I have noticed that cannon/minigun? turrets shoot through terrain. For example, if you are on the otherside of a mountain the cannon or mini gun turret will shoot through it even though you have cover.
Can we nerf the range of these turrets until this gets fixed? They don’t do significant damage so they are more anti personal anyway.
Yeah, if they didn’t shoot through terrain then absolutely I agree. Now they ping away at your weapons through terrain blowing them up when they shouldn’t be
It’s one of those things that’d be good if they worked as intended.
A.F.T is right here ^ It stops people from placing BA in grief range and hill camping. It’s going to be hard to fix, it’s a render issue not a turret issue Give it time and it’ll be fixed
That said turrets shooting through the ground is bleh. As for anti-griefing that’s super easy to get around. Just fly in a blocky sv or hv with a cabin and use your drone to place it - boom problem solved, it doesn’t prevent griefing in the slightest.
YEah there are many ways to kill the BA with weakness or little tricks. And these 30mm only prevent most simple of it but sometines i hate it too - bacause of the shotting throught terrain bug. The ideia of makint it the more ranged weapon is simple - prevent walking\gron turrets putting to siping the BA’s. But lets try another way and see what we have - i nerfed the range and sent config to the RexXxuS. If he find it is relevant - he impliment it with the next server restart.
P.S. The more battles CV HV SV BA and etc the more feedback. The more feedback the more good config we can make. So feel free for test it and leave you feedback.
And we need all asking for devs to separate weapons stats for planet and for a space! Then we can make balance more great! Speed, blast, dmg, homing, range and etc
Has this been tested by more than one person? Sounds like these turrets are part of a balance and nerfing their range throws that off. Perhaps others even need to know about this conversation instead of it being a 3 man conversation. I am NOT ok with nerfing anything without reliable testing.
A.F.T tests like crazy you do not need to worry, and besides the range wouldn’t need much of a nerf it just needs to not shoot further than anti grief zone, 300m.
Ok but that is why people just set the turrets up at that distance. The Artillery can still hit at that distance which means why you are off I set up towers all around you with Artillery and when you log in you are wasted in minutes. The AG has to be further out then the longest range weapon. Or BA has to have lots of weapons to counter this. Cannons and Minigun are the Anti personnel as stated nerf those lower then AG and now the expensive ammo is wasted shooting.
I do agree that turrets shooting through terrain is an issue but I dont see nerfing as a fix. I mean we find that other weapons do the same we nerf those too? Has to be a better way as band aid on gunshot wound does nothing.
Nerf the range until it’s fixed, it’s because they aren’t working as intended. A random guy could be walking 600m away on the other side of a mountain and then a cannon turrets blasts him - that’s not very fun. He wouldn’t even see it coming since the base marker wouldn’t pop up at that point.
No… For examlpe about the config. Devs give to us only a alligator tail. But the aligator itsef still in the swamp. If they give me all this alligator then i can make a dinosaur!
Lol gotcha. It seems to be that with the ability to make ‘hurty’ boxes we still aren’t seeing meaningful SV combat. My SV - 3.5k was in combat for hours without a real repair - mind you I wasn’t tanking bases with it. I’ve seen other guys flying with 5K+ SVs (some as high as 10k?) so SV vs SV combat gets stale after a bit since they don’t seem to be able to do enough damage to take each other.
This assumes player skill and ship sizes are relatively equal and above 3.5k blocks.
I’d call for increased damage on SV weapons, but this, of course, would hurt newer players who do not fly such large ships.I do think base weapons do the right amount of damage. So, in summary I think for combat to become interesting we will need to put a hard cap on blocks for class sizes. That combined with class size restrictions on planets will make for more interesting combat.
I can make SV jet thruster rebelance (what i want make inthe future). When it will be balance even if i take a point from standart 2x1x1 thruster then we cant fly on 5-10k blocks SV’s… Because SV must be SV not a little CV. Not game have giant hole in the jet thruster balance. For example now 3x1x1 it is the super thruster. But it must have not more than +35-40% thrust (-5% mass to 1 block overal -10% sv 2x1x1) vs 2x1x1 thr. BUt now it is have +350%
You know guys another idea would be to take the xeno block and up its HP but also make it so its HP is insanely high but the cost to cover ones base is really not reachable. The idea is then I can seal off a certain area that my core and critical systems are in (on BA) Then take the Explosive up its cost so mass produce is not possible and have it the only thing that can get through Xeno block. Now you attack my base in order to truely take it you have to face me Mano y Mano or at the very least at some point you have to get out of those bulky ships. Something to make base raiding more then just leveling the base and cleaning up the loot packs laying around. After you leave the starter and except for POI raiding how often do you use a hand held weapon? I know I almost never do and they dont do much if ships are attacking because you would die before you could shoot.