Why was Bushwhacker nerfed without a balance to his character?


(DirtyDav) #21

Turret practically has aimbot, but in a useless way: every time it sees a player, it has a delay before it starts firing, thus making the most viable option to hide behind a wall, shoot, and repeat until you take it out. Or, if you’re lazy like me, just keep shooting it and hope it dies before you do.

It never misses, yet in front-on combat, it’s next to useless. Don’t get me wrong, it’s not by any means a useless ability: it just needs to be placed strategically in order to work.

On the other hand, what if a turret worked more like how people did? Instead of having a delay, what if it could shoot instantly but it didn’t have “aimbot”?

Changes I’m suggesting:

Nerf: Instead of locking on to the player and hitting every shot, it would only be able to turn a certain number of degrees at a time, so that you could essentially out-strafe it. Additionally, it could have some (minor) spread, and the range would be reduced some.

Buff: It would shoot whenever a player was in range (in front or behind). Also, depending on how inaccurate it becomes from the nerf, maybe slightly increase damage.

Also maybe it could make both bodyshots and headshots, making damage vary.

Advantage I see to this: Turret wouldn’t be super easy to eliminate face on, since it could start shooting as soon as the person comes around the corner. At the same time, if the turret has locked on to someone, it wouldn’t always be able to hit them if they move fast enough. It’d essentially be more like a real person. And if the person is behind them, it would rotate slowly toward them, giving them enough notice to either take it out or evade it.

As for placement, I haven’t given much thought because personally I think the big problem is how easy it is to counter when you know where it is.

tl;dr:
-slow rotation to aim at target, spread, range reduced
-can shoot as soon as target is visible (either in front or behind it) and in range (no delay)
-can hit headshots and bodyshots, possible increase to damage

Just came up with the idea so perfectly susceptible to flaws…thoughts?


(JJMAJR) #22

-> Untrackable exists.
-> Turret already has a rotation limit which prevents it from engaging multiple enemies without lock-on.
-> Decreasing rotation speed on turret would be a nerf to its reaction time regardless of that buff.
-> Lock-On still is mandatory with the above changes.


(DirtyDav) #23

[quote=“JJMAJR;215476”]-> Untrackable exists.
-> Turret already has a rotation limit which prevents it from engaging multiple enemies without lock-on.
-> Turret becomes useless if rotation limit is decreased because it would be like increasing the reaction time against players.
-> Lock-On still is mandatory with the above changes.[/quote]

  1. Untrackable would be the exception, would give an advantage (but that’s what perks are for)
  2. It rotates pretty damn fast when it’s locked on
  3. I’m saying that it would be able to shoot instantly, without having to lockon, while it slightly more slowly rotates toward player. Not even that much more slowly, just not aimbot-like. Give it spread, ability to hit heads, etc.
  4. Lockon…honestly fuck lockon imo, gets the award for my most hated perk of all time (no, pineapple juggler is amazing, stfu). But lockon would just make it turn faster I guess.

In essence, you would be able to dodge some of the turrets shots, but it would be able to hit you as soon as you break cover.


(hoyes) #24

I personally think that they need to reduce the time taken to lock on by about 100ms and increase the turret to health to 120hp. Just making it better at 1v1s against a larger variety of mercs, but still have assualt mercs win an easy fight against it.This would also make lock-on less important, as it is reducing the time by a fixed percentage of a lower number.

OR we could allow the turret to be thrown like in the scrubs trailer. That would make him much better on offense.


(DirtyDav) #25

[quote=“Jokder;c-215541”]I personally think that they need to reduce the time taken to lock on by about 100ms and increase the turret to health to 120hp. Just making it better at 1v1s against a larger variety of mercs, but still have assualt mercs win an easy fight against it.This would also make lock-on less important, as it is reducing the time by a fixed percentage of a lower number.

OR we could allow the turret to be thrown like in the scrubs trailer. That would make him much better on offense.[/quote]

I was thinking about the throwing mechanic, but what if you throw it in a location where it couldn’t go? It’s all well and good with mines 'cause they can go anywhere but turrets are large…could that work? I feel like that’d be a pretty hard mechanic to get just right.


(Sorotia) #26

Still hoping maybe Turtle will have a BR weapon option since his ability has no damage potential at all compared to the others. (And unless they raise the shield up more whenever™ they finally release him…he will be quite weak)


(JJMAJR) #27

Why settle with one when you can have two and the MK46?


(GatoCommodore) #28

Why settle with one when you can have two and the MK46?[/quote]

BR-16, Timik and MK46


(Sorotia) #29

Why settle with one when you can have two and the MK46?[/quote]

Well if I had the choice of both I’d probably only take the Stark…in a post in the weapons forum someone mentioned a 4 shot BR…could be cool to give to Turtle if they do it right


(JJMAJR) #30

Why settle with one when you can have two and the MK46?[/quote]

Well if I had the choice of both I’d probably only take the Stark…in a post in the weapons forum someone mentioned a 4 shot BR…could be cool to give to Turtle if they do it right[/quote]

One word: augments.
Stark = terrible augments.
BR-16 = “meh” augments.
MK46 = best augments.