From The Depths
Oberic Jul 3, 2017 @ 10:52am
Maximum range, simple lasers on 2-axis turrets
They're pretty innacurate. I've tried tweaking detection and swapping out detection parts, no significant change.
Any tips?
If it helps, I'm trying to use a triple laser turret under the nose of my bomber.
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Showing 1-10 of 10 comments
Koekiegast Jul 3, 2017 @ 11:32am 
more focusing lenses
Koekiegast Jul 3, 2017 @ 11:33am 
wait
Koekiegast Jul 3, 2017 @ 11:33am 
simple lasers don't have that so no way to further inprove it
Oberic Jul 3, 2017 @ 1:40pm 
Originally posted by Koekiegast:
simple lasers don't have that so no way to further inprove it
The problem is more of the turret trying to lead shots.
I thought of something to try though. I'll pop back in if it works.
p3st|cIdE Jul 10, 2017 @ 9:08am 
The only thing putting the simple lasers on turrets is good for, under AI control at least, is destroying huge chunks of your own vessel. It won't fire them in the benchmark, the range is low, and once it starts the firing process, the failsafe won't keep it from aiming the activated beam into your own turrets and ship. My attempts at simple laser turrets were a huge fail.
FourGreenFields Jul 10, 2017 @ 10:38am 
Originally posted by p3st|cIdE:
The only thing putting the simple lasers on turrets is good for, under AI control at least, is destroying huge chunks of your own vessel. It won't fire them in the benchmark, the range is low, and once it starts the firing process, the failsafe won't keep it from aiming the activated beam into your own turrets and ship. My attempts at simple laser turrets were a huge fail.
Limit the fireing arcs of the turret, and it won't move there (will also not turn through that area, unless to return to or from default position). Same way to prevent simple autocannons from dealing friendly fire.

Only works if there are no beams or stuff sticking into the fireing arc though - or if you're allright with reducing the arc even further.
mellow Jul 10, 2017 @ 11:32am 
Originally posted by Oberic:
Originally posted by Koekiegast:
simple lasers don't have that so no way to further inprove it
The problem is more of the turret trying to lead shots.
I thought of something to try though. I'll pop back in if it works.
what simple lasers arent instant?
Oberic Jul 10, 2017 @ 12:39pm 
Originally posted by an lol mellow:
Originally posted by Oberic:
The problem is more of the turret trying to lead shots.
I thought of something to try though. I'll pop back in if it works.
what simple lasers arent instant?

Simple lasers are instant (once they start firing), but for some reason my bomber was trying to lead shots. My bomber no longer uses them at all.

Originally posted by p3st|cIdE:
The only thing putting the simple lasers on turrets is good for, under AI control at least, is destroying huge chunks of your own vessel. It won't fire them in the benchmark, the range is low, and once it starts the firing process, the failsafe won't keep it from aiming the activated beam into your own turrets and ship. My attempts at simple laser turrets were a huge fail.
Limit the allowed arc of the turret. It's tedious, but it works.
p3st|cIdE Jul 10, 2017 @ 4:29pm 
Thanks, that might help. Anyway, the failsafe is completely insufficient for the basic lasers and likely the auto cannons too, to much lesser extent, due to the extended firing period during which I guess it doesn't check the failsafe. My experience with a 4-simple-laser turret was that it just rips things to shreds at close range, but the range is very short, around 100 or 150 meters. And they eat ammo fiercely.
Oberic Jul 11, 2017 @ 1:39am 
Originally posted by p3st|cIdE:
Thanks, that might help. Anyway, the failsafe is completely insufficient for the basic lasers and likely the auto cannons too, to much lesser extent, due to the extended firing period during which I guess it doesn't check the failsafe. My experience with a 4-simple-laser turret was that it just rips things to shreds at close range, but the range is very short, around 100 or 150 meters. And they eat ammo fiercely.
They have about 600 range now, give or take, and they rip stuff apart just fine regardless of where they hit in that distance.
They also currently (fixed in the 2.00 patch) aren't treated as "lasers" for smoke, water, etc.

The failsafe doesn't work because it only checks the failsafe for the initial "click" that starts the weapon.
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Date Posted: Jul 3, 2017 @ 10:52am
Posts: 10