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Ecm Towers... Ugh.

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#21 Fox With A Shotgun

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Posted 30 December 2016 - 03:26 PM

View PostYeonne Greene, on 30 December 2016 - 12:36 AM, said:


Not only do they negate the need for one team to scout, the proximity of turrets also kills the opposition's ability to scout as well. Hooray, two turret encounters and the ST on my Locust is now open and ready for plunder!


This is actually another thing that irks me. Some lights have bigger PPFLD weapons and are still capable of scouting while dealing with the turrets, but most can't. But for now, you'll just have to let those lights lead the initial charge against the turrets.

KFX, ADR, PNT can run 2x PPC/ERPPC, and can usually deal with the turrets safely. If you're in a Locust, just chill and call for assistance if you can't safely run to the turrets. You can force them to pop up and then have heavier people with LLs or ERLLs deal with them. But I guess in QP it's hard to find teammates that will actually help you with this.

Best thing you can do right now if you insist on running knife-fighter lights like the LCT is to memorise where the turrets roughly are and just wait for another heavier light or medium to kill them first. No sense in getting murdered by autoaim before the fight even starts.

#22 Y E O N N E

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Posted 30 December 2016 - 03:34 PM

Waiting around is what I do, but I'm not even running a knife-fighter Locust, it's 6xMedLas...which is still in range of the turrets. I find it kind of ironic that the fattest, slowest Lights make the better scouts simply because they can pack the longest range munitions to take out turrets.

#23 Lykaon

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Posted 30 December 2016 - 05:18 PM

View PostJackalBeast, on 29 December 2016 - 01:37 PM, said:

I've come to the understanding on here that one should respect others opinions and input.
Well, I'm going to throw that out the window for this:

Git gud.
I enjoy Escort because it employs a mobile element, the Derpsie Atlas, which promotes teamwork, but also because it allows for covert and open movement safe from skilless LRMers (the backfield campers, who decide after every single member of their time that actually fought is dead, that then is a good time to employ the two large pulse lasers conveniently located on the mechs arms).

I feel it allows for the maps to be played in a more fluid, tactical manner where more of the map actually gets utilized instead of the center of the map, on every map.

The towers are great and can either help you in achieving your objective or hinder you and cause you to lose the match if you ignore them(which a surprising amount of players tend to do; does no one read the patch notes?)
My number one objective for either offense or defense at the start of a match is to push for on the fore most towers to either protect them or utilize them for my teammates.

I mean, it's amazing enough that PGI put out a new game mode that wasn't fraught with mishaps. That alone is worthy of pause.

Seriously, the game mode is finally a step away (albeit a minor one) from 12 shades of deathmatch, which in my mind justifies it's existence alone.
Also, this brings to point one of the glaring issues with this game: the varied opinionations of it's user base.

Normally, I am a very understanding and patient person but this time, it's not the game mode, it's you.



My counter points.

Skillless LRMers are never a problem for a skilled pilot. They sit waaay back there out of support range from their own team are not sharing armor and by and large place fewer than 25% of ordnance on target. You don't need free un counterable ECM towers to handle the worst players on the opposing team.
All it really does is add yet one more reasons to delete LRMs entirely from your mech builds because even skillfull use of LRMs is prohibitivley difficult when the enemy gets it's ussual 3-4 ECM mechs another 3 uncounterable ECM towers and if defending a free ECM on the VIP.

I recently pulled down top damage of over 500 with a KTO LRM mech on attack Escort on Grim plexis (lost)...That is as GUD as someone can hope to get with a deck stacked that high against you and I am very very "GUD" with this mech. An average to simply good player is instantly dead weight to the team simple because of the game mode being stacked against them.

What the ECM towers and turrets do actually do is make any scout mech a redundant waste of space. Perfect accuracy turrets that can target with out fail a light mech that is even under ECM mitigates the usefulness of light mechs in supporting roles. The lights get chewed up my perfect shot AI turrets before the enemy can even get within combat range.
This encourages the light pilot to allow the heavier mechs in the group to tank the turrets there is no good reason to range out alone and scout.

Add to that the general tendency for both teams to murderball up and there is little incentive to try to harass an enemy that is all bunched up and within mutual support ranges of each other. It's suicidal.
Now add in the even further nerfed LRMs in this mode and is there even a need for the light mechs to counter enemy artillery? Nope the free indestructable uncounterable ECM towers do that for free.

A light mech with an Active Probe or ECM can counter hostile ECM but not the towers. Those are immune to countermeasures. So once again a role removed from a light support mech.

So now we have a game mode that effectivley nullified the usefulness of lightmechs and LRM carriers making all but the exceptional pilots a detriment to have on the team simple because of uncounterable indestructable ECM towers and perfect accuracy turrets.

I don't see any of the good parts of escort mode being detrated from if those turrets and towers were no there. If anything we would gain more role warfare from the removal.

The VIP already has ECM the defenders most of the time will have 2+ ECM mechs isn't that enough ECM?

Light mechs now have a role in locating the enemy/VIP and LRM mechs are not once again kicked in the gibblies simply for existing and now artillery and counter artillery roles are opened up.

I agree that the mode is good because it forces a non static gameplay and requires team work to succeed I just don't see the turrets and towers as neccissary in any way to promote those aspects.

Edited by Lykaon, 31 December 2016 - 01:54 AM.






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