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报告翻译问题


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.
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.
They should increase range of the turrets, or change something, because now they are complete garbage.
Which tower types did you use?
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.
Hello Deathwhisper,
The link from my Singleplayerbase is for a screenshot to show my confusion.^^
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3597054626
On the right tower I used 2 50cal and 1 missile launcher
On the backtower I used 2 sentry guns and 1 missile launcher
On the right tower I sued 3 sentry guns and 1 missile launcher
Is the "blue" part (Erfassungswinkel?) the one where the weapon would hit the ground?
Is the "green" zone (Seitenwinkel?) the area where the weapon could detect enemys?
What is the difference between "Höhenwinkel" & "Erfassungswinkel"?)
From my understanding would the right tower 50cal's reach the ground and detect everything there, but they won't. If an animal came from the woods just the rocketlauncher will shot. The rocket launchers on all towers hit everyhing if it comes to close to my base from any angle. The sentry's has a 50/50 chance to start working.^^
Is it planned to adjust there something, maybe that the turrents are genrally able to hit ground targets in any angle?
greetings