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Making Assault Better


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#1 Moonlight Grimoire

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Posted 13 December 2018 - 03:56 PM

Assault used to be more than Skirmish with a way to cap out instead of hunting the last powered down player wanting to preserve their meaningless KDR. Assault also used to have LRM20 + 2xML turrets that were a nightmare due to the turrets would fire at max range and lock targets for themselves.

Proposal

Returning turrets to Assault would add a gimmick to the mode that would help it stand out from Skirmish, now the previous turrets were terrible. So to change this, there will be 2 types of turrets and a sensor array per team.

The 2xML turret (possibly 4x, but 2x is more annoying and less lethal) that are further out from the base and act as a screening line, notification for when one is destroyed with a ping on the map. Number of turrets some where between 6-12.

LRM20 or LRM40 turrets, instead of firing up to max range would only fire at optimal or lower range with IS LRM's no artimis, they also do not get their own locks so they require players to get locks or put up UAV's to have them work, or have LOS on targets. Number of turrets between 2-6.

Sensor Array, this is a single 'turret' that detects any enemy within LOS (and locks them for other players and turrets) within 350m-400m. The Sensor Array would have the LRM turrets around it as well a wall with a slot in it that can be fired through, this prevents long range sniping of the sensor tower.

Turrets should be given a low traverse rate so light mechs can run past them fine and only get tagged not hammered, as well as fast mediums, but if they go to engage they will get hammered, instead of infinite traverse rate which is the current value which is reasonable for laser turrets (no explosives to worry about setting off by the jerk) but is not very gamey.

This would make each base more than just a skirmish cap-out point and instead an objective and tactical position to work with, but, not a force multiplier across the map.





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