They need to buff turret hack


(Hot-Wire) #1

They need to do two things to a hacked turret.

Hacked turrets need to look friendly to the enemy at all times. (So not red) … I mean initially splash damage was like “oh you get to fool the enemy thinking that it is there turret that is in that spot until the last minute.” … or you can hold fire and not fire until the enemy ignores your turret and runs past you. …

The thing is… WHO ARE YOU TRYING TO FOOL??? With a turret that screams HELLO I LOOK LIKE AN ENEMY TURRET!!!

The operative who wants to take control of a turret should have better detection of where the turret is on the map.

The turret should be as visible to the Operative as satchel charges are to soldiers, when hacked and controlled, so the Operative doesn’t have to spend hours upon end trying to find the turret on the screen.


(TruGamer97) #2

If you ask me I think operatives need to get buffed in general either way seems like a nice idea I might be missing something here but the idea seems decent enough


(Solarcrest) #3

I still say they Op needs a buff…well not really a buff but he still gives it out.

Kamikaze- He straps a detonation charge around a friends neck and when the friend dies it explodes automatically kind of liek auto cortex bomb but not for the Op to use on himself


(thesuzukimethod) #4

play ff-on = OP buff b/c there are consequences for shooting your teammate (on ff-off matches, if you suspect an operative, you can simply shoot them and see if they shoot back (or die))

not quite the point of this thread, but given the calls for op buffs, i thought I’d chime in

as far as turret buffs, i like the idea to make it easier to find the controlled turret. i dont think that hacked turrets should be hidden as such - but i’ve found ways to make them work, and really, they’re just a brief distraction anyway. (it’s excellent to disguise on sec tower, and then get in behind the turret gauntlet near the upload terminal (to free necheyev) and hack the furthest up turret. it will not only unload on any opponents in the area, but all the other turrets and mines it can see as well.


(kilL_888) #5

hm. the turret hack is pretty powerful imho. a operative hacks a turret faster than an engi positions and builds it actually. i dont see the need to change this.

as for a general buff for the operative, i dont see the need there either. of course i would like it, because i play operative, but i dont think its necessary.

the operative, correctly played, can make a lot of damage to the opposing team and can even turn a match around. if you are in disguise and move up to a group of enemies, you can almost kill the entire team if youre lucky. this gives your team a huge advantage when pushing to an objective.

you can also run over enemy mines when you are in disguise and you can see the mines all the time.

the caltrops is a nice thing to alert you when enemies run through specific passages and do some additional damage i dont want to miss. its also good for distracting.

i think the operative can be very powerful and i really like to play it. one of the main reasons is, because i dont have to buff any players. im not a fan of the interaction system in brink and with the operative the interaction usage is very limited. mostly i only throw different grenade types. and even if i hack, i still have the freedom to move around which no other class can when doing objectives.


(Hot-Wire) #6

[QUOTE=kilL_888;357938]hm. the turret hack is pretty powerful imho. a operative hacks a turret faster than an engi positions and builds it actually. i dont see the need to change this.
[/QUOTE]

How does my suggestions affect how fast the Operative takes the turret?

All my suggestion does is make it easier to find the turret… or why else are you able to control it anywhere on the map?

… and make it do what the devs originally said… making them a surprise attack weapon.


(kilL_888) #7

[QUOTE=Hot-Wire;357965]How does my suggestions affect how fast the Operative takes the turret?

All my suggestion does is make it easier to find the turret… or why else are you able to control it anywhere on the map?

… and make it do what the devs originally said… making them a surprise attack weapon.[/QUOTE]

are we talking about hack turret or control turret? i honestly never used the control turret ability. cant comment on this.

anyways. even if the hacked turret is easily identified by the enemy it still has its purpose. it fires, its mostly in a good position to fire the enemy in the back. its a distraction for the enemy. they have to spend time to destroy, deactivate it.

the surprise advantage is not that important imho, because the turret doesnt make enough damage. the purpose of a turret is also not to surpise the enemy. as mentioned above, its more like a distraction or an obstacle.


(thesuzukimethod) #8

i generally find a hacked turret to be quite surprising…both when the defense i/team created is now shooting me, or after i hack a turret and watch the receiving team scatter.

while “hiding” its hacked status might catch someone off guard (well chosen hacked turrets catch people off guard anyway), it wouldn’t be fair for it to stay “hidden” after it first engages the opposing (was same) team.


(Spendlove) #9

[QUOTE=thesuzukimethod;357986]i generally find a hacked turret to be quite surprising…both when the defense i/team created is now shooting me, or after i hack a turret and watch the receiving team scatter.

while “hiding” its hacked status might catch someone off guard (well chosen hacked turrets catch people off guard anyway), it wouldn’t be fair for it to stay “hidden” after it first engages the opposing (was same) team.[/QUOTE]

This makes perfect sense.


(thrill11) #10

Yeh I understand. Turrets with remotes placed on them should be visible through walls at all times like a soldier’s satchel charge. They are so hard to find if you’re on the other side of the map. And no, they shouldn’t appear as an enemy turret to the enemy once hacked. That way only the engineer that placed it should know. Actually, operatives should be the only ones that can spot hacked turrets. Just like they spot mines/ disguised enemies. That would balance everything out, so operatives wouldn’t need a buff anymore nor would they be over powered.


(Je T´aime) #11

The sentry changing colors when sabed its normal, i play 1 other game where its the same.


(Hot-Wire) #12

[QUOTE=kilL_888;357982]are we talking about hack turret or control turret? i honestly never used the control turret ability. cant comment on this.

anyways. even if the hacked turret is easily identified by the enemy it still has its purpose. it fires, its mostly in a good position to fire the enemy in the back. its a distraction for the enemy. they have to spend time to destroy, deactivate it.

the surprise advantage is not that important imho, because the turret doesnt make enough damage. the purpose of a turret is also not to surpise the enemy. as mentioned above, its more like a distraction or an obstacle.[/QUOTE]

It’s a distraction or an obstacle when an engineer puts it down. It’s a sneaky killer when an operative hacks one “and” controls one.

Maybe they could make it enemy team colors when not firing, but when firing it turns red. … but when it stops, it reverts back.

And yes I’m mostly talking about controlled turrets that are hacked


(Achtung) #13

Turrets just need to track and shoot way better than they do. Then if an OP is in disguise he should be able to hack it without loosin his Costume.

Also Op needs Backstab! The Op will be fun as any other SD game.