A question on turret aiming

CMEastCMEast Join Date: 2002-05-19 Member: 632Members
<div class="IPBDescription">... what it says on the tin(title)</div>How do the turrets aim? No, I dont want 'the point at something then shoot, Im interested in what they point at and why, also can they lead their shots (probably not, I think they both have hitscan weapons anyway, asking just in case).

I got this question from a story I read recently where a seige turret was taking out a hive and an alien was attacking the turret. Now why didnt the seige turret shoot the alien? Was it because the turrets main priority is buildings? Or just the Hive? Or because it was locked onto the hive first and even if a better target appeared (ok, presume its shooting at a defence chamber, would it stop shooting at it if a hive was built next to it?).
Would the normal turret act differently or does it have the same AI as a seige? Does it concentrate on aliens instead of their buildings?
Does they shoot at the closest thing? The most powerful thing?

What if you built webs all around a hive, would the seige take out the webs as they are closer? Can they even shoot webs? Can its weapon (which can shoot through terrain) shoot through aliens and other buildings too?


Another slightly off topic question, are they affected by spore clouds? I dont know the exact nature of the spore cloud, if its acidic then it would technically damage the turrets although to what extent I dont know, if it acts like a biological weapon then it would surely only affect biological things and thus ignore all turrets and buildings (good point (thanks <!--emo&:D--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/biggrin.gif" border="0" valign="absmiddle" alt=':D'><!--endemo-->), does it affect buildings?).


Thanks for reading all this, Im just one curious cat and would really appreciate the answers.
<!--emo&:turret:--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/turret.gif" border="0" valign="absmiddle" alt=':turret:'><!--endemo-->  <!--emo&:siege:--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/siege.gif" border="0" valign="absmiddle" alt=':siege:'><!--endemo-->

Comments

  • HobbesHobbes Join Date: 2002-03-17 Member: 328Members
    As far as I remember, and this is Subject to Change...siege turrets attack buildings only.

    I have no idea about spores and turrets.  =)
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Siege turrets only acquire buildings... aliens hit by a siege turret are within the blast radius of the building it is currently attacking.  All turrets, AFAIK, will lock onto the first, closest target and attack that target until it is destroyed or contact is lost.

    Re: spore clouds - I have to say STC.  They have been organic damage only, and they have been all damage... I have a feeling they will be organic-only for release, but it is STC.
  • CMEastCMEast Join Date: 2002-05-19 Member: 632Members
    nice quick replies <!--emo&:)--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/smile.gif" border="0" valign="absmiddle" alt=':)'><!--endemo--> (all look at my shiny new sig and avatar)

    What do you mean by 'contact is lost'? Do you mean if it shoots and doesnt hit it? Because then a gorge could just keep building cheap buildings in front of the hive and the seige will lose contact with the hive and stop shooting as if its already dead?

    Oh, while the seige doesnt shoot aliens would it be possible to run into the turrets... 'bullet'. Techincally it would be a good way to finish a turret off quickly, suicide into the shot close to the turret itself and it kills itself with splash damage.

    It just occurred to me, the Onos wont be attacked by seige turrets... shame
  • FlickFlick Join Date: 2002-08-11 Member: 1137Members
    Isnt Coil just a fountain of knowlage.. sometimes I wish I wernt strait...
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    Your idea of kamakazing the seige turret, well... won't work.
    The seige doesn't actually fire a projectile, instead a sonic based (maybe?)schockwave that only attacks things around the target, so anything in the way is not affected.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    "Contact lost" means the target left the turret's line of sight.  Then the turret will begin looking for a new target.
  • Boom_hahaBoom_haha Join Date: 2002-07-08 Member: 895Members
    just one question:
    i thought the siege could see and shoot through walls etc. So how can it lose contact with an building??? Can an enormous Onos be so phaaadd that even an siege cannot see thru?
    /me thinks of huge onos splashdamagehitted by siege...tehe
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    I was more talking about the sentry turrets with that.  Once a siege destroys its target, it looks for another target in-range.
  • Diogenes_DogDiogenes_Dog Join Date: 2002-05-13 Member: 610Members
    Would it be possible to make turrets controllable by the commander, possibly for the second release?  It'd be nice to be able to manually retarget them in order to use them more intelligently (finish off that guy with 2hp, focus fire, etc)


    -dio
  • Boom_hahaBoom_haha Join Date: 2002-07-08 Member: 895Members
    dio, this     has    been     discussed    in    another     thread
    /me breaths slowly again

    Beta1: no! And somewhere (faq?) it says (quote s.o.):
    no mannable turrets! so probably never....

    Ok, i excuse myself for sounding somewhat rushed or rude. <!--emo&:(--><img src="http://www.natural-selection.org/iB_html/non-cgi/emoticons/sad.gif" border="0" valign="absmiddle" alt=':('><!--endemo-->
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    <!--QuoteBegin--Diogenes' Dog+Sep. 04 2002,12:52--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Diogenes' Dog @ Sep. 04 2002,12:52)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Would it be possible to make turrets controllable by the commander, possibly for the second release?  It'd be nice to be able to manually retarget them in order to use them more intelligently (finish off that guy with 2hp, focus fire, etc).<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    It's not quite the same as a mannable turret, but probably won't make it in anyway.  The reason is that the commander cannot see aliens unless there is a marine to see them.  <span style='color:white'>Buildings do not have a "sight radius," and do not reveal aliens to a commander.</span>  The exception is the Observatory - aliens within range of an Observatory will be marked with a motion tracking sprite (and of course if motion tracking is researched, all moving aliens will be tagged).

    However, a commander will only see the alien model itself if there is a marine to see the alien.  Additionally, a commander has no way to discern the health of an alien.  So attacking the weakest alien, concentrating fire, etc... while it's a good idea, it currently wouldn't really work or has too small an application to be useful in NS.
  • MooMoo_the_SnowCowMooMoo_the_SnowCow Join Date: 2002-08-03 Member: 1057Members
    For the siege turrent it would be nice if you could some how make some buildings have a higher priority then other so it would attack a hive before the upgrade chambers and so on.
  • LegionnairedLegionnaired Join Date: 2002-04-30 Member: 552Members, Constellation
    I think the blast radius is  so big it doesn't matter anyhoo, but again, you wont be able to see the buildings unless there's a marine there.
  • Diogenes_DogDiogenes_Dog Join Date: 2002-05-13 Member: 610Members
    <!--QuoteBegin--coil+Sep. 04 2002,13:36--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (coil @ Sep. 04 2002,13:36)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->It's not quite the same as a mannable turret, but probably won't make it in anyway.  The reason is that the commander cannot see aliens unless there is a marine to see them.  <span style='color:white'>Buildings do not have a "sight radius," and do not reveal aliens to a commander.</span>  The exception is the Observatory - aliens within range of an Observatory will be marked with a motion tracking sprite (and of course if motion tracking is researched, all moving aliens will be tagged).<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Thanks.

    Any idea why buildings don't have a sight radius?  Seems like sort of a strange decision.  Will the commander at least get a message if buildings are under attack that he can't "see"?  

    And to Boom...haha:  go through life assuming that everyone you speak to is more intelligent than you are.  You won't often be wrong.


    -dio
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    Why should a building have a sight radius?  It doesn't have eyes.  (:  Yes, you receive "base is under attack" warnings.  And of course, you have turrets.
  • DOOManiacDOOManiac Worst. Critic. Ever. Join Date: 2002-04-17 Member: 462Members, NS1 Playtester
    every single RTS on earth has a sight radius of buildings. I've never seen one that doesn't. That's why. Its just expected of RTS players.
  • coilcoil Amateur pirate. Professional monkey. All pance. Join Date: 2002-04-12 Member: 424Members, NS1 Playtester, Contributor
    True.  The average RTS building *implies* living beings within it, though.  Natural Selection buildings are structures, nothing more.  They can't see.  Even alien buildings will only register danger if they are attacked.
  • bob2bob2 Join Date: 2002-06-15 Member: 772Members
    <!--QuoteBegin--coil+Sep. 04 2002,16:30--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (coil @ Sep. 04 2002,16:30)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Why should a building have a sight radius?  It doesn't have eyes.  (:  Yes, you receive "base is under attack" warnings.  And of course, you have turrets.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    turrets attack things??  dont tell me its just random...

    they must be able to see something.
  • BedwettingTypeBedwettingType Join Date: 2002-07-26 Member: 1001Members
    But then you would have a cheap, shooting observatory.  (At least I think it would be cheap...  I'm not a PT.)  No one would build observatories then.
  • Diogenes_DogDiogenes_Dog Join Date: 2002-05-13 Member: 610Members
    <!--QuoteBegin--coil+Sep. 04 2002,16:30--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (coil @ Sep. 04 2002,16:30)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->Why should a building have a sight radius?  It doesn't have eyes.  (:  <!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    Gameplay!

    Or cameras, if you prefer. :P


    -dio
  • Diogenes_DogDiogenes_Dog Join Date: 2002-05-13 Member: 610Members
    <!--QuoteBegin--Version135b+Sep. 04 2002,16:54--></span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td><b>Quote</b> (Version135b @ Sep. 04 2002,16:54)</td></tr><tr><td id="QUOTE"><!--QuoteEBegin-->turrets attack things??  dont tell me its just random...

    they must be able to see something.<!--QuoteEnd--></td></tr></table><span id='postcolor'><!--QuoteEEnd-->
    I assume that turrets can acquire & attack targets without any of the marine players being able to actually see it going on.  Otherwise they'd be pretty much useless for defense. :/


    -dio
  • UnknownUnknown Join Date: 2002-06-12 Member: 759Members
    Have you ever played TFC and built or seen a Sentry Gun (a.k.a. SG)?  Thats what those turrents are like.
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