Restrict turret number one public or increase turret ressource reload time by the number of engis in one team could maybe help.
Turrets are completely useless
I allready thought about this one but i dont think SD is willing to add restriction like this to the game. This will be also a problem with future class loadouts. Think about adding a soldier with a rocketlauncher to the game and see what will happens.
What if turrets were deployed at 1/2 HP and you could sit there and construct them to full. This would of course mean that the current max turret HP would be increased as a result. Maybe just 1.5x.
I play a lot of engi in pubs and pugs. Turrets do need some quality of life buffs.
I would like to see turrets lock on instantly and fire at that target instantly. Too many people run by my turret and it’s still derping like IS THAT A TARGET??? Also when I set it up to help me kill people, sometimes I’ll die before it even starts to shoot.
The turret should NOT be much stronger. How I want the turret to be is strong enough to make an engineer win most fights if he’s with it, but not able to solo the enemy. If an enemy runs out in front of me and my turret, I should win that fight most of the time. For that to happen, it needs to lock on and fire instantly. The damage it deals is fine, I just need it to be a reliable source of damage.
I like to use turrets to set up on flanks so that when an enemy rounds a corner and spots me, they choose to shoot at me. Meanwhile my turret is backraging them.
If people feel locking on and firing instantly is too good, then give a nice warning sound to players. I don’t really care if they know it’s there. Give them a loud BEEEEEEEEEEEEP BEEEEEEEEEEEEEEEP for all I care. I just want my turret to reliably help me in the fight. If the turret only does 1/4 of their hp over the fight, that still gives me a significantly higher chance to win the encounter.
well atleast when ur behind them or next to them they should autoshoot you …
now u can just shoot it down.
I was against the continual calls to kill off any effective use for turrets, instead of being something feared, a means to block paths or provide effective cover they’re now barely an annoyance.
Issues I had with turrets. Was that they were hard to knock them over at a distance, they always seemed to manage a fair amount of ranged damage where as primary class weapons did little to damage them. They were also over used which gave an incredible amount of fire power. Imposing a pickup rule (even on a disabled turret) to plant another turret coupled with a longer cool down timer if you don’t pick up would prevent turrets being shifted all over the map with little consequence.
By all means tweak ROF or damage but there should be no situation where you can blissfully skip away from a turret if caught out in the open. Again, you should see a turrent and have to make a decision to avoid it or risk damage by taking it out, simply spamming it as you run past just screams pointlessness.
To throw out a couple of tangents.
Give turrets limited ammo that needs to be stocked by the FOps or even dropped by other players.
If you don’t want turrets doing damage then change them to stun/taser weapons and impact a players ability to move and shoot when hit by a turret.
I get killed often by turrets and sometime (often) cant kill them with my engy weapons.
Btw turrets fire shoots has a High recoil …they shoot you from head to toes
Hehe, saw the other day my turret shooting the crashing Camden train … was really surprised. Will try to reprroduce it…
What about making the rof much much slower but with higher damage.
So like an exaggerated version of soldier weapon 2.
My feeling is this will bring the turrent into a more area control type of role with the added intention of slowing the advancing enslaught temporarily whilst they deal with the threat.
I’d also think it would work better with a higher HP, but able to receive damage easier, i.e. larger hitbox to sill receive damage from spread, take damage from grenade and from distance both of which currently don’t appear to do any damage.
Just another idea relating to the turret involving a spinning chain gun that gradually peaks in rof over time. I think we mainly need to define the best default role of the free turret as it may well be that other turret types will be balanced from it and be sold/unlockable.
I think giving the engineer manual control of his turret would be a nice idea.
He could get some sort of remote control. This would give the engi another advantage, as he can use the turret when he runs out of ammo and can protect some open areas.
In TF2 engi with mini-sentry was quite fun, as you could equip the wrangler and enjoy an attacking playstyle,although engi is quite a defense class in TF2,actually.
This would upgrade the underpowered turrets, without turning them into autoshoot killing machines 
running out of ammo is never a issue in this and even if you do just slash kill, giving it manual control just takes the player out of play and makes him insanely vulnerable
As I said, make the turret have limited ammo and so limit its autonomy from the rest of the team. Having anyone on the team sacrifice their ammo to keep it running in addition to a FOps more traditional resupply.
running out of ammo is a general problem. Over- and Underusage of specific classes (the medic as most overused) is a general problem.
So I just wanted to say, giving the eng this advantage makes him a little more attractive to play.
And why on earth should it take me out of play if I have an additional tool (like a laser-pointer) and directly control the turret, while I can still move around like I want. Its just like another weapon. And you are not out of play.
then collect ammo from bodies or slash out
when hasn’t the medic been overused though ( don’t say tf2 only reason its not widely used in that is because people can’t get kills with it easily).
even if your idea goes in nothing has been changed with it, it’ll still be broken apart from being able to control it yourself and I can only imagine the amount sentry boosting people will do with it to get to places they aren’t supposed to be
When you turn your back to it, the turret should be able to get up, chase you down, and give you an instabackstab.
what if turrets were more effective but would seft destroyed after x minutes ?