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Buff to the turrets' accuracy, damage and AP. #248

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Buff to the turrets' accuracy, damage and AP. #248

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Rohesie
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@Rohesie Rohesie commented Aug 30, 2018

Turrets are currently quite useless. Depending on how strong the change proves the dropship defenses may be tweaked separately, as they should not be easily boarded.

Also fixes #215

@Surrealaser
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Things I would change:

  1. Reinstatement of 360 mode so it can actually function as an autonomous sentry, and lock down an area without being baby sat.
  2. Reduce the fire delay between shots. The fire delay is so ridiculously long that any kind of fast xeno can bait the gun fire and advance into another place it cannot shoot, or even flank the gun and take it down.
  3. Allow marines to set the detection range and burst amount of the gun.
  4. The dropship gauss cannon ammo should be devastating.

@Iatots
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Iatots commented Aug 30, 2018

CM turret pathing used to have an issue where the sentry's vision path was different than the bullet's path or something (basically, a beno around a corner would be visible to the turret, but the bullets would always path through the wall, making the turret waste them). They fixed it somehow, but then broke turrets: they would no longer fire through barricades and window frames (dense objects they could see through). They recently re-fixed this by switching from dense to opaque. I see you are making the last switch yourself here, but did you get a chance to look at the original problem?

@Rohesie
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Rohesie commented Aug 30, 2018

Agreed with all, @Surrealaser .

I have not yet, @Iatots .

This was more of a quick patch since I'm working on something else at the moment. But, yes, those are issues to fix in the medium-to-long term.

@Rohesie Rohesie closed this Sep 5, 2018
@Iatots
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Iatots commented Sep 6, 2018

WELP

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Auto-turret bullets blocked by barricades no matter the distance
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