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Give The Base Ams And/or Lams

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#1 Trev Firestorm


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Posted 31 March 2017 - 03:14 PM

View PostInnerSphereNews, on 31 March 2017 - 10:21 AM, said:

• Mobile Field Bases, Turrets, and Towers can no longer be target-locked; direct or dumb-fire weaponry will be required to damage them. The standard 'R' command will still convey information and health values, but target-lock will not be acquired. This behavior also applies to Turrets and O-Gens in any other applicable Game Modes, such as Siege and Escort.

This is a huge mistake, you lock SSRMs out of use against these targets for absolutely no good reason. While the ability to LRM these targets is debatable since they can be dumbfired, SSRMs cannot, worse SSRM carriers will be in range of the turrets return fire but be completely* helpless.

The best solution is to give turrets AMS, or make AMS specific turrets, or give the towers and MFBs AMS systems of their own. This will counter a large amount of LRMs while still allowing SSRMs to function. It also means indirect fire is not completely invalidated either, thus a scout/spotter still can have a role, improved even if they have to knock out AMS turrets themselves before calling in the rain.

As a side effect the base will feel a little bit more alive when you see the AMS go active.

*Streak boats are a thing, even if you don't think they are a good idea, they should not be completely invalidated within their specialty... this is not the same as needing an active probe to cancel ECM. Edit: This is to say, a mech that still has its weapons should never be entirely unable to complete the objective.

Edited by Trev Firestorm, 31 March 2017 - 03:16 PM.

#2 justcallme A S H


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Posted 02 April 2017 - 09:01 PM

No different to Escort mode really.

Same issue happens there as an attacker. If you are unlucky and drop a streak equipped mech, you almost always have a bad day, particularly on the tight maps where you can't hold the points as easily. You can't be aggressive and have to wait essentially for the enemy to come to you.

Pretty big oversight and a BAP or CAP should cancel it's effects to at least make it possible to attack the turret shooting at you...

#3 Hoaggie


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Posted 22 April 2017 - 02:27 PM

This is a big frustration, I cant bring my LRM or SRM builds against turrets, I now just have to avoid where they are if Im damaged. Its bad enough that they see through ECM already.

I would like to see something like a CRAM setup in the base, make it feel like a real fob
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#4 Koniving

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Posted 22 April 2017 - 05:08 PM

I like the CRAMS idea.

Ideally, a base would have power stations supply small sections of turrets with the power they need for energy weapons. Ammo storage for a number of missile turrets and ballistic turrets. Large scale AMS stations should exist to shoot down missiles over a large area and these should be assisted with a radar station or two and once destroyed their effectiveness should be severely hampered. ECM for the base also makes sense and when disabled or destroyed, all the ECM across the base not being provided by mechs should just drop immediately.

For the ECM, Scout mission's reward satellite should be able to pierce through it to identify targets. TAGging anything within the base should also provide the team with that specific target despite the ECM blanket. That is exactly what TAG was for in B.T.

Edited by Koniving, 27 April 2017 - 05:41 PM.

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