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Rotational Lag in Turrets

Posted: Tue Jul 12, 2016 2:25 pm
by kiba
Rotation seems instant. But I think it would be interesting if they have some lag in rotating the turrets.

This way biters could actually flank those turrets.

Also, turrets will probably have to be adjusted to become area effect weapons as they are in real life, instead of 100% accuracy on one target.

Re: Rotational Lag in Turrets

Posted: Tue Jul 12, 2016 10:33 pm
by ssilk
Turrets have an angle-speed; this is used in some mods (AFAIK). You can also create/mod weapons, that have missiles, which explode like grenades.
So from THAT side it can be said it is nearly implemented (can be used).

Could you explain why the turrets should have a lag in the rotation, how does it help the game-play? Why should I use such a lousy weapon?

Re: Rotational Lag in Turrets

Posted: Tue Jul 12, 2016 11:16 pm
by kiba
ssilk wrote:Turrets have an angle-speed; this is used in some mods (AFAIK). You can also create/mod weapons, that have missiles, which explode like grenades.
So from THAT side it can be said it is nearly implemented (can be used).

Could you explain why the turrets should have a lag in the rotation, how does it help the game-play? Why should I use such a lousy weapon?
It allows for interesting 'tactical' possibilities like flanking maneuver which is not possible since it is instant.

This way, an enemy could attack from behind or from the side. The players will be forced to decide which directions merit more attention.

Re: Rotational Lag in Turrets

Posted: Wed Jul 13, 2016 12:02 am
by ssilk
I would say, I will always decide to use turrets without that, cause they have only disadvantages compared to the current turrets. And now? :)

Re: Rotational Lag in Turrets

Posted: Wed Jul 13, 2016 12:24 am
by kiba
ssilk wrote:I would say, I will always decide to use turrets without that, cause they have only disadvantages compared to the current turrets. And now? :)
This is why I suggested implementing field effects to make them more effective to compensate.

IRL, the machine gun is frequently used for suppressive fire, degrading the performance of enemy troops for the duration of the fire. This is where the idea of being pinned down come from. There's no such concept in the game, since there's no cover systems and no psychology.

With that in mind, the devs could implement alien psychology. For example, 50% dead biters, this become a rout. Or maybe the biters will be more suicidal if they got big brothers helping them out. Alternately, they don't care a wilt and will just attack, attack, attack!

Edit: Also, all turrets should have lags in rotation, not just guns.

Re: Rotational Lag in Turrets

Posted: Wed Jul 13, 2016 3:28 am
by mattj256
kiba wrote:I think it would be interesting if they have some lag in rotating the turrets.
Ok, and there should be technology that increases the turrets' rotational speed.

It doesn't bother me if a fully-upgraded turret can instantly turn and fire on its target. It does seem a bit weird that straight out of the box the turrets turn so quickly.

Re: Rotational Lag in Turrets

Posted: Wed Jul 13, 2016 9:16 am
by ssilk
Added to viewtopic.php?f=80&t=14640 New Weapons / New Defenses & Armor / Combat / Turrets

My personal feel is, this this is not really a good direction; current strategy is simple: Build defense, the more the better. :) This changes it to more complexity, but I currently still don't see, how this rises the game-play. ;)

Re: Rotational Lag in Turrets

Posted: Wed Jul 13, 2016 5:11 pm
by kiba
ssilk wrote:Added to viewtopic.php?f=80&t=14640 New Weapons / New Defenses & Armor / Combat / Turrets

My personal feel is, this this is not really a good direction; current strategy is simple: Build defense, the more the better. :) This changes it to more complexity, but I currently still don't see, how this rises the game-play. ;)
It raises gameplay in that we are forced to consider more the layout of our turrets and where we place our defenses, emphasizing more chokepoints as defensive positioning.