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Implement Non-Snap Turret Aiming#4055

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Implement Non-Snap Turret Aiming#4055
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@N7Huntsman

@N7Huntsman N7Huntsman commented Jul 15, 2025

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Additions

Reasoning

This gives the turrets an appropriate amount of "weight" when traversing between targets, and also has some interesting tactical implications both on offense and defense.

On the whole, it encourages that player to mix and match different types of turrets to ensure optimal coverage of fire lanes, rather than simply building a wall of heavy machine guns or autocannons firing AP-I rounds and just mulching anything that comes at them. This doesn't prevent that, but it does add some added complications.

Broadly, the traverse speeds (and associated targeting weights) have been implemented by turret "weight class" as outlined below. Given the varied bulk and ergonomics for different manned and unmanned turrets, these categories are fairly loosely defined.

Light: Small turrets firing an intermediate round, with firepower comparable to light infantry small arms like rifles and LMGs. | No speed penalty.

Medium-Light: Turrets firing a full-power round or equivalent, comparable to heavier infantry small arms like MMGs and AGLs. | 0.8 speed, 1.1 angle weight.

Medium: Turrets firing high caliber rounds (or at high rates of fire) that are too heavy for practical infantry use. This includes many HMGs and some mortars. | 0.5 speed, 1.5 angle weight.

Medium-Heavy: Recoilless rifles and most autocannons without power traverse. | 0.35 speed, 1.75 angle weight.

Heavy: Large, artillery-caliber turrets such as heavy mortars, cannons, pack howitzers, etc. | 0.2 speed, 2 angle weight.

Super-Heavy: The absolute heaviest of turrets, including siege artillery, railroad guns, and other extremely large turrets. | 0.1 speed, 4 angle weight.

Generally speaking, turrets with any form of power traverse (i.e using an electric traverse motor or the like) such as auto turrets or advanced manned turrets, are counted as being one weight class less than an unpowered version of the same type.

Alternatives

  • Different traverse rates/restrictions.

To-Do

Once we're satisfied with how the balancing scheme feels, we can roll this out to the CE sub-mods and patched mods.

Testing

Check tests you have performed:

  • Compiles without warnings
  • Game runs without errors
  • (For compatibility patches) ...with and without patched mod loaded
  • Playtested a colony (specify how long)

@N7Huntsman N7Huntsman requested review from a team as code owners July 15, 2025 02:20
@N7Huntsman N7Huntsman marked this pull request as draft July 15, 2025 02:20
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You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-16282459017.zip

@github-actions github-actions Bot added the Download in Comments This PR has a zipfile download available. label Jul 15, 2025
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You can download the rebuilt assembly for this PR here: https://combatextended.lp-programming.com/CombatExtended-16556080847.zip

@Breadbox2k19

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Did some testing, I find the speed of turret rotation on tripod mounted MMGs and AGLs to be much to slow, they are not remotely in the same weight class as the other weapons on the list and could benefit from a much faster rotation speed, like 2 or so. Even HMGs could use abit of a speed boost as well.

@N7Huntsman N7Huntsman added this to [7.2] Dec 26, 2025
@N7Huntsman N7Huntsman moved this to Todo in [7.2] Dec 26, 2025
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