Cooldown too long


(hawkeyeguy99) #1

I did some searching and didn’t find anything in particular on the subject so thought I’d make a new thread.
I’ll come right out and say it: Bushwhacker’s sentry cooldown is way too long. I just unlocked him as a merc a week or two ago and am having much fun with him, but the turret is just annoying. For how easy it is to take down, it becomes almost useless without genius placement. And even placement only lasts until someone discovers it. I did some testing and was astounded by what I found. Placing the turret and IMMEDIATELY picking it back up gives you a 12 second cooldown. 12 seconds! Proxy has 2 “throw-and-forget” mines, 360 degree AOE, instant kill capabilities, and a MUCH shorter pickup cooldown. While Bushwhacker has 1 turret, limited to around 180 degrees AOE, takes a second or two to kill, and has a long cooldown. That does NOT seem balanced to me.

Here’s what I would suggest, shorten the time to lock-on for the turret’s aiming AND specifically reduce the picked up turret cooldown to around 2-4 seconds. (The regular cooldown could probably stay the same to keep balance) To make Bushwhacker’s turret viable (imo) he needs to be able to be constantly shifting it’s position to keep the enemy off-guard. What do you guys think?


(EverythingElse) #2

Well i guess that would work, but lock on is for fletcher and proxy, but i dont think it would be to hard to make the augment different for them


(bushyg) #3

You can pick up the turret whilst it’s dying, about 3/4 through the animation, if you didn’t already know. I do think the turret needs a buff, but a lot of people argue that he has access to the best SMG’s in the game, which sort of balances him out.


(bushyg) #4

Sorry to double post, but Bushwhacker has Lock-on, even the description states it’s for turrets lol.


(hawkeyeguy99) #5

I wasn’t specifically referring to the augment Lock-on. I was more suggesting across the board, his turret should find its target and begin firing faster without the augment. The augment could still stay, but I think the base that it augments from needs to be raised.


(ImSploosh) #6

I’ve taken out 10 or so people with one turret before. As of right now, the turret has a few good uses. but I still think it could use a slight buff.

  1. Place the turret directed at a bomb site/objective and it will kill any planters, repairers, and stop any deliveries OR notify you of an enemy at the site and you can call it out to your team to stop them.
  2. Place the turret when you run into a group of enemies to distract them
  3. Place the turret as a distraction in general
  4. Place the turret to gain the advantage in a 1v1 if necessary
  5. Place the turret in a very good location where it is not easily seen (doesn’t have any flanks) and can rack up multiple kills before being destroyed (often by killing rushing Auras/Proxys)
  6. Place the turret to defend the objective that you’re attacking (very useful to stop defuses)
  7. Place the turret alongside your teammates while attacking/defending- by this, I mean keep it close to them. You wouldn’t believe how many kills you can get by finishing enemies or assists by wounding them.

I’m sure there’s more, unique uses out there, just can’t think of them right now. Personally, I enjoy using my turret by placing it somewhere and essentially guarding it. This allows me to kill any enemies who decide to go ahead and have a 1v1 with the machine. Not only will they be distracted by it, but the turret will also wound them and make them an easier kill.

I find that the cooldown isn’t that bad and the turret is definitely viable. I feel like Proxy mines are really annoying and may need a nerf to the cooldown (at the very least), but they’re also loud as hell and can be destroyed easier than a turret. The thing with Proxy mines is that they’re “nooby.” It doesn’t take much thought to place them because no matter where you do, you can easily get a kill or kills. People often find themselves dying to them while avoiding another enemy or from the rushing suicide Proxys. The turret’s a bit different and requires some thought on how to use it and is potentially more effective! :slight_smile:

That’s just my opinion anyways. I’m pretty much indifferent to any sort of buff for it, but I wouldn’t mind it. I believe the cooldown was previously shorter or picking back up the turret lowered the cooldown more? I can’t remember, but I think it was changed in a recent patch. Someone else would have to correct me here. :stuck_out_tongue:


(Jostabeere) #7

I would love if the turret was as small as mines so I could place it in a corner so it could kill people but could not be destroyed because the corner covers its hitbox. Like most tight corners do with mines. /sarcasmoff

Fletcher is stronger than him. But obviousy Fletcher has a higher skill level.
But Proxy is stronger than him for an unjustified reason. This merc has basically no skill level. All you need to know is how corners work and how to jump around like a rabbit.
And even if you have 0 idea abo0ut correct mine placements, spamming the objective will always yield you kills in a game. Even open objectives like the building on Chapel is a trap since most of the time people try to deliver in a hurry and don’t look for mines.

And please Proxy mains, don’t fool us here. Proxy is easy to play. That’s why most newbs buy her along with Vassili. And because she’s the fastest to be at the objective and harvest those OBJ points.

[spoiler]I tried to like her. I played her for 15 hrs. She is one of my best mercs despite the fact that I have mercs with triple and quadruple her playtime. I don’t like her. The kills are easy and without input. And I’m still salty that Stoker lost because of noobs playing her[/spoiler]

I honestly don’t know why SD nerfed Bush. He wasn’t OP at all, nor was he very popular to the point that anyone played him. But yet he receivs nerfs he does not need at all.


(DarkMatterMatt) #8

[quote=“Jostabeere;197836”]
And please Proxy mains, don’t fool us here. Proxy is easy to play.[/quote]
Proxy main here; can confirm, Proxy is easy to play. She’s also very good, which is why I main her.

I used to Fletch, but now I’m constantly cancelling my throws with my detonator (I’m hoping they’ll fix that in the Summer Squash).


(Szakalot) #9

turret is nice, but definitely not viable with the present cooldown


(Nibbles02) #10

I main Proxy, the mines are super easy to use, but the character isn’t some tank like Thunder, so you have to be considerate about how you move around the map. I always use the Hochfir so I never have the pleasure of easy shotgun kills.

Jumping constantly is actually a really bad idea, so strafing on the ground is all I do, besides the occasional wall jump.


(hawkeyeguy99) #11

I don’t think the solution is to nerf Proxy, while annoying she isn’t imabalanced. My point is that in his current state, no one in their right mind would choose Bushwhacker over Proxy or Fletcher if they are looking for the best engineer. I only use Bush cause he’s fun, but go in knowing he isn’t as strong as the other two engies.


(Szakalot) #12

well, bush turret being as weak as it is still doesnt make him weaker than proxy, at least in 5v5. 90hp and non-kek smgs are just too weak, with mines being almost completely useless.

so its fletcher>>bush>proxy


(DarkMatterMatt) #13

Fletcher > Proxy
Fletcher > Bushwacker
Bushwacker > Proxy
Bushwacker turret > Proxy
Proxy mine > Bushwacker
Proxy mine > Fletcher


(Jostabeere) #14

[quote=“Szakalot;197945”]well, bush turret being as weak as it is still doesnt make him weaker than proxy, at least in 5v5. 90hp and non-kek smgs are just too weak, with mines being almost completely useless.

so its fletcher>>bush>proxy[/quote]

If 5v5 was the main mode of this game, yes. As it is right now, comp is well…I feel…Almost dead?


(BananaSlug) #15

thats one of the things that i am crying about and hoping that devs will notice me


(BananaSlug) #16

and btw the is that section cold mercenary discussion… AND THERE ARE MANY THREADS LIKE THAT


(BerylRdm) #17

well, bush turret being as weak as it is still doesnt make him weaker than proxy, at least in 5v5. 90hp and non-kek smgs are just too weak, with mines being almost completely useless.

I must admit I don’t understand why people keep saying that. I may not be one of this 0.005% of Dirty Bomb population playing DBN but I played 78 ranked matches this season and I, as Proxy main, used her as an engi. I was doing very well. People say “good players won’t fall for cheap Proxy tricks”, but I, even thought my rank is only gold 5, played against people widely considered good, and, well, they fell for them. Also, hochfir is an awesome gun.

If I only were better with Blish I will probably use Fletcher more, but I’m not :slight_smile: And I don’t like shotguns. But I won’t take Bush when I have Hochfir Proxy.


(Nail) #18

hey bud, that ain’t even English, do you mean “called”


(Nibbles02) #19

They’re all different engineers with different applications, so one is not inherently better than another even if the abilities of some are less versatile than another. Ranked usually requires at least one good specialist because otherwise one rush-plant could screw over an entire objective.

Back to the engineers, Bush is better for defense because he has higher health, strong SMGs and an ability that allows for support fire in the case of a 1v3 or more.

Fletcher can do both because his ability is versatile but requires you to actively land each grenade, and he can be overwhelmed pretty quickly in the case of a rush because of how long it takes to land each grenade and detonate it.

Proxy is mostly offensive but her mines can be used for defense to lesser effect, however she’s got one of the lowest health stats in the game and very close range weapons, so the mines are half her offense.


(EverythingElse) #20

hey bud, that ain’t even English, do you mean “called”[/quote]

that isn’t even English*