[quote=“JJMAJR;204061”][quote=“sgtCrookyGrin;204055”]I realized after reading the Dirtybomb about page I think we’re looking at this wrong. I know he needs some things tweaked but I don’t think we should do a massive buff because the core aspect we forget in all of this is his teamplay.
Bush’s turret serves as a great distraction, shield, extra DPS, and other things that I could list but it would lower the impact of his understanding. He’s a team merc with a balanced weapon kit, his turret is there to support him and his team in engagements. In most ways the only benefit is to make Bush better on his own when he should be better because he’s working with a team.[/quote]
In TF2 Engie’s turret is only effective when someone else is watching it. And it has better DPS at level 2 compared to most weapons in the game, combined with 180 health, which was above the health of Pyro, and close to par with Demoman.
Level 3, the turret has 216 health, which was larger than Soldier’s health. It’s as if Bushwhacker put down a Thunder without legs onto the field. With alarms when it gets hit and everything.
So saying that Bushwhacker’s turret needs to be focused on team-based play (and I think that this doesn’t really describe much besides “ooh it should be weak in combat” or something) is pretty unfair. Sure, before it was a distraction but it can only act as a distraction at that. This combined with poor weaponry and only boosted by objective specialist and you get a pretty paltry character to work with.
[quote=“sgtCrookyGrin;204055”]Albeit can’t use it as effectively as the other engies which means it needs tweaking not buffing. Right now lower the cool down and pick up times so that he can be more mobile.
Cool ideas that implement teamplay is stuff like if the enemy is spotted the turret automatically targets and shoots the person being spotted, maybe it takes one mag of the primary weapon you have making it useful for an ammo merc to toss some more ammo to you (and lowering cooldowns on a direct hit), maybe stuff to implement teamplay not just make Bush stronger.
I think we should focus on making some of the mercs more interesting and full of depth that interacts with other mercs instead of “buff his turret it needs to be stronger”.
Or maybe I’m insane and we don’t need that stuff but hey at least we shouldn’t forget the team aspects of the mercs that can interconnect between each other.[/quote]
I think that the turret needs to be a stronger defensive tool than it is right now. Right now, it’s just a Sparks without legs, healing, and reviving. I am serious about this statement.
If anything I would like to have the Turret act like a stationary Blishlock Bushwhacker. If the turret needs more setup time then so be it.
And even so, the turret shouldn’t be an easy mode tool for players to use. It should scale to player skill. It should spot enemies and be able to read how weak they are to damage. If the player makes more than 3 headshots per second, the turret should aim at the face by default.
I don’t know to be honest why Bushwhacker should be so weak. Probably because that it takes a lot of work on the AI to make automated tools useful.[/quote]
I would like to point out that I’m not against making him better, I’m only against all these buffs that you guys list that can break him when you consider how good he is in a simple 15 second skirmish with the team. (I’d recommend you don’t compare TF2, 2 scouts can take down a lvl 3 by working together, it’s a game with its own issues)
I know he needs changes which is why I’m not against it I’m simply saying we need to consider the team aspects with the turret as well. Heck I like the shoot the head idea if you land headshots, albeit should it be a better defensive or in between like how Proxy can suicide Proxy and still get a kill?
What should it do with you and without you? Oh hey now that’s an idea!