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Who Actually Enjoys Turrets Of Any Kind Being In The Game?


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#21 JediPanther

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Posted 21 December 2016 - 10:09 AM

View PostJohnny Z, on 21 December 2016 - 08:38 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.


Cheater my be number one but it can be taken down with other non cheater light mechs. I've got several builds on lights to counter the ach and a wolfhound build that the only two things that don't make it an exact copy is the lack of cxl and ecm.

Torrents do suck balls for lights. Any thing that has 100% tracking and hit chance blows but light get it up the as s the most. They don't have the armor to just go eh ten or 15 damage. I'd rather fight three ach to my jenner d than put up with that auto aiming bs.

#22 XxXAbsolutZeroXxX

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Posted 21 December 2016 - 10:13 AM

Turrets in escort mode prevent light mechs from simply running in and capping the ECM/sensor points..

They balance the game mode and provide a useful function.

They don't have much HP and inflict little damage.

I like them.

Edited by I Zeratul I, 21 December 2016 - 10:13 AM.


#23 HGAK47

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Posted 21 December 2016 - 11:27 AM

You know I geniuenly didnt mind them when I was rolling around in a Kodiak but when I was in the same game mode in lights and mediums, yea they did become a bit of an annoyance. Especially for my poor Pirates bane with lil bitty pulse lasers.

Hey you play and you learn dont you. I wont be so eager to attack them in future. They sure scrape the paint off lighter mechs.

#24 L1f3H4ck

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Posted 21 December 2016 - 11:48 AM

I hope they introduce a 4v4 for heavies and assaults, like a raid mode, which lets you upgrade the turrets, all the way to Calliopes.

#25 Snazzy Dragon

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Posted 21 December 2016 - 12:35 PM

I'd rather see some tanks and helicopters, but iunno about that if they give them turret accuracy. There are quite a few tanks that can mount a gauss rifle and a PPC or two.. imagine that perfectly aiming for your CT instead of lousy turret medium lasers.

#26 Jables McBarty

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Posted 21 December 2016 - 01:06 PM

View PostEl Bandito, on 21 December 2016 - 06:27 AM, said:

I prefer SRM and LRM turrets, instead of aimbot laser AI always focusing on the CT. Light mechs need some love.


Agree with Bandito and others who have said this.

Gets really annoying in Escort when I'm playing my 4xML Pirates' Bane...
"Lights, go scout out the Atlas"
...
"Lights! Why aren't you scouting?"
...
"Liiiiiights!!!!"
"Oh, yeah, sorry, I'm hiding behind you till you can take out those turrets, then I will go and scout."
"FFS...."

View PostI Zeratul I, on 21 December 2016 - 10:13 AM, said:

Turrets in escort mode prevent light mechs from simply running in and capping the ECM/sensor points..

They balance the game mode and provide a useful function.

They don't have much HP and inflict little damage.

I like them.


Have you played a light in Escort?

#27 C E Dwyer

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Posted 21 December 2016 - 01:07 PM

depends on how many and how they work, they can be a good balancing tool if done correctly

#28 Fox the Apprentice

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Posted 21 December 2016 - 01:09 PM

I enjoy the turrets.

#29 XxXAbsolutZeroXxX

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Posted 21 December 2016 - 01:10 PM

View PostJables McBarty, on 21 December 2016 - 01:06 PM, said:

Have you played a light in Escort?


Nope.

It takes a few seconds for the turret to open and deploy.

A lot of the time I'm fast enough to get an alpha into turrets as they're opening & they're destroyed before they get a single shof off.

How others manage to have a hard time with turrets -- which are easy to kill, I can't imagine.

#30 Novakaine

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Posted 21 December 2016 - 01:12 PM

I do adds at least some immersion.

#31 Trollfeed

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Posted 21 December 2016 - 01:15 PM

View PostI Zeratul I, on 21 December 2016 - 01:10 PM, said:


Nope.

It takes a few seconds for the turret to open and deploy.

A lot of the time I'm fast enough to get an alpha into turrets as they're opening & they're destroyed before they get a single shof off.

How others manage to have a hard time with turrets -- which are easy to kill, I can't imagine.


Go do that with locust with small pulse lasers. You might want to note that medium lasers on those turrets have a quite long range when compared to those.

Hell, I even have trouble with them when playing PPC panther because I need to get close for those turrets to deploy and if I fire too early when it's deploying they won't take damage and they need 2 PPC shots to be destroyed.

Saying that turrets are no problem for your heavy mech and insinuating players with lights with just 15 points of ST armour are scrubs for having trouble with autoaiming turrets which have longer range weaponry than they have tells us that you need some drops in the locust or commando.

Edited by Trollfeed, 21 December 2016 - 01:30 PM.


#32 Jables McBarty

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Posted 21 December 2016 - 01:18 PM

View PostI Zeratul I, on 21 December 2016 - 01:10 PM, said:


Nope.

It takes a few seconds for the turret to open and deploy.

A lot of the time I'm fast enough to get an alpha into turrets as they're opening & they're destroyed before they get a single shof off.

How others manage to have a hard time with turrets -- which are easy to kill, I can't imagine.

View PostTrollfeed, on 21 December 2016 - 01:15 PM, said:


Go do that with locust with small pulse lasers. You might want to note that medium lasers on those turrets have a quite long range when compared to those.


Exactly.

#33 adamts01

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Posted 21 December 2016 - 05:40 PM

View PostJohnny Z, on 21 December 2016 - 08:38 AM, said:

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.

If your a light pilot, then "balance the Arctic Cheater" means bring all lights up to the level of one of the handful of viable options. But I take it you're a heavy pilot who dabbles in lights, judging from the terminology you chose, so you want the "Arctic Cheater" nerfed.

I think the Locust is the only true light mech left, and I have zero problem running in to most Cheetahs with it, but take that Locust, or any other light aside from a lame poking/sniping build, and it'll get owned when not fighting potatoes. Lights are weak, and there aren't any side objectives or special roles to compensate for their lack of combat ability, that's really all there is to it.

#34 Fox With A Shotgun

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Posted 21 December 2016 - 06:23 PM

View Postadamts01, on 21 December 2016 - 05:40 PM, said:

If your a light pilot, then "balance the Arctic Cheater" means bring all lights up to the level of one of the handful of viable options. But I take it you're a heavy pilot who dabbles in lights, judging from the terminology you chose, so you want the "Arctic Cheater" nerfed.

I think the Locust is the only true light mech left, and I have zero problem running in to most Cheetahs with it, but take that Locust, or any other light aside from a lame poking/sniping build, and it'll get owned when not fighting potatoes. Lights are weak, and there aren't any side objectives or special roles to compensate for their lack of combat ability, that's really all there is to it.


Well, the only one other valid role certain lights have now is literally a sort of 'torpedo gunboat'. Lightly armored, VERY heavily armed (72 or bigger alpha). But even that's really niche.

#35 XxXAbsolutZeroXxX

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Posted 21 December 2016 - 06:29 PM

View PostTrollfeed, on 21 December 2016 - 01:15 PM, said:


Go do that with locust with small pulse lasers. You might want to note that medium lasers on those turrets have a quite long range when compared to those.

Hell, I even have trouble with them when playing PPC panther because I need to get close for those turrets to deploy and if I fire too early when it's deploying they won't take damage and they need 2 PPC shots to be destroyed.

Saying that turrets are no problem for your heavy mech and insinuating players with lights with just 15 points of ST armour are scrubs for having trouble with autoaiming turrets which have longer range weaponry than they have tells us that you need some drops in the locust or commando.

View PostJables McBarty, on 21 December 2016 - 01:18 PM, said:


Exactly.


If I can do it in a fat & slow assault with mpl's.

I don't see why you can'y do it in a fast & nimble light mech.

I would be ashamed if turrets did appreciable damage to me in any weight class.

What's with people wanting to add weapons safeties @ match start & put training wheels on everything?

Do people realize the goal with games isn't to stupid proof everything?

#36 adamts01

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Posted 21 December 2016 - 06:34 PM

View PostFox With A Shotgun, on 21 December 2016 - 06:23 PM, said:


Well, the only one other valid role certain lights have now is literally a sort of 'torpedo gunboat'. Lightly armored, VERY heavily armed (72 or bigger alpha). But even that's really niche.

That Oxide is an abomination. The problem is that all lights have been hated on equally because of a few outliers like the Oxide and Cheetah. I think people must still have such a bitter taste in their mouths from the Spider lag-shield and CT seeking 3L days. But people are somehow logical when it comes to assaults, because they don't blame all assaults for the Kodiak K3. I just wish we had someone with a brain to balance this game. Killer match in your Kitfox yesterday. You're one of the few that can make that thing consistently work.

View PostI Zeratul I, on 21 December 2016 - 06:29 PM, said:

I don't see why you can'y do it in a fast & nimble light mech.

Because "fast & nimble" really means "jack & ****". Those turrets have 100% accuracy no matter what, and most lights are halfway cored after killing a single turret. It's pretty clear you have zero idea what you're talking about.

#37 Remains Intact

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Posted 21 December 2016 - 06:42 PM

It would be more interesting if a "proximity warning" was displayed, and then players could remotely man the turrets. Would make them much less powerful.

edit: maybe let them auto aim when unmanned, but do 1/2 to 1/3 dmg

#38 adamts01

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Posted 21 December 2016 - 06:45 PM

View PostI Zeratul I, on 21 December 2016 - 10:13 AM, said:

Turrets in escort mode prevent light mechs from simply running in and capping the ECM/sensor points..

They balance the game mode and provide a useful function.

They don't have much HP and inflict little damage.

I like them.
....... Huge idea here, sit down for this one.... What if light mechs stopped light mechs from capping ESM/sensor points? Crazy, right? But nope, let's have turrets crush lights' ability to scout in the one mode where scouting is more important than any other, this way everyone can stay in their heavy and not have to run any back armor. Of course you like turrets, they keep you from having to learn how to aim. #OnlyHeavies

#39 Fox With A Shotgun

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Posted 21 December 2016 - 06:47 PM

View PostI Zeratul I, on 21 December 2016 - 06:29 PM, said:


If I can do it in a fat & slow assault with mpl's.

I don't see why you can'y do it in a fast & nimble light mech.

I would be ashamed if turrets did appreciable damage to me in any weight class.

What's with people wanting to add weapons safeties @ match start & put training wheels on everything?

Do people realize the goal with games isn't to stupid proof everything?


Okay. Answer me this, then:

Those turrets have 100% accuracy, as other people pointed out. A 30-tonner light has ~25 armor front, and 15 struct behind it. The turrets hit for 10 damage with no missing on a single component. Proportionally, it hurts a XL light much worse than a STD engined fatmech.

While I have no problems with turrets as I tend to have double PPCs on a gunboat light, most others don't have the same luxury of range.

#40 LordNothing

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Posted 21 December 2016 - 06:56 PM

i kind of think there needs to be more turrets. more types, more weapon variety. even drop a turret consumables. use it and a drop ship dropps a turret at the marked location. every mechwarrior game has had them, its part of the game. hell take it a step further and throw in other vehicles.

the only issue ive had with mwo's turrets is that they are either too weak, too strong, and dont have any loadout variety.





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