Turrets... oh god the turrets


(Spendlove) #81

[QUOTE=TwwIX;349704]FTFY

You’re very welcome! :)[/QUOTE]

Not really twinkletoes. You really are the ultimate crybaby I have ever met on a forum in my lifetime. And that is really saying something.

I can arrange for your mommy to give you a rosette if you are not feeling special enough?


(Bittermetal) #82

Thanks, man!

From Eng to OP… I love the turrets.


(thesuzukimethod) #83

now we’re just back to where i started

you say to-may-to. i say to-mah-to.
you say they’re unnecessary junk, i say they’re essential in providing cover.

one thing i know with some degree of certainty, is it doesn’t appear that either of us will convince the other to change their mind,

dumbly,
the suzuki method.


(TwwIX) #84

[QUOTE=Spendlove;349789]Not really twinkletoes. You really are the ultimate crybaby I have ever met on a forum in my lifetime. And that is really saying something.

I can arrange for your mommy to give you a rosette if you are not feeling special enough?[/QUOTE]

You’re gonna have to try harder than that, little buddy. :smiley:

Just try not to pop a vein on your forehead.


(Spendlove) #85

[QUOTE=TwwIX;349805]You’re gonna have to try harder than that, little buddy. :smiley:

Just try not to pop a vein on your forehead.[/QUOTE]

Well done. Congrats for being able to type through all the tears in your eyes.


(Spendlove) #86

Somewhere on the forum or steam forum (I cant find it! Sorry) there is a thread about placing the turret so you can control the angles a bit more and more info on the firing arc. It was quite informative. Not sure which platform it was for either. Anyone know the thread I mean? The guy had done loads of testing and thinks he cracked it.


(Cep) #87

[QUOTE=nick1021;349286]No the turrets are glitched WN. Don’t deny that.

If you are too close to them they won’t notice you, and whenever it loses a target it has a cooldown period where it must wait like 5 seconds before it notices someone.

If those are balance issues, then that’s retarded.[/QUOTE]

Totally agree, I hate this argument that turrets are supposed to be the way they are as a deterrent. Well I’m sorry but that is a pretty lame fanboy argument when they do not even aim, fire, shoot quick enough to be a deterrent.

To my mind turrets have two major problems.

  1. They do not respond quick enough
  2. They are too easy to kill

Now I do not want to see turrets being used purely to gain kills, that would just be obsurd but even in ET:QW turrets where a lot tougher but weren’t godly. I would much prefer to see them as the deterrent they are supposed to be but they seriously need tweaking.

So you can either,

  1. Keep them weak but make them respond quicker.

OR

  1. Make them progressively tougher but leave their response as slow as they are now.

I feel either one of these options would make turrets worth while. A lot of people arguing that turrets are fine as they are, are just not thinking properly (and I would use expletives to describe my utter hatred of their rather flawed logic). It costs you three abilities to get the top turret but its about as useful as a fart. You may as well spend the 1 level token and get the small turret because that is about as effective a turret as your going to get.

The trade is just completely wrong here, when a turret costs three abilities to obtain and it offers no benefit over the previous versions, something needs to be done.

And before the response of “your just not using them right”, STFU, I use turrets as best as they can be used but most of the time I don’t bother since your enemies can either walk right past them without a shot or even worse they charge shoot them to death.


(Je T´aime) #88

Engeneer is the class i have more fun playng at, and i would agree with this is the engeneer didnt had 2 mines, and instant level 3 sentry gun wich isnt the case.

So ye im against improving the sentry gun, just because the balance of the game.


(wolfnemesis75) #89

If turrets were any stronger, more powerful, or even shot sooner, even more people would rage quit. Engineer is very effective class. Why make him even stronger?

You want turrets to be better. Let me ask you a question: Have you faced a team that loaded up on defense almost entirely as Engineers? Also, like has been said to death; everything is accumulative in this game. Two turrets are more powerful than one. Three are more powerful than two. And so on… Effectiveness compounds. One lone turret is weak. It is stronger when guarded by an Engineer. Stronger when guarded by two. Two turrets guarded by two Engineers is even more powerful. That’s the way you have to approach it. Besides, even one turret does what It is meant to: slows down the enemy.

Hope that helps.


(nick1021) #90

One grenade is all that is needed to kill a turret. It’s seriously not that hard to peak around a corner, throw a grenade and finish it off with 2 bullets.


(Cep) #91

I’m not saying buff them without taking away I am saying make the extra points spent on the turrets actually worth spending.

Light Turret - Rapid to fire, Weak shot, Weak health, Quick to deploy, Quick to Repair
Med Turret - Rapid to fire, Weak shot, Moderate Health, 1 and a half times longer to deploy and repair
Heavy Turret - Slower to fire, Strong Shot, Strong Health, takes 2 and a half times longer to deploy and repair

These swap outs make it fairer to the Engi who has to spend the points and keeps the Engi from being uber powerful.


(nick1021) #92

Just like in TF2 =O

And look, that game is a booming success and makes more money off of people buying virtual hats then brinks total sales.

In tf2, there are no upgrades, just sidegrades.


(Cep) #93

I think that SD should have perhaps done something slightly differently with the turrets. Basically you have the same turret but its the Engineers skill at deploying them which gets upgraded so instead of light, med, heavy turrets you have:

  1. Crude Turret Skill - Takes 20 seconds to plant, 15 seconds to repair, is slow to fire, is weak, firepower is weak.

  2. Standard Turret Skill - Takes 15 seconds to plant, 10 seconds to repair, is slow to fire, is weak, firepower is moderate

  3. Advanced Turret Skill - Takes 10 seconds to plant, 5 seconds to repair, is quick to fire, is weak, firepower is strong


(wolfnemesis75) #94

Like I said before: Multiple turrets set up in an entrenched area is a nightmare. I’d use CC as an example. 3 turrets placed in front of the gate, and the other team is in for a rough night.


(NigelDocker) #95

I think the turrets are perfect in Brink, one thing SD got right.

Remembr a turret is just the same as a ‘buff’ on any other class, its not your main weapon or anything, if it was any more powerfull then engineer would be way overpowerd than it already is [I think if the whole team are engineers on some maps and spam a load of turrets everywere when defending and all have buffed weapons its very overpowering]

Turrets are perfect. They cant make them any more superior than they are to say an assualt giving out ammo…


(nick1021) #96

Assault giving out ammo didn’t spend an ability point on it, now did he.


(NigelDocker) #97

And what did he spend an abilty point on thats not less powerful or equal but superior to the turrets? the way they are now and when used correctly…

Nothing, theyre ever equal or less powerful, pretty much equal like they should be. Smarty pants


(nick1021) #98

But spending 3 points on the minigun turret is completely pointless because it takes too long for them to start shooting.

So okay. Maybe the 1st turret is balanced, the 2nd turret is arguable, but the 3rd turret is unbalanced.

And don’t just say “don’t use it”. It takes even more stuff from the game. The reason this game got old so fast is because it’s unbalanced. No point in using heavies (that’s a huge chunk of gameplay gone just like that). And same with operative.


(NigelDocker) #99

[QUOTE=nick1021;350145]But spending 3 points on the minigun turret is completely pointless because it takes too long for them to start shooting.

So okay. Maybe the 1st turret is balanced, the 2nd turret is arguable, but the 3rd turret is unbalanced.

And don’t just say “don’t use it”. It takes even more stuff from the game. The reason this game got old so fast is because it’s unbalanced. No point in using heavies (that’s a huge chunk of gameplay gone just like that). And same with operative.[/QUOTE]

This threads about turrets, not heavies or operatives being unbalanced, yes they are unbalanced, but who said anything about them lol? This is about turrets, and turrets arent any less powerful than other add ons from other classes.


(TruGamer97) #100

Aren’t turrets always being used on defense teams so just making stronger would make it even harder for the attacking team as someone said before there meant for a distraction not to do your dirty work