I was flying a turret yesterday and got some good air over a hill. I decide to delpoy while up there... It stops falling while the deploy anim plays, then starts slowly descending like its a ballon... Also, the 8 second deploy time count doesn't start until it touches ground. Took me a few mins to touch ground.... Also, if you repeatably deploy and undeploy you could take ages b4 you can down, if you so wished.
I would label this one a ' (minor bug) ', given that the biggest thing i could do with this is make lots of human Hadean Turrets float down and look like some kind of alien invasion.
That being said, it would fix things like when a turret deploys on water or the bridge underneath it is destroyed.
Personally i never did like human pilots deploying turrets in mid air over the enemy base at the start of the game.
its like that in 1.2 as well...
after deployment turrets fall down real real slow... its very very odd considering physics or w/e, but its good as it is, u cant get deployed in mid air and start shooting (which is weird but make some sense)
Yes, but is there a way of making it so that when a turret isnt connected to buildings or terrain it cannot be deployed, reguardless of weather or not it is trying to deploy or was already deployed.
That 'fix' would however result in turrets not being placeable underwater, which isnt acceptable.
what about the turret being connected to water, is that possible? Then it could deploy over water and "sink" to the bottom.
I would like to see the ability for an odf setting to make the turret "floatable", so it deploys ontop of water...
My understanding about the Rattler is that it uses the same STAB system as the Badger. That is to say that if it were to fire it's weapons "unanchored", the recoil from the weapons would topple the unit.
That's strange though berzerker, considering the rattler actually floats. Hell, it bounces happily. :)
Recoil would be a nice addition to the game engine (although it can be done with pulse shell class).
Simulating recoil control with recoil cannon tanks can be eaisly done by adding weight to the vehicle if it's a treaded or walker class vehicle.
Edit: gramatical errors
Yeah, but this is a *turret*, and a turret isnt affected by that class of weapon when it is deployed. And its not ment to be affected.
Bzerker is right, they use 'STAB' or 'magnetic locks' of whatever...to make them attach to the surface. Hense the name 'turret'.
Basicaly this should be their behaviour.
Turrets should not sink though buildings / bridges. They should stick to their surface.
Turrets should not 'deploy' in midair and then take a very long time to float to the bottom.
Turrets should be able to deploy '' in water '', that is to say one points them at a piece of ground under the water's surface, and then the turret goes to a spot above it (its hovering under the water)...at which point it then 'sinks' to the bottom, and when it touches the bottom takes its normal time to deploy just as it would normally.
If a a structure underneath the turret is destroyed whilst it is ontop of it, it should instantly 'undeploy' and become a hover vechile class again, although whilst it goes though its 'undeploy' animation it should free-fall.
I think thats just about it.
i think turrets stick to buildings/bridges now, was pretty sure ghs fixed that already.
and if someone is in a turret over yur base, why do you care?
just snipe em, or let defences kill em, get in a gt and shoot it down if you really need to...
yep, most likely they wont be able to deploy becaues they will die 1st... and in 1.3 they just fall - duh
although they can deploy on buildings without sinking in em... which can be preaty deadly + cool :D
did it as testing... went over a hill and deployed on the factory... i could get some AI pilots in it too :D
In 1.2 I had no problem in deploying turrets on buildings w/o them sinking in, it was just the scrap pools.
QuoteI had no problem in deploying turrets on buildings w/o them sinking in
obvisouly - u havnt even tried... because its impossiable
and i aint talking about the rec with the drop off
In Pre-BZ2 discussion, I suggested the turrets be able to attach/deploy to any land surface, in other words it could attach to the side of a hill or the top of a tunnel, hanging upside down.
I think turrets do aline themselves to surfaces now, although making them deploy at any angle that is 'upside down' would be rather difficult.
Hmmm, I haven't tried to deploy one sideways in 1.3.
Think I will. :-o
you could build the turret so it goes to ground/terrain, so if you were in a tunnle the turret would go up, but it still doesnt make much sense why that would happen
I've seen turrets deployed on the service bay, and they do bounce a little. I seen them deploy successfully on the recyclear, tho that might've been in 1.3. I'll play around a little.
lol TOO, let me find my thread at bac for ya... ull see what i mean ON buildings...
aha, there it is... on 1.3 i could've deployed each and everyone of them - with AI pilots!
http://www.bac-clan.com/ubb/cgi-bin/ultimatebb.cgi?ubb=forum;f=7;hardset=1000;start_point=225
Why did you shoot the one in the Relay Bunker?
i wanted to see if its hitable :D
I Tried deploying on pools, bays, recyclears, tunnels, and bridges, even an ice rhino :D.
The ABSOLUTE WORST BUILDING TO DEPLOY ON was the "big building" on bane, the one that looks like the HUGE version of the cerberi factory. I mean I sank, and sank, and sank, until I hit the invisible ground in which the building sat on.
I deployed in tunnels, and I didn't sink through. I deployed on terrain models, and I wouldn't sink through unless I was on an overhang, in which I would sink until I hit rock bottom, of the model. When I erased the model, the terrain it sat on would be changed to fit its shape as good as possible. That lead me to the conclusion of: turrets only attatch to terrain, or any surface below it... if there is one.
Another bug, if you deploy a turret on REALLY STEEP terrain, you'll sink through it :-), and never stop, unless you hit a tunnel on the way down, though perhaps, a water layer that damages stuff would stop you.