
Is the MG turret op_
#41
Posted November 15 2012 - 08:03 AM
If you've ever seen me or Beemann play, then you should know that turrets aren't one of the things that's actually a big problem for us.
This is about the fact that the MG turret does at least 80 DPS.
Do you know what else does 80 DPS_ The Submachine Cannon.
Now you may ask, "But AJK, doesn't the HE nade do at least as much damage as a grenade launcher_"
And yes, yes it does.
But like the grenade launcher, it also requires manual aim and timing to get a direct hit and do that damage.
On the other hand, the MG Turret is an aimbot. It doesn't miss.
That means when you're supported by a turret, it's similar to having a second mech supporting you. And while they don't move, they have perfect tracking.
So now you're thinking, "Why not just take it out before it shoots you_"
Well, because you won't notice a properly placed turret until you move right into it's position.
There's a reason that my turrets last half a match unattended and net me several kills and at least half a dozen assists. And I still really don't think it's that hard to place a turret smartly. In DM or TDM, find the high ground you want to hold and plop the turret down where it will cover your back, but can't be seen right away. In Siege or MA, put in a place that covers your objective and that has you being seen before it does. If that's not actually easy, then GA must have made me a turret placing genius, or I'm really overestimating the positioning skills of the general public.
You want the TL;DR version_ Here you go.
Why should an item, where the greatest skill requirement is deploying it in a good location, be doing as much damage as a primary weapon being used by an aimbotter_
[HWK]HUGHES, on July 03 2013 - 11:07 PM, said:
The Sinful Infil HEAT Cannon Hustler, Cloaking and Smoking, C-Class Swagger, Ballin' n' Brawlin'
#42
Posted November 15 2012 - 08:38 AM
AsianJoyKiller, on November 15 2012 - 08:03 AM, said:
It gets two seconds, at most three, against an opponent. That is 240 damage MAXIMUM if the opponent is even half awake.
They get one of them. You get two HE charges. You know how much damage those HE charges will do_ Way more total. And, if that wasn't enough, you can pop one on the turret if you're really that worried about it. They've now more than likely only done less than 50 damage to you with the turret and you've still got a grenade with their name on it.
Burst is also king in Hawken. That damage spread over a prolonged period is worth way less than the 200+ instant face melting of the HE charge.
#43
#44
Posted November 15 2012 - 09:24 AM
D20Face, on November 15 2012 - 08:38 AM, said:
AsianJoyKiller, on November 15 2012 - 08:03 AM, said:
It gets two seconds, at most three, against an opponent. That is 240 damage MAXIMUM if the opponent is even half awake.
They get one of them. You get two HE charges. You know how much damage those HE charges will do_ Way more total. And, if that wasn't enough, you can pop one on the turret if you're really that worried about it. They've now more than likely only done less than 50 damage to you with the turret and you've still got a grenade with their name on it.
Burst is also king in Hawken. That damage spread over a prolonged period is worth way less than the 200+ instant face melting of the HE charge.
Turrets, if properly placed and especially in objective matches, typically last much much longer than what you have described.
Edit- My two cents, make it have some kind of a cooling off period, and maybe give them a time limit on how long they can last, something like 3 min
Edited by Zeshi, November 15 2012 - 09:32 AM.

#45
Posted November 15 2012 - 09:25 AM
AsianJoyKiller, on November 15 2012 - 08:03 AM, said:
D20Face, on November 15 2012 - 08:38 AM, said:
If you hit it with 2 secondary shots, ducking behind cover between them, you take 10 seconds to kill the turret, completely reveal your position to an aware opponent, and are completely exposed to a quick flank while your pants (secondary weapon) are down (reloading).
If you turn a corner into an engagement and don't even know the turret is there (most likely situation, since it doesn't have any radar signature), you are completely wuzzy fuzzied.
Basically, you should be right, but the turret's DPS is so unreasonably high that you're not.
Edited by Immie, November 15 2012 - 09:29 AM.
#46
Posted November 15 2012 - 09:44 AM
MG turrets used by well cordinated premade teams can cause alot of trouble when used right.
And i almost forgot, Sharpshooter is OP!
#47
Posted November 15 2012 - 10:06 AM
D20Face, on November 15 2012 - 08:38 AM, said:
AsianJoyKiller, on November 15 2012 - 08:03 AM, said:
It gets two seconds, at most three, against an opponent. That is 240 damage MAXIMUM if the opponent is even half awake.
If your using your turrets in a way that they only last a few seconds, it'd be like using a HE charge for its splash damage. Sure, it does something, but you're not getting the full potential out of it.
Immie, on November 15 2012 - 09:25 AM, said:
On the high end, after spending over an hour last night review footage of videos where people are being shot solely by turrets and doing a few basic caculations, I'd say MG turrets don't do more than 120 DPS.
[HWK]HUGHES, on July 03 2013 - 11:07 PM, said:
The Sinful Infil HEAT Cannon Hustler, Cloaking and Smoking, C-Class Swagger, Ballin' n' Brawlin'
#48
Posted November 15 2012 - 10:48 AM
AsianJoyKiller, on November 15 2012 - 10:06 AM, said:
Immie, on November 15 2012 - 09:25 AM, said:
On the high end, after spending over an hour last night review footage of videos where people are being shot solely by turrets and doing a few basic caculations, I'd say MG turrets don't do more than 120 DPS.
Naw. 80 DPS is a good estimate. Looking over some of my videos, MG turrets get in up to 6 hits per second at 14 damage each. Slightly less against a distant or moving target.
Heck, here's some examples with hard numbers from the DM video I posted yesterday:
Now, I'll be the first to admit that I'm nowhere near as skilled as some of the folks here, but I do think that they showcase typical turret encounters.
At 2:30, I enter a room with a lone MG turret. I immediately turn and alpha strike it, sprint for a cover position, and finish off the turret from a safe location. During the 3 seconds of the initial engagement and rush for cover, the turret hits me 11 times for 14 damage apiece, plus 2 more hits in the fraction of a second when I step out to finish it off (182 total damage). That's probably something approaching a best case scenario unless you have the weapons, items, and/or optimizations to one shot a turret. Lone turrets are dangerous but rarely life threatening.
We see a straight up turret-assisted fight a few minutes later at 6:48. The guy I just killed respawns right behind me after I repair and immediately drops an MG turret. I engage before the turret is even fully deployed, but it hits me 18 times for a total of 252 damage in the 3 seconds during which I'm in range--I turn to flee halfway through. My opponent gets in a meagre 3 assault rifle hits during the initial engagement, plus a grenade and 4 more rifle rounds in the back during my escape, which leaves me very close to death.
Earlier, at 3:50, I engage an opponent and try to hunt him down after getting off an EMP. He retreats to the safety of his turret, which hits me 18 times over 8 seconds (again, 252 damage, which in this case kills me)--I'm a more distant, moving target this time, but I don't even notice the turret until it's almost killed me.
I was definitely being too greedy in that chase, and frankly I think that encounter presents a good way in which turrets should be used, but it still showcases their power--there wasn't really any cover available in that situation. That guy finally topped the killboards, leading me by a good 1k XP, and apparently just parked himself in the room with his turret to take out anyone that came by.
A MG turret is effectively a free, unlimited ammo HE/Detonator's worth of guaranteed damage. Is that really balanced compared to the other offensive consumables_
I'll agree that 2-3 seconds is the most they're likely to get against a skilled opponent. But that's still about 200 damage. Furthermore, your enemy will likely get a few shots off during the time required to reposition yourself. And then you're fighting at a disadvantage, with both an armour deficit and mobility limited by the turret zoning out a large chunk of the engagement area. Turning to focus the turret means the enemy gets maybe another 2-4 seconds of free fire against you. You're effectively fighting a 2v1.
With teammates backing you up, that's not so bad. On your own_ You're fuzzy bunnied...

Edited by Tezkat, November 15 2012 - 11:43 AM.
More HAWKEN gameplay videos at Mech.TV.
#49
Posted November 15 2012 - 11:38 AM
#50
Posted November 15 2012 - 12:31 PM
Anyway from what I've seen it may be that there was an accidental buff, which I could believe. They are about twice as strong in hp as before it feels like.
#51
Posted November 15 2012 - 12:54 PM
3Jane, on November 15 2012 - 12:31 PM, said:
Oh yeah, I know. With the perfect clarity of hindsight and replay analysis, I can see tons of things I could have done to win those fights, both with respect to mobility and tactical decision making. (Also, it was 2AM, I was distracted with commentating, and by that point I'd been playing/recording Hawken for 6 hours straight.

In their current form, MG turrets are effectively stationary, radar stealthed allies unloading a primary weapon on passers by with impeccable aim.
There are two changes I'd like to see to the MG turret.
First, I think it needs a damage nerf. At close range, turrets are a serious threat, and it makes fortification of certain areas much too easy. Even if you dropped it all the way down to, say, 10 damage per shot (currently 14 damage 6 times per second), that's still 60 guaranteed DPS over at least a few seconds, which is more than enough to turn the tide of a battle, especially in FFA DM. It requires much less skill to use than HE Grenades or Detonators, and it never runs out of ammo if players use it to camp an area.
Second, it should be visible on radar. Maybe it could have a stealthy radar signature and only be visible at close range or when firing, but some of the most dangerous things about turrets right now are the surprise factor and not knowing where the fire is coming from.
If you combined both of those changes, I'd agree to buffing the turret in other ways to compensate--perhaps slightly improving accuracy at range, for instance.
As I mentioned earlier, I'm okay with their current armour levels; you don't want them to be completely useless in team fights. Actually, making them weaker but tankier might be an interesting option (say, halving damage but significantly increasing armour).
More HAWKEN gameplay videos at Mech.TV.
#52
Posted November 15 2012 - 01:00 PM
Radar visibility is definitely needed yeah, a few people have mentioned that.
Damage currently might be a mistake though from what other have said about the dev comments on it. It is really sick damage at the mo.
#53
Posted November 15 2012 - 01:15 PM
Some people don't seem to get with these things is stuff like the time it takes to notice them (clever opponents can make it so that you don't really see them until it's too late) and the fact that it forces you to shoot/dodge the turret AND the player, turning it into a 2 on 1 fight.
#54
Posted November 15 2012 - 01:26 PM
D20Face, on November 15 2012 - 08:38 AM, said:
They get one of them. You get two HE charges. You know how much damage those HE charges will do_ Way more total. And, if that wasn't enough, you can pop one on the turret if you're really that worried about it. They've now more than likely only done less than 50 damage to you with the turret and you've still got a grenade with their name on it.
Burst is also king in Hawken. That damage spread over a prolonged period is worth way less than the 200+ instant face melting of the HE charge.
And like Asian said, if your Turret can't last long enough to do about 400 damage, then you deployed it in the wrong place, or at the wrong time.
Quote
I can 1v2 some A class pilots without taking damage
On a 1v1 against a turret, I'm guaranteed to go into the red on my infil, and that IS with cover usage and only really popping out to fire grenades
It's also assuming that nobody sees me attack it, and effectively turns the fight into a 1v2 where one of my opponents is a static aimbot
The MG turret just needs to go back to the way it was before. I still used it a ton then as a method of free enemy spotting and harassment. It's just too powerful for a potentially match-long device at this point, and I fear what will happen if they bring in the repair arm with turrets basically being A class aimbotters who don't know what RMB does
#55
Posted November 15 2012 - 01:34 PM
More HAWKEN gameplay videos at Mech.TV.
#56
Posted November 15 2012 - 01:46 PM
AsianJoyKiller, on November 15 2012 - 08:03 AM, said:
Why should an item, where the greatest skill requirement is deploying it in a good location, be doing as much damage as a primary weapon being used by an aimbotter_
I do agree with that. Although I will say, I generally fuzzy bunny about turrets in every game I play, and refuse to lower myself to the level of using them. However in HAWKEN, they're really not a big issue. I have no problem using them, because I know they're pretty dam easy to take out (with exception of AR/SMG, where you better hope nobody else is gunning for you, because you'll never hit the turret).
Edited by RedVan, November 15 2012 - 01:51 PM.
Come hang out on #hawken and #hawkenscrim, http://webchat.quakenet.org/

https://robertsspace...orgs/OMNISCIENT
#57
Posted November 15 2012 - 02:17 PM
Beemann, on November 15 2012 - 01:26 PM, said:
* I'm not.
#58
Posted November 15 2012 - 02:21 PM
defekt, on November 15 2012 - 02:17 PM, said:
Beemann, on November 15 2012 - 01:26 PM, said:
* I'm not.
It confuses and bewilders me.
Edited by AsianJoyKiller, November 15 2012 - 02:22 PM.
[HWK]HUGHES, on July 03 2013 - 11:07 PM, said:
The Sinful Infil HEAT Cannon Hustler, Cloaking and Smoking, C-Class Swagger, Ballin' n' Brawlin'
#59
Posted November 15 2012 - 02:31 PM
AsianJoyKiller, on November 15 2012 - 02:21 PM, said:
defekt, on November 15 2012 - 02:17 PM, said:
Beemann, on November 15 2012 - 01:26 PM, said:
* I'm not.
It confuses and bewilders me.

#60
Posted November 15 2012 - 02:38 PM
AsianJoyKiller, on November 15 2012 - 02:21 PM, said:
defekt, on November 15 2012 - 02:17 PM, said:
Beemann, on November 15 2012 - 01:26 PM, said:
* I'm not.
It confuses and bewilders me.
Kiwi opted for the AR over the HEAT when he played infiltrator, but that was more a "training wheels" thing then personal preference. Kiwi planned on switching to heat as he got some levels/skill with how the Infiltrator handles.
1 user(s) are reading this topic
0 members, 1 guests, 0 anonymous users