Curiosity

moultanomoultano 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.

Comments

  • TyrainTyrain Join Date: 2003-01-03 Member: 11746Members
    I think I read something about the nearest thing to them.
  • SoBe_DragonSoBe_Dragon Join Date: 2002-12-04 Member: 10465Members
    edited August 2003
    What I read in the change logs

    Turrets will lock on to targets more quicky.

    What actually happened:

    Turrets lock on to targets INSTANTLY
  • MaxMax Technical Director, Unknown Worlds Entertainment Join Date: 2002-03-15 Member: 318Super Administrators, Retired Developer, NS1 Playtester, Forum Moderators, NS2 Developer, Constellation, Subnautica Developer, Pistachionauts, Future Perfect Developer
    <!--QuoteBegin--SoBe.Dragon+Aug 11 2003, 09:12 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (SoBe.Dragon @ Aug 11 2003, 09:12 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->What I read in the change logs

    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
  • ZelZel Join Date: 2003-01-27 Member: 12861Members
    i think they shoot at whats nearest, i often throw up a hive whiel trying to bilebomb the turrets in a hive location, because they all aim up at the fat thing with a thousand life and leave me alone!
  • BelrickNZBelrickNZ Join Date: 2002-12-19 Member: 11156Members
    The new turret locking is ****. It not only locks on INSTANTLY but never misses.
    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.
  • CatpokerCatpoker Join Date: 2002-06-25 Member: 816Members
    you have to admit, even though turrets are bad, think about how badly marines are losing on pubs...... they sorta need it
  • DiablusDiablus Join Date: 2003-03-31 Member: 15080Members
    Cat actually no, sure the aliens are slightly ahead at teching b4 marines but its not that "Aliens ALWAYS win" its the team with better teamwork that succeds, if you read my post about how marines who were looking down to lose and aliens had 3 hives, we used teamwork as our weapon and we won.
  • Clan_HunterClan_Hunter Join Date: 2002-11-07 Member: 7499Members
    I believe they target nearest unless something farther away is attacking them.


    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.
  • GrimmGrimm Join Date: 2003-04-13 Member: 15448Members
    <!--QuoteBegin--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> </td></tr><tr><td id='QUOTE'><!--QuoteEBegin-->Catpoker Posted on Aug 11 2003, 08:27 PM
    --------------------------------------------------------------------------------
    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.
  • moultanomoultano 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
    edited August 2003
    what this means guys is that suicide skulks could keep most of those turrets from hitting your precious onos. Keep that in mind. Same thing goes for a bilebombing gorge. Just make sure you are closer to them than what you are trying to protect.

    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?
  • Cheez1Cheez1 Join Date: 2003-01-28 Member: 12900Members
    Pff fat lot of good they do. I lost a 2 hive lockdown and 6 res towers to nothing but a bunch of gorges. They oc spammed cargo bay hive then bile bombed the #$%^ out of powersilo from the ledge up above. Even the Gl/HA marines couldn't stop them. I know that sounds unlikely but somehow they had enough res to put DC on top of that ledge and heal each other (probably because they took our 6 rts*coughelectrificationisuseless*cough*). Oh btw we had lv2 weapons for most of the game as well, and level threee while we were being pounded in base...so tech wasn't our problem. Honestly 3+ gorges is like trying to kill 20 DCs with a pistol.
  • Iced_EagleIced_Eagle Borg Engineer Join Date: 2003-03-02 Member: 14218Members
    edited August 2003
    <!--QuoteBegin--moultano+Aug 11 2003, 11:55 PM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (moultano @ Aug 11 2003, 11:55 PM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> what this means guys is that suicide skulks could keep most of those turrets from hitting your precious onos. Keep that in mind. Same thing goes for a bilebombing gorge. Just make sure you are closer to them than what you are trying to protect.

    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
  • PugsleyPugsley Join Date: 2002-07-03 Member: 876Members
    The power of turrets is buggering up the mariens I think in public, if some random noob hops into the comm chair, and starts turreting up base, if his defence holds for age's and age's, he'll be happy with his turret farms, he wont win, but theres quite a high chance he'll be thinking 'hey htese turrets rock, lets build loads of them', then in future any game this guy comms, will end up as a farming match and an alien victory, and any new players may see how strong of defence this is, and do it in future themselves. Hopefully soon poeple will see that 30 turrets in base will not win you the game, it will only prolong your defeat. However I have seen a few unusual early reloc --> mobile farming community victories, when the marine team relocates at the very start to a key point of the map and just farms the hell out of it, this iwll cut down marine mobility 10 fold, especially for gorge's, which can hinder the aliens expansion, then they just went to the side of the maps the aliens dont control and lamed it up, secured all the RTs, lamed them up, and done the same so they have secured 2 hives, half the map, and have res in the bucketload. Of course you would think 'well, lets just onos rush them', well thats easier said than done, because we started with MC's, so no regen (however the accelerated spawn time was VERY useful we found throughout the game) we found taking down the farms very hard indeed, after a while the comm decided to JP with HMG/GL rush our last hive, they didnt be long ripping through it with 6 of the buggers wizzing about the place.
  • XCanXCan Join Date: 2002-11-03 Member: 5904Members, Constellation
    The turrets might not track instantly, however when they have tracked you they DON'T miss, that's the problem. You can leap jump hop like a retard, but it won't miss you.
  • ProtomanProtoman Join Date: 2003-08-09 Member: 19291Members
    The biasing for turret tracking does need to get looked at...

    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.
  • AsranielAsraniel Join Date: 2002-06-03 Member: 724Members, Playtest Lead, Forum Moderators, NS2 Playtester, Squad Five Blue, Reinforced - Shadow, WC 2013 - Shadow, Subnautica Playtester, Retired Community Developer
    edited August 2003
    funny thing todo...

    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 :-)
  • Ph0enixPh0enix Join Date: 2002-10-08 Member: 1462Members, Constellation
    <!--QuoteBegin--Pugsley+Aug 12 2003, 08:10 AM--></span><table border='0' align='center' width='95%' cellpadding='3' cellspacing='1'><tr><td><b>QUOTE</b> (Pugsley @ Aug 12 2003, 08:10 AM)</td></tr><tr><td id='QUOTE'><!--QuoteEBegin--> ...(however the accelerated spawn time was VERY useful we found throughout the game)... <!--QuoteEnd--> </td></tr></table><span class='postcolor'> <!--QuoteEEnd-->
    MCs don't speed up spawn time. That was removed before the release of 2.0.
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