Suggestions for types of turrets

That_Guy

New Member
Okay we have all seen the option in keybindings for setting up turrets, so we all know they should be coming out shortly. how about we all post our ideas for turrets here! mine are a Gatling gun turret, an EMP turret (knocks out you core for a certain amount of time), and a mortar turret that can only be set by a "builder" class. What are your ideas?

(the builder class would also have a repair or healing gun)
 

Volt Cruelerz

Legions Developer
Let's see... Since we can assume that all turrets will be predictive aimbots...

Note: RoF times are given in rounds per second

Standard Turret:
Description: a simple CG style turret that relies on rapid-fire mechanics to hit the target, has some spread​
Lock Time: .2 s​
Damage: 2​
RoF: 10​
Impulse: 30 N​
Velocity: 1000 m/s​
Range: 100 m​

Plasma Turret:
Description: heavy turrets that fire highly destructive balls of plasma​
Lock Time: .4​
Damage: 40​
RoF: .5​
Impulse: 4000​
Velocity: 200​
Range: 200​
Lightning Turret:
Description: hitscan weapon that damages all enemies in range​
Lock Time: 0​
Damage: .5​
RoF: 30​
Impulse: 10​
Velocity: hitscan​
Range: 40​
Laser Turret:
Description: hitscan weapon that damages enemies at long range; because it is a long-range hitscan, it is impossible to dodge and thus has VERY low damage output​
Lock Time: 2​
Damage: 4​
RoF: .333333​
Impulse: 2300​
Velocity: hitscan​
Range: 600​
Rocket Turret:
Description: fires tracking rockets that will continue to pursue the target; missiles have health of 1; missiles have a maximum turning rate so can be outmaneuvered​
Lock Time: 1.2​
Damage: 12​
RoF: 2​
Impulse: 1700​
Velocity: 180​
Range: 200​
Projectile Lifetime: 7 seconds​
Portable Mortar:
Description: fires parabolic weapons and will attack things even outside it's line of sight if it can find a path for the shell <runs from Triad :eek: >​
Lock Time: 3​
Damage: 50​
RoF: .6​
Impulse: 3400​
Velocity: 140​
Range: 400​
Minimum Angle: 20 degrees​
Maximum Angle: 80 degrees​
 

Volt Cruelerz

Legions Developer
how about they all have unlimited range but a limited lifespan depending on the round?

You know how annoying it is when you've got that one guy off in the distance shooting at you when you're on defense because he can? Now imagine a whole team of that. Now you have what you just suggested...
 

mausgang

Puzzlemaster
Okay, my idea for turrets.

Two types:
The first turret idea I have is a low rate of fire (approximately 90-100 rounds per minute) with fast projectiles (something like 150% of the skybolt velocity) It would have some splash damage, and would be the long-range turret. Damage output would be comparable to the skybolt, but with greater splash damage.

The second turret idea would be more akin to the plasma, and would be able to rapid fire very slow projectiles that do little damage each hit (deals 4% damage on Raider class) but due to the high number of projectiles, careless cappers and LO could easily be taken out.

The numbers on velocity, rate of fire, and damage that were provided are rough estimates and can, of course, be changed. I would suggest that they be placeable by somebody with a 'repair core' which can place and, of course, repair the assets. I would also suggest that there be an area right around the flag (exact radius to be determined by testing, I suppose) where no turrets can be placed.
 

That_Guy

New Member
You know how annoying it is when you've got that one guy off in the distance shooting at you when you're on defense because he can? Now imagine a whole team of that. Now you have what you just suggested...
note: DEPENDING ON THE ROUND. the ones with the longest lifespan would travel slower and have a sort of flare so that you can see it coming. otherwise make it where you can't shoot base to base
 

Volt Cruelerz

Legions Developer
Even if you make the effective range of them determined by the lifetime of the bullets, you'll still have to code in max ranges for their aiming so they don't waste their time aiming at people that are too far away to do be hit.
 

Mahidhar

Member
Homing rockets gives me nightmares :(

I'd like actually like to see it, even though I know that it will work against me. Ofcourse, along with the ability of deploying flares for every player. The homing rockets need not be very strict or very accurate about hitting the target. Skillful maneuverability by the player should be enough to evade them. Only when the players are travelling in a linear manner and do not want their speeds to decrease, should they use flares.
 

SeymourGore

Flatulent Cherub
Personally, I wouldn't want to see flares, this is mostly due to my days in Tribes 2 when it was nearly mandatory to carry them (instead of some of the cooler grenade types). With that said, I think a homing rocket could work too, make it kinda clumsy and dumb, so that a player could trick it with a well timed downjet or maneuvering the rocket into terrain/building/teammate.
 

Sin

Private Tester
All I see here is buffs to defense. I am a defensive-geared player, as most of you now I HoF/chase. Sometimes cap. I am making a case for the offense.
I really think defense is pretty stacked already, with the LO pretty much being cannon fodder for the stay at home. Turrets would -in my opinion- just stack the odds against offense even more. And now homing rockets? That would mean cappers would have to burn up valuable energy needed for their routes, just to avoid being hit by what is essentially an aimbot-style AI. Sure, it might not be amazingly fast or accurate, but it still could ruin a cappers day before he even made it to the stand. And if the capper makes it to the stand after dodging turrets, he then has to avoid the incoming rocket/grenade from the chaser and/or stay at home, and then, if he makes it past that, he falls right into the path of the HoF, happy to stop him dead.

Meanwhile, the LO is desperately making an attempt to distract/damage the HoF and chaser, while being targeted by possible turrets, and the stay at home defense. If the HoF is skilled, he will be able to block around 60-70% of the incoming cappers. If the stay at home is skilled, he will be able to take care of the LO in under 10 seconds. With no LO to distract, the capper is literally just target practice for the defense, and block practice for the HoF.

Now, after all of this, the capper has finally made it out with the flag. He may take a hit or two from a turret, depending on his speed. All is well right? No. Here comes the chaser, chaingun blazing as soon as he boosts into the air. His job is to kill whatever has his flag, and return his flag, at any and all costs. The capper, best case scenario (if the defense is any good at all) has under 40-50% left of his health bar, with decent speed. The chaser, depending on the speed of the capper, has around 60% or 20% of his health left, adjusting his speed to catch up to the capper, and match his speed. All while the chaser is equalizing the speed between himself and the capper, he is bombarding the capper with what he can, most likely rockets or grenades, and his faithful chaingun. The chaser, at this time, has a good chance of killing the capper, unless an escort has made it his priority to keep the capper safe, in which case, the chaser most likely will die.

The final factor to throw into all of this, is that sniping is becoming increasingly popular. If one of the stay home defense has equipped himself with a laser rifle, and is skilled with said weapon, the capper now has a terrible road ahead of him.

Mind you, this post revolves mostly around if the defense is skilled. If the defense is not skilled, the capper has a much greater chance of getting out with the flag. Yes, some LO can be very scary, but you can't fight forever.
 

Xtreme

shaska's bff
anything can qualify as overpowered if someone knows how to use it (see finnbots). and i never said homing, i said heat-seeking, which implies that there is some kind of range to the turret otherwise it would shoot missiles from across the map to your base :rolleyes:

Mind you, this post revolves mostly around if the defense is skilled.

i rest my case
 
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