Turrets... oh god the turrets


(Bittermetal) #21

Yup exactly +1


(Bittermetal) #22

Good tactic. Smart man!


(Got2ball) #23

[QUOTE=JayXombie;349231]I’m a pretty patient guy, so when I first used the turrets in this game and watched 6 enemies run past it without my turret even flinching, I kept trying to find out how one would even go about using these things efficiently.

So far, I haven’t been able to find anything that REALLY makes use of it. Close quarters don’t give it enough reaction time, long distances mean the turret won’t reach, and for SOME REASON, turrets can’t perform on high up ledges, which would be great if they could, because I could parkour to so many places for my turret.

The only situation is at a medium distance, where the target stands still for a couple seconds directly in front of the turret. Even then, I get a couple hits with the turret before it gets disabled. (ASEGFADSFGHD).

Maybe my expectations are just too high for the turrets. Are they really just meant as a means of distractions? Because that’s all they seem to be of use as. Or am I just doing it wrong.

I’m not really here to complain, so much as to get some clarification so I can actually use them properly.[/QUOTE]

I couldn’t agree more with you man. I don’t even understand why they invested the time doing the coding for the Turrets when they just sit there like a map ornament or deployable aesthetic.

Like you said all the strategic places having vantage points on the battlefield that smart people would like to place either can’t or they will not work there. Which is another of the many flaws creating the broken turrets. They are a pain to deploy way to finicky about where they can be placed.

If your interested read my thread I made about a suggestion to help them be a bit more effective and let me know what you think. I know it isnt the best solution I was trying to find a solution what would please both parties (people that play the class and think turrets should have some meaning to them) and ( Players who have had bad experiences with Turrets and do not want them in game at all so shout OP any chance they get).

http://www.splashdamage.com/forums/showthread.php?t=29004

Alot of peoples arguments for why they should stay the way they are is they say Engineers already do alot and do not need to be any more effective. What kind of logic is this? Let me get this straight so because they are effective at playing there support role properly there key ability should not be effective? The problem isn’t Engineers the problem is the Devs need to give other classes more responsibilities to make more players want to play them and them be more practical on the battlefield.


(Bittermetal) #24

Nicky-boy. Please just stop. You’re not even making sense anymore


(Bittermetal) #25

[QUOTE=Got2ball;349331]I couldn’t agree more with you man. I don’t even understand why they invested the time doing the coding for the Turrets when they just sit there like a map ornament or deployable aesthetic.

Like you said all the strategic places having vantage points on the battlefield that smart people would like to place either can’t or they will not work there. Which is another of the many flaws creating the broken turrets. They are a pain to deploy way to finicky about where they can be placed.

If your interested read my thread I made about a suggestion to help them be a bit more effective and let me know what you think. I know it isnt the best solution I was trying to find a solution what would please both parties (people that play the class and think turrets should have some meaning to them) and ( Players who have had bad experiences with Turrets and do not want them in game at all so shout OP any chance they get).

http://www.splashdamage.com/forums/showthread.php?t=29004

Alot of peoples arguments for why they should stay the way they are is they say Engineers already do alot and do not need to be any more effective. What kind of logic is this? Let me get this straight so because they are effective at playing there support role properly there key ability should not be effective? The problem isn’t Engineers the problem is the Devs need to give other classes more responsibilities to make more players want to play them and them be more practical on the battlefield.[/QUOTE]

Turrets are fine. Skilled players know what to do with them and Operatives know how to help and support them as well.

Only thing needed. Granted…some optimization on where to place it them That could be tweaked.

I wish Operative could cloak a turret. That would be cool.


(nick1021) #26

Bittery-boy. The turrets suck.

They are weak. They rarely lock on to someone. When they do, it takes another 3 seconds to start firing. You can easily circle them and knife them. You can’t repair them unless they are almost dead. They are glitched. If you are too close to them, they won’t notice you. And after they lose lock (which is extremely easy), it will take another 3 seconds to lock on again, they only way they play as a support role is the fact that they give the enemy something to shoot at.

There. All of those reasons make the turret a hunk of metal. I hope that cleared up some stuff for you. And when I said “level up” I mean the fact that the only reason someone would repair it is to level up their character.


(Bittermetal) #27

[QUOTE=nick1021;349337]Bittery-boy. The turrets suck.

They are weak. They rarely lock on to someone. When they do, it takes another 3 seconds to start firing. You can easily circle them and knife them. You can’t repair them unless they are almost dead. They are glitched. If you are too close to them, they won’t notice you. And after they lose lock (which is extremely easy), it will take another 3 seconds to lock on again, they only way they play as a support role is the fact that they give the enemy something to shoot at.

There. All of those reasons make the turret a hunk of metal. I hope that cleared up some stuff for you. And when I said “level up” I mean the fact that the only reason someone would repair it is to level up their character.[/QUOTE]

Nope. When I’m an Operative I love it when people repair my turret because unlike Engineer I can manually control it, turn it and fire whenever I want from anywhere on the map I want.

The things are hardly useless. They are quite useful. Just think of them as the opposite of your posts.


(Bittermetal) #28

[QUOTE=nick1021;349337]Bittery-boy. The turrets suck.

They are weak. They rarely lock on to someone. When they do, it takes another 3 seconds to start firing. You can easily circle them and knife them. You can’t repair them unless they are almost dead. They are glitched. If you are too close to them, they won’t notice you. And after they lose lock (which is extremely easy), it will take another 3 seconds to lock on again, they only way they play as a support role is the fact that they give the enemy something to shoot at.

There. All of those reasons make the turret a hunk of metal. I hope that cleared up some stuff for you. And when I said “level up” I mean the fact that the only reason someone would repair it is to level up their character.[/QUOTE]

“Bitter-boy”?? Is that like when you lose your left arm they call you Righty? So that name means the opposite of my disposition on the forums. Cute! I like it, thanks.

I’m Bitter because I love the game and trying to help others with advice and tips, spreading the gameplay videos and thoroughly considering my money beyond well spent (d2d sale $37.50 FTW). Makes as much sense as the rest of your posts.

Encephalitis FTW!


(Got2ball) #29

[QUOTE=Bittermetal;349333]Turrets are fine. Skilled players know what to do with them and Operatives know how to help and support them as well.

Only thing needed. Granted…some optimization on where to place it them That could be tweaked.

I wish Operative could cloak a turret. That would be cool.[/QUOTE]

I have to disagree with you man the turrets are not fine like nick1021 said:

“They are weak. They rarely lock on to someone. When they do, it takes another 3 seconds to start firing. You can easily circle them and knife them. You can’t repair them unless they are almost dead. They are glitched. If you are too close to them, they won’t notice you. And after they lose lock (which is extremely easy), it will take another 3 seconds to lock on again, they only way they play as a support role is the fact that they give the enemy something to shoot at.”

And on top of that have no health can be taken out easily with one grenade not that its needed, detection range is horrible, Do not defend themselves when being attacked which makes no sense and a slew of many other issues.

Don’t get me wrong I don’t want TF2 turrets or anything that crazy but I would atleast like them to be practical and serve there purpose correctly. Doing this would change the dynamic of matches from that point forward because it would give teams a reason to have Operatives on there team throughout the entire match and give Operatives a reason to hack enemy turrets. Right now I never hack an enemy turret its pointless to expose yourself like that for something that is so easily destroyed and useless better off just blowing it up.

Also glad you liked one of my suggestions from my thread :tongue: I think it would be really cool to because it gives Operatives another way to interact and help there team and helps buff turrets to give them a better chance and actually acquiring targets


(Bittermetal) #30

[QUOTE=Got2ball;349349]I have to disagree with you man the turrets are not fine like nick1021 said:

“They are weak. They rarely lock on to someone. When they do, it takes another 3 seconds to start firing. You can easily circle them and knife them. You can’t repair them unless they are almost dead. They are glitched. If you are too close to them, they won’t notice you. And after they lose lock (which is extremely easy), it will take another 3 seconds to lock on again, they only way they play as a support role is the fact that they give the enemy something to shoot at.”

And on top of that have no health can be taken out easily with one grenade not that its needed, detection range is horrible, Do not defend themselves when being attacked which makes no sense and a slew of many other issues.

Don’t get me wrong I don’t want TF2 turrets or anything that crazy but I would atleast like them to be practical and serve there purpose correctly. Doing this would change the dynamic of matches from that point forward because it would give teams a reason to have Operatives on there team throughout the entire match and give Operatives a reason to hack enemy turrets. Right now I never hack an enemy turret its pointless to expose yourself like that for something that is so easily destroyed and useless better off just blowing it up.

Also glad you liked one of my suggestions from my thread :tongue: I think it would be really cool to because it gives Operatives another way to interact and help there team and helps buff turrets to give them a better chance and actually acquiring targets[/QUOTE]

I love the turrets. Well the gatling. And I love being an OP hacking turrets and placing remote devices on them.

I dont know which suggestion you made that I liked. I dont think OP should have the ability to cloak themselves. But cloaking a turret would be cool. You only see the shimmer of the light bending when it fires on you. Well and muzzle flare.


(Kurushi) #31

Some good advice by most of you. Placement, distraction and operatives :>


(Bittermetal) #32

Thanks, Kurushi.


(Bittermetal) #33

MG Nests!

Now one thing I will give the BRINK-hater — MG Nests are completely useless. I have never seen anyone get a single kill. In fact, I don’t even know what the icon looks like when someone is killed by an MG Nest.

I notice people rarely build them now.


(Got2ball) #34

[QUOTE=Bittermetal;349351]I love the turrets. Well the gatling. And I love being an OP hacking turrets and placing remote devices on them.

I dont know which suggestion you made that I liked. I dont think OP should have the ability to cloak themselves. But cloaking a turret would be cool. You only see the shimmer of the light bending when it fires on you. Well and muzzle flare.[/QUOTE]

Iono who your playing that allows you to hack and then place a remote control on it without doing a thing because that is alot of time or why you would even do so when that said turret is most likely going to be destroyed in less than 3seconds.

The suggestion of cloaking is one of my suggestions in the thread I linked in my previous post. I said:

"
Engineers should have an option to put silencers on there turrets for reduced dmg. I think this is one the main problems with the turrets in Brink they show up on map for anyone to see clear as day. They should allow Engineers the option to sacrifice some dmg in order to help conceal there locations better.

Either that or make it where they do not show up on map unless spotted by an Operative on the other team. This would give Operatives another useful thing to do as well as giving turrets a little more concealment so they are not blasted to kingdom kong right of the bat. I know there have been numerous times where I have had turrets placed very well but were taken out because of the stupid mini map.

Another idea mentioned is to give Operatives the ability to camouflage Engineer turrets so that it cannot be seen or atleast not on radar. This would give Operatives another way to interact with there team as well as give more interactions between classes. "


(Bittermetal) #35

[QUOTE=Got2ball;349361]Iono who your playing that allows you to hack and then place a remote control on it without doing a thing because that is alot of time or why you would even do so when that said turret is most likely going to be destroyed in less than 3seconds.

The suggestion of cloaking is one of my suggestions in the thread I linked in my previous post. I said:

"
Engineers should have an option to put silencers on there turrets for reduced dmg. I think this is one the main problems with the turrets in Brink they show up on map for anyone to see clear as day. They should allow Engineers the option to sacrifice some dmg in order to help conceal there locations better.

Either that or make it where they do not show up on map unless spotted by an Operative on the other team. This would give Operatives another useful thing to do as well as giving turrets a little more concealment so they are not blasted to kingdom kong right of the bat. I know there have been numerous times where I have had turrets placed very well but were taken out because of the stupid mini map.

Another idea mentioned is to give Operatives the ability to camouflage Engineer turrets so that it cannot be seen or atleast not on radar. This would give Operatives another way to interact with there team as well as give more interactions between classes. "[/QUOTE]

I’ve never seen an enemy turret pop up on my radar. Not that I say you’re wrong. i just never saw it. And I never read you thread with the ideas. But great minds think a like.

And the maps are large and people move from choke point to choke. I have found many turrets behind the enemy line and I have plenty of time to place a remote device on it. For one. I can place remote devices without exposing my disguise. so friendly turrets are a piece of piss. But I do have to expose myself to hack it. Still i hack and then look around and then place a remote device.

The turret stays up for a while usually because my teammates then repair it. But who cares if its destroyed, it wasn’t mine originally to begin with. And essentially I am making the enemy destroy their own turret. Win-win


(Jimmy James) #36

[QUOTE=Bittermetal;349360]MG Nests!

Now one thing I will give the BRINK-hater — MG Nests are completely useless. I have never seen anyone get a single kill. In fact, I don’t even know what the icon looks like when someone is killed by an MG Nest.

I notice people rarely build them now.[/QUOTE]

I think I’ve made one or two kills with the MG nest but the spread is insane and makes it useless at any significant distance which is what it’s supposed to be for. I still build them if I happen to be an engineer passing by one but I don’t use them any more.

It would be cool if being heavy build or soldier class reduced the spread on MG nests. But this did give me a great idea for a new engineer ability: Sandbag Turret! (Partially conceals turret and increases its hit points.)

-JJ


(Bittermetal) #37

[QUOTE=Jimmy James;349364]I think I’ve made one or two kills with the MG nest but the spread is insane and makes it useless at any significant distance which is what it’s supposed to be for. I still build them if I happen to be an engineer passing by one but I don’t use them any more.

It would be cool if being heavy build or soldier class reduced the spread on MG nests. But this did give me a great idea for a new engineer ability: Sandbag Turret! (Partially conceals turret and increases its hit points.)

-JJ[/QUOTE]

I likey sandbag Idea. That sounds better than the riot shield on the guns actually looks.


(Bittermetal) #38

I just thought about this. Forgive me if any of you mentioned this. But let folks buff a turret with the same buffs. Armor piercing and damage increase. Accuracy and response time buff could help with some of gripes others have expressed.


(BioSnark) #39

A lot of people seem to think turrets should be able to cover a hall or doorway without support or, perhaps, be a surrogate player. I’d urge them to really think about all the maps and reconsider. Maybe putting etqw lockon warnings on turrets would help people understand the turret design mentality.

Engineer is pretty much the only class I play.


(hellreturn) #40

[QUOTE=Bittermetal;349360]MG Nests!

Now one thing I will give the BRINK-hater — MG Nests are completely useless. I have never seen anyone get a single kill. In fact, I don’t even know what the icon looks like when someone is killed by an MG Nest.

I notice people rarely build them now.[/QUOTE]

+1. Indeed they are useless. 4 MG nest vs 1 good sniper. Would get all MG nest. :slight_smile: