Turret Burn Duration After Destruction
#1
Posted 10 September 2018 - 07:01 AM
I've been particularly annoyed with one feature as of late. It has to do with Turrets maintaining a laser burn well after they are destroyed.
Captain Obvious says there are bigger things to gripe about in FP, but a seemingly minor realism check like this could be easily fixed in a patch. When a 'mech gets killed during a laser burn, the lasers do not continue to hold their lock on a moving component for the second following the mech destruction, IMHO, when a turret explodes, and the beam stays locked on a component a moving mech for a full second after the turret has been reduced to shrapnel and dust, we have a very simple feature that sounds like it should be an easy fix for the devs.
#2
Posted 10 September 2018 - 07:28 AM
#3
Posted 10 September 2018 - 08:55 AM
Not digging perfect aim Dropships and turrets and the extended 100% accurate burntime from somewhere out of the afterlife is just the cherry on top.
Honestly why would you let a bunch of inept mechwarrior lose when you have ACE gunners and turrets at your disposal.
My immersion senses are tingling.
Edited by Toha Heavy Industries, 10 September 2018 - 08:56 AM.
#4
Posted 10 September 2018 - 09:07 AM
#5
Posted 10 September 2018 - 09:40 AM
#6
Posted 10 September 2018 - 03:05 PM
But then if you shoot the turrents rather than just zerg rushing gens, I guess these things become noticeable.
#7
Posted 10 September 2018 - 03:40 PM
then the beam durations would be shorter
#8
Posted 10 September 2018 - 05:30 PM
Edited by MiniScwerl, 10 September 2018 - 05:30 PM.
#9
Posted 10 September 2018 - 05:31 PM
justcallme A S H, on 10 September 2018 - 03:05 PM, said:
But then if you shoot the turrents rather than just zerg rushing gens, I guess these things become noticeable.
You probably haven't because you let your team tank turret damage for you. lol.
Thanks for chiming in though and attempting to derail and cast salt. Your salt is our favorite. =o)
Khobai, on 10 September 2018 - 03:40 PM, said:
then the beam durations would be shorter
That would not really affect the issue. You'd still be getting shot at by a turret that no longer existed.
#10
Posted 10 September 2018 - 07:17 PM
#11
Posted 10 September 2018 - 08:49 PM
#12
Posted 11 September 2018 - 12:19 AM
BigScwerl, on 10 September 2018 - 05:31 PM, said:
I think he meant a turret which only does a 0,2 second "wub".
I'm with you tho, damage should get cut off the very moment the turret is destroyed.
Would still be very much in favor for autocannon or some sort of dps based turrets (like idk, longrange maschinegun or something). Or even missile based, since those could keep flying at you even if the turret is down.
#13
Posted 11 September 2018 - 04:54 AM
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