Turrets... oh god the turrets


(thesuzukimethod) #61

Proof of the subjectivity of opinion (is mine changes depending on which end of the turret I’m looking at)

As Engineer: I put one in a good spot, i know that it’s basically an alarm to let me know someone is coming (back route on refuel, eg.), and I curse how easily it seems they are taken out if I’m not babysitting, or using it as my flanking buddy.

As Attacker: I see a couple turrets blocking my route (especially on long linear stretches (e.g. the final corridor to breaking out Necheyev), and I curse how easily the turrets seem to mow me down (granted, there’s some cross fire helping in most cases).

My point? Seems like a pretty sweet spot balance point to me. Basically effective (sometimes highly effective) if deployed in a smart way, but not so overpowered as to make the game unbalanced (also, if poorly deployed, they do tend to be pointless, but I’m glad the game doesn’t reward mediocre gameplay)


(nick1021) #62

You are dumb then. It’s very easy to take out turrets blocking your path. You can do:

1.Strafe, throw nade, strafe back to cover.
2.Crouch and peak over cover and kill the turret.
3.Run out of cover. Let it lock on to you. Go back to cover (you have a whole 3 seconds to do so before it starts firing). When it loses its lock, walk out back and safely kill it. (It has a 3 second cooldown before it can lock on again). So in the scenario you have 3 seconds+another a few seconds before it rotates to lock on to you (btw you could of already went behind it by now) then ANOTHER 3 seconds after it locks onto you then a few seconds before it kills you.

If you can’t kill that turret you are either rushing it or don’t know how to play.


(TwwIX) #63

FTFY

You’re very welcome! :slight_smile:


(Bittermetal) #64

[QUOTE=thesuzukimethod;349683]Proof of the subjectivity of opinion (is mine changes depending on which end of the turret I’m looking at)

As Engineer: I put one in a good spot, i know that it’s basically an alarm to let me know someone is coming (back route on refuel, eg.), and I curse how easily it seems they are taken out if I’m not babysitting, or using it as my flanking buddy.

As Attacker: I see a couple turrets blocking my route (especially on long linear stretches (e.g. the final corridor to breaking out Necheyev), and I curse how easily the turrets seem to mow me down (granted, there’s some cross fire helping in most cases).

My point? Seems like a pretty sweet spot balance point to me. Basically effective (sometimes highly effective) if deployed in a smart way, but not so overpowered as to make the game unbalanced (also, if poorly deployed, they do tend to be pointless, but I’m glad the game doesn’t reward mediocre gameplay)[/QUOTE]

Yes man yes. Preach on brotha!!

I totally agree. Then you toss in operatives manually controlling them and they become quite deadly.


(Bittermetal) #65

[QUOTE=nick1021;349701]You are dumb then. It’s very easy to take out turrets blocking your path. You can do:

1.Strafe, throw nade, strafe back to cover.
2.Crouch and peak over cover and kill the turret.
3.Run out of cover. Let it lock on to you. Go back to cover (you have a whole 3 seconds to do so before it starts firing). When it loses its lock, walk out back and safely kill it. (It has a 3 second cooldown before it can lock on again). So in the scenario you have 3 seconds+another a few seconds before it rotates to lock on to you (btw you could of already went behind it by now) then ANOTHER 3 seconds after it locks onto you then a few seconds before it kills you.

If you can’t kill that turret you are either rushing it or don’t know how to play.[/QUOTE]

Not if I’m controlling it remotely you wont!


(Bittermetal) #66

[QUOTE=Spendlove;349668]Oh ****e, I bought the game and how dare I enjoy it. I must not be one of the cool children. Tomorrow I vow to log onto the Sd forum everysingle damn day and tell EVERYONE, in every thread that I hate the fact I wasted a tiny amount of cash cos I could not make an informed desicion about spending my pennies wisely therefore announcing to the whole forum that I am hopeless with my money.

Then I will buy London Bridge and sort out a cash transfer as apparantly I am inheriting from my Nigerian uncle who happens to be a General! Oh, and buy some cock pills for my tiny epeen.[/QUOTE]

SpendLove you cheeky Brit! That was hilarious!


(NthLegion) #67

There are only a couple of really well placed MG nests in the game. I’ve gotten a lot of kills with MG facing the door at the beginning of container city, as well as the one overlooking the lower door at the start of resort. However, they are only really useful to defenders.

But, back to the original topic. I think turrets could use a small boost in target detection, but I think the full potential of the turret is meant to be realized with operative control. Unfortunately, most operatives are running around the map pretending to be ninjas.


(nick1021) #68

Options and 1 and 2 would still work. Option 1 would be the best. You would only have like 2 seconds to shoot the guy, and you would first have to aim at him, so you would only have 1 second =/


(Bittermetal) #69

[QUOTE=NthLegion;349717]There are only a couple of really well placed MG nests in the game. I’ve gotten a lot of kills with MG facing the door at the beginning of container city, as well as the one overlooking the lower door at the start of resort. However, they are only really useful to defenders.

But, back to the original topic. I think turrets could use a small boost in target detection, but I think the full potential of the turret is meant to be realized with operative control. Unfortunately, most operatives are running around the map pretending to be ninjas.[/QUOTE]

Yup you are so right. Hack turret and place remote device are favs as an Operative. Although the sticky grenade is pretty fun to. Just place one on a command post and you are almost assured a kill.


(tokamak) #70

People keep forgetting that turrets are just simple ability and nothing else, they’re not the engineer’s reason to exist like they are in TF2.

What would be a cool addition are weapon standards. A standard placeable like a turret but players could mount their own weapon into it and it would reduce the spread and recoil while being fixed in that standard.

It would solve the issue of the problematic and limited MG nests, it would really stimulate team play and group work.

The trade-off would be the delay between mounting and dismounting your weapon. While in the standard you’re a sitting duck if flanked.


(Bittermetal) #71

[QUOTE=tokamak;349723]People keep forgetting that turrets are just simple ability and nothing else, they’re not the engineer’s reason to exist like they are in TF2.

What would be a cool addition are weapon standards. A standard placeable like a turret but players could mount their own weapon into it and it would reduce the spread and recoil while being fixed in that standard.

It would solve the issue of the problematic and limited MG nests, it would really stimulate team play and group work.

The trade-off would be the delay between mounting and dismounting your weapon. While in the standard you’re a sitting duck if flanked.[/QUOTE]

Good idea! +1


(thesuzukimethod) #72

[QUOTE=nick1021;349701]You are dumb then. It’s very easy to take out turrets blocking your path. You can do:

1.Strafe, throw nade, strafe back to cover.
2.Crouch and peak over cover and kill the turret.
3.Run out of cover. Let it lock on to you. Go back to cover (you have a whole 3 seconds to do so before it starts firing). When it loses its lock, walk out back and safely kill it. (It has a 3 second cooldown before it can lock on again). So in the scenario you have 3 seconds+another a few seconds before it rotates to lock on to you (btw you could of already went behind it by now) then ANOTHER 3 seconds after it locks onto you then a few seconds before it kills you.

If you can’t kill that turret you are either rushing it or don’t know how to play.[/QUOTE]

this is just proof you are a troll dude. in the other thread, you were complaining about all the “junk” littering the levels that got in the way, now it’s essential cover?

plus, you clearly have no idea what I’m talking about on the level I’m referring to…do you even play this game? Hiding behind cover waiting for the cooldown = getting mowed down by the crossfire. The smartest strategy is to have one of your OP teammates (or you if = OP) hack one or more of the turrets during a break in the spawn wave, ideally, just as the rest of your team is charging the room with the code from the safe in hand. but yeah. I’m dumb.


(nick1021) #73

[QUOTE=thesuzukimethod;349758]this is just proof you are a troll dude. in the other thread, you were complaining about all the “junk” littering the levels that got in the way, now it’s essential cover?

plus, you clearly have no idea what I’m talking about on the level I’m referring to…do you even play this game? Hiding behind cover waiting for the cooldown = getting mowed down by the crossfire. The smartest strategy is to have one of your OP teammates (or you if = OP) hack one or more of the turrets during a break in the spawn wave, ideally, just as the rest of your team is charging the room with the code from the safe in hand. but yeah. I’m dumb.[/QUOTE]

A giant wall/corner=/=random crates scattered around the level.


(thesuzukimethod) #74

seems obvious enough to me…and your point?


(nick1021) #75

When I was saying the word “cover” I was talking about walls and corners, not crates or random **** scattered around for you try to their gimmick.


(thesuzukimethod) #76

sorry, should have specified, i meant and your good point?


(nick1021) #77

The crates are unneeded. Because jumping around the corner and throwing a grenade is enough. The random crates could let you get closer if your grenade can’t reach. But if your grenade can’t reach then you’re not in the turrets range.


(digitalzero) #78

[QUOTE=thesuzukimethod;349683]
My point? Seems like a pretty sweet spot balance point to me. Basically effective (sometimes highly effective) if deployed in a smart way, but not so overpowered as to make the game unbalanced (also, if poorly deployed, they do tend to be pointless, but I’m glad the game doesn’t reward mediocre gameplay)[/QUOTE]

Agreed.

You against one turret - you can take it out.
You against one or two turrets and cross fire breaking out Necheyev - you better have backup.


(Bittermetal) #79

[QUOTE=digitalzero;349780]Agreed.

You against one turret - you can take it out.
You against one or two turrets and cross fire breaking out Necheyev - you better have backup.[/QUOTE]

Agreed +2. You against one turret is a cakewalk. But still requires bullets spent or a 'nade thrown. Or you could gun-butt it to death but that takes forever. And still the turret has done its job. Its a deterrent not a kill-all death machine.

Turrets in other games do more damage. But they are more autonomous. CoD killstreak turrets are brutal. But you don’t get an icon indicating when its firing and when its taking damage. Those indicator go hand-in-hand with the deterrent function of the turret. So it lets you know when someone has crossed the path of the turret. SO you can go support the turret, fix it or just be wary of what’s crossed its line of fire, and know activity is happening in that area


(NthLegion) #80

Well said. Turrets do more in Brink than deal damage.