Kaed Posted November 30, 2018 Posted November 30, 2018 A series of ideas: -Allow people to swap out the weapons installed inside completed turrets (not sure if this is already possible, never seen it done). Presumably when they are unpowered only, so people don't disassemble things shooting at them. -Allow mech weapons to be put inside turrets. Is there a compelling reason why only handheld lasers and things can be put inside a giant turret? Make death turrets with gatling lasers, weee!
Butterrobber202 Posted November 30, 2018 Posted November 30, 2018 Can we upgrade turrets from “My First Servo Kit” to something fucking useful? At the moment Turrents open slower than a handicapped Diona moving uphill.
Allakai Posted November 30, 2018 Posted November 30, 2018 Ya know I want to see a turret with a tachyon laser....
Kaed Posted November 30, 2018 Author Posted November 30, 2018 3 hours ago, Butterrobber202 said: Can we upgrade turrets from “My First Servo Kit” to something fucking useful? At the moment Turrents open slower than a handicapped Diona moving uphill. I'm of two minds here. On the one hand, reducing the time to fire would make turrets way more dangerous and hard to deal with. But then, the way they are now they're laughably useless against anyone who has the right tools and armor and barely have time to fire off one shot before being emp'd to death, IF they're lucky.
ben10083 Posted December 3, 2018 Posted December 3, 2018 I agree, I say buff the RoF, but if we add something like a laser minigun that will become unstoppable, we need to find a balance between how big of an obstacle it is.
Arrow768 Posted December 3, 2018 Posted December 3, 2018 I believe adding mech-style weapons to turrets is not a very good idea. The mech weapons are relatively OP already and the turrets have no ammunition limitations. In addition the ion rifle does not work reliably against the turrets, if you cant take out the APC with the ion (which is quite often not the case) But the current turrets are a joke. A skilled person can easily take out a turret without ever getting hit. To make turrets a larger threat we have to look at the two most common tactics to take out turrets: Fire and Duck The "Fire and Duck" tactic uses the delay between the turret coming out of the ground and starting firing to get a few shots into the turret and then ducking back into cover before it can get a shot in. You can repeat that indefinitely until the turret is taken out. The counter for that is relatively simple: increase the time it takes the turret to come out of the ground and start firing. Or possibly give it a "shield" that recharges once it goes back into the ground and can take a shot or two. Lockerblock The "Lockerblock" tactic uses lockers to block the firing path of the turret. By just pushing the locker forward and walling the turret in with lockers, the turret wont fire on any human mobs To fix this the turrets would have to be adapted to disregard dense objects that are not anchored in its firing calculations. And it would be important to check if the objects deteriorate and disintegrate after sufficient hits by a weapon. Crawl and Hit I am not sure if that has been patched already, but this tactic is essentially a adaptation of the "Fire and Duck" tactic. Crawl up to the turret (it wont shoot you while you crawl), get up and hit it as it emerges from the floor and lay down again before it starts firing. It is possible that this bug has been fixed already, if not the fix is relatively easy: Continue shooting mobs that arnt unconcious (possibly with the limitation that they have to get into a small radius around the turret) As a final note: Some of those tactics outlined here use bugs or oversights. If you use them ingame and get bwoinked as a result, its your own fault. You have been warned.
Kaed Posted December 3, 2018 Author Posted December 3, 2018 The crawl and hit method only works if the turrets are set to nonlethal. Lethal turrets will shoot you to death if you are present in the room, regardless of your body position. I don't really get how they are coded, but they only stop firing when you are dead, not just floored. The other two bits could use some work though, yes. I'd prefer the shield AND the faster deployment to be something that only malf AI can do, though, honestly,
Carver Posted December 3, 2018 Posted December 3, 2018 I love the idea of refitting turrets, but I wouldn't call it a 'buff'. The thread title felt a tad misleading, as I'd half-expected 'buff damage/accuracy/armour piercing by x'. Good ideas overall in the OP. Though I may suggest that turrets equipped with mech weapons would consume more energy to keep powered, with particularly nasty weapons draining power like a bitch if they fire for extended periods.
Kaed Posted December 3, 2018 Author Posted December 3, 2018 4 minutes ago, Carver said: I love the idea of refitting turrets, but I wouldn't call it a 'buff'. The thread title felt a tad misleading, as I'd half-expected 'buff damage/accuracy/armour piercing by x'. Good ideas overall in the OP. Though I may suggest that turrets equipped with mech weapons would consume more energy to keep powered, with particularly nasty weapons draining power like a bitch if they fire for extended periods. Yeah, I can see that. I really like the idea of attaching mech weapons to them for ridiculous but not very energy efficient defenses, rather than just not allowing it entirely because '2 OP no way'
Snakebittenn Posted December 3, 2018 Posted December 3, 2018 Certain turrets should stay up long, and get up faster. Polaris does this with the AI core. (Though the AI core there also has fuckin x-ray lasers and emitter-reflecting walls. Not that this is bad.)
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