Jump to content

Turret Burn Duration After Destruction


12 replies to this topic

#1 BigScwerl

    Member

  • PipPipPipPipPipPip
  • The Deadly
  • The Deadly
  • 222 posts
  • LocationPac N Dub

Posted 10 September 2018 - 07:01 AM

Noooo, Turrets still not OP....this is a suggestion for..... let's call it realism.

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 Eisenhorne

    Member

  • PipPipPipPipPipPipPipPipPip
  • Liquid Metal
  • Liquid Metal
  • 2,111 posts
  • LocationUpstate NY

Posted 10 September 2018 - 07:28 AM

Yea, this has annoyed me for a while.

#3 B L O O D W I T C H

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,426 posts

Posted 10 September 2018 - 08:55 AM

Just get rid of imba op laser aim turrets and make srm/lrm and/or AC turrets.
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 UnKnownPlayer

    Member

  • PipPipPipPipPipPip
  • Fury
  • Fury
  • 266 posts

Posted 10 September 2018 - 09:07 AM

Can we please fix the Sulphurous Siege Beta Gate "sniper turret" as well please. I swear it pops up from 600m away and shoots the entire team whilst they are around the OGENs

#5 Mikey Two Guns

    Member

  • Pip
  • The Blazing
  • The Blazing
  • 16 posts

Posted 10 September 2018 - 09:40 AM

Replace laser turrets with Long Tom cannons. Party like it's 2016.

#6 justcallme A S H

    Member

  • PipPipPipPipPipPipPipPipPipPip
  • CS 2020 Referee
  • CS 2020 Referee
  • 8,987 posts
  • LocationMelbourne, AU

Posted 10 September 2018 - 03:05 PM

Can't say I've ever really noticed this...

But then if you shoot the turrents rather than just zerg rushing gens, I guess these things become noticeable.

#7 Khobai

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPipPip
  • Elite Founder
  • Elite Founder
  • 23,969 posts

Posted 10 September 2018 - 03:40 PM

could switch them over to pulse lasers

then the beam durations would be shorter

#8 MiniScwerl

    Rookie

  • The Pest
  • The Pest
  • 7 posts

Posted 10 September 2018 - 05:30 PM

wups

Edited by MiniScwerl, 10 September 2018 - 05:30 PM.


#9 BigScwerl

    Member

  • PipPipPipPipPipPip
  • The Deadly
  • The Deadly
  • 222 posts
  • LocationPac N Dub

Posted 10 September 2018 - 05:31 PM

View Postjustcallme A S H, on 10 September 2018 - 03:05 PM, said:

Can't say I've ever really noticed this...

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)

View PostKhobai, on 10 September 2018 - 03:40 PM, said:

could switch them over to pulse lasers

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 Yondu Udonta

    Member

  • PipPipPipPipPipPipPip
  • CS 2020 Gold Champ
  • CS 2020 Gold Champ
  • 645 posts

Posted 10 September 2018 - 07:17 PM

It's not just Sulfurous Rift B gate turret, there's some such as Boreal right trench turret and some at Grim Portico. I've seen them shooting me when I'm at least 700m away. Just weird. Not expecting a fix tho.

#11 Grus

    Member

  • PipPipPipPipPipPipPipPipPip
  • Little Devil
  • Little Devil
  • 4,155 posts

Posted 10 September 2018 - 08:49 PM

Replace these wimpy turrits with Caliopie turrits..

#12 B L O O D W I T C H

    Member

  • PipPipPipPipPipPipPipPipPip
  • 2,426 posts

Posted 11 September 2018 - 12:19 AM

View PostBigScwerl, on 10 September 2018 - 05:31 PM, said:

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) That would not really affect the issue. You'd still be getting shot at by a turret that no longer existed.


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 LordNothing

    Member

  • PipPipPipPipPipPipPipPipPipPipPipPip
  • Ace Of Spades
  • Ace Of Spades
  • 16,772 posts

Posted 11 September 2018 - 04:54 AM

where are the turrets that fire things other than lasers?





1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users