
Is the MG turret op_
#21
Posted November 14 2012 - 12:54 PM
People exploiting places to put them is a different story entirely, but in and of itself, they're not OP.
A coagulated, gloomy thinking in the intelligence, as my major ego.
An antinomian theorem of behaviorism, in all of my thinkings.
It's what we call "The Inversion Impulse."
#22
Posted November 14 2012 - 01:08 PM
I liked the earlier versions of the MG turret better, it was more of a support tool rather than a "plant this in the middle of combat and annihilate enemy unless he runs away" sort of deal. The repair torch is a confirmed secondary weapon in the future, so we'll be able to repair them eventually. I shudder at the thought of someone babysitting a turret at its current strength.
#24
Posted November 14 2012 - 01:51 PM
Hipnox, on November 14 2012 - 01:36 PM, said:
Spy zappin mah sentry!
Two days from now, we get the Boltwerks Refit Yard opening, and opponents occasionally drop a locked box, which will require a digital decrypter to open (costs 250 Meteor Points!) and gives us some goofy decal to put onto our mechs.
A coagulated, gloomy thinking in the intelligence, as my major ego.
An antinomian theorem of behaviorism, in all of my thinkings.
It's what we call "The Inversion Impulse."
#25
Posted November 14 2012 - 02:05 PM
#26
Posted November 14 2012 - 04:58 PM
I think it just looks so good because the rocket launcher is so crappy.
#27
Posted November 14 2012 - 05:15 PM
I don't think they have too much armour... where they are now seems to be a nice place where they're easily focused down but not too fragile to be useful.
However, MG turrets have extremely high sustained DPS at close range and will still take a good chunk out of you at long range. There have been a number of times this beta where I engaged a turret directly (usually avoidable, though not always), and they've done upwards of 300 points of damage to me in the time it takes to shoot them down.
In team play, that's less of an issue, because focused damage can easily mitigate the turret advantage, but in FFA Deathmatch, turrets are terrifying. Fighting 1v1 alongside a turret is almost autowin in many cases. I've learned to run from turrets in Deathmatch, since I generally can't take those fights without either being able to snipe the turret from safety or leading opponents out of its protection.
Even discounting the weird placement bugs, certain maps have locations where turret placement is flat out abusive. For instance, if you fortify the rooftop in front of the bases on Titan with a MG turret (positioned to protect the roof, not shoot down), it is very, very difficult for anyone to knock you off the high ground. Attackers will take an alpha strike to the face on the way up, and between you and the turret they're often dead within a second of landing. Granted, that's as much a map design issue as a turret one, but there are a number of similarly defensible high ground perches on other maps.
The rocket turret, on the other hand, needs a bit of love. It doesn't hit much, and the damage is unspectacular given the low rate of fire.
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#28
Posted November 14 2012 - 05:27 PM
AC273, on November 14 2012 - 04:58 PM, said:
I think it just looks so good because the rocket launcher is so crappy.
Right now the MG Turret rips though armor at nearly 100 per second, and can cut a A-class mechs health in half in the space of a few seconds all by itself. A MG turret does nearly half the work of killing a mech for you, and you don't have to aim, fire or do anything besides deploy it (and don't tell me that trying to place it takes a great amount of skill, because it really doesn't).
When placed properly (and even without glitching), I've had turrets last for 10 minutes or more, while helping deny vital areas.
Edited by AsianJoyKiller, November 14 2012 - 08:47 PM.
[HWK]HUGHES, on July 03 2013 - 11:07 PM, said:
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#29
Posted November 14 2012 - 08:20 PM
BRASH, on November 14 2012 - 11:43 AM, said:

It's a turret, it ought to be fairly powerful. While I think their armor and accuracy could (not should) take a slight hit, I'm comfortable with their place in battle.
Missile turrets, on the other hand, need a serious buff.
EDIT: I suppose they do need a radar signature....
Edited by marshalade, November 14 2012 - 08:26 PM.
#30
Posted November 14 2012 - 08:29 PM
defekt, on November 14 2012 - 11:46 AM, said:
Two turrets placed behind a typical spawn point that's out of the way of regular traffic. Have fun.
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#31
Posted November 14 2012 - 10:44 PM
marshalade, on November 14 2012 - 08:20 PM, said:
EDIT: I suppose they do need a radar signature....
This is what needs to happen. So bad. I would even be ok if just looks like a normal enemy blip (although i would prefer it if it had its own unique blip), just give us some indication.

#32
Posted November 15 2012 - 12:43 AM
The MG turret will track for you
It will do as much damage as a HE grenade before it dies, guaranteed, because it takes quite a bit of damage to kill it
It will stick around forever (unless killed of course)
It has infinite damage potential as a result of its lifespan
I hope the unnecessary (and, from what I've read in this thread, possibly unintentional) buff gets reversed. The MG was a great spotting tool, harassment device and defensive weapon
Now it's a portable vulcan with amazing range and health that rivals a base A mech
Edited by Beemann, November 15 2012 - 12:43 AM.
#33
Posted November 15 2012 - 01:38 AM
#34
Posted November 15 2012 - 01:44 AM
#35
#36
Posted November 15 2012 - 02:42 AM
They do pathetic damage, when I hear one shooting at me (as a B class) I have more than enough time to stop, look around casually, find the offending turret and shoot it down before it even gets me down 1/3 health.
The only real use of them at the moment is to harass people from multiple angles. It is rare that any turret lasts longer than the mech that dropped it. I honestly cant believe that they claim as many kills as people say they do.
If anything I reckon they need to cause MORE damage!

#37
Posted November 15 2012 - 02:52 AM
Beemann, on November 15 2012 - 12:43 AM, said:
Suggestions:-
- Shave 20% off MG turret DPS, be that through ROF reduction or by enforcing periodic cooldowns (1 second cooling for every 4 spent firing).
- Give a unique, hostile radar signature for all turrets.
- Make the Rocket turret fire low yield, proximity airburst rockets.
Edited by defekt, November 15 2012 - 02:56 AM.
#38
Posted November 15 2012 - 03:12 AM
#39
Posted November 15 2012 - 07:33 AM
defekt, on November 15 2012 - 02:40 AM, said:
You're very quick to dismiss the scenario. It illustrates the fact that with "strategic" placement, the turret can autonomously kill (or come close to) multiple enemies without any supervision of the people deploying them. Multiple turrets deployed in tandem compound this issue.
Even if it is an abuse of the spawn system as you say, it is still the only weapon (type) that can do this.
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#40
Posted November 15 2012 - 07:47 AM
I've never seen them as more than an annoyance.
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