turrets and/or rationalized their implementation wanted the latter rather than the former. It was the AssaultWarrior Whale Brigade that wanted turrets.
#16
Posted 07 August 2016 - 11:32 AM
Rampage, on 07 August 2016 - 11:15 AM, said:
I guarantee that Assault will turn into Skirmish even more than it was before with the proposed upcoming changes. If PGI wants to have fortified bases with turrets in quick play then it needs to be some sort of attack/defend mode.
Quote
The problem isn't really that turrets are inherently bad, although I didn't like the actual turrets very much either.
The main problem is that turrets don't fit in Assault because it turns the mode into a crapfest due to everybody ignoring the bases as objectives, which is stupid because you might as well be playing Skirmish at that point.
#17
Posted 07 August 2016 - 11:33 AM
FupDup, on 07 August 2016 - 11:29 AM, said:
I know, but I'm pretty sure Russ / PGI told the players that turrets were there for light mechs to have something to do. "It'll be great, because now light mechs have a base to attack, so they can use their speed and mobility". I'm pretty sure that was the initial reason given for putting them in Assault in the first place, not because PGI wanted to protect people from capping. But yes, the AssaultWarriors definitely wanted them as protection from light mechs.
#18
Posted 07 August 2016 - 11:37 AM
#19
Posted 07 August 2016 - 11:44 AM
#20
Posted 07 August 2016 - 11:47 AM
Alistair Winter, on 07 August 2016 - 11:27 AM, said:
PGI could have done this:
- Nerf turrets by giving them non-guided SRMs instead of LRMs and making them fire against a random component each time (e.g. first your left arm, then your right torso, then your left leg, etc) except the head, and not giving them super-BAP which gave away enemy locations.
- Buff the income from killing turrets so that the damage taken by attacking them was actually worthwhile.
That would be a bare bones fix compared to mine which was make it so only two turrets with LRM's existed and no super bap (making ECM more worth it). Actually, give them LRM5's so if anyone has AMS the LRM turrets are worthless with their 2xLRM5's instead of 1xLRM10. Main turrets though need to be 2xISMPL 1xSRM2 2xMG. It makes you want to take them out when only the MPL can hit you which most mechs will be able to do, those who can't should have enough DPS to knock out a turret. Give reward for doing damage to the turrets, give a big payout for blowing the turrets, and also make capturing worth as much as a conquest win. Incentivizing objective play is far better than penalizing ignoring objectives or doing non-objective play. Always the carrot, the stick just drives players away.
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