Forums » Suggestions

L-Mining Turrets

Apr 16, 2005 tboyz007 link
Turrets are easy to kill already. L-Mining turrets is a sure way to take out all of them quickly and easily.

I noticed a player a little while ago that would hail the cap ship so it stopped, then fly along the edge of a ship right up to a turret. If the turret was manned, the player would stay in the 'blind spot' of the turret so he couldn't get hit. He'd lay a few L-Mines, and boom, the turret's gone. He took out nearly every turret on the ship this way.

Perhaps mines should not ever effect the turret. All unmanned turrets should immediately target and destroy the mine.

Now, i've never attempted to destroy a turret myself, so I don't know if it is difficult or not. However, being in the ship, it is extremely frustrating when a rag can take out every single turret itself.
Apr 16, 2005 Lord Q link
personaly i think the better solution to that perticular problem is to have the cap ship not stop to pick up people along the way. i never had any trouble docking while it was moving, it was a lot easier than a combat landing on the stationary ship when you were taking fire.

however destroying turets is realy easy, and i think that having the turrets automaticly attack any mines within say: 200m of the cap ship would make sence.
Apr 17, 2005 sissoko link
heh i would like the capship to have L-mines. let it be a secondary fire on the turrets. and the distance you shoot the lmine is determined like the charge cannon. that way you can get tactical, shooting/placing them a certain distance. (like golf ^_^)

hmm that would maybe lead to everybody just shooting rockets and energystreams at 500m.. (booring!) so if the cap ship could have a "shield" or a zone of like 250-300m, like an invert jump zone. Every shot outside of that zone wouldnt do any damage, but you would have to go closer to do some damage, it would make for some interesting fights close to the capship, and it becomes much harder to kill...

my 2c
Apr 18, 2005 tboyz007 link
I like that idea, sissoko. I have also seen people using long-range rockets/rails against the cap ship. Rails do little damage (relatively), but can take out an individual turret very quickly from FAR AWAY, way out of the turret's accurate range. Also, since the cap ship moves at a constant rate (well, it spins around a little, but it moves for like 20-second bursts), rail guns are rediculously easy to fire at turrets, and impossible to miss the capship itself. If there was a limit for distance, at least for certain guns, this problem would be eliminated.
Apr 19, 2005 Fnugget link
How about instead of shooting L mines, the turret can have a defensive mode, in which it can't shoot, but acts like a l-mine with 50% more range?

Still, I don't know why people use rocket rags on caps. I find my latest ship is great, the quad flare hornet. I can rain 64 flares in a stream to blanket the ship, and if i just keep shooting, moving from turret to turret, I can wipe out the deck.
Apr 19, 2005 csgno1 link
I'm wondering if it would be better to not have seperate life for turrets, all turrets would function as long as the cap ship exists.

Or maybe some kind of missle defense weapon operated via a turret, and the elimination of the blind spots.

While I'm on it, maybe a second turret weapon like gems, or some homing weapon, maybe extra weak like a single gem instead of pairs, but unlimited quantity. It could be limited by time, as in say can only launch 6 per minute (those guys down in the missle storage area need time to load)

Just my $0.02

--Harpo