turrets


(acutepuppy) #21

Proper turrets are not really meant to kill, they are meant to deny area. If you are getting shot by an enemy that can’t move, you’re doing something wrong. You just have to move around, or counter it. Sometimes you have to rely on a team mate to do it.

Edit: meant to edit, not double reply. Where is that delete button…


(Breo) #22

I like the turrets but I think they favors the defenders especially when there are couple of them (at the object) it’s like they have a extra player.
Maybe add a timer so they will self destroy after amount of minutes or limit the amount of ammo they can shoot?


(tokamak) #23

Boost hp, reduce damage drastically and give a snare effect to being hit.


(prophett) #24

I hated them in QW - way too overpowered and took way too much damage. In DB they aren’t as big a problem, although I would love to see an option for limiting them. 3-4 turrets on an objective is a bit excessive…


(tokamak) #25

They were perfect in QW. They were robust obstacles that could be avoided if you were quick enough and needed time to get rid of fully.

Pretty much the opposite in DB, tiny little nasty booby-traps to net yourself a free kill or two and then it’s over.


(pulley) #26

turrets are ok the way they are…


(Protekt1) #27

I hate turrets in every fps I’ve ever played. It kept me away from tf2 for sure. In this game they’re even smaller which makes it even worse since you can hide them. And they can be hidden in shrub so their nameplate doesn’t show up and I don’t know about every setting, but I cannot see them through the shrubs so its certain death. Saw someone place one in a spawn behind a shrub and I knew the game had taken a huge step towards retarded. It even killed me and my teammates walked by it by chance so I had the fun time of figuring out where exactly it was a second time around.

Its not only that instance did I notice the badness the turret brings to the game. Defenders are encouraged on defense due to the heavy amount of C4 objectives to defend against. So 3-4 defenders suddenly becomes 3-4 turrets hiding in every corner, hiding behind every dip that allows it.


(Mustang) #28

ETQW were balanced by being blindingly obvious and taking ages to lock-on.

DB turrets are so far balanced by being easy to destroy.

I don’t have a major issue with them at the moment.


(Protekt1) #29

[QUOTE=Mustang;443656]ETQW were balanced by being blindingly obvious and taking ages to lock-on.

DB turrets are so far balanced by being easy to destroy.

I don’t have a major issue with them at the moment.[/QUOTE]

ETQW I suppose was one of the games that did turrets in a way that wasn’t too terrible. But this game is much faster paced without vehicles and classes designed to get around/disable turrets.


(INF3RN0) #30

I still would like a short 2-3s build time after deployment. Same for mines. Nothing really great about suicide turret/mine drops, but I know iwound would cry :wink:.


(iwound) #31

not sure for which reason i wouldnt like these.
this build they are near perfick.
i was a little worried they had weak health at first but quickly realised with the short recharge its not an issue.
the recharge times seems about right as you cant just waste it. an incentive to make you as sneaky as possible. and sneaky is my middle name.
its not a disappointment to see your turret killed quickly as it wont be long to re-deploy.
a suicide turret is not really viable and never really has been. as they take a sec to start to shoot.
but placing down before a scrap starts and then trying to fight is a decent tatic. if you can survive the initial shots.
shot power seems fine as well.

A+ turret guy. you can have the weekend off. :slight_smile:


(Ashog) #32

lol at people who mimimi at turrets in ETQW. Weaklings, learn to deal with them.


(Kendle) #33

Just to repeat what I said previously, hate turrets, didn’t play ET:QW mainly because of turrets, hated them in every game I’ve ever played that had them, I play FPS’s to shoot people, not deploy machinery to shoot people for me, but … the turrets in DB are weak, so not really a problem. As long as they stay weak I can live with them.


(Breo) #34

You can’t really compare the APT from QW it has fixed area (predictable) deployments, which also limit the amount of them. Also they are large/visible and slow.

The DB turrets are small and can taken out easily, you can place them anywhere (unpredictable), the deployments are not limited by the area. Mostly they are placed somewhere with a bit of cover.
When there are a lot of them you can’t always take them out easily because one covers the other and there are also the players + the cooldown rate is too fast, because you can almost have permanently a turret deployed.


(INF3RN0) #35

Turret volume could be toned down some.


(Pytox) #36

but i like suicide turrets :frowning: :tongue:


(Seanza) #37

Only changes I’d make to turrets is their range being reduced. Otherwise, they’re fine. As for using your aim to kill people, mines don’t require aim do they? Turrets replace mines on that loadout so I see no problem if the range is reduced.


(Volcano) #38

as long as they dont turn them into the turrets from TF2 were they have aimbots installed ill be happy, come from behind and it snaps to you is what im getting at


(Mao.) #39

I think turret are ok don’t change nothing!


(scre4m.) #40

i haz an idea for the next sniper loadout.

Give the sniper a nade which makes those turrets mad and attack the opposite team when hit by this nade.