Engineers Turrets too weak?


(Capricious) #21

I actually like the turrets in this game. Since each class can use every weapon it makes the turret a support to the engineer - its a supplement, it doesn’t make the class.

I’m lev 10 on my engi now (after playing a 20 medic/soldier) and I like the fact that you use mines/turret to control an area rather than have an easy-mode turret that rapes everything it sees. The TF2 turret/engineer is retarded.


(iezza) #22

[QUOTE=Krallis;334947]Thanks for the replies. Ill try to use them more strategically.
I do still think however that the lock on time should be fixed.
Someone can be standing in front of my turret for several seconds and it still doesnt register them.[/QUOTE]
Yeah, they are tactical, loving the LP reference in te siggy!


(Bettik) #23

As I already have, I’ll concede again that lock-on detection/timing could take a tweak or two, but I honestly wouldn’t mind if it didn’t either.

My basic point is that I don’t think turrets are meant to be real game changers or show stoppers in this game. They are a minor extension of tactics for the already very useful engineer class - not a stand-in or replacement player. Going back to TF2 for comparison, the engineer (at least at the game’s launch) was defined by his turret and his personal weapons were terrible. Making the argument that turrets in this game should be buffed would be a bit like making the argument that the TF2 Engy should have been given a sniper rifle because all of his weapons sucked.


(Krallis) #24

[QUOTE=Capricious;334967]I actually like the turrets in this game. Since each class can use every weapon it makes the turret a support to the engineer - its a supplement, it doesn’t make the class.

I’m lev 10 on my engi now (after playing a 20 medic/soldier) and I like the fact that you use mines/turret to control an area rather than have an easy-mode turret that rapes everything it sees. The TF2 turret/engineer is retarded.[/QUOTE]

I aint saying I dont like them.

Its apparent from this thread that ive been using them the wrong way.
I generally use them to block chokepoints…and they get blown up quickly.

(and iezza…I couldnt not do it. Their latest album is the best one yet. And the Iridescent music video is amazing.)


(wolfnemesis75) #25

[QUOTE=Krallis;335076]I aint saying I dont like them.

Its apparent from this thread that ive been using them the wrong way.
I generally use them to block chokepoints…and they get blown up quickly.

(and iezza…I couldnt not do it. Their latest album is the best one yet. And the Iridescent music video is amazing.)[/QUOTE]

Turrets need to be placed in non-obvious places. I recommend you watch some of the BrinkTV tournament footage; it shows some great places to put turrets. Remember: Turrets will shoot down when placed high! And angles work great with Turrets. Place a turret on an angle so that the enemy do not immediately know where they are being shot from. Ideally, as an Engy you could shoot at targets while the turret is shooting at the same time increasing its effective power.


(iezza) #26

[QUOTE=Krallis;335076]I aint saying I dont like them.

Its apparent from this thread that ive been using them the wrong way.
I generally use them to block chokepoints…and they get blown up quickly.

(and iezza…I couldnt not do it. Their latest album is the best one yet. And the Iridescent music video is amazing.)[/QUOTE]

Their Grenade resistance is too low

(i quite liek the adaption of the Martin luther king speach(killing human beings with napalm) but im lovign robot boy and the " you cannot take part you cannot passivly take part, you must throw your body upon the machine" one aswell."


(Krallis) #27

(wretches and kings its called, the martin Luther one is called Wisdom Justic and Love, yeah, Robot boy is one of my favourites)

I shall look at some brink TV, but i still think the lock on time is too long.
I had a turret in front of a gorup of people and it took 5 seconds to lock onto any of them.


(F. Otzenknecht) #28

I also think the turrets are a little too weak.
I personally like the ET:QW APTs more. Regarding lock-on speed as well as regarding their health/destroyability.

A slight buff would be nice!


(iezza) #29

[QUOTE=Krallis;335103](wretches and kings its called, the martin Luther one is called Wisdom Justic and Love, yeah, Robot boy is one of my favourites)

I shall look at some brink TV, but i still think the lock on time is too long.
I had a turret in front of a gorup of people and it took 5 seconds to lock onto any of them.[/QUOTE]

Juernarda del muerto is good, Blank spaces WTf? i thought it was a place for doodling in the leaflet, when i found out it was a song.

and i think i like burning in the skies? is that the one with #Bridges i have burnt, so dont apologise, im losing what i dont deserve# ?


(legend123) #30

@topic creator.

perhaps if you can still edit the opening post maybe you can make a poll to see what people think.


(wolfnemesis75) #31

[QUOTE=Krallis;335103](wretches and kings its called, the martin Luther one is called Wisdom Justic and Love, yeah, Robot boy is one of my favourites)

I shall look at some brink TV, but i still think the lock on time is too long.
I had a turret in front of a gorup of people and it took 5 seconds to lock onto any of them.[/QUOTE]

This is where the Operative comes in. He can control turrets. Or else it’d not be worth the ability point?


(Je T´aime) #32

Well, I have fun playng as engeneer, and the turrets are fine you can build 1 literely in 3 4 seconds and if the enemys destroys it well just build another uber fast, the turrets are good for choke points intimidatio, an enemy will just push after the turret is down, and it will kill some enemys too, i think actually the way it works you can just spam turrents whenever you want, it should have a cooldown.


(Cheerio) #33

Their damage is fine. Their health SUCKS. One grenade and they are dead. I think one grenade should damage them then just put a pistol bullet or 2 in it and it should be dead. not just one grenade


(BioSnark) #34

Turrets don’t need to be a tf2 turret instant death zone. Turrets shouldn’t be able to cover an entrance, unsupported. They shouldn’t take out a healthy player head on. Engineers do the most damage with weapon buff and double mines without a turret. The class does not need more damage.


(EnderWiggin.DA.) #35

[QUOTE=Krallis;334873]
Is this a problem for anyone else, or is my turret strategy all wrong.[/QUOTE]

I’d rather fight players than turrets so I think they are balanced well. You can’t ignore them, but one turret can’t hold a choke point by itself.
The TF2 turrets are one reason I didn’t like that game.


(its al bout security) #36

i think they were fixed within the first week of realse cause i seem to remember they used to move much faster and would rack at least 4 kills per repair now cant kill without a help from me kinda sad but they have their use, it can be a good distraction… from say a sniping :smiley: works great


(TailSwallower) #37

If there was only one thing I could change about the turret it would be to make it so you can repair any amount of damage to them, instead of waiting for them to be incapacitated. If an engineer wants to take the time to repair their turret then let them do it, no matter how much (or how little) damage it has received.

On top of that though, I think the Turret takes the perfect amount of damage from bullets, but should require more than a grenade to put them down. Tracking time does seem a little bit too slow, but then how many small changes can you make before the turret is totally overpowered? I’m sure the SD guys spent a lot of time on balancing, so I think if it’s the way it is now then that’s probably because they already tried a bunch of different configurations.

That all said, I definitely agree with the sentiment that an Engineer needs to stand by his turret. If you don’t work with them, don’t expect them to do much on their own.


(Super-Pangolin) #38

Sometimes they seem useless, sometimes they decimate. They’re good for laying down cover fire and generally being a distraction, but as for getting kills they’re very situational. A little buff wouldn’t hurt, perhaps a drop in time between target acquisition and actually firing at it, but overall I’m pretty happy with them.