Showing turret range

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murillokb
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Showing turret range

Post by murillokb » Thu May 15, 2014 8:42 pm

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.

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Sedado77
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Re: Showing turret range

Post by Sedado77 » Thu May 15, 2014 9:40 pm

I agree. +1

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Re: Showing turret range

Post by AndaleTheGreat » Thu May 15, 2014 11:39 pm

Agreed.
I'd love to see some modules to put in them as well. Speed/Range would be enough.

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Re: Showing turret range

Post by Alfdaur » Fri May 16, 2014 7:22 am

Yeah, this would be great. This would allow me to see how far apart I need to plant the laserturrets.

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Re: Showing turret range

Post by tralala » Fri May 16, 2014 3:52 pm

+1

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Re: Showing turret range

Post by khh » Sat May 17, 2014 4:47 am

Yes, this is a good idea.
AndaleTheGreat wrote:Agreed.
I'd love to see some modules to put in them as well. Speed/Range would be enough.
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.

Efficiency: + range, - firing speed
Speed: + firing speed
Productivity: + accuracy, -firing speed

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Re: Showing turret range

Post by murillokb » Sat May 17, 2014 11:35 am

Most people have massive amounts of turrets so modules on turrets are way too much manual work. beacons affecting turrets could work way better :)

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Re: Showing turret range

Post by Hyena Grin » Sat May 17, 2014 2:17 pm

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.

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Re: Showing turret range

Post by drs9999 » Sat May 17, 2014 2:28 pm

+1 to the initial idea
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.
and +1 to this as well ;)

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Re: Showing turret range

Post by Bobdafilter » Sat May 17, 2014 4:00 pm

+1 to the original idea!
drs9999 wrote:+1 to the initial idea
+1 to your +1
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 "no-brainers"
drs9999 wrote: and +1 to this as well ;)
1+ to your second plus one.

And +1 to Factorio

and another +1 for me sounding like a sarcastic jerk.
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 :)
Maybe if we could make drones put modules into turrets?

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Re: Showing turret range

Post by Sedado77 » Sat May 17, 2014 5:05 pm

AndaleTheGreat wrote:I'd love to see some modules to put in them as well. Speed/Range would be enough.
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.

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.
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 :)
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 :S

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Re: Showing turret range

Post by murillokb » Sun May 18, 2014 8:27 am

Sedado77 wrote:1st NERF the turrets
or BUFF the bitters :twisted:

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Re: Showing turret range

Post by Neotix » Wed May 21, 2014 12:11 pm

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.
Last edited by Neotix on Thu May 22, 2014 11:59 am, edited 1 time in total.

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Re: Showing turret range

Post by Hometruck » Wed May 21, 2014 2:21 pm

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.

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Re: Showing turret range

Post by krux02 » Thu May 22, 2014 2:24 pm

here is a +1 from me too.

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Re: Showing turret range

Post by saykhia » Mon May 26, 2014 5:08 pm

+1 from me too.

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Re: Showing turret range

Post by GewaltSam » Mon May 26, 2014 6:42 pm

That would be great, I'm all for that idea.

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