BATTLETECH

BATTLETECH

View Stats:
Do turret generators just stop showing up after the intro mission?
Or did I just keep on missing 'em during my own play throughs?
< >
Showing 1-15 of 20 comments
maerchen Jul 18, 2022 @ 6:07am 
Turret generators are part of the priority missions, the liberation of Weldry mission sports two of these east of the main gate, taking them out silences all turrets around the ice box. https://battletech.fandom.com/wiki/Liberation_of_Weldry .

They are basically killswitches that can be utilised by the observant gamer and do not appear in regular defend base missions.
wesnef Jul 18, 2022 @ 6:16am 
Yeah, they're only in designed missions, not random ones. Capture Base & Destroy Base just have turrets to kill.
Lord Of Dorkness Jul 18, 2022 @ 6:56am 
Originally posted by wesnef:
Yeah, they're only in designed missions, not random ones. Capture Base & Destroy Base just have turrets to kill.

Dang shame. Was thinking that was the answer, but was hoping I was wrong, and that most maps just had them hidden or something.
Beef Hammer Jul 18, 2022 @ 10:18am 
Yea they kind of botched removing that from the regular game.
DasaKamov Jul 18, 2022 @ 12:09pm 
Originally posted by Beef Hammer:
Yea they kind of botched removing that from the regular game.
I wouldn't call that a "botch", since destroying generators are something of an "I WIN" button in the scripted missions.
Sword_of_Light Jul 18, 2022 @ 2:46pm 
Originally posted by DasaKamov:
Originally posted by Beef Hammer:
Yea they kind of botched removing that from the regular game.
I wouldn't call that a "botch", since destroying generators are something of an "I WIN" button in the scripted missions.

Not to mention stupid on the part of engineers. I know, let's put our power generators where they're most vulnerable to enemy fire, because that's how bunkers work!
Lord Of Dorkness Jul 18, 2022 @ 3:01pm 
Originally posted by Sword_of_Light:
Originally posted by DasaKamov:
I wouldn't call that a "botch", since destroying generators are something of an "I WIN" button in the scripted missions.

Not to mention stupid on the part of engineers. I know, let's put our power generators where they're most vulnerable to enemy fire, because that's how bunkers work!

To be fair... not every commander is going to be the next Napoleon. Or have the space & money for a bunker, for that matter.

Would have been a neat treat on SOME missions. Like how you get that 'poor condition' malus on enemies on low-star missions because you're fighting mechs almost falling apart.
VipreRX Jul 18, 2022 @ 3:03pm 
Originally posted by Sword_of_Light:
Not to mention stupid on the part of engineers. I know, let's put our power generators where they're most vulnerable to enemy fire, because that's how bunkers work!

No more stupid really than the shield generator on Hoth. Building what's basically a power station underground isn't very practical.

It's a real missed opportunity that some random missions don't include a couple generators spread around with a backup in case you toast the first one.
maerchen Jul 18, 2022 @ 3:59pm 
I remember many a thread of first time players complaining that the first mission is too hard, hence I wrote "can be utilised by the observant gamer" in my first comment because they clearly weren't....
sono Jul 21, 2022 @ 7:54am 
The issue is that the generators are just too fragile a weak-spot for regular missions, especially since you could always maneuver to instantly take them out. It would make turrets completely irrelevant, instead of mostly irrelevant like they are now.

They're a fun gimmick for fixed missions, but it's probably a good thing they don't exist in regular ones.
Sword_of_Light Jul 21, 2022 @ 8:41am 
Originally posted by VipreRX:
Originally posted by Sword_of_Light:
Not to mention stupid on the part of engineers. I know, let's put our power generators where they're most vulnerable to enemy fire, because that's how bunkers work!

No more stupid really than the shield generator on Hoth. Building what's basically a power station underground isn't very practical.

It's a real missed opportunity that some random missions don't include a couple generators spread around with a backup in case you toast the first one.

I don't think it's impractical for military use. The Iranians are alleged to be in the process of building a nuclear reactor and HEU processor plant inside a mountain. This has several advantages - the obvious being you have a mountain between your reactor and your enemies, but it's also more difficult to track construction via remote sensing.

Now, as Lord Of Dorkness points out, the smart thing is not necessarily what the officer in charge would do. Lt.-General Arthur Percival, the commander in charge of the defense of Singapore, refused to allow his men to build emplacements because he thought it would lower the morale of his men. There's an entire book on this kind of insane incompetence, On the Psychology of Military Incompetence, so Lord Percy is hardly alone.

So I could totally see some LCAF general telling his engineers "Hide 'em underground? By god man! Hardly fair play, what? Wont do, I say, wont do! No, let the damned Combine come, and damn their eyes! They wont get close enough to hit the generators, you mark my words, lad! Now, where's that damned orderly with my J&T?"
wesnef Jul 21, 2022 @ 9:52am 
Originally posted by sono:
It would make turrets completely irrelevant, instead of mostly irrelevant like they are now.

Yeah, BEX (and presumably the others) adds turrets with more guns, and with 150+ internal / 200-300+ armor. They're much more threatening.
maerchen Jul 21, 2022 @ 12:54pm 
Originally posted by wesnef:
Originally posted by sono:
It would make turrets completely irrelevant, instead of mostly irrelevant like they are now.

Yeah, BEX (and presumably the others) adds turrets with more guns, and with 150+ internal / 200-300+ armor. They're much more threatening.


Yes, RT has very much the same, the turrets can be very dangerous and sturdy. Artillery turrets in particular.
WillieSea Jul 22, 2022 @ 5:28am 
Fixed turret positions should get a bonus to hit once discovered. Mechs should easily be able to target a fixed position with their advanced targeting systems. Is it just me or does the game treat them like any 'movable' enemy? Only then would I agree with giving them more armor and firepower because they are in a fixed location to make up for the easier targeting.

Making it harder for the sake of making it harder is lame.
wesnef Jul 22, 2022 @ 5:37am 
Originally posted by WillieSea:
Fixed turret positions should get a bonus to hit once discovered. Mechs should easily be able to target a fixed position with their advanced targeting systems. Is it just me or does the game treat them like any 'movable' enemy? Only then would I agree with giving them more armor and firepower because they are in a fixed location to make up for the easier targeting.

At least in the base game and in BEX, turrets are easier to hit. I get 70-80%+ hit rates beyond effective weapon range and with bad pilots.

The other counterbalance is that they don't add anything to the salvage pool, their guns are just lost.
< >
Showing 1-15 of 20 comments
Per page: 1530 50

Date Posted: Jul 18, 2022 @ 5:47am
Posts: 20