How do turret AI calculations effect server resources? I assume that as the turrets are not player controlled they must use some resources when firing and tracking players. Could alot of turrets cause heavy server loads?
well the rotation is completely client side but targetting it server side. Definately possible for loads of turrets to lag a server.
Too many anything lag the server, but I don't think it's the targeting that lags, it's the firing. Sounds, impacts, damage dealing, the tracers even would probably make it cry.
How could that be client side? Does the server tell ClientX that he is in charge of turret X targeting? Any entity is in the server entitiy list is going to increase CPU load, and then there is how often the entity thinks, and how complex its thinking is.
That was the animation of it turning. Example: Player A sees the gun pointing North while Player B sees it pointing South. The "idle" waiting for something to shoot time is probably server side since the hitboxes are server side, and the hitboxes are what the turret would shoot.