Curiosity
moultano
Creator of ns_shiva. Join Date: 2002-12-14 Member: 10806Members, NS1 Playtester, Contributor, Constellation, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Gold, NS2 Community Developer, Pistachionauts
<div class="IPBDescription">How do the turrets acquire targets</div> Do they always attack the thing closest to them? Do they attack the first thing they see and stick with it until it dies or moves out of LoS? Do they pick their targets separately or do they all focus on the same thing? Do they attack the most expensive thing they can see?
Knowing this for certain would be very helpful for protecting a bilebombing gorge by distracting them, or throwing yourself in front of an onos to keep him alive a longer.
Knowing this for certain would be very helpful for protecting a bilebombing gorge by distracting them, or throwing yourself in front of an onos to keep him alive a longer.
Comments
Turrets will lock on to targets more quicky.
What actually happened:
Turrets lock on to targets INSTANTLY
Turrets will lock on to targets more quicky.
What actually happened:
Turrets lock on to targets INSTANTLY<!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
This isn't true. Start up a LAN game with a single turret and you'll see. Also, you can take out a single turret without it ever firing a shot if you circle around it.
As to the original poster's question, they fire at the closest target in their LOS.
Max
Ok i understand owning standstill skulks but it shouldnt alwasy hit a leaping past skulk.
COnsider they cost 10 measly res and u wonder why turret farms are fashionable again? I prefer 1.04 turrets, deterence more than anything.
And as for "Aliens always win" This isn't entirely true however on pubs Aliens have the upper hand, being more independant than the marines. A truly clever alien player can take out a squad/outpost solo. Even with Level 3 upgrades and heavy armor and a HMG the best marine won't last forever.
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you have to admit, even though turrets are bad, think about how badly marines are losing on pubs...... they sorta need it <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
You seem to be forgetting that marines create turret farms that cause the end game to run on for around an extra half an hour in most cases. They just sit in their base with loads of turrets knowing that they will lose.
Another curiosity, if two players were to rapidly change who was closest to the turrets would they just flip around back and forth and never fire?
Another curiosity, if two players were to rapidly change who was closest to the turrets would they just flip around back and forth and never fire? <!--QuoteEnd--></td></tr></table><span class='postcolor'><!--QuoteEEnd-->
most likely they will shoot the one that is attacking them... also there is no way they can both be the same distance away <!--emo&:p--><img src='http://www.unknownworlds.com/forums/html/emoticons/tounge.gif' border='0' style='vertical-align:middle' alt='tounge.gif'><!--endemo--> AND there will also be other turrets attacking too if the comm was smart
Edit: Aliens of course have the upper hand atm because the marines need alot of teamwork which pub players at most times seem to lack... It will take a few weeks to reorientat yourselves to that
One of the problems I noticed as a gorge was that when I placed a few turrets next to a marine resource node, it locked onto it and would never break contact, even though I had a couple of marines gunning for me and shooting at the turrets.
build a SC around the corner
run to the turrets and build 1 OC
run back a few meters and build as many OC as you can and 2 DC (i KNOW you need many resources)
The turrets fire on the first OC while the others cloak :-)
build em and the DC(if possible, DC should be up first)
OC attack turrets, you bilebomb from behind.. trurret farm gone :-)
MCs don't speed up spawn time. That was removed before the release of 2.0.