Radar and turret interaction


(Skysaw) #1

Does anyone think that maybe turret tracking sensitivity might be tied to radar visibility?

For example, if I am invisible to the radar (silent running, silencer) then am I also invisible (or at least less visible) to the turret? That might explain a few things, such as why they sometimes appear to perform so poorly, and why they seem to work pretty well if you stand by them and pick a fight with someone in their line of sight.

If that’s the case, then perhaps comm-hacks and homing beacons can get the turrets revved up as well. Turret strategy might be deeper than we realize.


(Calelith) #2

You may be right.

I was wondering why turrets where so inconsistent at times.


(sh4d3Z) #3

Interesting theory… you may be right. I’ll have to test it out with some people later.


(KnollDark) #4

It definitly sounds logical, I mean engineers can set up turrets but operatives can remote control them, it would work well with the class interaction of the game


(KnollDark) #5

I’ve noticed that the turrets get more responsive if the enemy has been spotted (or on the minimap) is it just me or is this an actual feature of the turrets
I know there was a thread for this somewhere but search isn’t helping right now


(Skysaw) #6

You may mean my thread here.

I think it makes homing beacon and comms hack much more useful tools, if you time them well.


(Crytiqal) #7

Isn’t it just related to the fact that the turrets swing 180(+/-) degrees and it depends at what time the player then crosses the turrets area of effect? (ie, if the player stands in front of the barrell of the turret or not)