We wanted Engineer's (not the type the run trains)


(Bakercompany) #41

Hahahaha. Epic greatness.


(wazups2x) #42

Haha, seriously? You obviously don’t play much TF2. Any competent player can destroy a turret.


(Gearbox) #43

I too am disappointed by the Turrets in Brink.

I saw an operative power slide right into my turret from across the room, then circle strafe it, while hacking it, and it couldn’t hit him.

It seems to me that every turret goes inactive from one grenade, which is frustrating in the extreme. My inability to repair it until it goes down also frustrates me to no end.

Anyone have info on how much damage the various levels of turret do? Or whether the upgrades improve health or lock on time?


(peteXnasty) #44

One turret is garbage. TWO turrets set up properly though can be brutal.

I do feel they need quicker tracking, it seems it doesn’t notice a target until it.swivels past them.

I did unlock the gatling turret though and its pretty sweet. Leave damage on them all the same, boost HP a little so one grenade doesn’t knock it out, and let it track a little better, and I think it would be fine. Little little tweaks to the numbers.


(Steinernein) #45

Ask operatives to assist your turret to double up on defense.

You know operatives can tap into friendly turrets and use them from afar while doing other sneaky things right? Remote control?


(Shiv) #46

If you are having trouble with dudes just running up to your turret… stick a mine infront of it, you get given those as well :x

And the damage buff is amazing, i use engie more for that than anything else.


(Chief) #47

I fully agree with the majority of the replies made here so far.

  • Turrets have virtually no range compared to the spawnpoint protection gun emplacements. At longer distances enemies can kill turrets with a handgun no less while the turret won’t fire back because its Area of Protection is too limited.

  • Turrets are designed to be a place and forget kind of weapon. If they required 100% supervision while being up there would be no use for them to be automated, which is what they are. In TFC, a game I played for many years, you could use a turret to defend one side of a room while protecting an other side yourself. In Brink turrets require not just standard maintenance (turning/repairing), which would be fine, but constant scrutinous supervision and even then they are pretty useless. A turret will lose most of the 1 on 1 fights against even a standard skilled light player, even if you plant the turret in the best possible way, because a few well placed shots and grenades will disable it.

  • The response time of the turret is ridiculously long. Enemies basically have to start tapdancing in front of any turret to get in any degree of trouble. Running past turrets will result in the target player staying alive in 80%-90% of the times.

  • As a dedicated defensive style Engineer player I have tried a lot of things and found out soon enough that the contribution of the turret to the job of the Engineer is very marginal if none-existing.


(H3LLS1) #48

I’d like to disagree with this:

“Mines… haven’t proven to be very effective, rarely encounter them, rarely see them make a kill.”

I am CONSTANTLY get blown to crap by stepping on mines hahahahahaa I hate those things! (hate them…because I am a victim of them)


(Deadwalking) #49

There are some good points and bad points in here, but I would agree that the turrets could get a little love.

I wouldnt be bummed to see the turrets get a quicker targeting system implemented, hopefully not to overpowered though.

And they really do need the ability to be repaired while deployed, as does the bot.

Mines kill me left and right, but I usually am running a medic and I am always at the front lines taking fire. So that probably has a lot to do with why I get killed by them.


(SpyCake) #50

What are you talking about “bots never use them”? Bots use them all the time


(Brink Lags) #51

Mines work great. The damage buff is amazing.


(Stormchild) #52

Are you talking about light, medium or heavy turrets ?

Plus, this is not TF2. Turrets here are obviously playing a different role, especially is you have the light/weak turret deployed. Also, this game is team based, so this means the turret should assist you and/or your teammates while defending (keep them busy in the firefight and the turret will soon join in the fray), maybe complement with some mines so enemies get knocked down, giving the turret some time to lock on ?
Try more various strategies, and take the game as it is instead of comparing too much with other games : re-learning is fun !


(Chief) #53

@Stormchild:

(keep them busy in the firefight and the turret will soon join in the fray)

I don’t mind a challenge and I can live with game mechanics not being a copy of TFC. But it’s idiotic that you plant a turret and the best it can offer is a mild distraction to the enemy team rather than being a deadly defensive structure that needs to be overcome.

I have just unlocked the medium turret, so I can’t speak about experiences regarding the heavy turret. Maybe it will be somewhat more useful. The light and medium one are pretty much useless. They have very slow target tracking and their area of effect is way too small.

  • I can live with the turrets having little health.
  • I can deal with them being disabled after having taken 75% damage of their total HP
  • I can deal with the fact I have to keep an eye out for Operatives hacking the thing, or remote controlling it and turning it against my own team.

All of these factors are fun and require skill to overcome the obstacles they represent.

  • I can’t really deal with the turret being so slow in target acquisition that enemy players running past the turret won’t even be shot at.

This is not fun and essentially means that it’s more useful uprade the mines etc for the Engineer rather than the turret, one of the aspects of the class which in the PR-campaign for Brink was stated to be the Engineer’s biggest asset to the teamplay.

I like the game a lot, but the turret’s role needs work.


(pikasecks) #54

yea wtf is up with the broken targeting those turrets are so slow.


(KAS--Will) #55

The only thing I really agree with that you said fully (because I’ve seen bots use MG’s, and OWN!), was the fact about Turrets being useless… they really are. I don’t even trust them anymore, I just use them, in hope that they’ll wound someone, I can get back to the turret in time to get the enemy trying to take it out. I said either have it have more HP and a quicker attack reaction (like when it sees the enemy, have it freak out like in TF2) or just have it react quicker with more damage with the same amount of HP it already has.


(peteXnasty) #56

I just hate how bots always throw a perfect grenade at your turrets and disable them in one hit. Makes them really useless in online play where bots are in the mix. I’ve ben had them prethrow while I build the turret and have it land next to the spot its being built!


(Murderous Pie) #57

in my opinion turrets work as well as anything else. all you need is a small distraction, same way grenades work. and turrets do not HAVE to be plant and forget, that is just a sad standard that CoD set. even in TF2 one of the best turret strategies is to babysit them.


(sh4d3Z) #58

I only enjoy playing the Engineer and I’ve got to agree with the sentiment on turrets… they are not as effective as I would like (unless I’m facing idiot bots that like to stand still and look around at the scenery). I use the Gatling turret and I must say the mines are more effective than the turret has ever been. Target acquisition just takes too long. If there are two enemies in your turret’s line of fire, the best you can really hope for is to kill one of the enemies yourself and hope the turret locks onto the second one before being incapacitated. It seems to be more of a decoy than anything. I don’t think it should lock-on immediately when spotting an enemy… but the seemingly 4 - 5 seconds it takes is too long. You need distance for them to have enough time to lock-on, but the distance you need is only helpful if they don’t see it until it’s firing (good luck with that). I wouldn’t mind the long time it takes for target acquisition if - like mentioned previously - I could repair it before it was incapacitated or alternatively if it didn’t get incapacitated so quickly.

The mines are perfect. They do enough damage to kill a wounded player, but not enough to kill a player with a good amount of health left. They are excellent speed bumps though and can protect your turret from being hacked if placed accordingly.

As it stands now, it seems your supply points are best spent in buffing your teammates’ weapons/armor and using mines when you can, completely ignoring the turret.

As for comparing the turrets in Brink to TFC/TF2, I understand every game is different and while they have similar weapons/tools, they are not supposed to be a clone of the other games. But the long target acquisition just doesn’t make sense to me… it’s an automated turret, how long does a fully automated weapon really take to lock-on to an enemy? Is it scanning his blood type, freckle-count, food preferences and overall history before attacking to make sure it’s an enemy? It’s automated! It should be calculating relatively quickly. Yes, I know it’s just a game… and I’m just sayin’… it’s a flaw in said game in my opinion.

Alas, I will continue to play the Engineer regardless of what happens in any patches, if anything happens. I just enjoy it too damn much. :slight_smile: