Turrets do not track 85% of the valid targets


(PillowTalk) #1

I saw that there was no post about this here already.

This is a big issue, and there’s a discussion about it on the Steam forums.: Turrets do not appear to work as fully intended.

This is not an issue of them being too weak, or too slow; there are many times when the turret has a valid target, in it’s sights, but it refuses to engage that target. I myself have been able to run straight at many turrets and melee them to death from the front of the gun without it bothering to shoot me.

My understanding is that they should work similar to a camera in Metal Gear Solid; they pivot on a 180 degree axis, and any enemy who passes directly in front of the gun’s sight-line, should be tracked and fired upon. This would allow people to time it right and slip by, unlike a turret in TF2 which will lock and fire upon any target in range, no matter where they pass near it.

However, like I said, there are NUMEROUS instances where the turrets will not engage a target, even if that target is directly in front of the turret and killing it with melee.

Listed as a PC bug since I’m on PC, but this may also be an issue for the console versions as well.


(Je T´aime) #2

meh I dunno, my level 3 does not kill a lot, but its good to defend, because players will try to get it, before they go in or its kamikazi, I think if the sentry tracked instantly you would have teams filled with engeneers and that would break the fast pace of the game. Engy have 30% damage buff, 2 mines, 1 sentry gun that goes up in 3 seconds it doesnt need more : p


(Humate) #3

Found this to be the case also.
Standing directly in front of it, within its range did not prompt it to shoot.
Both in challenges offline, and online.


(unforgiven91) #4

turrets are at the moment more of a distraction than anything. when they do fire which is rare they give a good pounding but it’s too random to be useful. I often forget to place mine. Maybe up it’s target acquisition by a little bit to make it slightly more useful. This isn’t tf2 but the turret should behave like a turret.


(Rynji) #5

It takes a while (too long imo) to acquire a target. I rarely get a kill with my turrets.


(ExtemporaryAlias) #6

This. I think if they were any more effective you would see 18 threads of “Turrets are BS, OP, etc”

I use them all the time as an Engy. I wish they took a bit more damage, but all in all I am generally happy with them as is.


(stallen) #7

Hi All,

I think the turrets are designed to be more of a feature that is used between the Engi and the Operative. Operatives and a turret are lethal, but you need an Engi to palce the turret, which balances those two classes out. Again, I think they was thinking out of the box. well done.

This game loves teamwork.

Stallen


(sh4d3Z) #8

[QUOTE=stallen;318868]Hi All,

I think the turrets are designed to be more of a feature that is used between the Engi and the Operative. Operatives and a turret are lethal, but you need an Engi to palce the turret, which balances those two classes out. Again, I think they was thinking out of the box. well done.

This game loves teamwork.

Stallen[/QUOTE]

I have come to the same conclusion. Engineer is by far my favorite class and I’ve had problems with the way the turrets function… after thinking about it for a while, I realized that an Operative and Engineer could work really well together. The abilities are there… it just requires teamwork.


(solidpillow) #9

level 3 turret is a waste of ability points imo. i’m seriously thinking of selling all my points, and going back to level 1 turret if they are only good for a distraction


(pinion120) #10

Turrets can actually be quite effective but you have to go in not expecting Team Fortress level power. The turrets in Brink DO dish out heavy damage, but are much slower to acquire a target.

I believe they are not intended to solely defend a room on their own. They are there so that you as the Engineer can work with your turret. I have found holding a choke point as an Engi with a turret and well placed mines is very effective. While you are getting shot / being shot at your turret is going to get some shots in to help you out.

Also agree about the Ops controlling turrets being a potential effective combo - that ability is somewhat high level and Operative can be one of the slower classes to level. It is also rarer. That means you guys will have to be patient for leveling operatives to find the best use for your turret. Also just FYI once an operative has placed his control device on your turret he can remotely control it from a reportedly pretty fair distance.


(Xiphos) #11

I don’t like it when people say turrets are fine, they shouldn’t defend a room solo, or shouldn’t be as good as TF2 turrets.

Nobody wants that I don’t think. What we want is for the turrets to actually shoot people 60-70% of the time when they’re in range and moving or STANDING STILL RIGHT IN FRONT OF IT. As it stands now I only use my medium turret as additional cover, because in the time it took me to reach level 20, my turret only got 3-4 kills. When that’s the case something is seriously wrong. I don’t care if they weaken them in exchange or make them fragile as ****, turrets are supposed to fire upon enemies, not wave all friendly like and usher you on past.


(sh4d3Z) #12

After playing my Operative/Universal with my friend’s Engineer last night. Remote controlling his Gatling turret proved to be very effective. I had a full 360º view of the area, greater range and could spray multiple targets. I believe this is what they had intended. It gives the Operative something to do on defense. Caltrop grenade the area in front and spray. :slight_smile:

Being it’s a team-based game… encouraging teamwork make sense.