[QUOTE=Xiphos;316370]http://www.youtube.com/watch?v=QjAsaRjdNe0
Turrets are REALLY weak and this video shows why.
[/QUOTE]
And this video shows turrets killing multiple people in a tournament:
[QUOTE=Xiphos;316370]http://www.youtube.com/watch?v=QjAsaRjdNe0
Turrets are REALLY weak and this video shows why.
[/QUOTE]
And this video shows turrets killing multiple people in a tournament:
Id like to see turrets improved but balance it out by limiting their ammo supply and let engineers refill it.
People forget that turrets are just another ability, right there with the metabolism boost and other fancy buffs. In TF2 the turret was the main feature of the engineer, without it it would be a pointless class. But in Brink turrets are just a really valid addition to the arsenal, capable of making enemies hesitate and watching over a corridor.
fair enough. but consistant performance would be nice…even if it’s a lessened performance then what we want.
True, it shouldn’t be a matter of luck as to whether or not the turret spots you.
It really isn’t that bad. I assume that that is the first level turret?
turrets do need a buff, detection should be quicker, and should have a slight higher field of view to detect enemies. I ran by turrets countless of times, but i don’t know what level they were
lvl 3 turrets with a operative controlling it is awesome though. Dmg/rate of fire, etc should be left alone, just have them work better
The thing is, if you give them a quicker response time then they become more self-sufficient which doesn’t seem to be their point. Turrets are there to assist in fights, to lend extra fire-power to the team, not to cover areas themselves.
A turret with a lower response time is still going to be lending the support, it’s just that you can no longer leave it alone or a player will be able to disable it easily.
Right now I’m on the medium turrent and it’s not too bad if you position it correctly. But yes, they do need to lock on alot faster.
[QUOTE=tokamak;316494]The thing is, if you give them a quicker response time then they become more self-sufficient which doesn’t seem to be their point. Turrets are there to assist in fights, to lend extra fire-power to the team, not to cover areas themselves.
A turret with a lower response time is still going to be lending the support, it’s just that you can no longer leave it alone or a player will be able to disable it easily.[/QUOTE]
QFT!
I have no problem with my medium turret (I’m level 18 now, just two more to go). I stick it in one corner, semi hidden, near the main Objective and I wait in the other corner. When baddies come in, I fire the first shots at them so they focus on me, which gives my turret ample time to acquire and fire.
Huh huh, “turrent”.
http://turrent.urbanup.com/897208
:D:D:D:wink:
:D:D:D:tongue:
Light and medium turrets are useless period.
Gatling is effective, but it is what it is;
-a stalling tactic
-last-line for def-obj
-indicator of where an enemy is
(covering blind spots)
Underpowered compared to QW’s in range and reaction,
so turrets feel useless at-first, agreed, but the Gatling is fine imo.
[QUOTE=SinDonor;316530]Huh huh, “turrent”.
http://turrent.urbanup.com/897208
:D:D:D:wink:
:D:D:D:tongue:
[/QUOTE]
My bad I meant Turret.
Haha, don’t worry. It’s a very common mistake/typo. So common that it has it’s own popular Urban Dictionary listing.
If I ever design a videogame, I’m going to make a turret that shoots out some electric current. Gonna call it “The Turrent”.
I found that the Light and Medium were very useless.
Then I got the Gatling, and it acted like a decent, mid-level turret.
Plant it slightly around a corner and give it a long corridor to fire down and it will take down the enemy.
Turrets are not there to make kills, they are there to deny territory. Sadly, only the Gatling Turret succeeds at this role.
The turrets damage is already low enough that even if you’re getting shot by it you can move out of its field of view, and it can’t chase you.
But the enemy has to basically not notice it for it to have enough time to track someone.
I think there is too much expectation put on turrets, regardless of what level.
Like tokamak said, they are an ability. If their response time was too much quicker, you might aswell have a 9th person on your team with good aim.
I’m definitely partial to engineer, so i constantly use turrets. And so far they have been quite effective at keeping enemies at bay, and taking out the odd one here and there.
Bloody good ability if you ask me…
use turrets as force multipliers…if the enemy are taking the time to kill your turret they are not killing you…or your team
they are great for harrassing hacking…safe opening
or snipe from behind your turret going overwatch for the hostage etc.
:stroggtapir:
Aren’t turrets meant for suppression? They’re not intended to be a killing weapon. I know, I read that you think it’s glitchy, but a lot of people seem to think that turrets are a replacement for your gun.
Turrets are perfectly fine in terms of overall effectiveness. Engineers already have an awesome buff and mines, they don’t need turrets to be so powerful they define the class, and even medium turrets are great for only a single supply pip cost.
But sometimes they do feel glitchy. I don’t mind the small tracking area or slow lock on, but from time to time they seem to go blind, which is annoying.