As of now it’s too much of a temporary booby-trap rather than for persistent area control. Limiting ammo will only keep it that way.
Turrets are completely useless
Because they’ve been taken down a dark alley and buggered silly, I’m surprised they don’t have a glitchy portal turret voice and fall over on their own sometimes.
Beef them back up, make them deadly and then require the team to maintain them or lose the advantage they offer.
See that just conflicts. You indicate that they’re too frail, that’s valid but then the proposed solution that the need to be more lethal doesn’t match.
For me a turret needs to be:
- Tough
- Not lethal
- Incapacitating
That way they’re still a huge asset to the team IF the players stick to pick off the sitting ducks fallen in the trap. But if they’re left alone then the value of the incapacitating effect is useless and the turret won’t be able to do enough damage to hold it’s own.
In my opinion, they are too easy to destroy in the current iteration. When they first appeared in DB they were damn near indestructible; now it is the complete opposite. Even when I hide my turret quite cleverly, it seems to last about 2 seconds before being disabled…
I’m happy with turrets at the moment. They’re enough to punish if not spotted and at worst can be a decent distraction. A single engie can set up crossfire or give himself or the objective some covering fire. They’re plenty powerful, just not enough to drop and start racking up kills, which is a good thing.
[QUOTE=tokamak;431127]See that just conflicts. You indicate that they’re too frail, that’s valid but then the proposed solution that the need to be more lethal doesn’t match.
For me a turret needs to be:
- Tough
- Not lethal
- Incapacitating
That way they’re still a huge asset to the team IF the players stick to pick off the sitting ducks fallen in the trap. But if they’re left alone then the value of the incapacitating effect is useless and the turret won’t be able to do enough damage to hold it’s own.[/QUOTE]
They need to be more lethal but their capacity to be lethal is reliant on the team nursing them to some degree. I don’t see how I am contradicting anything with that. Right now the answer to their lethality has been make them near to pointless.
Having them ramp up in damage doesn’t solve this, you’re just saying kill it in a few seconds or die, well right now they are killed in a few seconds so what are you gaining here.
I have no issue for different types of turret to be deployed, one that can stun a player with a taser like device could be effective. But a turret with a gun should kill people, the same way an exploding mine should kill someone who steps on it.
I’m not saying that at all. I want tough turrets, but their value should not be in lethality.
I agree that they should only be a distraction. They haven’t annoyed me too much yet so the lethality must be ok 
I’m not too thrilled about stuns or slows or anything else than pure damage for the turrets.
Who ever asked to implement self-pushing ? I was suggesting a remote control, not a tool to boost yourself.
And over-usage of single classes is not the biggest problem, but one should have an eye on making other classes attractive to keep them played.