Siege Turrets

InvasionInvasion Join Date: 2002-12-22 Member: 11323Members
how do siege turrets work? do they really go through walls and barriers? how is this even remotely possible?

the official description mentions something about manipulating gravitational fields. can someone explain the basic process in layman's terms?

also, what is the range? ("1250" doesn't tell me much.)

Comments

  • MasterEvilAceMasterEvilAce Join Date: 2002-11-29 Member: 10268Members, Reinforced - Shadow
    yes, they shoot through walls,
    in the next patch, the commander will have to SCAN an area for the siege to hit it, and/or a player has to be able to see the structure for the siege to hit it


    visit this thread to see how far the siege can shoot
    <a href='http://www.unknownworlds.com/forums/index.php?act=ST&f=20&t=17375' target='_blank'>http://www.unknownworlds.com/forums/in...ST&f=20&t=17375</a>

    two images are attached in different posts there, scroll until you see them
  • RedfordRedford Monorailcatfjord Join Date: 2002-04-28 Member: 528Members, NS1 Playtester
    edited December 2002
    Siege turrets do indeed go through any wall, barrier, alien, snack bar, ect ect.

    Knowing how siege turrets work is not important to what their ultimate effect is. In any case, the turrets do indeed manipulate local gravity, then look for signatures of the building in that gravity distortion. They then maniuplate the gravity in a way that causes a similar effect to a sonic boom. A localised gravity distortion wave is generated, shaking the target and nearby buildings to pieces.

    Knowing the number behind the range isn't important. When a commander drops a siege, he gets a green ring that shows the area of buildings in it's effect.

    <b>Effects in 1.04</b>

    Due to numerous marine incidents where a siege turret improperly targeted a marine building, an alien, or sometimes, a marine with horrifying results, TSA has created a failsafe that will be shortly placed into all siege turrets. This will create the need for visual checking of the target, either by marine or by nano-probe into the siege turret's area of effect. This has caused 3 major changes.

    1. Siege turrets will no longer fire on targets out of their, or any other marine's LOS. This prevents mistakes and allows double-checking of targets by the CC itself before the firing order is issued.

    2. Scanner sweeps are more expensive. In order to properly "paint" targets for a siege turret, a residual nano-charge had to be added to the sensor packet. This adhears to all alien buildings, allowing the siege turret to get a failsafe positive lock. Due to the bacterium and nano-gridlock, however, this does not last any longer then the sensor sweep's normal time of effect. In fact, this had one major problem, it more then doubled the cost of the sensor sweep for anywhere, siegeing or no, from 1 to 3.

    3. Siege turrets now have a shorter range. This is caused by the failsafe software occasionally making mistakes at extreme ranges. The Command Console software has not been updated as of yet. Thusly, you will view the siege turret's range as larger then it actually is. Better safe then sorry commanders, RPs are valuable.

    These changes will go into effect upon software completion.
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