Bushwhacker's Turret


(Captain_Squirtle) #1

I feel as the bushwhacker turret is unbalanced its got the same fire rate as a mounted turret but without the need for mounting so you can just place at the top of the stairs or hey ill place my turret right in front of the objective so everytime they try to plant instant death please devs find a way to balance the portable turret


(Yak) #2

Try shooting it. It has the same health as Proxy. It takes a second to react, so play peekaboo with it.


(Monty) #3

Granades can be used to clear turrets. Additionally, peak-a-boo, tactic can be very efficient as well, if a lot slower. You know, you fire a shot or two, and go back behind the corner.

Additionally, it can be possible to sprint jump past the turret, if not directly behind it where few shots will bring it down rather fast. Which is lot easier if you play as Vassili, Kira or Phantom with the untrackable augment.

But if nerfing the turrets is necessary.

  1. You could reduce the range of or speed of noticing targets.
  2. You could make the turrent turn slower, allowing people to get past it easier.
  3. Have the turret overheat if it fires for too long.
  4. Add some ‘Portal’ like sound effects to turrets. (Hello friend. Searching. Deploying. Target Lost. Activated. Nap Time. Who are you? Are you still there? Goodnight. Sleep mode activated. Goodbye. Hello.)

(Hadouken) #4

“Devs pls make this character useless as well. We’ve seen how mob tears influence game balance”


(Captain_Squirtle) #5

Im thinking just lower the health by 5 and lower the rate of fire


(Vexed) #6

The turret is already extremely vulnerable if its location is known and Bushwhacker’s team aren’t around to support it. It is, after all, immobile, unable to acquire targets outside of its field of view and possessed of limited health with no means of repair available. If that weren’t enough, it also has finite maximum range.

It serves its role admirably, punishing teams for trying to rush with squishies and no backup, but if you know it’s there, even if you don’t know precisely where, you don’t need a lot of setup to take it down. Doing all of that while Bushwhacker himself unloads on you is another matter, of course.


(XavienX) #7

Personally it pisses me off that the fact it can only turn 180 to scan for enemies but once it’s tracking a person, it can spin 360 degrees, like wtf.


(Hadouken) #8

Also, have you tried not running around blindlessly?

Turrets are easily shot down, especially when put in predictable places like the inside of an objective.

There’s also a pretty lenient period of time before the turret even begins to fire, and in that time, most guns can easily take it down. You can also just poke your head and shoot it, that works as well.

The whole point of the turret is to deny space, if you’re not going to even attempt to play around it, why try to argue that it needs to be nerfed?


(Captain_Squirtle) #9

Im not saying it needs to be nerfed


(Indefinite) #10

Cpl Squirtle,

You say the sentry turret is unbalanced. You say it’s just like a mounted turret, but isn’t fixed. And then you say you’d like the sentry turret to be balanced.

So, either you want the sentry turret to be nerfed, or you want the mounted turret to automatically lock onto and shoot at targets. :expressionless:


(Captain_Squirtle) #11

You know mabey i posted this out of anger but i know im not the only one who thinks his turret could be executed better


(Captain_Squirtle) #12

And thats all im saying i feel it can be executed better


(Spyder) #13

I think the turret is fine. Its pretty fragile on its own but can be an asset if put in the right spot and you stay close to it. Or it can be used as an early warning device if your guarding to points. Leave the turret facing one point and you facing the other.