Showing turret range
Moderator: ickputzdirwech
Showing turret range
As per title, there's no way to tell the turret range.
it would be nice to know which areas are going to be protected by the turrets. This allow players to do a little more planing on placing turrets.
I don't know if this is really relevant with the current enemy AI (they focus the turrets so the range doesn't really matter) but in the future i see further balancing to combat (and to AI maybe?) so the ability to see the turrets range will be crucial for a good defense.
it would be nice to know which areas are going to be protected by the turrets. This allow players to do a little more planing on placing turrets.
I don't know if this is really relevant with the current enemy AI (they focus the turrets so the range doesn't really matter) but in the future i see further balancing to combat (and to AI maybe?) so the ability to see the turrets range will be crucial for a good defense.
Re: Showing turret range
I agree. +1
-
- Inserter
- Posts: 38
- Joined: Thu May 15, 2014 1:15 pm
- Contact:
Re: Showing turret range
Agreed.
I'd love to see some modules to put in them as well. Speed/Range would be enough.
I'd love to see some modules to put in them as well. Speed/Range would be enough.
Re: Showing turret range
Yeah, this would be great. This would allow me to see how far apart I need to plant the laserturrets.
Re: Showing turret range
Yes, this is a good idea.
Efficiency: + range, - firing speed
Speed: + firing speed
Productivity: + accuracy, -firing speed
I think it'd be nice to use the same modules as now for everything that can be chipped, and just adjusted so they fit.AndaleTheGreat wrote:Agreed.
I'd love to see some modules to put in them as well. Speed/Range would be enough.
Efficiency: + range, - firing speed
Speed: + firing speed
Productivity: + accuracy, -firing speed
Re: Showing turret range
Most people have massive amounts of turrets so modules on turrets are way too much manual work. beacons affecting turrets could work way better ![Smile :)](./images/smilies/icon_e_smile.gif)
![Smile :)](./images/smilies/icon_e_smile.gif)
-
- Inserter
- Posts: 25
- Joined: Wed Apr 23, 2014 11:05 pm
- Contact:
Re: Showing turret range
Definitely. This is a no-brainer! In fact, it would be nice if it showed with Alt so you can see overlapping fields of fire.
Re: Showing turret range
+1 to the initial idea
![Wink ;)](./images/smilies/icon_e_wink.gif)
and +1 to this as wellHyena Grin wrote:Definitely. This is a no-brainer! In fact, it would be nice if it showed with Alt so you can see overlapping fields of fire.
![Wink ;)](./images/smilies/icon_e_wink.gif)
-
- Burner Inserter
- Posts: 7
- Joined: Fri May 16, 2014 10:02 pm
- Contact:
Re: Showing turret range
+1 to the original idea!
And +1 to Factorio
and another +1 for me sounding like a sarcastic jerk.
+1 to your +1drs9999 wrote:+1 to the initial idea
+1 to "no-brainers"Hyena Grin wrote:Definitely. This is a no-brainer! In fact, it would be nice if it showed with Alt so you can see overlapping fields of fire.
1+ to your second plus one.drs9999 wrote: and +1 to this as well
And +1 to Factorio
and another +1 for me sounding like a sarcastic jerk.
Maybe if we could make drones put modules into turrets?murillokb wrote:Most people have massive amounts of turrets so modules on turrets are way too much manual work. beacons affecting turrets could work way better
Re: Showing turret range
I think it'd be nice to use the same modules as now for everything that can be chipped, and just adjusted so they fit.AndaleTheGreat wrote:I'd love to see some modules to put in them as well. Speed/Range would be enough.
Efficiency: + range, - firing speed
Speed: + firing speed
Productivity: + accuracy, -firing speed[/quote]
I only disagree in the productivity, just because accuracy is 100% allways. Turrets don't miss, as worms don't miss. Maybe change it to +damage, -firing speed.
I like this one also... but maybe 1st NERF the turrets, because they're already too powerful. At least for my base, with a turret every 5 spaces and double wall, i can compleatly forget about bitters :Smurillokb wrote:Most people have massive amounts of turrets so modules on turrets are way too much manual work. beacons affecting turrets could work way better
Re: Showing turret range
or BUFF the bittersSedado77 wrote:1st NERF the turrets
![Twisted Evil :twisted:](./images/smilies/icon_twisted.gif)
Re: Showing turret range
Putting modules into every turret would be annoying. I think, we could use Beacon instead.
Modules effect:
Efficiency: + range, -damage
Longer gun barrel and narrow bullets give better range but we need reduce the caliber so we get less gun damage.
Speed: + speed, - range
Shorter gun barrel allow to shoot faster but it reduce effective range.
Productivity: + damage, - speed
Better caliber give more damage but it reduce reloading speed.
Modules effect:
Efficiency: + range, -damage
Longer gun barrel and narrow bullets give better range but we need reduce the caliber so we get less gun damage.
Speed: + speed, - range
Shorter gun barrel allow to shoot faster but it reduce effective range.
Productivity: + damage, - speed
Better caliber give more damage but it reduce reloading speed.
Last edited by Neotix on Thu May 22, 2014 11:59 am, edited 1 time in total.
Re: Showing turret range
I can't be bothered to quote all the good ideas in this thread, so i will just say +1 to all the suggestions in it.
If everyone on the internet were a bit more articulate each day, and gave each other the benefit of the doubt, the world would be a better place.
Re: Showing turret range
here is a +1 from me too.
Re: Showing turret range
+1 from me too.
Re: Showing turret range
That would be great, I'm all for that idea.