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Remind Me Why The Turrets Were Removed From Assault?


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#21 ScarecrowES

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Posted 07 August 2016 - 11:49 AM

The turrets could lock onto you and display your location to the enemy team long before you got near the base. This allowed enemies to also target you with LRMs. Beyond that, the turrets were 100% accurate and very powerful.

In the end, this meant players avoided attacking the base in almost all cases. It was a suicide run unless you went in force.

Turrets were added in the first place because the base was too easy to cap. They were removed because it was too hard to cap.

Now bases are going to be made ridiculously hard to cap, with turrets, towers, etc. I'm not sure why PGI would think players will try to play the objective in QP. They've built a game which works only in skirmish, yet are surprised when people play every game mode as skirmish.

#22 DAYLEET

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Posted 07 August 2016 - 12:15 PM

View PostAppogee, on 07 August 2016 - 10:33 AM, said:

I recall that base turrets were added to Assault to stop Lights rushing straight to bases and capping them.

But then the turrets were removed.

What was the perceived problem with having turrets in Assault mode? Why were they removed?

Because it turned Assault into skirmish 2.0 with even less ground to play. Russ even said as much that the turret didnt have the intended effect.

View PostScarecrowES, on 07 August 2016 - 11:49 AM, said:

Now bases are going to be made ridiculously hard to cap, with turrets, towers, etc. I'm not sure why PGI would think players will try to play the objective in QP. They've built a game which works only in skirmish, yet are surprised when people play every game mode as skirmish.

The new assault was supposed to released already but then they said they would make a PlayTestServer first and then they said it wasnt ready. I am secretly hoping they listened to the feedback they were given and changed the whole thing. dont tell anyone about my secret hopes, i dont wana be shamed when it hits live.

Edited by DAYLEET, 07 August 2016 - 12:21 PM.


#23 Davegt27

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Posted 07 August 2016 - 12:39 PM

Russ also said there was some changes to the Assault mode as being another reason for take out the turrets

it was in a town hall meeting

Sept, Oct 2015 time frame? maybe earlier

#24 Aramuside

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Posted 07 August 2016 - 12:46 PM

It was always damning that in a heavy etc I didn't care all all about turrets... in a light I loathed them as they just auto hit legs. Locusts didn't even have the + structure from memory then. I just avoided the bases which was stupid.

#25 Mavairo

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Posted 07 August 2016 - 01:18 PM

View PostAppogee, on 07 August 2016 - 10:33 AM, said:

I recall that base turrets were added to Assault to stop Lights rushing straight to bases and capping them.

But then the turrets were removed.

What was the perceived problem with having turrets in Assault mode? Why were they removed?


Because it was already too easy to shut down a cap win, by all but the most inane mouthbreathers. Turrets pretty much eliminated capping... the whole 8% of the time a cap win actually happened (that is a real statistic)

#26 Cy Mitchell

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Posted 07 August 2016 - 01:30 PM

View PostScarecrowES, on 07 August 2016 - 11:49 AM, said:

Now bases are going to be made ridiculously hard to cap, with turrets, towers, etc. I'm not sure why PGI would think players will try to play the objective in QP. They've built a game which works only in skirmish, yet are surprised when people play every game mode as skirmish.


All they have to do is make capturing the base a lot more profitable than kills and possibly make un-destroyed enemy Mechs worth a lot more as salvage or isorla.

As soon as you complete the capture of the enemy base any surviving enemy Mechs are considered captured and you get a payout for them. This would also enhance Conquest and Domination modes. You could still win by playing Skirmish in every mode but it would be a lot more profitable not to.

#27 XxXAbsolutZeroXxX

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Posted 07 August 2016 - 01:40 PM

Their shortcoming was not being idiot proofed enough for everyone to know taking out the LRM turret before pushing was necessary to avoid unlimited missiles.

#28 Mechwarrior1441491

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Posted 07 August 2016 - 01:42 PM

Assault should have one established base. attacker. defender. There needs to be secondary objectives which must be protected by the defender. Something that will disable their base radar, turrets, even mech use of arty and airstrikes. A quickplay version of the Assault game mode with a decided tonnage limit with 2 spawns. It would fit well with the big maps.

Edited by Mechwarrior1441491, 07 August 2016 - 01:42 PM.


#29 Baulven

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Posted 07 August 2016 - 01:46 PM

If they are smart they can make turret specific weapons with shorter ranges and smaller detection radiuses. Alternatively they could mix turret types (like 8 turrets gives 1 one LRM, 1 LL, 3 ML and 3 SRM) or the energy points could be located in days you can attack them and force them offline.

The fact that they have perfect aim and track actually can work against non LRM turrets as they always shoot for the CT and some high mount mechs can use direct cover while poking the hell out of the turrets. I do it on FP occasionally with fairly good results.

Oh almost forgot the third easiest way they could multiply the CD for turrets by 2.5 making them cycle much longer than normal weapons.

Edited by Baulven, 07 August 2016 - 01:47 PM.


#30 ShadowFire

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Posted 07 August 2016 - 01:47 PM

Harden up the assault bases but lets us KILL turrets and base HQs from range.

#31 Pjwned

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Posted 07 August 2016 - 01:49 PM

View PostMechwarrior1441491, on 07 August 2016 - 01:42 PM, said:

Assault should have one established base. attacker. defender. There needs to be secondary objectives which must be protected by the defender. Something that will disable their base radar, turrets, even mech use of arty and airstrikes. A quickplay version of the Assault game mode with a decided tonnage limit with 2 spawns. It would fit well with the big maps.


Exactly, except the current Assault mode wouldn't need to be replaced and it would just be a new mode.

#32 Mechwarrior1441491

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Posted 07 August 2016 - 01:57 PM

They could call current assault "engagement", as that is what it is. Two mobile bases which are stupidly close, for some reason.

Assault should be against an Entrenched position. Where the attacker doesn't need to worry about their own base. I would even like to see a mode which is skewed in favour of the defenders. Just like ww2 maps where the allies have to run up the beach on a D-Day map. The slaughter is going to happen, but skill and attrition can win the day. More tonnage for defenders. Multiple mech drops as reinforcements for attackers.

Lots of older games to draw inspiration from.





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