Could we get a rotatable turret so that we can place them in more sneaky places or places that lowers its exposure? Either that or give it full 360 detection.
Bushwhacker - Rotatable turret
How do you mean rotatable? As in be able to rotate it whilst you have the light blue “here is where the thing goes” outline or something else completely? The turret doesnt really need 360 degree detection, if its out in the open (where it can make use of it) its as good as toast, it does track 360 degrees tho which is nice i guess, not that that is all that useful
@PleasantWheat Yes, I mean like you can rotate it while it’s blue, like TF2
The turret really doesn’t need anymore buffs. But rotating couldn’t be too bad
It is already able to rotate 360 degrees, ONLY if the target is Locked-On.
It just doesn’t recognize enemies by 360, but 180.(It doesn’t seem to be exactly 180. 144 might be more accurate like the Mounted MG.)
Current turret’s HP is quite low, so I think all it needs is a 120HP roll-back.
One or the other is what I really want. Preferably rotation so you can place it optimally by default. I don’t really care too much about the hp since if it gets discovered it’s going to pretty much die anyway. Giving it too much hp just makes it a bullet sponge which isn’t fun IMO.
Being able to rotate it before placing it would be swell, but i feel like people would only use it to put the turret further into corners you know? Like that one spot in the covered area on first stage of bridge.
360 degree rotation/ detection would be pretty OP tbh. The turret would have to have its damage/ROF/range nerfed if that was the case.
Don’t see why they wouldn’t let us flip the turret before placing it, the lack of a full 360 degrees detection on the other hand is the main reason why the turret is best used as a trap rather than a straight forward defense tool, that and low health.
What you’re asking is the ability to point the turret in different directions before placing it, and frankly I think it would make for easier placement.
@succinctDeer How so? TF2’s turrets have 360 degrees and they’re not even remotely op. The turret is always killable without taking damage unlike mines.
Well, TF2 is a very different game from DB so I would say that is a unfair comparison. TF2 has many different features and mechanics compared to DB, so you are pretty much comparing apples and oranges.
Of course the turret is always killable, but if you think about it, the turrets biggest weakness is either being placed out in the open, or being shot from behind. Assuming you are a competent bushi, then by giving the turret 360 degree detection, you are essentially removing its biggest downfall. In its current state, if placed correctly, the turret is very effective at killing low HP mercs such as sparks, aura, proxy, or aimee and even higher HP mercs.
The reason I said OP is becuase the turret is already a very effective tool and giving it another huge bonus takes it from strong to OP. That is just my opinion though.
@succinctDeer I’d say it’s almost UP. It takes a really long time for it to kill aura even at close range, if you compared the Engineer turret against a Scout.
The turret is only good if no one can pay attention to it. It’s more a distraction than anything tbh. Because if you start getting shot at by the turret, 90% of the time, you should be able to find cover and kill it safely (given there are no enemy mercs aiming at you).
[quote=“extraordinaryEmperor;165985”]@succinctDeer I’d say it’s almost UP. It takes a really long time for it to kill aura even at close range, if you compared the Engineer turret against a Scout.
The turret is only good if no one can pay attention to it. It’s more a distraction than anything tbh. Because if you start getting shot at by the turret, 90% of the time, you should be able to find cover and kill it safely (given there are no enemy mercs aiming at you). [/quote]
well thats the thing right, you shouldn’t be leaving your turret to clean up on its own. Looks at bushi’s weapons, he carries powerful SMGs. his turret is meant to be used in conjunction with his primaries to overwhelm one if not more than one opponent at once. If you have good accuracy, this effect is increased even more.
I would love to put a turret upside down!
…oh… that’s not what you meant? … oh… okay…
[quote=“SereneFlight;166002”]I would love to put a turret upside down!
…oh… that’s not what you meant? … oh… okay…[/quote]
Then put it on the ceiling 
@succinctDeer Then I feel like the mines would be even better, as you basically deny access to certain areas while also being able to use it as some sort of trap by shooting it.
Once people know that there’s a turret there, it’s easy to go around or just avoid that area until you clean it out. It feels more like a bullet sponge first and a turret second.
[quote=“extraordinaryEmperor;166015”]@succinctDeer Then I feel like the mines would be even better, as you basically deny access to certain areas while also being able to use it as some sort of trap by shooting it.
Once people know that there’s a turret there, it’s easy to go around or just avoid that area until you clean it out. It feels more like a bullet sponge first and a turret second.[/quote]
I guess that is where being an proactive player comes in and making sure that you are moving your turret around not putting it where it can be destroyed easily.
but yeah though, I understand what you are saying.
@succinctDeer Only problem with moving the turret around is that there isn’t really many good spots. The other places are either too exposed or don’t cover enough ground to serve much of a function due to the turrets lack of damage. And with the good spots, more experienced people will check for them, not to mention, hear them first.
Which is why I feel that the turret is a bit of a bullet sponge first. People hear it, people check for it, people shoot it, you start shooting them, then they lose because they only had 2/3 of their clip.