While I wouldn’t call it garbage, it is definitely a weak asset that requires finessing and constant babysitting. I am always watching it and try to pick it up before it sparks.
Personally, I would like to see a 50% increase in base health, and use the lock on time from the ‘lock on’ augment as the new base time, with the augment increasing from there.
The HP and lock on time are both as low as you can go before I would call it ‘garbage’. It also does have tracking issues many times, not locking people within the sweep area and range, so it’s got some bugs. I think if they get that fixed up (if they’ve even acknowledged it?) then we might not need a buff.
The damage is fine by me at this point. I also wouldn’t oppose a decrease in damage if I got the HP and lock on buff above.
The issue really comes down to the fact that there are always two types of gamers in shooters: Those who prefer more standard shooters, with little to no deployables, extras, boosts, etc, and those who like a full array.
I’m in the latter group. The more cool deployables you can put in, as long as the’re reasonably balanced, I’m going to love. For me, a turret is just something else that has to be dealt with as I move up the battefield. I don’t care about its’ accuracy, or that it’s a bot and has no ‘skill’, or anything else. As long as I have a reasonable chance against it when playing half way smart, then I’m fine with it. I prefer full fledged war games, rather than ‘aim games’, like CS and CoD.
How many times have we all seen 2 or more enemies come around a corner and just hose us down with no chance of surviving it? Guess what? You can do exactly the same thing with a turret, and it’s a whole lot easier than bagging a player.
I would also like to see something else. Once a turret has been too badly damaged, it starts sparking and then desreses. I would like to see the engineer be able to do a quick repair (1 second) during the sparking period and save the turret. The balance to this would be:
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Engineer is vulnerable while repairing, and is otherwise ineffective during repair
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A turret that continues to take fire while under repair can be destroyed before the repair is finished
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Turret cannot fire while being repaired (i.e, still sparking)
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Repair work could be limited to BW only, or just Engineers, or those with repair augment, or open to anyone
To be clear, the 1 second repair I suggested may seem short, but the sparking period is already super short, and the engineer may not even get to the turret in time. To make this work, the sparking period might have to actually be increased or the Engy may hardly ever get to it in time. If the sparking time is increased significantly, then repair time could be increased as well.