MG Turrets (a message to beerdude)

Discussion in 'Archive' started by arklansman, May 9, 2007.

  1. arklansman

    arklansman Member

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    MG turrets are rediculously overpowered. On district, a level 3 turret, on the top of the pole at the north end of the long street, can kill you even if you are against the wall at the end of the east-west street, without any issues. So why don't you reduce RoF, and add the range dampening that most infantry weapons have.
     
  2. Stu

    Stu BehälterGott

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    Gee this didn't have anything to do with the last game of district that we just finished does it?
     
  3. arklansman

    arklansman Member

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    Actually I have been complaining about it for a while.

    But yes, five level 3 turrets in one place is a bit disheartening.
     
  4. dizzyone

    dizzyone I've been drinking, heavily

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    MG turrets were not affected by R&D weapon settings, afaik.
     
  5. Simon

    Simon Banned

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    I believe it is something to do with new hit registration and hit boxes?
     
  6. Krenzo

    Krenzo Administrator

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    Turrets are controlled by me. Why don't you take the sewers?
     
  7. pixelized

    pixelized Member

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    And where be our jetpacks? Actually yeah why doesn't the game have jetpacks?
     
  8. Broccoli

    Broccoli Member

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    Have you ever considered, building ML's? Or throwing grenades? They aren't indestructible you know.
     
  9. ViroMan

    ViroMan Black Hole (*sniff*) Bully

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    Do you have an arm bigger then your torso? can you really throw that far?

    However building missile launchers would have been a good idea in that situation IF the enemy engys were not fairly close to kill anything you might try to put up.
     
  10. Align

    Align Member

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    Considering there were 5 turrets, i suppose there were 5 engineers, so repairing the damage done by a ML shouldn't have been too much trouble for them...
     
  11. dizzyone

    dizzyone I've been drinking, heavily

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    Its easier to destroy turrets, than keeping em up. That said I believe we shouldn't start balancing settings based on flag maps, instead there should be different settings for each game type that are seperated for ease of balancing. But since this discussion is about turrets anyway, NERF ZE AUTO TURRENTS!11!11
     
    Last edited: May 9, 2007
  12. Solokiller

    Solokiller Member

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    If emp_info_params had a keyvalue for a "custom script file", the game could be changed completely by the mapper. And i'm saying a single script refenrences other scripts with what they do, like:
    "scripts/custom/emp_123/weapons.txt" "infantry_weapons"
    "scripts/custom/emp_123/turrets.txt" "turret_settings"
     
  13. Beerdude26

    Beerdude26 OnThink(){ IsDownYet(); }

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    Yeah, what dizzy and Krenzo said, I'm afraid I can't change anything you asked. :p
     
  14. Krenzo

    Krenzo Administrator

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    The only thing I would offer is the possibility of making turrets unable to see through smoke grenades. Turrets also can't target you if you're hidden as a scout. I've seen many people take out far away turrets with mortars.
     
  15. dizzyone

    dizzyone I've been drinking, heavily

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    This would make the scout a real teamplayer, i love it :D
     
  16. Private Sandbag

    Private Sandbag Member

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    District needs much higher skyboxes. because you can fire your mortar in a nice high arc just to have it dissapear into the sky.
     
  17. arklansman

    arklansman Member

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    Throwing grenades doesn't work so well when the turret is on top of a pole.

    For the smoke grenades, I think that should be done anyway.
    That becomes a problem when you get as far away as physically possible and it still hits you. It's also a major problem when you can't even see it.

    They are also problems on maps like slaughtered because now it is much more difficult to sneak past even a level 1 turret without destroying it.


    Also the low skybox is a problem like sandbag mentioned. (I'm tired of quoting :P )
     
  18. vimacs

    vimacs Member

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    I dont think the turrets are overpowered, turrets are there to secure something, not to be nice looking props.
    But i agree that smoke should at least hinder the turrets a bit, that would only be realistic, maybe that could be counterable with radar/cam?
    i dont see why a turret shouldnt be able to shoot at nicely marked targets even if it cant "see" them.
    Having radar/cam "support" the turrets would also give those more tactical value.
    How about this:
    Smoke = tracking time *2 and accuracy/2
    Cam/Radar= tracking time /2, accuracy unaffected
    ?
     
  19. Caelo

    Caelo Member

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    that would be nice vimacs...
     
  20. Align

    Align Member

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    But everyone builds radars/cameras near the enemy anyway, so in practice you'd only ever see the halved tracking time.
    Speaking of which, isn't it instantenous?
     

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