I like this idea, 2 engineers working together, 1 drops the other constructs.
Mines and Turrets
I honestly have no issue with them. If you’re silly and run in front of one at short range you die (much like running onto a mine), if you’re at a distance you can more often than not get out of the way. The worst thing you can do is make them inconsequential and if you limit their ability to kill or make them easy to destroy then there is no fear.
[QUOTE=zenstar;412068]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?)[/QUOTE]
And really if there is a turret and you’re aware of it you can usually take it down with ironsights and some accurate shots from a distance. The thing is you shouldn’t be able to just run up to a turret or ignore it. But yes some tweaks would be good.
I honestly thought there was a deploy delay, there certainly seems to be an animation and sound that indicates it warming up. I’d honestly prefer to be able to drop it and let it warm up rather than manually arming if for no reason other than to just keep everyone moving.
It’s a tricky one, as they can be knocked over quite easily I don’t mind them so much till I come across one that’s been put in a really obscure position requiring you to stand still and use ironsights to get rid of them because they are mostly hidden and often it’s too late when you do pin point where it is, perhaps be more strict where you can and can’t place them or make them stand out more?
atm some postions allow the the turrets to shoot through walls/floors. if this stopped at least being able to see it would help.
no point investing time into as they are killed too easy.
increase its defence
reduce its power
better i.d.
i wouldnt want to restrict where they go as long as enemy can see where they are getting shot from.
(infact can we test tracer fire for all. hit indicator just doesnt work for me)
but takin time to deal with that with all other stuff going is hard. thats why 1 shot kills must be removed for all except the most difficult shot. i know shotty power got reduced but id rather not killed by 1 shot that is easy to achieve. wheres the balance in that.
Thread revival. How much must I abuse the turrets until they become a serious issue
!?
Do turrets make any special sound, if not maybe it could make some pipping, so when one gets near enough to a turret, at least one knows there is one somewhere.
Ugh guys have you not even worked out what it is Inferno and company are doing? Yeah, sure, the things are kind of lethal right now and too quick and easy to set up but the real problem is the area control and alerts they give to an aware player. Multiple turret engis are just too good at locking down choke points. With noisy shooting turrets preventing surprise flanking attacks they only have to listen for footsteps from one direction while setting up a pre-aim ambush.
ppfff - turrets and mines - what happened to fighting man to man! There’s a reason why the engie model is a lady 
All models have both female and male versions
The male engi has turrent, the female is mines
Atm they don’t ( only when constructing one ) but there should be some sound kind of like in tf2 with the beeps 
Pretty sure there’s a sound notification if it locks onto you. Either that, or I’m losing my mind.
Okay, turrets are really beginning to frustrate me now. I’m fully ready to accept that I’m just not ‘doing it right’… but I’ve been killed tonight more times by turrets that I know are in a certain area, and with peeking out and shooting it a few times and running back to cover, they still manage to take me down.
I feel like they don’t lose their lock on you once you go behind their line of sight, behind cover. It should reset however long the initial acquisition time is if you break the LOS.
I don’t think anyone should ever lose a 1 on 1 with a turret that they know is around, especially if they’re taking the time to try to break LOS. But maybe I’m just worse than I thought lol.
I also noticed turrets have a big old range on them. At times I’ve tried to pick them off with a pistol or SMG and got nothing, move in a little closer and the thing opens up and you’re still better off spitting at it.
That said, I still don’t think they should be reduced to a totally pointless item. More consistent takedown, less wall glitching, enough notification to get at least 75% damage on it before it opens fire (if you’re extremely close).
Here’s some more ideas on how to deal with the turret problem;
-Lower range on turrets to atleast 2/3-1/2 what it is now
-Turret damage depends on the range of a target, decreasing with extended distance
-Greatly decrease the damage counters, boost turret HP, and apply a noticeable slow effect on hit
My suggestions for the turret would be:
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After the turret acquires the target, start the Rate of Fire slowly, then ramp it up. If someone is dumb enough to stick around and get shot at, then they deserve to be cut in half.
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Do not allow more than one turret to target the same person. One turret per person. You know, for ammo conservation or something.
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Make the Engie have to assemble the turret, so they can’t just drop it in the middle of a fire fight. They have to place it and continue to hold the button down for 3-5 seconds before it is ready.
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Make direct hits to the turret either break targeting for a bit or at least reduce aim so only 1 out of 3-4 shots hits.
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When the turret is acquiring a target or has target lock, display a bright laser line from the turret to its target so everyone can see it. That’ll cut down on those pesky turret hunts when they’re hidden in “a shrubbery”.
Not sure about this, think I prefer the turrets just having the warmup period at which time they are more vulnerable. So even if someone drops a turret you still have a couple of seconds to take care of the player before the turret even thinks about locking on.
hidden in “a shrubbery”.
Well that’s my, “what do I watch on my day off?” question sorted. 