Who Actually Enjoys Turrets Of Any Kind Being In The Game?
#41
Posted 21 December 2016 - 06:58 PM
#42
Posted 21 December 2016 - 07:05 PM
RestosIII, on 21 December 2016 - 06:15 AM, said:
this. their tracking speed needs to be inversely proportional to their alpha. so a turret loaded with large lasers needs to track slowly, rather than instantly snap to the target like they do now. a little bit of random wobble would be nice. you could load them out with lb autocannons and srms so they dont all deal damage directly to the ct.
#43
Posted 22 December 2016 - 06:53 AM
I 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.
adamts01, on 21 December 2016 - 06:34 PM, said:
adamts01, on 21 December 2016 - 06:45 PM, said:
Fox With A Shotgun, on 21 December 2016 - 06:47 PM, said:
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.
Oooh,ooh, let me hop back on this bandwagon too!
Zeratul, I know that you are super-leet-pro and far better than me, but the fact that you admit that you have no idea what you are talking about tells me that you have no idea what you are talking about.
Let me learn you something about “speed-as-armor” and “AI autoaim.”
“Speed-as-armor” is what lights use to survive in a match of MWO. They try to move faster than other pilots can aim and thereby dodge their shots.
“AI autoaim” is when a computer hits its target with 100% accuracy.
When dealing with “AI autoaim,” there is no such thing as “Speed-as-armor” because you cannot dodge a computer that fires with 100% accuracy.
Of course, in a lumbering assault, the 5-15 damage a turret does is negligible. But in a light ‘mech, 5-15 damage can strip a component.
Which is why I at least am not asking that they go away, but do support the idea of making them into SRM launchers, because SRMs, as projectiles, are dodgeable.
(forgive the redundancy--I'd already typed out my response before seeing that many others had correctly corrected Zeratul's ignorance)
#44
Posted 22 December 2016 - 06:56 AM
Their implementation is just poor. Their aim should have some deviation to avoid pinpoint damage to a component.
#45
Posted 22 December 2016 - 07:59 AM
Tahribator, on 22 December 2016 - 06:56 AM, said:
Their implementation is just poor. Their aim should have some deviation to avoid pinpoint damage to a component.
I just ran Escort on Polar in a 3E Locust with 6ML and got cored taking out a single turret. with 4 rear armor, it completely stripped my front in in 2 shots right as I killed it. #Broken just like everything that doesn't go to PTS.
#46
Posted 22 December 2016 - 11:42 AM
Edited by Steel Claws, 22 December 2016 - 11:44 AM.
#47
Posted 22 December 2016 - 11:42 AM
If those Turrets were instead Light Mechs with 2ML's, operated by a human player, but locked in place and could Torso Twist 3600 but had Locust level Twist speed (1080/s), would everyone in Light Mechs fair any better when trying to take them out head on?
Why are Lights even attacking them? I thought Scouting was about "finding" things the bigger Mechs would then deal with and the Scouts would then Cap as the big guys stood guard?
Edited by Almond Brown, 22 December 2016 - 11:45 AM.
#48
Posted 22 December 2016 - 03:13 PM
#49
Posted 22 December 2016 - 03:51 PM
The aimbot turrets in Escort mode are absolutely broken and imbalanced. They aren't even the slightest inconvenience for mechs ~50 tons and up, but against light mechs they are brutal. They counter light mechs so hard that if I'm playing a brawler light mech and I get Escort mode, I might as well just get up and go make a cuppa for the first five minutes of the match, because at least making tea accomplishes more than I would have accomplished had I actually decided to try to play the game. Can't scout, can't flank/harass, can't go kill the turrets or neutralise the UAV beacons, can't contribute anything without getting rekt hard.
If you're in an SRM light or SPL light, the aimbot turrets will just drill one of your components straight to orange. They start firing at you before the animation even completes, and they outrange you so you can't hope to kill them before they sting you. And when they zap one of your components to orange, you have to play defensively for the rest of the match. It's utterly broken.
The fix for this would be to give turrets finite yaw and pitch speed so that they can't track any mech infinitely fast. They should not be able to turn fast enough and accurate enough to pinpoint a side torso on a Locust that's bobbing up and down and left and right. Slow down their aim so that they are only as accurate as the average MWO player, and then you can even make them more powerful so they are a bigger threat to heavier slower mechs, but light mechs should be mobile enough that they can get around the turrets and eliminate them without taking meaningful damage. Eliminating turrets should be one of the purposes for light mechs, but as it is now, lights have to avoid turrets like the plague.
#50
Posted 23 December 2016 - 02:54 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!
For me, turrets bring a healthy dose of realism. They make the game less a meaningless deathmatch, and add some much-needed tactics.
I wish there was more of them, and hope they are well implemented in the revamped Assault mode.
#51
Posted 23 December 2016 - 03:18 AM
cof is random and bad,
make the turrents aiming random
...
Edited by Kroete, 23 December 2016 - 03:19 AM.
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