Turrets is not run out of ammo ?
HatlabuFarkas
Join Date: 2005-03-09 Member: 44496Members
<div class="IPBDescription">Small sentries, and offensive chambers ?</div>i have read the "dudepuppet" started <a href="http://www.unknownworlds.com/forums/index.php?showtopic=103053" target="_blank">NS FORUM</a> , and i have a idea about the turrets.
<img src="style_emoticons/<#EMO_DIR#>/siege.gif" style="vertical-align:middle" emoid="::siege::" border="0" alt="siege.gif" /> is a slow-firing-big-damage turret, but how many ammo have ?
<img src="style_emoticons/<#EMO_DIR#>/turret.gif" style="vertical-align:middle" emoid="::sentry::" border="0" alt="turret.gif" /> is a Quick-firing-small-damage turret, but how many ammo have ?
and what is happen, if the ammo is running out ?
Offensive chamber have a relaitive small spikes. if the chamber fires one spike, the spike is still shown on the offensine chamber. never runs out. <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
how we can reload, if the small turrets out ?
<img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
add more realistics . good, or BAD idea ?
<img src="style_emoticons/<#EMO_DIR#>/siege.gif" style="vertical-align:middle" emoid="::siege::" border="0" alt="siege.gif" /> is a slow-firing-big-damage turret, but how many ammo have ?
<img src="style_emoticons/<#EMO_DIR#>/turret.gif" style="vertical-align:middle" emoid="::sentry::" border="0" alt="turret.gif" /> is a Quick-firing-small-damage turret, but how many ammo have ?
and what is happen, if the ammo is running out ?
Offensive chamber have a relaitive small spikes. if the chamber fires one spike, the spike is still shown on the offensine chamber. never runs out. <img src="style_emoticons/<#EMO_DIR#>/sad-fix.gif" style="vertical-align:middle" emoid=":(" border="0" alt="sad-fix.gif" />
how we can reload, if the small turrets out ?
<img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
add more realistics . good, or BAD idea ?
Comments
For the Siege cannon, it is basically an energy weapon which shoots energy waves into an area. These then explode and damage the bacteria. So these would get their energy from the nanogrid.
The turrets probably get their ammo trough means of phasing in a new ammo belt into the turret, so it can never run out of ammo. It is also locked into the nano grid. You could ofcourse argue about the fact that handheld weapons don't have this feature, but this is probably because they are moving and also able to go into infested areas while moving. The turrets are static buildings and the nanogrid can lock onto them more easily (also in infested areas, I guess). The marine movement could interfear heavily with the phasing of ammo into the weapons. I guess the marines like to carry their own clips instead of depending on an automated system. Same reason why the commander can phase in ammopacks for them to use.
Now onto the offensive chambers, you do realise that the bacteria can grow extremly fast, evolving from skulk to onos for example, this is probably the reason the offensive chamber never runs out of spikes. After it shoots one there is already a new spike behind it, kind of like shark teeth growing at lightspeed <img src="style_emoticons/<#EMO_DIR#>/tounge.gif" style="vertical-align:middle" emoid=":p" border="0" alt="tounge.gif" />
That is my take on how to explain them in the NS universe...
It's such a cheap trick, especially on siege maps. The aliens can't even get through or run past them because they place the turrets ON the door edge... *sigh*
i think too that they are abalanced now.
Maybe all turrets should get a conenction to the tf that supplies every turret with ammonution?! so like in cnc3 the defensiv towers of nod who got a string to the main station. So every turret factory is a station that can produce a special amount of amonution per second/minute...
this could also explain the cap of turrets in a range!
Uh, no. How many static defenses do you see used in StarCraft by Koreans? And I'm pretty sure that its NOT a Counter Strike set in space.
Yes but 'locking down' is not really an effective strategy. As soon as you stop pressuring and go on defense - you're on the losing side. (barring 30 man servers from here because marines hold vast superiority in time) And locking down hives on a 30 man server isn't a good idea anyway, if you've pressured the aliens THAT far back, its always better to have a gate with mines on it in the most likely hive location and just siege out/shotgun walk-in the main alien hive.
StarCraft units aren't mindless, they are fluid resources much like NS marine players. The only difference is that StarCraft units do exactly what you tell them to do and have 0 margin for human stupidity. And your concept of how a StarCraft game is played is extremely flawed, sure all melee units in that game are basically suicide machines, but ranged units such as tanks, goons and hydras are very similar to NS marines. Now that I've mentioned it, siege tanks ARE basically NS marines.
Static defenses are used only sparingly by good players in RTS games because the resources required to build them can be better spent elsewhere. The 100 res spent on locking down a hive in NS can be used to equip most of the marine team with a shotgun or get 2/2 tech.
Maybe they should make turrets mobile in ns2. they could look similar to the remote sentry bots from Doom 3. They could be incredibly ineffective and vulnerable if they were not deployed and on the move. But when they reach their way point they could drill em selves down and operate like the current turrets.
This would mean they would be less static and they could support marine offensives more easily, but they wouldn't be good enough to assault by them selves. The fact they can redeploy would also allow for adjustments to bad placement by the comm. And would allow them to adapt to different strategys. I heard in one of the podcasts they were talking about mobile sieges why not normal turrets too. However this kind of change would make turret factories defunct.
i think, this is a good idea <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" />
OCs are supported by the infestation, so on a certain volume of DI (volume = area * thickness, with thickness being equivalent to time).
Turrets are supported be Turret Factories and the area limit around the TF limits the number of turrets per TF as well.
So with both structures being somehow limited, there is no need to introduce further limitations.
Good idea, the turretfactory have the ammo of the turrets ?? <img src="style_emoticons/<#EMO_DIR#>/biggrin-fix.gif" style="vertical-align:middle" emoid=":D" border="0" alt="biggrin-fix.gif" /> if the BIG AMMO PACK has depleted, ALL the turrets is OFF ? (and commander must pay for more bullets?)
<img src="style_emoticons/<#EMO_DIR#>/turret.gif" style="vertical-align:middle" emoid="::sentry::" border="0" alt="turret.gif" />
(turrets are able to carry to another place like HL2 ?)
Leave static defense as an option ~ it does not hurt to have it
Leave turrents as are ~ Com micro manages far too much as it is