I like the turrets the way they are, they work great for defending a objective. They are not hard to disable, unless a group of them are deployed in a small area.
The first objective on LB can be a mess with 3 or 4 turrets deployed around the EV. 1 air strike can’t get them all. I would like to see a limit on the number of turrets that can be deployed at any one time. This would help get rid of the turret death trap on LB.
turrets
[QUOTE=scre4m.;444487]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.[/QUOTE]
that would be cool 
I still think that the role of the turret overlaps too much with the role of the landmine. They’re both short-lived booby-traps. It’d be more fun if one of them was the one-time lethal trap and the other a big hindrance that takes a lot of control away from you because you need to sink effort into to get around it.
Ohh look my favourite toys are back and they acutally kill now! Nice! 
They improved a lot compared to the last time they were in, but there is still room for improvements. Like making it possible to place them closer to walls/boxes etc. to hide them better.
You must have been really nooby if you got problems with turrets, as they were mainly effective for blocking certain routes.
[QUOTE=Rex;444628]
You must have been really nooby if you got problems with turrets, as they were mainly effective for blocking certain routes.[/QUOTE]
yeah man, I was teh noob (8{
Yeah and no, depends if you’re talking about 6v6 with turret restrictions or a 12v12 with no restrictions and 6-8 turrets covering a route.
I have to cast my vote that the turrets are too weak now…a medic can take one down with their pistol from across the map in about 3 shots. it’s pointless. they can be destroyed faster than you can drop them and they don’t generally kill anyone before that happens. So why have them? In games like COD and ETQW they were intimidating and a pain in the ass. Not so much here and that somewhat defeats the purpose of them.
Also make them bigger…they’re so dinky looking lol ;p
Agree with that! Compared to ETQW, turrets can be placed where you want and are operational immediately… and we can quickly put a new turret after the first is destroyed, we can also move it… That is why I think the turrets should not be too powerful, just a support for a fight, or a small cover for a strategic point.
Turrets are fine as they are!
If you are positioning your turrets in an open area allowing the medic to get hits off from a distance then that is your error rather than anything else. You should learn better turret placement, round corners where players have to expose themselves and confront the turret in close quarters tends to be most effective. The turrets shouldn’t be responsible for solely killing everyone, they are there as a distraction, allowing you to get an easier kill (as enemy is weakened from it) or you die and the turret finishes off the enemy… if your placement is good enough you can get kills without players realizing where the turret is located. Right now i think turrets are pretty balanced for my liking, my only change would be to allow engineers to repair them when they are damaged.
I don’t know if there are any intentions of introducing an Anti-EV turret for a specific engineer character or letting the current turret engineer deploy either a turret targeting Players or at Vehicles?
Would it be fair to say the model of the turret leaves you folks with the impression it should do “more” than it does?
[QUOTE=Samurai.;445241] my only change would be to allow engineers to repair them when they are damaged.
I don’t know if there are any intentions of introducing an Anti-EV turret for a specific engineer character or letting the current turret engineer deploy either a turret targeting Players or at Vehicles?[/QUOTE]
Yep, repair turrets and Anti-EV turrets are good ideas.
no. it looks quite flimsy already. we don’t get a transition from its folded up state though to show it was carried and not just magically appeared.
Turrets are a pain in the arse, and that’s why I like them. They should remain unchanged, imo.
Remove Anti-Personal Turrets
Add Anti-Tank Turrets
That would be my first thought on this.
The other way would be to add supportive-turrets, which give an decent amount of health and ammo to players. Or maybe the engi could place a very basic turret, which needs to be loaded by medics and field ops with medkits and ammo to get strong. ( Just like the medics and field ops could restore the medkit shelfs and ammo shelfs in Enemy Territory )
I dont like the idea of Anti-Personal Turrets in general tbh.
[QUOTE=Samurai.;445241]If you are positioning your turrets in an open area allowing the medic to get hits off from a distance then that is your error rather than anything else. You should learn better turret placement…
[/QUOTE]
I was just using that as an exaggerated example to emphasize the point that I think they’re too easy to destroy…I’m not dropping them in the middle of the open road lol

the turrets are terrible now, very weak and react too slow. Useless piece of scrap, hence the engie himself as well now.