Oфф. фoрум
- Выключает ECM на мехе, кoтoрый егo несет. Oтпадает не oт пoвреждений, а прoстo через 30 секунд.
- Сильнее греют, мoжет быть дoбавят урoна.
- Мoжет быть дoбавят скoрoсти пoлета ракетам.
- Мoжет быть пoправят нагрев.
.
From the thread by Thomas, (the weapons guy)
Autonomous Turret System Spec/Features
COCOON MODE - When the turret is inactive it goes into a cocoon state where it receives a 99% damage resistance bonus as it folds up(animates) into a defensive structure.
PROXIMITY ACTIVATION SYSTEM - When enabled with a radius variable the turret will auto activate itself when an enemy enters that radius
TRACE FIRE WEAPONS - All trace weapons are available to be put on the turret at this time. That includes all lasers, machineguns, flamers.
LOCK ON MISSILE WEAPONS - LRMs and SSRMs can be fired from the turrets
AMS - The turret can have it's own AMS system.
TEAM - It will not engage friendly mechs.
ANIMATED - The turret will animate when it goes from it it active to inactive state
TRACKING SPEED - Turrets have a tracking speed and will miss or stop firing if the target's speed exceed the turrets tracking speed.
INFINITE NUMBER OF WEAPONS PER TURRET - The number of weapons is only restricted by the number of fire bones on the top gun turret mode.
SHARED TARGETING - Turrets share targeting information and will not target same targets unless only target available
CAN BE TARGETED AND LOCKED ON - Turrets can be targeted and locked by enemies for LRM fire
POWER GENERATOR - When destroyed turrets linked to generator will no longer have power to fire.
COMMUNICATION SYSTEM - When destroyed turrets will no longer be able to lock LRMs and SSRMs.
thread here:
http://mwomercs.com/...0089-breakdown/ [4th post down]