I agree with the OP the turrets are pretty much useless in Brink. People say place them in strategic positions in which I call b.s because most the places that are strategic (ex. high posistions with vantage points on defending area) your turrets will not fire from because it cannot track people from there. For example most vantage points on areas if you try and place a turret it will not track players running below even if they are directly underneath it like 10ft away. The detection system on the Engy Turrets is messed up because when placing turrets in areas looking down on an area they almost never will fire or detect enemies below.
On top of this the fact that they have no health and are immobilized at half health, slow response time, messed up detection system, low dmg and are countered by class (operative) they become pretty useless. If they gave them a bit more health so one grenade did not take them out and made them be immobilized at 10-15% there health instead of half and gave it a little quicker response time they may actually be worth the investment and risk of placing.
I’m not asking for them to be a superpower in Brink I simply want them to be worth the skill points and risk of placing them. As they are now they are simply a decoration Engineer’s can place on the battlefield because lets face it they never have a chance to shoot at anyone before they are taken out because of all the issues listed above. They need to find a balance for the turret so that it is of some use and there is actually a reason for Operatives to disguise and Hack enemy turrets but where they are not overwhelming and build and forget.
On that not I think it’s kind of stupid that when an Operative hacks a enemy turret it turns the turret red notifying that team it is no longer theres. It should stay a friendly color until it begins to fire upon the team in which it use to belong. There really is no advantage to hacking an enemy turret if they know it has been hacked wouldn’t you agree? So what I am suggesting is that when an Operative Hacks a turret it should still show it is friendly to that team unless it is firing. This would allow hacked turrets to cause a bit of chaos within the enemies midst allowing the Operatives team a chance to move in while they are trying to deal with that.
Also maybe adjust each turret to be more individualized and allow players to select which one that would like to use. For example maybe Light turrets would be able to be taken out with one grenade but had a faster response time and bigger detection radius. Heavy Turrets more health and HoF but slower response time ect.