Am I the only one who thinks the turrets are ridiculously OP?


(acekiller345) #1

It’s insane sometimes. The ROF is way too high for the amount of damage it does, as well as the fact that you can deploy it pretty much anywhere on a map. It just equals a very OP piece of equipment that you can deploy in a corner by an enemy spawn, and have it kill them as they run by, and they have no chance of living.

[/rant]

Seriously, I think the turret should be changed. Lower ROF or lower damage, or restrict where you can place it (high corners that require multiple jumps to get up to it/ in enemy spawns).


(DJswirlyAlien) #2

You just need to hit them with explosives. Stoker’s molotov cooks turrets nicely.


(potty200) #3

No, I never use them but easy enough to take down.


(Seanza) #4

I actually find them to be pretty well balanced right now. You can easily not trigger them. 3 or 4 bullets into them and you won’t have a problem.


(Protekt1) #5

I think they might be a bit too strong. There is really no room for error at all when facing them.


(ailmanki) #6

Yer thats the only issue I got with them, if you do all perfect easy to counter, else your totally screwed quite fast.
Maybe it could shoot in bursts instead of permanent. So your a live a bit longer if you had full health.


(titan) #7

i made a thread a while ago saying i thought they were a bit strong but have since changed my mind I think they’re pretty balanced


(tokamak) #8

I still want these things to be incapacitating rather than lethal.


(potty200) #9

The one thing i want to know is.

Why on earth does the turret have no spread in comparison to every gun in the game???


(Smooth) #10

[QUOTE=potty200;502464]The one thing i want to know is.

Why on earth does the turret have no spread in comparison to every gun in the game???[/QUOTE]

It has about 3-4 times (exact figures are in the office) larger spread than that of Sawbonez’s SMG.

Being a bot, it just manages to keep it’s aim on centre-mass at all times :wink:


(Ceres) #11

I find the turret perfectly balanced. It will be able to defend something the first time and then it will be destroyed. The cooldown is okay enough to disallow repositioning right after it has been destroyed.


(tokamak) #12

That’s exactly what I don’t like about it. Right now the turret is a one-time booby trap rather than an area denier. It’s a ‘gotcha!’ weapon rather than a ‘be royally screwed if you go this way’ weapon.

All it currently does is cheapen the fights while it could be so much more interesting.


(Ceres) #13

I know what you mean but that will be something like a 6th player for the defenders. It will not turn out that good for everyone :slight_smile:


(tokamak) #14

Yes that’s the problem if we keep insisting that the turret has to be lethal. It really means that most of the time it’s a one-kill booby-trap. Any thing stronger than that makes it imbalanced.

However, if we let go of this notion that this thing should always be killing the first player it sees, then we have a whole lot more room for different roles. If you make this a low damage weapon that snares players or disrupts their spread or vision, then we can compensate by making it harder to get rid of.

Once that is in place we’re looking at a turret that is only powerful when it’s being baby-sitted by a team-member who is able to pick off all the sitting ducks that have been hit by the turret. However, if the turret is alone then the opponents merely experience the set back, some minor damage until they finally manage to shut the whole thing down.

That way the turret becomes a genuine obstacle, a real asset to the team and stops it from being the long range mine it is now.


(bishy) #15

Not at all. I think they’re easy to take down unless they are positioned really well which seems about right to me.

I also like the fact that when playing t-bag you can drop it mid gun fight like a distraction :stuck_out_tongue:


(Mangosteez) #16

Make them overheat.


(tokamak) #17

They already seem to require some sort of reload time. I never really took time to observe them for long though. Anyway, that part of the turret doesn’t really help with the instant kill booby-trap nature it has now.


(Rex) #18

It’s a narrow path between the turret being overpowered or useless.


(Glottis-3D) #19
  1. It is not OP at all. it is just annoying =)
  2. we need 2nd turret with more HP and less dmg. so that it will be more area-cover. would be great if turret could tell how many enemies it sees. so that it would be more alert-thing.