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I have not used them enough. From some Videos testing the early versions, it seems MOSTLY TIME BASED (DURATION after deployment), but that having a current enemy, and being in active firing of a salvo, probably makes the exact time rather approximate.
Theories:
1) Total time might have a variance, like say
2) Total number of salvos fired might be the limit, so that time to acquire and lock on target, time of flight, might cause the variance.
3) Possibly a SALVO of missiles must complete, before it despawns.
Similar variables to those mentioned might have some impact on the range of time it stays up. Even character level or skills might impact it. But currently I'd presume it is mostly time based with the theories mentioned being modifiers.
A friend told me he joined a host whose homing turrets were able to fire for more than 5 minutes but the damage inflicted appeared to be the same as default.
I think I saw a post somewhere that the Portable Machine Gun Turrets recently had their damage increased. Have you used one recently and did it seem to have received a buff?
My understanding is that in the past many considered the Portable Machine Gun Turret underwhelming, but perhaps it is now satisfactory.
I had already planned to use it in this next battle with a Fnix Harvester and his Apocalypse Hunter plus Fnix Hunter escorts, on the way to taking down a possible Rival Level 4 Fnix Tank or Rival Level 4 Fnix Hunter, which usually have normal escorts as well. So I may get some idea of its effectiveness in one of those battles, though I never used one of the MG ones before.
According to discord discussion the devs buffed up the damage of portable mg during the feb update by about 4 times, which brought the damage closer to the actual damage of 7.62 ammo. Before Feb update there is an ammo category called low-quality ammo, this category is no more to be found according to the discussion.
I am recalling from memory because the discussion is removed after a while.
For May, enemy-lure of portable mg turret has also been nerfed to make it in line with the homing turret.
That's interesting. I had seen it mentioned somewhere, glad you could confirm seeing it.
I did try one Portable MG Turret during my multi-hour adventure today. But I placed it in a bad position because, as often happens, I got a different mix of enemies than expected because another Swarm or two got pulled in.
So the Portable MG Turret was too much in front because I had to run for cover and had the wrong weapons on the Quick Select Wheel for the situation. Remedied it inside a building or shed. And then they switched up their tactics.
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That's one very frustrating but also semi-positive thing. These enemies often read what weapon you have out and whether or not you are aiming down sights or hip-firing. This makes their evasion and tactics very capable, especially when you are swarmed.
I'm getting head-butted and pushed by Fnix Runners. Head Faked (as I'm used to) but to near perfection when aiming at a head thru a scope. They run around 80 percent of the time, even do the Michael Jackson moonwalk to throw you off as a stutter step. I must say I really respect this A.I. , because after all a machine with sensors and autozoom, would immediately take this sort of frustrating action. I also hate these machines like hell. They really, Really, REALLY deserve to die.
I mean goddang reversals and then head-butting me (no real damage, this isn't the repelling force blast, this is them saying I'm gonna hide among the wrecks and push you out of the way, so you can't hit them, and they then have you countered.
Gosh, ever since I capped it to 75 display fps, these guys are a real pain in the butt. Even on Skirmish they just act like friggin game testers, aim to win at any cost. Maybe it depends on the overall level of my highest character or the sum of all 4, but it seems to be getting slowly worse as my guys level up on Skirmish.
Very much can get surrounded. I just decided to save my old Skirmish Campaign, and start a new game up clean on Adventure (Easy) Difficulty.
The A.I. still surrounds even on the Archipelago and it still can head-butt you or do other things. It just does everything with longer latency towards a decision, and the damage done vs damage we do, is way different. Hard to say while in the first half of the Archipelago, because the Tutorial pre-spawns are already weaker (it has always seemed) and less alive (slow to decide etc, even compared to later Archipelago Prototypes of the same kind).
But they do like maybe 1/3 the damage of Skirmish, and take about twice the damage from what Grey Moeller or other shots hit. It's just too easy a mode when the enemies are Hunters or Runners and the enemy squads are too small and made up of Prototypes, even Military Runners/Hunters.
So that's disappointing, but not an A.I. problem. Why they didn't just reduce the damage we take by say 25%, maybe make our damage 20 % more, and let the A.I. only add one second to any and each decision time, I don't know. I'd rather be able to customize each one via at least a difficulty slider:
-- A.I. reaction speed (50%-200% where 100% is Skirmish Normal A.I. Reaction Speed).
-- Damage % Taken for Players (25-300% being Skirmish)
-- Damage % Received by Enemies from Player (25% -300% slider with 100% Being Skirmish Normal)
-- Maybe allow 10 or 25% steps to the slider.
The A.I. does read what you have equipped and are using, probably even when you aren't in visible nor even sensor range. But, I have no problem with that since the A.I. is just using that to create tactics, and not all the time nor perfectly, the results is a fairly effective Swarm or Squad Strategy. You can even see it just slowed down on Adventure (Easy) difficulty. But it just is too big a change so far.
I know I could switch on the fly and just use it during the tedious Base Assaults and Defenses and maybe win a few on Medium. But a lot of that is probably me using too little resources when making my bases. Assaults have their own issues. Like the fact you can't see the Beacon's Red Beam coming from the sky to mark it, when too close or inside the Base. They have made the damage more persistent, but Spawns are way too fast overall, and the time and resource use make losing almost a Rage-Quit situation emotionally. Not quite, but gating so much through that also makes us see less impressive A.I.
It's sort of fun, but not in the way that the rest of Generation Zero is.
Second : Salvage it all.
10 homing turrets? Yowzer!!!
I thought carrying 3 was excessive.
Yeah same. I'm carrying 2 or 3 weapons, depending on size/ammo/weight to keep it at least somewhat believable. I like to roleplay even when there are no systems.