Reign of the Undead - Revolution
Turrets - Printable Version

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+--- Forum: Ideas (https://modszombies.com/forum-Ideas--25)
+--- Thread: Turrets (/thread-Turrets)

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RE: Turrets - fabio - 09-08-2015

This really needs some "overthinking". The point with turret limitation is important.. Every player should have the chance to get a turret.

And I think giving only have of bullets doesn't make any sense lol. Why should it only reload half?
Maybe we can say every turret comes with 2 magazines and we need an engineer to switch the magazines? What do you think?


RE: Turrets - Forau - 09-08-2015

Engineer have upgrade already, better if Armor get the switch.


RE: Turrets - therapy - 09-09-2015

the duration of each turret is 1 or 2 waves, depending on the wave or the map, example: if there are 5 players, duration of the turret is 4waves because there are few zombies and ends faster the wave. when there are alot people, in mix wave all turrets stay one wave or less also. When the map is bigger all turrets stay a little more than a wave. Why I say this? Because all turrets can stay 2 waves (no more a few minutes, that I don't know how long it is!) when the first wave ends (in that time 30 seconds) armored can reload them but there is a problem when the map is bigger how can he go and reload all turrets? (if the way to reload them, is throwing ammo box near of them) because one turret was placed here, other there,  far away of the another. With only one ammobox is impossible. Also, if armored throws ammobox to the turret, other players will not be able to recharge. With 2 waves of duration i think all people will able to buy a turret, and armored have enough time to reload them. But i don't know how he can reload them, pressing f, as engineer does to upgrade turret? Throwing ammobox near them? Or by pressing f, as we do to revive a partner?  77


RE: Turrets - fabio - 09-09-2015

(09-08-2015, 11:21 PM)Forau Wrote: Engineer have upgrade already, better if Armor get the switch.
That sounds legit

(09-09-2015, 01:22 AM)therapy Wrote: the duration of each turret is 1 or 2 waves, depending on the wave or the map, example: if there are 5 players, duration of the turret is 4waves because there are few zombies and ends faster the wave. when there are alot people, in mix wave all turrets stay one wave or less also. When the map is bigger all turrets stay a little more than a wave. Why I say this? Because all turrets can stay 2 waves (no more a few minutes, that I don't know how long it is!) when the first wave ends (in that time 30 seconds) armored can reload them but there is a problem when the map is bigger how can he go and reload all turrets? (if the way to reload them, is throwing ammo box near of them) because one turret was placed here, other there,  far away of the another. With only one ammobox is impossible. Also, if armored throws ammobox to the turret, other players will not be able to recharge. With 2 waves of duration i think all people will able to buy a turret, and armored have enough time to reload them. But i don't know how he can reload them, pressing f, as engineer does to upgrade turret? Throwing ammobox near them? Or by pressing f, as we do to revive a partner?  77

Owoho so complex LOL


RE: Turrets - Forau - 09-09-2015

Make a function for armor to reload turret then....., like the function as the engineer repair turret.


RE: Turrets - Capt Jeremy (FR) - 09-09-2015

medic can doing a infarmary udpgrade: all 25 seconds a medic pack spawned by turret. And it can be upgrade by both enginer and medic in same time: a turret can have the two upgrade.

Good idea ?


RE: Turrets - fabio - 09-09-2015

(09-09-2015, 06:35 PM)Capt Jeremy (FR) Wrote: medic can doing a infarmary udpgrade: all 25 seconds a medic pack spawned by turret. And it can be upgrade by both enginer and medic in same time: a turret can have the two upgrade.

Good idea ?

Nobody will understand it lol


RE: Turrets - FiX - 09-09-2015

what you are talking about is good if there is alot on server
but sometimes there are ppl join the server and plays alone what is his situation then?...simply he will be doomed
most of the single players join engineer or medic so they cant have turrets and they will lose fast and if joined armored may have a little chance of survinving but it will really be bad to the players who like playing alone sometimes


RE: Turrets - ARC - 09-10-2015

(09-09-2015, 11:23 PM)FiX Wrote: what you are talking about is good if there is alot on server
but sometimes there are ppl join the server and plays alone what is his situation then?...simply he will be doomed
most of the single players join engineer or medic so they cant have turrets and they will lose fast and if joined armored may have a little chance of survinving but it will really be bad to the players who like playing alone sometimes

Someone translate this to english please. Can't understand a damn word of what he's say'n.


RE: Turrets - Forau - 09-10-2015

Let me sum up... TEAMWORK!
Even if it is no one to repair nor reload the turret it is sufficient enough for a momentary defense.(like it is now)


Note to FiX:
Check out Mr C (Chaos) last game approx. a month a ago, He win the map alone as it is now. With & without turrets as a MEDIC.


RE: Turrets - Forau - 09-10-2015

@Jeremy

A Medical energy booster ? / Berserk mode ?... Jeremy mode? 1


RE: Turrets - Evil_EdwardO - 09-10-2015

In honor of Jeremy's hamster we should have Angry Hamster Mode.


RE: Turrets - FiX - 09-11-2015

@ARC lol why dont you understand my english??


@forau now you are talking about turrets which take damage and it dissapears if there is no ammo


RE: Turrets - fabio - 09-11-2015

I lost the overview lol


RE: Turrets - ARC - 09-11-2015

(09-11-2015, 01:02 AM)FiX Wrote: @ARC lol why dont you understand my english??


@forau now you are talking about turrets which take damage and it dissapears if there is no ammo

Cause it made no sense at all..