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Re: Assault turret tank locking
Posted: Sun Mar 03, 2013 1:41 pm
by ssuser
Yeah, but as I said, it feels wrong - kinda like driving 90mph down a winding country road with only one finger on the steering wheel.
The whole tracked vehicle thing is pretty counterintuitive when you are coming from an exclusively hover based game like BZ1, although I am not sure the developers could have done much better in implementing the system, something to get used to, I guess.
Re: Assault turret tank locking
Posted: Sun Mar 03, 2013 4:46 pm
by Red Spot
If its about how you play the game (IA & SP) you could always create a small mod where you have no non-strafing units.
Re: Assault turret tank locking
Posted: Sat Apr 13, 2013 1:26 am
by Commando
Would love to be able to switch between behaviors. When turret locks, behave like a hover tank. Granted this isn't feasible, and wouldn't be idea as I had to lower a lot of acceleration settings to make the ships drive less twitchy.
The ability to lock the turret alone would be useful.
Re: Assault turret tank locking
Posted: Sat Apr 13, 2013 4:48 pm
by MrTwosheds
I found reducing the roll and pitch of the assault hover vehicle's to near 0 values made them a lot easier to use as the view/gun movement becomes far more predictable.
Re: Assault turret tank locking
Posted: Sat Apr 13, 2013 11:59 pm
by Commando
Yeah, I reduced things like omegaRoll, I believe. It's been a while since I looked at the ODF. Would be awesome if the game supported a morphtank class that morphed from hovertank to hoverassault. I know it's not feasible, but it would be perfect for the hover sabre and heavy hover sabre.
Re: Assault turret tank locking
Posted: Tue Apr 16, 2013 12:22 am
by Red Devil
the dll could possibly replace your unit with one or the other when morphed/unmorphed. unsure if it would kick you out of your ship, though.
Re: Assault turret tank locking
Posted: Tue Apr 16, 2013 1:49 am
by Nielk1
Red Devil wrote:the dll could possibly replace your unit with one or the other when morphed/unmorphed. unsure if it would kick you out of your ship, though.
If you replace a unit piloted by a human with the DLL you must set that new ship as the player, else, their game will end immediately.
Re: Assault turret tank locking
Posted: Tue Apr 16, 2013 2:59 pm
by Zero Angel
Red Devil wrote:the dll could possibly replace your unit with one or the other when morphed/unmorphed. unsure if it would kick you out of your ship, though.
The DLL for the experimental recycler variant on VSR will temporarily move the player into a 'commvehicle' ship that exists only for the duration that satellite mode is active. The transition between the regular ship and the commvehicle is non-abrupt and unless the game is lagging, the player should not even notice that they've been transferred to a different ship. Given this, I don't think it would be too much of a stretch to have a DLL swap out the player's ship ODF and transfer it's health, ammo, and weapon configuration over to the new one; providing that the DLL can read these statuses from the initial ship.
Re: Assault turret tank locking
Posted: Tue Apr 16, 2013 10:07 pm
by General BlackDragon
it can

Re: Assault turret tank locking
Posted: Mon Apr 29, 2013 4:18 am
by Nielk1
Zero Angel wrote:Given this, I don't think it would be too much of a stretch to have a DLL swap out the player's ship ODF and transfer it's health, ammo, and weapon configuration over to the new one; providing that the DLL can read these statuses from the initial ship.
I've done this before, to the point of applying health and ammo as a ratio. In my never quite completed reactor wars, you could change units in your base by targeting a special trigger. Doing so copied your ammo and your hull as well as other bits of info. I had to ensure the tug and service unit had ammo even though they didn't use any so that the conversion to and from the fighter didn't always give you either 0 or 100% ammo.