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  Discovery Gaming Community Discovery Development Discovery Mod General Discussion
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Useful Fighter Turrets

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Useful Fighter Turrets
Offline Tenacity
06-24-2008, 05:59 PM,
#11
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Posts: 9,496
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Joined: Apr 2008

yes, 100million credits for something that doesnt even do that much damage.

You're kidding right?

[Image: Tenacity.gif]
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Offline Paladorin
06-24-2008, 06:20 PM,
#12
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Posts: 68
Threads: 6
Joined: Feb 2008

I think people mis-interpretted what I meant by the rear turret auto-targeting...

I know that not every red is someone you want to fire on (especially players with rep issues).

I meant the auto aim turrets that fire on your selected target as it flys by you or behind you.
The turret would only aim on your selected target and if fired or activated.


The firing automatically could work as well for the same targetted unit.
I.e. The turrets fire when the target enemy has passed into aim view...etc.

------------------------
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Offline Tovig
09-01-2009, 07:50 PM,
#13
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Posts: 874
Threads: 34
Joined: Mar 2009

' Wrote:I meant the auto aim turrets that fire on your selected target as it flys by you or behind you.
The turret would only aim on your selected target and if fired or activated.


Could be awesome.
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Offline Varyag
09-01-2009, 07:54 PM,
#14
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Posts: 1,336
Threads: 23
Joined: Dec 2007

Braaaaiiiiiinnnns..... UHHHHGGGGGG! *shuffle shuffle* shuffle shuffle*

[Image: RHShroom2.png]
"I looked up and all I saw was green death"
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Offline Friday
09-01-2009, 08:49 PM,
#15
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Posts: 1,897
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Joined: Aug 2007

TO be sure, there is another possibility...

I noticed the Eagle can use its rear turret when you are making a sharp turn - maybe some wide-angle firing patterns for some of the other turrets?

[Image: GMG_banner.png]

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Offline Gamazson
09-02-2009, 03:07 AM,
#16
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Posts: 962
Threads: 56
Joined: May 2007

This threaed is one helluva a grave dig, however since it has happened I have something to say.

Diferent strokes for different folfs.

I have my look behind button linked to one of my spare mouse buttons it is so gosh darn useful. That rear turret may not offer much damage but when you are out of CM in a fight against a GB using missiles that turret is the difference between victory and defeat. I love a rear firing turret.

AKA Nexus
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Offline Cameron
09-04-2009, 03:43 AM,
#17
Member
Posts: 378
Threads: 26
Joined: Jul 2009

Auto lock turrents would be nice. Changing the turrent arc so its pointing more or less backwards, like on the Bastet, so you don't have to wait for it to spin round would help.
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Offline reavengitair
09-04-2009, 05:14 AM,
#18
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Posts: 3,399
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Autolock turrets would be nice, but are they plausible?
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Offline Darkard
09-06-2009, 10:20 PM, (This post was last modified: 09-06-2009, 10:21 PM by Darkard.)
#19
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Posts: 278
Threads: 21
Joined: Oct 2008

This thread is as old as the hills, but ill still post here for the +1.

Auto Fire Turrets? No thanks, I think No Fire Zone Viloations would be up 500% in the first half hour. Also lots of people complaining about the lack of Engagement notice as they drop out of lanes only to get sprayed by Turret fire.
I wouls also not like to have to fight Frieghters with 5-10 auto fire turrets spraying stuipidly accurate death in all directions.

I agree that Rear fighter turrets have very limited uses, if any at all. But there's not much that can be done for them unless we can have 2/3 players crewing a ship so you can have a mate man the rear gun (Like would be what would happen).

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Offline Elsdragon
09-07-2009, 01:48 AM,
#20
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Posts: 2,741
Threads: 59
Joined: Mar 2009

Well, YOu could have an FLhook Command like /lock <target>

That casues the turrets to lock on one target and spam fire.

/lock COuld also be Locked On up to 3, givving it choices

No longer a slave to the man!
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