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Tower Abilities Are Good But Need Some Work,


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#1 Andi Nagasia

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Posted 25 March 2017 - 05:30 PM

Currently Each Tower is powered for 2 Minutes and offers,
however their is some problems ive noticed playing the mode,


Universal to All Tower,
due to the relatively low health of Towers and nature of Active Towers,
the enemy team will will always target the Active Tower first and destroy it,
also as the Top is the Target, they are often destroyed before even entering a base,
-
i feel that all base Equipment health needs to be Doubled(except Turrets)
also i would suggest giving active Towers Invulnerability wail Active,
(this will give defending Teams more Freedom from base Rushers)


Air Control Tower
will call in a friendly DropShip to hover over the Team Base has a Range of 540 meters.
after 5 seconds it will leave for 7-17 seconds,
-
though this is good, ive seen 2-3 Mechs in a base take everything out in 2minutes,
with a drop ship they just hide where the Drop ship cant get them, them come out after,
i would have the Drop Ship Hang Around the Base for the Entire Duration,
but for balance reduce the Air Support Duration to 1-1.5Minutes,


Radar Tower
conducts a full radar sweep showing enemy positions,
this duration is 5 seconds and re-occurs every 25 seconds,
Radar sweeps will not detect ‘Mechs under protection from ECM.
-
personally i feel this is good, its more an Offensive buff then a Defensive one,
i feel this is good, the only problem is the above mentioned tower destruction problem,


Jamming Tower
will Cause a jamming effect about half-way between the Tower and the Fuel Generators,
This Jamming signal is perpetually active for as long as the Tower has power,
-
this i think needs the most help, i would suggest the Static get worse the closer to the Tower you are,
and also increase the time to 2.5-3Minutes as to also buff its use as a tower,


Thoughts, Comments, Concerns?
Thanks,

Edited by Andi Nagasia, 25 March 2017 - 05:31 PM.


#2 Shino Tenshi

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Posted 25 March 2017 - 07:38 PM

I also think the towers need some serious help in functionality, though this is based on a single game of play so far.

I think the various towers could all use a time boost. Having a single light tied up the entire match just to get the benefits of one tower seems excessive. The air control and jamming towers also suffer from use because with the two minute time you get for them, by the time the enemy may be in range, they've already secured all the chargers and the those two towers are out of juice.

All towers need to be better marked on the mini map as well. It takes me way too much time to figure out where they are in the base.

As mentioned in another thread, the rewards for getting fuel cells needs to be drastically increased to make it worthwhile from a c-bill/xp/match score point of view.

All towers do need a serious hp boost... double as mentioned above would be a good start. As a single mech at the end of the game, with only two MPL, I was able to take down two towers in under a minute.

#3 Cy Mitchell

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Posted 26 March 2017 - 09:00 AM

I agree the towers need more functionality. Right now, the winning strategy seems to be to ignore the Fuel Cell Generator and carrying batteries to power the tower. Instead, you just push across the map, attack anyone trying to pick up fuel cells and continue on to the other teams base where you destroy anyone that gets in your way and kill the base resources. Game over.

To make them worthwhile, towers need to have longer duration or improved benefits or one Mech needs to be able to carry multiple fuel cells to keep multiple towers up or one tower up longer. Or a combination of all the above.

#4 Cyrilis

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Posted 26 March 2017 - 11:01 PM

View PostAndi Nagasia, on 25 March 2017 - 05:30 PM, said:

due to the relatively low health of Towers and nature of Active Towers,
the enemy team will will always target the Active Tower first and destroy it,
also as the Top is the Target, they are often destroyed before even entering a base,
-
i feel that all base Equipment health needs to be Doubled(except Turrets)
also i would suggest giving active Towers Invulnerability wail Active,
(this will give defending Teams more Freedom from base Rushers)


basically yes. I think it would also help to put some kind of 'generator' in a case (like in siege) and put the tower ontop of the case. Shift the destructible part of the tower from the top down to the case.
This would at least prevent sniping the towers



and, besides that, I still think that calliopes would be a good Idea...

Posted Image

Edited by Cyrilis, 27 March 2017 - 02:12 AM.


#5 Nesutizale

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Posted 27 March 2017 - 12:45 AM

Give the base more defence so that just going for it becomes much harder, then give the Towers an ability to soften up the defence.
The Base layout would be direct fire turrets at the gates, LRM in the rear and these nice cases mentioned above.

Towers would be Radar, Jammer and either Artillerie/Airstrike at the enemys front turrets or the Dropship would make a run from the middle of the map over to the enemy base. Targeting primary the enemy turrets, then mechs.

#6 BodakOfSseth

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Posted 27 March 2017 - 05:42 AM

All of these suggestions to make the base defenses more robust overlook the problem with making them so strong:

It turns the game into skirmish. It would then be much easier to destroy the enemy outside of the base and then just shoot one of the base buildings for the win.

#7 Nesutizale

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Posted 27 March 2017 - 07:47 AM

Okay point taken. Then lets just make the base defence strong enough that a single light mech can't win the match. From one of the vids and the game I played with my friend we managed pretty easly to go into the base without taking much damage and win the game.
The base need to be at least strong enough to take out two light mechs going in from behind.

#8 Admiral Brad

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Posted 27 March 2017 - 09:39 AM

Calliope turrets in MW4 were a serious threat if ignored. I would second the inclusion of those or a similar turret system. Base defenses should be strong and need either a patient and intelligent approach or a strength approach to clear. The main problem with actual strong pinpoint defenses is the CT targeting they do. If you implement stronger pinpoint defenses then they probably need to "roll" on a location table then target otherwise lights will get. However, with LRM defenses you would get the damage spread which should at least even things up. I would even suggest putting spotting towers like the escort ones just outside the base (no ECM though) and then have the LRM towers safe from sniping behind the walls in order to force a breach attempt.

I could also see the use of "really strong" walls to force jump units to jump into the base to capture the gates or shutdown the power generators for the towers, similar to the way the mechcommander games did it. The walls would have to be strong enough to really slow down the attackers. This would give a significant role to jumpjet equipped mechs.





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