Turret BUff


(BK201) #1

I personally feel bushwackers turrets are well, wack. They take way to long to start firing after deployed, the damage the do is very low and they have no HP at all 1 sniper shot and they are gone. Just my opinion since its bush wackers ONLY ability.

Campare it to airstrikes which can take out a whole team it seems a little silly to make this turret feel like a toy gun. Just to test how weak it was a stood infront of one eating bullets took it 12 seconds of spraying to kill me.


(Szakalot) #2

thx for the info. Sounds like Bushy wasn’t buffed since last time i saw him.


(BK201) #3

Another thing it has no range its ridiculous save your credits. I placed it in subway on underground and it wasn’t even shooting at people on other side of the damn hallway.


(ivoryQuestion) #4

Yes the Turret definitely has target acquisition issues when deployed in confined or narrow lanes of fire ie; through a window etc, just sits there…


(sparseHawk) #5

Personally i’m having a lot of fun with him, i place the turret in positions i know i’ll be engaging enemies in stand behind it then ppl have me and my turret to deal with, if i wander off i can listen out for when it fires so i know when enemies are near, i think it’s just about good situation positioning.


(strawberryJacket) #6

I find it okay but when you have mercs like aura or fragger then yea, it feels weak. I really hope for some real balance before this game ends up like hawken where devs insisted they know better.


(Szakalot) #7

Turret used to be OP with very short cooldown and VERY high DPS (dead in <2 sec). Its possible that they nerfed it too hard. Rest assured that feedback on balance is listened to. I definitely hope for his turret to get buffed a bit. (either faster lockon or little bit more DPS imo) Some people also had cool ideas like slowing the enemy down when hit (like in CS). Would make the turret a perfect anti-trickjump trap ; )


(DadoPeja) #8

Few of us played against turret today and we are alredy getting anoyed by it, :confused:


(strawberryJacket) #9

[quote=“Szakalot;13182”]
Turret used to be OP with very short cooldown and VERY high DPS (dead in <2 sec). Its possible that they nerfed it too hard. Rest assured that feedback on balance is listened to. I definitely hope for his turret to get buffed a bit. (either faster lockon or little bit more DPS imo) Some people also had cool ideas like slowing the enemy down when hit (like in CS). Would make the turret a perfect anti-trickjump trap ; )[/quote]

I did play the game for a while when it was overpowered so i would know :). Im simply against aimbot turrets that can win duels against people so i find it fine. Anyway as long as fragger and aura are stronger than the rest its kinda hard to balance around it=/


(bubblesKeyboard) #10

It’s also important to take into account that Bush isn’t a slayer merc. I think it’s effective to have a turret that, if you’re shooting the enemy with it as well, you can take them out very quickly; but on it’s own it’s not as effective. The start up time is necessary so people don’t make like Aura’s healing station and panic plant one down as soon as someone attacks them


(srswizard) #11

I really, really dislike enginerds in TF2, and all similar noskill aimbot turret classes in every other game too.
I’m very happy to see that this one isn’t completely ruining the game for me, like I was expecting.
Please don’t buff him too much, I want the focus of the game to be on gunplay.


(bubblesKeyboard) #12

The turret is actually pretty good. It wont kill people who pass by it but if you try to run past it or run in it’s area it will kill you. The activation delay is good because it prevents people from using it aggressively. In BLR people could buy turrets and place them in your face. Thank god that’s not a thing here.

One thing though: why does it take 4 knives to take out a healing station but one knife to take out a turret?


(einstyle) #13

turrets in BL:R were laughable at best
I still think Bushs turret needs some extra punch to feel more in place


(SchwaD) #14

An airstrike is a thing a experienced enemy will recognize, move away for 5 seconds to get back to old position after it without getting hurt. Only careless people will die by it. So the biggest goal in competitive game will be to block the enemies team for this 5 seconds and maybe if it is thrown good kill somebody.

This turrent should work the same. It’s already blocking me as a proxy in a good way. I will lose time and also health when I meet him alone. If bush or someone else is standing near his turrent I will be for sure dead, regardless of how skilled I am. When the whole enemy team is standing near the turrent, it is like a 6th person in a 5vs5. You should focus on the real players because they are stronger, but if you ignore the turrent it will kill you.

So for me it is fine and I would get shocked if it will get buffed… A aimbot turrent shouldn’t be to strong.

Edit:
The biggest problem in all the balancing discussion we have is that most of our experiences are from public plays…
The competitiive games will be much different and we should focus on balancing them! Could be that SD is already doing this the right way, don’t know. But most people here with better balancing ideas are coming from public games.

I till now also didn’t played any competitive rounds with my friends, cause still not everyone is lvl 7. And as I wanted to play one alone I couldn’t find a game…


(irishrOy) #15

Bush’s turret has like “no” health compared to other deployables like Aura’s Healing-Station or Proxy’s Mines.
The Healing-station is really beefy and it takes quite some bullets to bring it down, and the Proxy-Mines also often need 2 shots to be triggered(just for comparison).

Often I set up the Turret on a chokepoint to secure my back.
And then I get killed from behind, because an enemy ran past my Turret without shooting or even triggering it…

The Turret-Range is not optimal, neither is the arc, which it scans. Maybe widen/increase the arc by like 10° to the left and right?

What about displaying its health, so we know how much health is left for the Turret? Or let us repair it. What do you think of that?


(Szakalot) #16

Turret definitely feels beefier than it used to. And single-knifing it doesn’t work anymore : (

It just goes down quicker cause people care more when they are being shot at by the deployable. 80% of times people ignore ammo stations / health stations.


(Meat) #17

Its not to bad the durability, takes 2 good knife hits to kill.
I have a loadout card that gives the turret 20% more durability, which helps out.

It takes time to learn what is a good location for a turret. Just because it will let you drop it in a position, doesn’t mean its a good spot.
I have been using the turrets for 2 years now, and really don’t see a problem with them now .

I had some good fun with Bushwacker yesterday, and yes I got more than a few kills, and a lot of combat assists.

learn were to drop the turret, learn to deal with the others team turrets, because they are here to stay.


(BK201) #18

@MissMurder question… what is the radius of the turret suposed to be because if i put it in a corner it will only lock on and shoot those who run directly infron of it. In underground I put it in corner behind the bomb in the water area and 5 people ran about 65 degrees to the right of it and it just let them by didnt even try too shoot.


(Amerika) #19

I think the turret is a bit weak but I’m OK with that personally. Right now it’s a utility tool that can definitely help in a few key situations. If we had the ability to go on our own maps and find great placement spots it would turn something that is sort of meh into something pretty useful. And being able to use one as a bullet shield is good too.


(Tomme) #20

Like in the role call video, setting up crossfires with your own turret works wonders, baiting an enemy to run past your turret and after you then turning around is a sure fire way to melt your enemies very quickly :wink: