AsianJoyKiller, on November 17 2012 - 12:26 PM, said:
But that does does not validate pushing an item that is a aimbot with the advantage of permanence to be able to do the same damage as a primary weapons.
And for the record, the only people who think that what we mean by "nerf the turret" is "make it useless for damage" are on the side defending turrets.
Take a step back, and stop thinking in extremes. Nobody, at least no one reasonable, is asking for the MGT to be nerfed into oblivion.
We just don't want it to be doing the same sort of damage as a primary weapon.
Then, again, what is "acceptable damage_" There is a pretty fine line between it being a useful item and it being essentially useful only for detection as opposed to deterrence.
Again, the current assumption (which I sadly can't back up with numbers; the relevant entries are missing) is that it's 14x6 = 84 damage/sec. Reducing it even in small amounts has a profound effect on DPS:- 13x6: 78 DPS
- 12x6: 72 DPS
- 11x6: 66 DPS
- 10x6: 60 DPS
Past the 60 DPS range, it's pretty much ineffective, but I have a feeling the people who feel it's too strong would say 78 or 72 DPS is still too strong (since the SMC can do 80 DPS). Thus, the minimum I think they would call for would be the 66 DPS option, which is still effective, but if it goes much lower than that, there's not much point in bothering with the thing for damage.
It does need to trade off damage over time. As it currently stands, it takes about 2.2 seconds to equal the damage of an HE Charge (again, assuming the 84 DPS figure is correct). If we reduce this down to a 66 DPS level, it takes 2.8 seconds to do the same amount of damage - it's a moderate nerf, but without making it useless. Dip to 60 DPS, though, and we're talking 3.1 seconds to do the damage - about as long as it would take a decent player to take it out, meaning that a good player can probably crack the thing in about two if he's predicting its location. This then makes them increasingly less dangerous against good players - which, arguably, is more harmful than it being too strong, because then it's an item that will only be dangerous to some players and not others.
120 damage is fairly small, though. Without any sort of boosts, you heal 35 armor per second in repair mode, with a two second delay to start repairing. This means that If you can get away from fire for 5.4 seconds (at worst), you've completely negated its damage; a more combat-focused player will no doubt have heal rate boosters and heal startup reducers.
Everyone has different levels of skill, and there's definitely arguments of why it's imbalanced over its semi-permanence, but I still feel that it's overall far less of a threat (unless encountered in groups) than someone who's good at slinging HE charges is. They may only get two, but if you get hit by both, you're at a pretty harsh disadvantage if you're in an A-Class or a B-Class, and even a C-Class will feel the sting. The only ones who really have to worry about turrets like that as they currently are, are the A-Class mechs... who are the best suited to getting away to heal.
So in the end, I feel it boils down to people not wanting to retreat to heal, which really should be one of the things that separates an average player from a good one.
AsianJoyKiller, on November 17 2012 - 12:26 PM, said:
Unfortunately, unless I see proof otherwise, I have to doubt that the teams were almost equally balanced.
I won't argue balance and tactics when, from what I can tell, the hypothetical teams in question are of at least moderately different skill levels.
That's fine and all; admittedly I'm probably one of the better players so I can handle myself better and as a result it's harder to put myself in more average levels. However, I still don't think it's really that hard for an average player to learn anti-turret tactics, or at least call one out if he spots one.
The way the game is balanced, you don't ever have a class that can do everything - you make tradeoffs for some things versus others. With an HE Grenade, you get massive up-front damage, but they take skill to use well, and you only get two, but if you manage to successfully hit both of those you'll do far more damage than the turret will to most people. With turrets, it does stick around and it does good damage, but it can be destroyed fairly quickly by a smart player, and it by no means guarantees victory any more than any other item, I feel. They are meant to be a deterrence weapon, and against someone of more average skill they may indeed be very powerful, but I feel that is only until someone learns the game.
AsianJoyKiller, on November 17 2012 - 12:26 PM, said:
My argument for why turrets are unbalanced is a whole.
Here, you have ignored the points I've made about autoaim and primary weapon DPS.
You cannot take one part out of context and claim that's why I think it is unbalanced, you must consider everything.
To do otherwise is to debate poorly.
Yet when I asked "what is fair DPS" you did not provide an answer. So again: What would you consider fair DPS_ 78_ 72_ 66_ 60_ Lower_
What does it take to trade off the autoaim (because I don't think that's going away - not unless they make the turret a manual item like in Planetside 2, in which case I'd expect way higher DPS because it makes you a sitting duck) for what you consider "fair" damage_
AsianJoyKiller, on November 17 2012 - 12:26 PM, said:
This argument started out strong, but failed once I read the third paragraph.
Again, you assume disparate levels of skill and intelligence.
The third part applies more for a stronger level of play, yes, but the first two can be done by just about anyone with an average level of skill. To do the mind games reliably takes an advanced level of play, but the simple fact of "either blow his turret up or draw him out" can be done by even an average player. So can forcing the guy out through some other tactic.
You can't deny there's ways to counter the turret, after all. There's no less than four, even if it's placed well. Some are more useful than others, but they do all work, more or less, and all provide enough time to get rid of the turret if nothing else. And if all else fails, you can always call for backup... though the player would have to be godly skilled to keep his turret and himself alive against a good player.
AsianJoyKiller, on November 17 2012 - 12:26 PM, said:
Once everyone knows them, yes, they make know where a turret may possibly be. But that is no guarantee that they'll know exactly where it will be or even if there will be one at all, so that knowledge will be of limited usefulness.
That knowledge also will not help make a cleverly placed turret any easier to take out.
Which is why you should be doing things like flinging HE Charges only if you're at least 90% sure something will be there, or else peek to see if it is. That said, if you got a GL or a TOW, you can check for free (since they do about the same damage, or even more in the TOW or GL's case, than a HE Charge).
That said, using items in general to turret check is a waste. You should be using your secondary weapon, if you can, to do most turret checks. And sometimes, it won't be there indeed - you just have to trust your gut, or else peek.
AsianJoyKiller, on November 17 2012 - 12:26 PM, said:
Once again, assuming differing levels of skill and intillegence.
And this is a problem how_ A better player is going to be smarter about it, yes, but taking out a turret isn't exactly as high-level as playing mind games.
A player who is not as good will get better with practice, as with all things. If anything, the more damage it does, the better it will be in training them of the threat of the turret and in making it a priority target. That's not to say I feel it should be boosted for this (I definitely don't feel it should be boosted) but I don't see why it should be reduced that much either. It's a potent threat that is to be respected and handled with care, but far from invincible or untouchable, even in farms. I've played other games that have had way, way worse turrets than Hawken's - to the point where a team farming a control point with turrets could pretty much keep the point until the enemy team brought a heavy vehicle in to take them out.
AsianJoyKiller, on November 17 2012 - 12:26 PM, said:
A turret that misses after a certain distance is either poorly placed or shooting an enemy that somehow made it behind allied lines (which in that case, kudos to the clever bugger).
I addressed the problem of using items to counter items in my reply to D20.
Also, overwhelming force should not be needed to counter one item.
Well, the simple fact is that the turret does have an effective range - which is actually only moderate at best. As I said, it begins to rapidly fall off after 20 meters. After 40, it's pretty much just asking to be destroyed. Unless this thing is placed extremely cleverly (and really, most places in the map don't let it be that close without being obvious), most turrets tend to be striking at targets at least 10 meters away, if not somewhat more.
Overwhelming force isn't needed to destroy a turret, but if the players are lower in skill, that's going to be how they have to counter it. Let's face it, even a 60 DPS turret will be a threat to a lower-skilled player, and I'm pretty sure even you would agree that lowering it past that would really make it not very effective as an item for actual defense/deterrence.
AsianJoyKiller, on November 17 2012 - 12:26 PM, said:
Perhaps that is a bit extreme, but the advantage it gives when used properly is quite major.
Also, you have, without a doubt, implied that we (pro-nerf people) advocate making the turret useless.
I am not the only one here guilty of being extreme in my remarks.
I'm not going to say I'm not either as that would be the pot calling the kettle black; however, I simply feel that it's not as powerful as people make it out to be.
It seems like every thing, class, or item that has some kind of perceived advantage is getting cries of nerf lately. In A2 and CBE1, it was Sharpshooters, because they can peck you from across the map and nobody knew how to fight them. Then people learned and I saw it far less. Same with Assaults in CBE1 - saw them everywhere at the start, they thinned out as people learned to counter the things and by CBE2 teams were a lot more varied in terms of classes. Then it became the Vulcan being OP - it does have very high DPS but the Flak Cannon is almost as strong yet nobody seems to be targeting Flak Cannon for nerfing, so I find complaints about the Vulcan silly since a properly-used Flak Cannon will do nearly as much damage (from nearly the same distances!) as the Vulcan, yet I've seen very few calls to nerf the Flak Cannon, and the only real difference is a handful of damage (Anywhere from 3-25 less perhaps assuming ideal aim and accounting for distance) when properly used and that the Flak Cannon takes 1.2 seconds to re-fire, while the Vulcan is constant tick damage.
Now here we are with turrets. I'm almost wondering what's next (I'm betting on the HEAT Cannon to be honest, or possibly the Grenade Launcher as it has some of the highest burst damage in the game at 245 per direct hit, even though it takes 5-6 seconds of cooldown) because it seems like anytime a weapon is perceived as too strong, there is a group of players who want to tone it down. I can see a lot of the arguments, but to me, none of the arguments have been very convincing; then again, I'm sure mine aren't convincing them, either.
C'est la vie.
The problem is that while they're all strong, they're all strong in certain ways, and that when you take care to reduce or eliminate those strengths, they're not nearly as strong as they seem to be. Sharpshooters, get out of LOS and pay attention to your cover, while trying to get closer to engage as most Sharpshooters are worse at CQC. Assaults, make sure you move quite a bit and don't get pinned down by their TOWs. Vulcan, don't friggin' fight them face-to-face. MG Turret is almost the same except it does only about 60% of the Vulcan's DPS and has a much lower range, not to mention is far more immobile, though unlike the Vulcan, it can't overheat and it autoaims. But like the Sharpshooters and the Vulcan, when you get out of what they're good at, they become much less dangerous.
So simply put, I feel that while it may seem stiff at first, ultimately, it's not insurmountable, and that a player with a reasonable level of skill can destroy them before they take much more than 150 damage from them, as to take that much damage, they'd have to be very close to it or very poor at hitting a
stationary target. If the enemy rushes them, then I would also think they'd be smart enough to try to run a bit to open up some space to fight, and unless the enemy is smart, the enemy will likely chase them... which negates their turret advantage.
AsianJoyKiller, on November 17 2012 - 12:26 PM, said:
A likely story. And I've never EMP'd myself.
Unless you want to upload and present every match you have played since Alpha to prove you never been shot by a turret 3+ times, I'm going to call BS on this.
My point was that I don't
die to them, not that I don't get shot. They peck me a fair amount of the time, but then they become my priority target unless there's a better one, and I make it a mission to swiftly take them out. If there's a defender around, I do some tactics to discourage him from pursuing me; at worst I call for backup and do what damage I can to him before dying.
Keep in mind that I often use a Sharpshooter, though, so more often than not, I'm a great class for taking out turrets. Even if they kill me once, they definitely don't do it twice.
AsianJoyKiller, on November 17 2012 - 12:26 PM, said:
200 damage is a loss of 20% health to a health stacked C-Class. That is nothing to sniff at.
100 damage is a loss of 20% health to a A-class without any health additions. Again, nothing to sniff at.
I don't see how the loss of 20% (or more) of your health is a "minor" disadvantage when you're talking about a fight between equally skilled players.
And consider that the 20% loss of health is on top of anything that the owner/defender of a properly placed turret will be doing to you.
"Equally skilled players" to me is a very weak argument. It's very rare to find someone
EXACTLY as good as you, so really this is not a likely scenario. That's probably why I mostly scoff at it. To me, such a hypothetical argument is little more than glorified strawmanning.
Most of the time, you will have someone either better or worse than you. If they're better than you, then obviously there's not much you can do because even if you take out their turret, odds are they're going to kill you anyway; if they're worse than you you'll likely take their turret out and kill them too, or you'll possibly kill them and the turret by killing them.
This still does not make up for the fact that even in this magical "Equal skill" situation, you can still take out the turret even if you're taken out. You may sacrifice a death to do it, but it
will be gone, because while the mech will be moving, the turret will not. EMP it, put up a shield, throw up a hologram to confuse it, or just plain call for backup. In a team game, you have to make use of every avenue available to you; calling in backup or using an item is a flawed argument for claiming the turret is OP, because you're either negating its ability to fire, negating its ability to damage, or spreading the damage between yourself and another mech (which makes it do less to a given one). The only time your scenario works is in a pure free-for-all, i.e; DM - and turrets never, ever last long in DM if there's anyone playing intelligently due to the sheer number of people it will attack.
So simply put, the "equal skill" scenario that keeps getting postulated is silly, because if we're talking
TRULY equal skill, then the odds are going to be with the aggressor, and the better ways to take out a turret means that, from a mech vs. mech POV, you're on the defensive. But either way, it should take most people a maximum of two tries to take out the turret if they know what they're doing.
Edited by DarkPulse, November 18 2012 - 01:58 AM.