Marine sentries
Jiggly001
Join Date: 2010-11-28 Member: 75320Members
<div class="IPBDescription">choose a direction?</div>Was recently playing the beta with a friend and noticed I could not change which way the sentries faced once built or even choose what direction I wanted them facing prior to being built. Some sentries I placed were in perfect positions and others were facing the opposite way I wanted. Is this intended? and if so, is the direction of the placed sentry effected by where you physically place it on the map. At the time it seemed random and frustrating since I remember in ns1, you placed a sentry and it covered a 360 degree radius.
Comments
But yes, they do need to be orientable beforehand. The idea is supposed to be that they're more powerful but directional.
Easy to use and quite intutive, also accurate.
I am hoping they will be more like the sentry guns from Alien. Two set up in a corridor, and maybe only a fade can get past (if it can blink quickly enough) or an Onos can break through. It is much more important for marines to protect their assets than aliens, who take much less of a risk of expanding quickly over as much as the map as possible.
Or you could set up a mini relocation that is easily covered by two of them early game.
It would be really cool to see them at a very high R.O.F (their characters is just nothing like a minigun at the moment) but very low damage. So even if 3 skulks attacked, they not only get some shock and awe muzzle flash, but they will also be chewed up very quickly.
They are implementing a spin up time as well, so would only be useful in long corridors anyway.
Those are my thoughts.
Seconded.
--Scythe--
Have a MAC go up to it and turn it.
Although for gameplay purposes I'd say it's fine as is, hell you could probably just add a wheel to the back to spin it round.
I am hoping they will be more like the sentry guns from Alien. Two set up in a corridor, and maybe only a fade can get past (if it can blink quickly enough) or an Onos can break through. It is much more important for marines to protect their assets than aliens, who take much less of a risk of expanding quickly over as much as the map as possible.
Or you could set up a mini relocation that is easily covered by two of them early game.
It would be really cool to see them at a very high R.O.F (their characters is just nothing like a minigun at the moment) but very low damage. So even if 3 skulks attacked, they not only get some shock and awe muzzle flash, but they will also be chewed up very quickly.
They are implementing a spin up time as well, so would only be useful in long corridors anyway.
Those are my thoughts.<!--QuoteEnd--></div><!--QuoteEEnd-->
On the aliens theme, what would you think about having an ammo limit for each sentry (a high one, esp. if they're minigun like)? So they're very powerful but you can't just box off the corridor to skulks indefinitely without sending a marine/MAC out to resupply the guns. If they're not powerful and skulks can usually get past and chew them (e.g. via vents / behind boxes etc) then that would just be an annoyance, but if they do deny the corridor (or a room, e.g. if you have one in each corner, covering each other and with no space behind them in their blind spots) then leaping around to try and distract them / make them fire without dying could have a use.
No, its just useless micromanaging having to restock all the turrets that will be spread all over the map, especially in bigger maps that might get introduced in the future.
+1
If you do anything, make it so that after they have been positioned they can not be repositioned. But make positioning them much more intuitive obviously.
Easy to use and quite intutive, also accurate.<!--QuoteEnd--></div><!--QuoteEEnd-->
I agree.
Also, I agree they turn way to slow and oddly, maybe only let the top-piece turn, and way faster (same speed it "scans" the area infront of it atm).
Or make macs/marines have to turn them, so that a marine can use it, and then angle it as long as he looks somewhat at the sentry (so if he want a 180 degree turn he have to move around it aswell). This could just be an annoyance though (comm have to either order marines to turn all the sentrys, or have a mac doing it for him).
Also, I agree they turn way to slow and oddly, maybe only let the top-piece turn, and way faster (same speed it "scans" the area infront of it atm).
Or make macs/marines have to turn them, so that a marine can use it, and then angle it as long as he looks somewhat at the sentry (so if he want a 180 degree turn he have to move around it aswell). This could just be an annoyance though (comm have to either order marines to turn all the sentrys, or have a mac doing it for him).<!--QuoteEnd--></div><!--QuoteEEnd-->
Though having marines turning the turrets around would promote comm<>marine communication.
Yeah, you should see a cone representing the arc of the turrets vision when placing/rotating the turret.
That would be even more genius if you could easily tell them which direction to move it to as comm.
Clockwise? :P
Except that idea is completely ridiculous. Ability to rotate the turret on placement is clearly the ideal solution. Devs, let's get it done!
I can't imagine this isn't on the dev's radar. I'm sure it's only a matter of time before we see a new deployment method for the turrets that will give comms flexibility over how they're facing.
But it might not be a bad idea to give marines the ability to turn the turrets, too. It shouldn't be required, but things get overlooked and it's nice when a man on the ground can remedy those small problems without having to make a big thing of it.