Assault Turrets
#21
Posted 15 February 2018 - 04:19 AM
#22
Posted 15 February 2018 - 06:17 AM
N0ni, on 14 February 2018 - 09:03 PM, said:
"My team is scared to scratch paint so they hide behind turrets" *thread*
"My team won't play the objective and instead wins by skirmish" *thread*
"This mode sucks because they removed turrets partly due to multiple complaint threads" *thread*
"I lost to a base cap again, we need turrets back" *thread*
"I lost to a base cap WITH turrets, lights are OP" *thread*
"This mode isn't done the way i want it to work therefore we need to fix it" *thread*
Drinks are on me bois, put it on my tab.
This isnt one of those thread i assure you. Im talking about extra content being removed, turrets made the bases feel like bases they gave cbill and exp and form my experience where fun to destroy or get destroyed by. Do you want extra content to your game modes or not? did turrets not change up how assault was played?
Samial, on 15 February 2018 - 04:19 AM, said:
different turrets would be a nice addition, maybe caliopes when they can add them.
#23
Posted 15 February 2018 - 06:49 AM
#24
Posted 15 February 2018 - 06:53 AM
Magnus Santini, on 15 February 2018 - 06:49 AM, said:
i agree with loadout options however i dont think 3 med lasers are a problem for a light. Lights could still take them down with minimal dmg if they attacked right and had minimum exposure
#25
Posted 15 February 2018 - 07:47 AM
Variant1, on 14 February 2018 - 07:17 PM, said:
Ah, but the tears were more delicious when there were none. <maniacal >
Variant1, on 14 February 2018 - 07:17 PM, said:
The obvious solution was to increase rewards for winning on a cap. But instead, those same rewards were significantly reduced because -- again -- people cried to Momma PGI after losing to a cap.
Variant1, on 14 February 2018 - 07:17 PM, said:
It certainly was not as rare if I was around.
This is how I set up those so-called "campfests" when the rest of the team was willing:
- kill 1-2 enemies
- retreat to base
- taunt the enemy into "fighting or losing"
- have a blast if the hopefully disadvantaged(*) enemy obliged
Variant1, on 14 February 2018 - 07:17 PM, said:
More content will always be appreciated. However, within the context of this topic, the turrets were added for a different reason and some people want it back for those same reasons.
Note that I am not opposed to a better Assault game mode. Heck, I actually would rather it be made into an asymmetrical mode with the classical 2:1 or 3:1 force ratios.
(*) The plan failed when the remaining enemies were simply much better.
Edited by Mystere, 15 February 2018 - 07:53 AM.
#26
Posted 15 February 2018 - 08:15 AM
As for turrets, hypothetically...ER large + LRM/TAG turrets placed up on high positions, SRM/small pulse/MG turrets right next to base, MRM/med laser turrets or AC 5/10 turrets in random locations would definitely change game dynamics. So would adding MFB's and letting hurt mechs run back for repair & rearm. So would adding NPC vehicles that actually fight. Lots of things *could* be done to make MWO more of a PvPvE game rather than a straight PvP game. Those would all be more content. More does not always equal better, though, and given the track record so far, I'd much rather see PGI put effort into the social aspects of the game.
#27
Posted 15 February 2018 - 08:24 AM
Right now, the only thing you assault is the other team.
#28
Posted 15 February 2018 - 09:52 AM
Mystere, on 15 February 2018 - 07:47 AM, said:
thats concerning.....
Mystere, on 15 February 2018 - 07:47 AM, said:
well thats unfortunant that cap reward was not increased.
blood4blood, on 15 February 2018 - 08:15 AM, said:
As for turrets, hypothetically...ER large + LRM/TAG turrets placed up on high positions, SRM/small pulse/MG turrets right next to base, MRM/med laser turrets or AC 5/10 turrets in random locations would definitely change game dynamics. So would adding MFB's and letting hurt mechs run back for repair & rearm. So would adding NPC vehicles that actually fight. Lots of things *could* be done to make MWO more of a PvPvE game rather than a straight PvP game. Those would all be more content. More does not always equal better, though, and given the track record so far, I'd much rather see PGI put effort into the social aspects of the game.
they could port over npcs from mw5 to mwo. Also what kind of social aspects need improvement?
#29
Posted 15 February 2018 - 10:47 AM
Variant1, on 15 February 2018 - 06:17 AM, said:
First off, turrets aren't content. They're reused assets that were just placed around the bases. Second, they didn't make the bases feel like bases imo, just a time waster if you wanted to cap and not get pelted (not that i would ever cap anyway unless it's the sure fire path to victory after a skirmish).
Variant1, on 15 February 2018 - 06:17 AM, said:
And lastly, yes they did change how assault was played. Solo pugs were so damn afraid of getting spotted by turrets or pelted by them that map usage was cut short, forcing a brawl or timidity hiding behind turrets for the most part. In short, it was not fun at all. You think pugs are scared now, watch them treat the turrets we had before like another mech. I'd rather not go back to those days.
#30
Posted 15 February 2018 - 11:22 AM
Variant1, on 14 February 2018 - 02:56 PM, said:
and im not talking about those weak rear torso incursion turrets. Im talking about og assault turrets the ones that can take a beating and help a team pull through. AND bring back those lrm turrets too that can go through ecm. This is extra content taken out, this is a pve element that makes the game more fun.
i should have started chekin forums the day they were anouncing their removal i would be smakin down fools with facts.
make assault great again, bring back those turrets (and lrm turrets)
**** no. Those turrets were dumb.
#31
Posted 15 February 2018 - 12:59 PM
Magnus Santini, on 15 February 2018 - 06:49 AM, said:
This is a bit on the absurd side of balance goals. While I can appreciate your concern, Light actually have always had an advantage against turrets, for at least two reasons: 1) turrets often aim for the legs on Light 'Mechs, and the legs are one of the easiest parts to shield against a target with weapons already so low to the ground, and 2) Lights are able to get the turret to "misfire" more easily, by popping into and out of view more quickly than any Heavy or Assault could ever hope to.
Further, #2 applies for the turret's open/close animation as well, during which it cannot fire. During the turret's "open" animation, they're vulnerable to full damage, but they can't return fire on you yet. It's already far more difficult for slower 'Mechs to take advantage of this without taking any damage, while again, Lights can do it easily.
#32
Posted 15 February 2018 - 01:00 PM
#33
Posted 15 February 2018 - 01:02 PM
Even fuel cell fights would add some spice, along with turrets. Heck, you could even pick which turret to juice up. Powered down turrets simply go into inactive turtle mode and cannot fire.
#34
Posted 15 February 2018 - 01:10 PM
Quote
except incursion isnt an asymmetrical gamemode
which was the whole suggestion... to give only one team a base not both teams.
Quote
the turrets should just be attached to generators like in mech commander
destroying the generator should power down the attached turrets.
thats how turrets should work in siege gamemode too, when you take out the generators the turrets attached to those generators should power down.
Edited by Khobai, 15 February 2018 - 01:16 PM.
#35
Posted 15 February 2018 - 01:14 PM
Brain Cancer, on 15 February 2018 - 01:02 PM, said:
What would be the reason to keep them powered up? Assault bases don't do anything unlike Incursion. If it's to power up turrets, i can guarantee hardly anyone will do it and it'll still be skirmish.
#36
Posted 15 February 2018 - 02:15 PM
#37
Posted 15 February 2018 - 03:08 PM
Variant1, on 15 February 2018 - 06:53 AM, said:
Not if you are boating small pulses. In which case I go back and wait for the team to take them out.
Throe, on 15 February 2018 - 12:59 PM, said:
Further, #2 applies for the turret's open/close animation as well, during which it cannot fire. During the turret's "open" animation, they're vulnerable to full damage, but they can't return fire on you yet. It's already far more difficult for slower 'Mechs to take advantage of this without taking any damage, while again, Lights can do it easily.
You can win the battle with them but you could be around 90% afterwards. Worse if you do not know their exact location in advance to plan your attack. Bigger mechs look over at the turrets and eradicate them, not caring if they are a little yellow.
#38
Posted 15 February 2018 - 03:25 PM
Throe, on 15 February 2018 - 12:59 PM, said:
Further, #2 applies for the turret's open/close animation as well, during which it cannot fire. During the turret's "open" animation, they're vulnerable to full damage, but they can't return fire on you yet. It's already far more difficult for slower 'Mechs to take advantage of this without taking any damage, while again, Lights can do it easily.
I think you're conflating PGI's flawed turret implementation with a well-designed one.
#39
Posted 15 February 2018 - 03:27 PM
#40
Posted 15 February 2018 - 04:00 PM
I say buff incur base turrets health a bit and give them an SRM6 and MPL versions.
Or give us a superheavy version of incur turrets powered by a cell like some people suggested.
3 user(s) are reading this topic
0 members, 3 guests, 0 anonymous users