Turret's degree of movment?

Post » Mon Sep 20, 2010 3:23 pm

I THINK they'll be able to turn 360, but they'll only turn when someone's within a narrow front arc. Would make sense.

As an Engineer, I wouldn't want that. If my turrets can only track targets in front of them, I want to trust that "in front" is where I told it to look. I would be able to accept 360° turn radius if, like TF2 sentries, the turret reset to its original facing after it loses a target.

Personally, I think 90°-120° firing arc, similar to the turrets in ET:QW, would make the game more interesting for everyone. I would have to think harder about how to place my turrets, and the enemy team wouldn't be completely shut down by a turret they way they are in TF2.
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Naazhe Perezz
 
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Post » Mon Sep 20, 2010 9:45 am

That's only half a question...

The degree of movement isn't the only thing that matters. What also matters

Does a person have to be in the front view of the turret for it t activate or just in some area around turret... does it take time to track the player first. And so on.
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barbara belmonte
 
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Post » Mon Sep 20, 2010 3:10 am

As an Engineer, I wouldn't want that. If my turrets can only track targets in front of them, I want to trust that "in front" is where I told it to look. I would be able to accept 360° turn radius if, like TF2 sentries, the turret reset to its original facing after it loses a target.

Personally, I think 90°-120° firing arc, similar to the turrets in ET:QW, would make the game more interesting for everyone. I would have to think harder about how to place my turrets, and the enemy team wouldn't be completely shut down by a turret they way they are in TF2.

I like both these ideas. 360 tracking, but with a reset to front-facing when it loses target is what I'd have expected, but I haven't played with turrets much in Enemy Territory games. a fixed arc would be good. And I'm pretty sure they take time to track the target, but probably not much.
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sas
 
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