Turrets are basically useless.


(Litego) #41

Well said!

Also this is a shooter, Im not really a fan of autoaim in shooters. So a turret should never be as effective as a player in doing damage and getting kills. Also remeber that enginers in Brink use the same weapons as everyone else, and they have a damage buff so their weapon actually does more damage then everyone else. This is not the case in TF2. Though TBH it sounds like its a little underpowered, and me personally have never been killed by a turret. If I see one I just throw a nade and thats it. But they should never be even close to as effective as in TF2.


(McAfee) #42

The fixed base defense turrets (the ones near the spawn) already have a fast acquire.
Give turrets the fast acquire within the range and angle, lower the damage? or lower the fire rate?

As for the resistance, leave it the same vs explosives, but give it more bullet resistance?


(Overgear) #43

No really, they track really slowly. I don’t even bother disguising half the time to hack a turret.
I just run straight at it.
If it does target me, I can circle strafe it til its hacked.
They really dont seem worth the supply pip right now.


(SphereCow) #44

The balance issues with this game make me wonder how the hell SD balanced Quake Wars. That game had anti-personnel turrets and anti-vehicle turrets, and they were both pretty reasonable. APTs were so easy to take out, even from a range.


(sh4d3Z) #45

At first I had problems with the turrets too… but having an Operative gain remote access is ridiculously useful. You don’t have the slow tracking or line-of-sight limitations. Obviously it’s best if you have a friend that plays Operative and wants to hang back with you on defense. Wouldn’t expect it in public games though. But yea, there’s the solution.


(mahshah) #46

Really? I don’t really find it that useful just because the turret fire is so inaccurate – same with the fire from the mounted machine guns. They don’t have either the accuracy or the volume to take down targets quickly enough.


(Rally) #47

Mine never seem to do that. Ive seen them take a half second to lock on, but Ive never been able to just chill around in front of a turret and just have it take a few shots then stop caring.

I do agree they need a slight buff though.


(sh4d3Z) #48

They are horribly inaccurate, but once you learn the typical pattern you can adjust. 3-5 bursts usually takes down a Medium body type. Aim near the head… few rounds they’re down for the count. Any time the opportunity arises, I spray the herd of enemies en route. You should have teammates close to you, shooting at the same targets, so chances are… more of you will survive… and more of them will die. :slight_smile:


(Oschino1907) #49

Some of my fav moments in this game so far have been hacking turrets and then putting remote devices on them and watching the confused tactics of the other team as they come upon the turret that was just theirs last time they walked by. Hahahaha have had players not even look back as i shoot them cause they were sure it wasnt their own turret shooting them, or spun around to see a guy just staring at the turret wondering how its spinning around and shooting long range meanwhile they think its still his teams turret.

The turrets like almost everything is this game are fun and effective is used right but also not overpowering or gamebreaking, i think they are totally fine, other then the occasional failure to see guys right in front of them i find them to deal some major damage once they do lock on and unload. For what they are and the side benifits they have i think they are about perfect.