Mines and Turrets


(DarkangelUK) #21

Even better, hang back and let the rest of the team clear them thus saving me a nade and my life :smiley:


(INF3RN0) #22

A few reasons why I viewed this as an issue to begin with.

  1. Players effectively getting kills by running into an outnumbered situation and dropping a suicide mine. I thought that the suicide nade was taken out for the same reason, but mines work just about the same since they self-arm and have a larger blast radius. Fishbus knows this well lol.
  2. I play mainly Engineer and find that panic dropping my turret tends to always save me from a bad situation I think I ought to not live through.
  3. In a lot of positions it seems that turrets refuse to get knocked down by gun fire, even if I unload a whole clip on them.
  4. Turrets kill fairly fast imo. I’ve seen them rack in 2-3 kills all the time on sprinting players.

I agree that;
-that turret warnings should be implemented
-turrets need more visual distinction from friend vs foe
-2 knife hits to knock over a turret


(stealth6) #23

Isn’t it already 2 knife hits? I thought it was.


(INF3RN0) #24

Maybe it was. Can’t remember the last time I knifed a turret tbh, but thought someone said it didn’t work in a thread.


(EnderWiggin.DA.) #25

I was just watching the training video and in the video they show the mines being armed manually.


(Humate) #26

I tried engie2 out on warterloo for the first time, i kind of felt a bit op.
edit: should test soldier 3 with grenade launcher spamming up the escalator


(iwound) #27

i agree turrets are way overpowered, i go from 5-6 kills up to 40 when using it.
but cant the damage it dishes out be reduced not the firing rate (infact for all weapons i like the rate just not the damage)
and increase its defense. the reason is as soon as its planted its gone, why have them at all.

seemed ok on qw.


(Humate) #28

Theoretically you should be able to hear the turret, know its faction, and be able to deal with it appropriately while taking on the enemy. For the defence its a bit too easy to close off chokes with it at the moment and as a result, its easy to predict the path the enemy will take.

You can stack your infantry resources on the other points (back ledge and gas tunnel) knowing they wont take the escalator route for a while on Waterloo


(tokamak) #29

Allied turret: thompson fire. Hostile turret: MP40 fire.


(Humate) #30

What about when its just sitting there scanning. :wink:


(tokamak) #31

I suppose only hostile turrets would require to make a noise. In the end turrets are meant for crowd-control, not for lethal purposes.


(SockDog) #32

As has been pointed out, if they are not lethal then they control nothing. I honestly don’t see any major issue with the turrets right now, some small tweaks sure but I certainly wouldn’t want them turned into something only noobs place down because everyone else is happy skipping up to them and farting on them to topple em over.


(tokamak) #33

Obviously I’m not saying they should be harmless. I just rather see them as stubborn obstacles that lock down an area or corridor than things you accidentally trip into and die in. The consensus seems to be that these things are overpowered. I think that making them easier to get rid off is the wrong way to balance them.


(Humate) #34

Have no problem with holding chokes, just not to the degree it does at the moment.
In the game I played recently, you could see they were **** scared of taking the escalator path and opted for the other 2 routes. With the current player count, its too easy to stack the other routes with defenders, without a turret.

What it needs is a clear counter response, that players can rely on. :slight_smile:


(Humate) #35

No, I dont want that either. Brink was a bit like that if I recall.


(zenstar) #36

A turret should be deadly if you stumble into it unaware but it should not be able to take an aware player on 1:1.
You should not be able to drop a turret in a spot and shut down a flanking route because the turret is too difficult to deal with.

At the moment the turret seems about right if it gave more warning. If I know where it is I can take it out without too much issue but if I run blind around a corner and it’s in a decent spot it’ll kill me.

Maybe slight tweaking, but it seems decent (having only played them from the receiving end. I assume they’re easy enough for the engi to deploy?)


(iwound) #37

an engie is very vunrable when deploying. deploy too quick and it maybe in a useless position.
take your time and your dead before you get to use it. plus you slow walk with it out.


(DarkangelUK) #38

I think simply having to construct it will prevent the abuse of dropping it in the middle of a firefight, or when you’re taking cover because you’ve taken too many hits.


(tokamak) #39

The drop+construct is too much of a hassle though. Simply an aim and a short construction time should suffice.


(DarkangelUK) #40

Depends on how you want to work it. If you can drop then construct at will, then that means you can deal with any unforeseen encounters that may happen as you’re mid progress. This also means you can drop, check the coast is clear, then construct… but this also means you run the risk of someone destroying your undeployed turret while you’re busy. You can deal with the issue and then continue the construction progress from where you left off. I can only assume you mean the Brink method of selecting the turret then holding down the deploy button for a few seconds until it’s completed, which again has its own risks. The 3rd option is much like the mines where the turrets have a self build period, kinda like ETQW deployables where you call it down but it takes some time.

All equally viable but I think the drop and construct method adds a bit of investment in your turret and also means fellow engineers can support if you’re taken out in the process.