SCUM
Turrets are useless
Do the accualy do something? I have 3. Enemies raided us, and turrets did nothing. They dont react even infront of the enemies. Maybe because of elevation, i built them in 4 floor. Please fix them. Maybe change reaction time, or line of sight, i dont know. Also thier HP are so low.
+ nobody builds turrets in my server, because they are useless.
Last edited by nndrius; Jan 24 @ 5:45am
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Showing 1-9 of 9 comments
Hello :),

Depending on the type of gun, there are limitations for the gun angles. For example, if you build it too high like the improvised or the "simplest" one, it will not be able to detect low targets because the barrels cannot aim as far down.

Energy supply and ammunition supply are also important factors at relatively short ranges (usually close range defense, the exact range can be seen on the turret itself).

The turrets must be active in order to function because they are not passive guns.

To be on the safe side, it is best to check all the factors again and whether they are correct.

If this still has the same end results, it is best to create a video of what is happening so that the developers can take a closer look at what is going on.
They are WAY too hard to build and way too easy to destroy/disable.
Originally posted by Doc Holliday:
They are WAY too hard to build and way too easy to destroy/disable.
Also they go threw ammo super fast and don't hit there target.
I watch my rocket turret randomy shoot at a chicken....it finally got it only went threw half its ammo. =P

The turrets defintly need more work but this why they released them before 1.0 so we can give feedback and they can be tested and improved.

Hopefully they make them more smarter and way more accurate and not a ammo waste and make the angles better.
The limited angle too big of a handicap when u have cap on turrets numbers per flag and the difficulty as Doc Holiday said to make them.

Over all at this rate id rather just have a Tesla coil Turret or some thing that shoots lighting bolts or lazers =P
Or maybe they can make a turret that you can just turn reguler "metal scraps" into Metal Pellets rounds at a work bench instead of needing to make actual bullets it can just use electricy to launch the metal pellets maybe.

I mean its set in future and currently the tech for such things exsist already for such things.
Any who just some ideas to improve and make the quality of life easyer and funner to manage.
Last edited by Samantha Raven; Jan 24 @ 11:32am
serilium Jan 25 @ 1:52am 
they should add a custom setting for turrets, so you choose what they shoot at, something like players, puppets, animals and vehicles with check boxes for the player to decide what each turret shoots at.
nndrius Jan 25 @ 4:04am 
Originally posted by Deathwhisper:
Hello :),

Depending on the type of gun, there are limitations for the gun angles. For example, if you build it too high like the improvised or the "simplest" one, it will not be able to detect low targets because the barrels cannot aim as far down.

Energy supply and ammunition supply are also important factors at relatively short ranges (usually close range defense, the exact range can be seen on the turret itself).

The turrets must be active in order to function because they are not passive guns.

To be on the safe side, it is best to check all the factors again and whether they are correct.

If this still has the same end results, it is best to create a video of what is happening so that the developers can take a closer look at what is going on.
My turrets were operational. Even 2nd floor turrets could hit targets.
They should increase range of the turrets, or change something, because now they are complete garbage.
Originally posted by nndrius:
Originally posted by Deathwhisper:
Hello :),

Depending on the type of gun, there are limitations for the gun angles. For example, if you build it too high like the improvised or the "simplest" one, it will not be able to detect low targets because the barrels cannot aim as far down.

Energy supply and ammunition supply are also important factors at relatively short ranges (usually close range defense, the exact range can be seen on the turret itself).

The turrets must be active in order to function because they are not passive guns.

To be on the safe side, it is best to check all the factors again and whether they are correct.

If this still has the same end results, it is best to create a video of what is happening so that the developers can take a closer look at what is going on.
My turrets were operational. Even 2nd floor turrets could hit targets.
They should increase range of the turrets, or change something, because now they are complete garbage.

Which tower types did you use?
Brobocop  [developer] Jan 25 @ 8:24am 
Hi nndrius,

Each turret has its own set of specifications, and as a result, some turrets won’t be able to aim downward very much. We designed them this way to prevent them from being too powerful against other players, but we’ll definitely be tweaking them further in the future.

Balancing turret effectiveness isn’t a simple task, as we want to ensure that base raiding and the PvP element of the game remain fair and enjoyable.
Turrets can be destoyed by wooden bow, that is crafted in 20 seconds, what are you talking about, turrets are useless.
nndrius Jan 26 @ 5:30am 
Originally posted by Brobocop:
Hi nndrius,

Each turret has its own set of specifications, and as a result, some turrets won’t be able to aim downward very much. We designed them this way to prevent them from being too powerful against other players, but we’ll definitely be tweaking them further in the future.

Balancing turret effectiveness isn’t a simple task, as we want to ensure that base raiding and the PvP element of the game remain fair and enjoyable.

Thanks for response. I also had turret in 2nd floor, encountered same problem, nobody ask for turret to kill target right below it, but aleast kill target 5m away. I know you are seeking balance. But turrets have too many counters, for example emp granades, limited ammo capacity, or low HP.
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Date Posted: Jan 24 @ 5:43am
Posts: 9