Author Topic: [MOD] Smart Sentry Gun  (Read 858 times)

Offline ivandogovich

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[MOD] Smart Sentry Gun
« on: January 05, 2017, 10:56:07 pm »
Faced with the frustration of landings where the Sentry Gun was unusable due to landing conditions, I decided that a version with limited rockets was the solution.



« Last Edit: January 05, 2017, 10:58:51 pm by ivandogovich »

Offline Dioxine

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Re: [MOD] Smart Sentry Gun
« Reply #1 on: January 11, 2017, 01:06:03 pm »
I've reworked the Sentry Gun as a basically more balanced version of this for the next release (only 2 waypoints, no secondary weapon, very expensive ammo), still I expect it to be quite OP.

Offline RSSwizard

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Re: [MOD] Smart Sentry Gun
« Reply #2 on: April 21, 2017, 11:20:38 pm »
I made the modified version of it I was talking about, turning it into a tank with a baked-on 8pack turret. Same drawing routine, same filename.

Its got 18 TU and firing a rocket costs 11 TU.

It can open a door, and if the player is adventurous they can move it up to 4 Tiles per turn. Movement means it can actually get out of the ship so that it isnt blocking personnel from leaving (for convenience). It also means it can move deeper into the ship to more securely get it out of harm's way.

This is an offensive weapon, movement means after a few turns it can get to a clear spot to shoot around a tree or building that was right outside the ship blocking its shot. Having 2 Waypoints means just about anywhere on the map can be hit, since you use the first one to lob rockets high up into the air and come back down again.

The bootypedia description of "ship to ship" combat inspired me to change it, that way this device literally can fire rockets at the other ship on the map. I still think its balanced because of how much the ammunition costs. I also lowered its armor (125/100).

(although its got higher TU in the battle game screenshot, I didnt take into account that opening a door only costs 4TU instead of 8, so itll be changed before I uploaded it)