Who Actually Enjoys Turrets Of Any Kind Being In The Game?
#1
Posted 21 December 2016 - 06:09 AM
The fact that they have perfect accuracy is just the most infuriating. Escort mode is ruined because of it IMO. As a light running around the map they just perfectly drill you no matter how you are moving. Its incredibly a terrible aspect of MWO and IMO they should be removed or at least made into LB10xs. the Medium laser left testicle precision drill is just uaghrgrhgrhgr!
#2
Posted 21 December 2016 - 06:13 AM
#3
Posted 21 December 2016 - 06:15 AM
#4
Posted 21 December 2016 - 06:22 AM
"
Who Actually Enjoys Turrets Of Any Kind Being In The Game?"
i do.
#5
Posted 21 December 2016 - 06:27 AM
Both have about the same mobility.
But at least the turrets can aim
#6
Posted 21 December 2016 - 06:27 AM
Edited by El Bandito, 21 December 2016 - 06:39 AM.
#7
Posted 21 December 2016 - 06:28 AM
#8
Posted 21 December 2016 - 06:34 AM
How bout a mech hanger to depart out of....eh comrades?! (For the NSA thats a austin powers ref)
#9
Posted 21 December 2016 - 06:36 AM
Don't know about "enjoy" but I liked em back in the day of the old assault mode. Made it a lot harder to try and cap the base. But I also get why they got rid of em (to encourage capping as a tactic since Assault is supposed to be different that Skirmish).
I hate em in CW invasion. The gate turrets are just useless and the turrets by the gun are a distraction and an additional crutch for the defenders that often already have the benefit on most maps. They exist only to encourage me to spend c-bills on arty strikes.
They have been a total non factor in my escort matches. Haven't been much more than scratched by one. Someone almost always takes them out at range before they really have a chance to do any substantive damage. So meh.
#10
Posted 21 December 2016 - 06:49 AM
Variant1, on 21 December 2016 - 06:28 AM, said:
They were LRMS afaik. I can deal with those but not insta shot weapons. And even they were removed due to complaints. I cant fathom how people put up with the medium laser ones. Im prett
Variant1, on 21 December 2016 - 06:28 AM, said:
They were LRMS afaik. I can deal with those but not insta shot weapons. And even they were removed due to complaints. I cant fathom how people put up with the medium laser ones. Im prett
#11
Posted 21 December 2016 - 07:03 AM
Turrets in the game were an absolutely brilliant idea...
Except PGI got it wrong from start to finish through and through.
In assault, it WAS the base you were assaulting, this is the only good implementation I saw but wasn't enough. It has LRM5 turrets that insta-locked and lasers that seemed to aim for the legs (yes and never missed). So you want to assault a base, well ... be prepared. It's supposed to be a freaking BASE. Cap should have been removed and a control tower with health bar in place (like Omega cannon). Anyways with a few turrets, it wasn't hard to roll it over but it did make you think twice about trying to capture the enemy base in Assault vs finishing the enemy off. I found this was the best dynamic in all the game modes and used to always get my vote.
Now look at Turrets in Faction Warfare. Yes lets put them in a great place outside where they just die... These are useless. Then the ones on the inside are tough and make pushing a base more difficult and stressful but I get why they are there, just maybe reduce the HP.
Escort mode. Now they are made of paper. Not sure how but why weren't they tough as before but at least allow people to control them by capping points.
Personally I love something asides mechs that pose a threat but only used where needed and with the right amount of health.
#12
Posted 21 December 2016 - 07:09 AM
Variant1, on 21 December 2016 - 06:28 AM, said:
And then Whine got so Salty no one could drink it anymore and PGI had to take them out. It is why we can't have nice things in MWO.
#13
Posted 21 December 2016 - 07:30 AM
Just as bad is the stupid dropship in scouting. I was in a match last night where the dropship killed our entire drop while we were trying to take out the last (very small and fast) defender -- it was so much fun -- NOT!
The worst part is that there is no balance to their implementation. So you have turrets guarding your land for your escort... well, obviously the attacking mechs on escort are about to win the planet (why are the VIPs running away?) So where are the overflights by the attacker's airforce randomly shooting at the retreating mechs? Likewise in Scouting, so you have a dropship with big lasers protecting the retreating forces -- were is the counter-balancing turrets at every data node protecting it for the defenders?
PGI's persistent problem is they never consider balance when they make ANY changes to the game except as an afterthought while they are taking a restroom-break.
In the previous assasult mode They were fine, we had balance since both sides had them -- although the LRM turrets having 800M BAP sucked.
Edited by nehebkau, 21 December 2016 - 07:33 AM.
#14
Posted 21 December 2016 - 08:15 AM
#15
Posted 21 December 2016 - 08:20 AM
#16
Posted 21 December 2016 - 08:21 AM
As for the argument that turrets prevent light mechs from discovering the VIP instantly: we finally have a game mode where scouting is useful and you want to nerf scouting? C'mon, son!
I actually think the purpose of turrets is to make the game mode more complex than "Let's hold this spot and wait for the VIP to come through". The idea, I think, is that you want fast mechs trying to capture the flags in order to get that radar, ECM and turret support going. This gives people something to do, besides deathballing.
#17
Posted 21 December 2016 - 08:23 AM
Bud Crue, on 21 December 2016 - 06:36 AM, said:
#18
Posted 21 December 2016 - 08:29 AM
RestosIII, on 21 December 2016 - 06:15 AM, said:
I agree. Turrets should be coded with an aiming cone in all cases. They target the center of mass of the mech and the actual aim point is determined by choosing two random numbers ... one for angle around the cone and the second for the angle from the center line of the cone ... that defines the aiming point for the weapon and determines whether it hits or misses.
This system is more accurate the closer you are to the weapon and by controlling the cone width you define the effective range of the weapon. The angle from the center line could be linear or some other function depending on how clustered you want the aim point to be. This also prevents the automated defence from automatically targeting the most damaged component or other behviours. The point of automated defences is to discourage and slow down opponents and not to be a deciding factor in every fight.
#19
Posted 21 December 2016 - 08:38 AM
adamts01, on 21 December 2016 - 08:23 AM, said:
I got no problem playing lights personally. The only drawback is that its the only class to play really if a player wants to even out the queue and would be nice to play heavies now and then also.
Even then its no problem to play heavies when ever I want.
I would say the biggest thing ruining playing lights is the Arctic Cheetah. Who wants to play a light when some joker in an Arctic Cheater will pull up and end the match. Cant outrun them like other stronger mechs etc.
Balance the Arctic "Cheater" and give it some time and lights may be more popular. Yes I think cheats ruin lights gameplay more than the other weight classes also.
Edited by Johnny Z, 21 December 2016 - 08:43 AM.
#20
Posted 21 December 2016 - 09:49 AM
l33tworks, on 21 December 2016 - 06:09 AM, said:
The fact that they have perfect accuracy is just the most infuriating. Escort mode is ruined because of it IMO. As a light running around the map they just perfectly drill you no matter how you are moving. Its incredibly a terrible aspect of MWO and IMO they should be removed or at least made into LB10xs. the Medium laser left testicle precision drill is just uaghrgrhgrhgr!
It's vitally important that there are turrets in ESCORT mode otherwise both sides would have to run around actually looking, I think in some circles it's called "scouting", for each other. It was once a pillar of the game but now it's more the useless appendage, "the appendix", of the game.
Yeah, I mostly agree with what you are saying, especially with regards to the perfect accuracy issue. It's one thing I will be watching in the game as it's patched since if we notice a change in the AI behavior of the turrets, or not, it will (hopefully) be an indication of what's going to happen with the SP MW5 game they are working on.
Edited by TLBFestus, 21 December 2016 - 09:51 AM.
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