RimWorld

RimWorld

Turrets shooting through targets...
anyone else experience this? im seeing it quite a bit lately. making my turrrets useless.
< >
Showing 1-12 of 12 comments
Jigain Jan 5, 2020 @ 9:16pm 
I thought the point of turrets was to shoot through targets.
koimeiji Jan 5, 2020 @ 9:20pm 
If by 'shooting over targets' you mean 'the bullet is passing through them' that's just them missing.

If by 'shooting over targets' you mean 'the bullet is hitting them mechanically, not just graphically, but it's not doing any damage whatsoever' then that sounds like a mod conflict or missing files.
kevinshow Jan 6, 2020 @ 5:35am 
i think it could mean the turret is missing the target.

not every shot will hit its target.

General Kael Jan 6, 2020 @ 6:07am 
To clarify, i am using quite a few mods, but when this issue occurs it doesent even have to be a modded turret. My base has over a dozen turrets, typically the issue occurs with an animal when it begins its attack on a colonist. The most recent even, half a dozen turrets blanketed the creature in gunfire but not one made a hit.
M.K. (Banned) Jan 6, 2020 @ 6:32am 
Originally posted by General Kael:
half a dozen turrets blanketed the creature in gunfire but not one made a hit.
A squirrel, perchance? Or similar small, agile type? Turrets have very poor shooing accuracy against single target, unless it is huge. Turrets are made to throw hurt at large groups.
General Kael Jan 6, 2020 @ 9:05am 
Just a question do animals have a dodge chance? like fast moving ones? Could they be dodging the gunfire?
Morkonan Jan 6, 2020 @ 9:26am 
Originally posted by General Kael:
Just a question do animals have a dodge chance? like fast moving ones? Could they be dodging the gunfire?

I know their hitbox (size) matters a great deal in terms of whether or not they can be hit. I don't know if Dodge mechanics are applied to animals in ranged combat. (In melee, I think they might be.)

Large animals don't make good fighters for that reason, IMO. They're too easily hit by lots of gunfire and stray shots.

Shots that hit, stop. Shots that don't hit... keep going. (Outside of mods, at least.) I know I've used larger animals as direct "bullet sponge shields" in a fight, running melee pawns behind them in a pinch to save their shield points.
Bozobub (Banned) Jan 6, 2020 @ 9:30am 
I can verify that bears (my fave animal in RW) stop bullets quite well =/ . Manhunting squirrels, on the other hand, are notorious for wiping colonies for exactly this reason; they are VERY difficult to hit.
BlackSmokeDMax Jan 6, 2020 @ 9:40am 
I've never put much stock in the graphic representation of projectile paths in Rimworld. I think they are just a rough estimate/view and not to be taken as any kind of definitive yes or no on what is actually happening.
Morkonan Jan 6, 2020 @ 9:44am 
Originally posted by Bozobub:
I can verify that bears (my fave animal in RW) stop bullets quite well =/ . Manhunting squirrels, on the other hand, are notorious for wiping colonies for exactly this reason; they are VERY difficult to hit.

Absolutely. Mufalo are good sponges, too, and very common.

Bears are awesome, too. Meal-fed, though. Very trainable, haul well, but poop a lot... (Filth)

Squirrels and other small combatants are the bane of the early-game. One issue is that they're fast and close to melee distance very quickly, rendering any ranged weapon useless other than to be used as a club. IIRC, this is true even with the Pistol, which is kind of sad and makes a Pistol useless very, very, quickly, for anything other than being useful against Raiders. (Though, a Masterwork Pistol in the right hands is very effective. Even so, the user may only get one accurate shot before the deadly squirrel closes...)
Bozobub (Banned) Jan 6, 2020 @ 9:49am 
You know, this is a great argument for allowing the use of a ranged weapon as a melee weapon. IRL they're quite effective that way, after all. I'm willing to bet there's already a mod for exactly this, in fact, although it may be hard to find.

BTW bears, like any animal, can eat Simple Meals (or w/e prepared meal), no matter what the original ingredients are.

Edit -> Just realized you wrote "meal-fed", not "meat-fed". Derp.
Last edited by Bozobub; Jan 6, 2020 @ 9:53am
Morkonan Jan 6, 2020 @ 10:23am 
Originally posted by Bozobub:
You know, this is a great argument for allowing the use of a ranged weapon as a melee weapon. IRL they're quite effective that way, after all. I'm willing to bet there's already a mod for exactly this, in fact, although it may be hard to find.

Well, they already have melee stats, but I think various weapon mods change those or change how certain weapons can be used in close-range combat. (No idea, since I don't use those mods.)

BTW bears, like any animal, can eat Simple Meals (or w/e prepared meal), no matter what the original ingredients are.

Edit -> Just realized you wrote "meal-fed", not "meat-fed". Derp.

:)

For any animal I ever train/get, if it isn't a grazer then I plan on meal-feeding it. (Wargs being an exception) Trying to keep up with anything other than increasing meal production is a PITA in most of my playthroughs. ie: Micromanaging corpses, corpse slaughtering, building special corpse-slaughter areas, etc.. Though, I do often designate human corpse storage areas and allow animals that will feed on them access.

Animal husbandry needs an overhaul in vanilla play. That's probably why there's a lot of mods that deal with its issues. :) But, its one of the areas of the gameplay that is probably "balanced" enough. Any more emphasis on it would put it right up there with "farming" and then it'd be "Play the Science-Fiction Farming Simulator Game... with man-eating mutant mech-spider invasions!"

Which... kinda is Rimworld already.
< >
Showing 1-12 of 12 comments
Per page: 1530 50

Date Posted: Jan 5, 2020 @ 7:52pm
Posts: 12