Disappoint with... Turrets.

Post » Sun May 01, 2011 11:04 pm

I just want turrets to lock on.. I am tried of seeing them scan back and forth doing nothing while enemies are right on top of it.

I loved the turrets in Killzone 3.. If you ran into a room not paying attention they could take you out. But here in Brink you pretty much have to be already dead for them to get you.
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willow
 
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Post » Sun May 01, 2011 1:03 pm

yeah the turrets svck big time. and my problem isnt with the amount of damage that they do, but that fact that people walk right in front of like its not even there.

and on that note, the mines svck too. people need to stand next to them and stand still for several seconds before that things *feels* like blowing up.


They acrually set up the mines like real mines in that if someone steps on it, they have to step off for the mine to blow. They can usually just sit there and call an engineer to help them out
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TWITTER.COM
 
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Post » Mon May 02, 2011 2:25 am

i have the opposite with turrets when i play my engineer my turret is a assistant not a total defense. when i play my medic those things get busy on me so fast if i am not aware that its there immediately i am dead
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JERMAINE VIDAURRI
 
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Post » Mon May 02, 2011 5:21 am

The acquisition rate and range on even the top tier sentry makes it not even worth the supply pip to lay down. You're better off buffing a weapon or applying kevlar to a teamate and allowing them to be a mobile sentry.
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Beat freak
 
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Post » Mon May 02, 2011 5:38 am

Tell your friend congratulations because he must be the only person on the planet that knows not to put a turret " in an obvious spot ".. :shakehead:

As had been noted by others in this thread.. They are erratic in when they work.

I am honestly looking forward to the ability that allows you to place 2 landmines much more than I am the final turret.


Its not him, and he's not amazing either. He's actually a lousy FPS player. I dont know how many people my turret has killed, or help me kill. They can be used as a cover, and they provide fire support. Figure out how to place them properly...

They dont instantly track and start gunning. They have to get a lock for about a second, maybe less before they'll fire. If they have to turn around it'll take over 3 times longer. If you place them in the open, or facing a wide open field, where enemies will be able to approach from a wide variety of angles, they might not even work at all. On the security mission, dont place them up top over looking the barricades and stuff, put them down next to the panel, behind the cover, and have them face a little right of it. They'll consistently attack people approaching the panel and annihilate any one who tries to take it and doesnt notice.

I'd like to see you guys using it. Either people are just doing terrible placement, or have WAY too high expectations as to what they should do. I dont think my turret has ever killed any one itself, except when it was around the corner of one of the command posts and the retardai just didnt care to notice

One thing i noticed, is you have to place them in a manor where they can move as little as possible and still see and track everything infront of them, or place them so their field of view is constricted. If you try to put them in a manor where they can see too much, or people can approach them from too many angles, they'll get confused and just not shoot.

Also, dont expect them to be gods of destruction. I've noticed people seem to expect a turret to hold their own against another person. They cant, they shouldnt, and if you treat them like such theyre bound to fail...
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Bellismydesi
 
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Post » Mon May 02, 2011 2:46 am



I'd like to see you guys using it. Either people are just doing terrible placement, or have WAY too high expectations as to what they should do. I dont think my turret has ever killed any one itself, except when it was around the corner of one of the command posts and the retardai just didnt care to notice


Thanks for insulting me, im ussually picking that dude up with a needle and getting mowed down. also people who put 3 turrets unfront of a spawn area so it was closed off didnt give me a chance to even react. it is all how smart you are with them i had one turret kill about 5 people cause it was in a corner in a strategic room.


gonna go put on my special helmet and get on my short bus now.
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{Richies Mommy}
 
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Post » Mon May 02, 2011 4:34 am

Turrets and mines combination in defending command posts are pretty useful however, even without you there.

Hide the turret and place the mine by the doorway.

The moment the enemy steps on the mine, the turret starts firing. Of course the enemy starts moving from the turret and in the process blowing himself up, most likely it being a 1 hit kill, since the turret had already dealt damage to him.
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I love YOu
 
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Post » Sun May 01, 2011 5:49 pm

I have alot of fun with turrets. its all in placement - for some reason tey only scan left to right and back, but they do scan above/below - put em on stair landings by objectives - the enemy comes up and the turret picks up their head and by the time they reach the landing they're getting turret [censored]. Also, putting them in a corner is a good idea - the scan range is about a 3 second run or so away from the turret - my friend and i experimented. thats a light run, btw, prolly 5 seconds for a heavy. Mines do indeed need to be stepped off of for them to blow up, which allows for disarming, so i appreciate that. Turrets do need to pick targets up better, but i'm very happy with everything else...
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neil slattery
 
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Post » Sun May 01, 2011 7:01 pm

i have over 100 hours as an engie in TF2 so i've spent quite some time with turrets there
my problem with BRINK turrets is they don't really find anything to shoot at until they are already destroyed - too many times i've seen enemies run right past my turret without it even spinning the barrel (minigun)
or they run past it fast enough for it to start tracking them but then they're gone before it starts to shoot
imo they're glass cannons that eat up skillponints at this time

the only time i was effective with them is when the AI engies spammed turrets on the maintenence bot and we had 3 around 1 corner - and even then the first two needed to be repaired quite a bit

some sort of fog-of-war would be effective to show the turret's scan range - so it doesn't get shot up before it can shoot back
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Lalla Vu
 
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Post » Sun May 01, 2011 2:59 pm

Thanks for insulting me, im ussually picking that dude up with a needle and getting mowed down. also people who put 3 turrets unfront of a spawn area so it was closed off didnt give me a chance to even react. it is all how smart you are with them i had one turret kill about 5 people cause it was in a corner in a strategic room.


gonna go put on my special helmet and get on my short bus now.


Lol sorry I didn't mean to offend you, I was talking about the incredibly stupid AI. I have also noticed 2 major problems, 1 being that people tend to misunderstand a particular part or trait of something, and thus attempt to misuse it and generally have it fail, or they do understand, and just have far higher expectations and try to make it it to exceed what its actually capable of rather then adapt to what it will actually do....

Not just turrets either, same deal with a lot of things in brink. Brink is a very limiting game, and you need to seriously work to make things happen. Compared to other modern games, there's a severe lack of instant gratification that we as games are custom to. It's something that is turning a lot of people off about brink.
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Cameron Wood
 
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Post » Sun May 01, 2011 1:31 pm

Turrets need to lock on and start firing more quickly, and they need to be more reliable. I honestly dont think I've ever been shot by a turret, and I've easily netted more kills with my mines than I have with turrets.

Maybe if our turrets could lock on as quickly as the ones guarding spawn points do... =/
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David Chambers
 
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Post » Sun May 01, 2011 2:06 pm

Basically, turrets are good for a few things:

The first is doing what a turret should do, but against the AI or COMPLETE noobs. Anyone with half a brain will never be shot by a turret, and can handle it in a short amount of time.

The second is a road block. When someone sees a turret, they have to stop to deal with it. Usually this means lobbing a grenade, or dancing around a corner to kill it. So you can think of a turret as a -1 supply bot. Or a half a clip of ammo wasted bot. Also as a "hold still for about 5 seconds" bot. The gatling turret seems to be a little meatier than others. It makes a pretty good stop sign.

A turret can also be used as a pretty poor source of cover.

Lastly, if you set mines up JUST right, you can knock people down, and have your turret shoot them. Of course, you could shoot them yourself at this point, or mine bounce people and not have any shooting at all. If your goal is to get turret xp, then this is your only option.

If you think about it, engineers are pretty handy WITHOUT the turret. They boost dmg significantly, mines are rocking good, they double command post buffs, and most of the objectives require engineers. It's unfortunate that turrets are SO TERRIBLE, but then again, you can't expect them to have the killing power of a competent player.
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Mel E
 
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Post » Mon May 02, 2011 12:33 am

I have the medium turret.

They are so easy to destroy that even if you have them in a perfect spot it takes only a second to disable them since they stop working at half health.

Sometimes they scan right over enemies and never even fire. I had some games yesterday where enemies would stand right in front of it and the thing just kept scanning back and forth doing nothing. Finally a guy noticed that it was there and stood still and chucked a grenade at it from 10 feet away. ( they had time to take me out during that time ).

Their range is comical combined with their scanning.. IMO turrets shouldnt have to scan .. There should just be a FOV sensor on them that alerts them to enemies and then they aim. Scanning back and forth is just wasteful.

I have no idea how much damage they do because I have never been hit by a turret yet either.

I have more KILLS with Landmines than I do total HITS by the turret.


That's the opposite for me my turrets do me wonders (except for the light one)
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k a t e
 
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Post » Mon May 02, 2011 3:40 am

I dont expect my turret to do as much damage or kill even half as fast as a player, but I do expect it to at least shoot at enemies when they're clearly within the turret's range and scanning arc. As-is, turrets simply do not acquire targets quickly enough, and are a complete waste of a supply point - you'll get more mileage out of a mine, kevlar plate, weapon buff, or even a grenade than you will out of a turret.
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nath
 
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Post » Sun May 01, 2011 2:37 pm

"- Turrets are really best thought of as 'distractions.’ They generally don't get kills by themselves (unless someone's not paying attention at all), but they do make the enemy keep moving, to distract them for a few key seconds so you can surprise them. " This is from the Fragworld Brink Compendium, and has been since a month or two ago at the very least. It wasn't made with the intention of wrecking house, i'ts more of a hey "Hey, look over there!" type thing.
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Charlotte Buckley
 
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Post » Sun May 01, 2011 6:11 pm

Well it doesnt even achieve that at the moment. Right now it's more of a "lol, a turret, must be a noob engineer around here somewhere".
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Nymph
 
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Post » Mon May 02, 2011 5:33 am

The turrets are hit and miss, I mean depending on where you place them they either work fine or are just bypassed fairly easily, they also don't seem to scan either up or down, which would be useful. Remember though if the turrets were a bit too good there'd be complaints about how they're invincible and etc. etc. so, I'd just work on placement or try to test out the turrets in a private match.

Speaking of turrets has anyone used the control turret abiltiy yet?
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Jennifer Munroe
 
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Post » Sun May 01, 2011 2:50 pm

turrets can shoot up, but not down. I don't know what made it shoot up, as often it doesn't shoot straight, but I have never seen one shoot down.
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Juan Cerda
 
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Post » Sun May 01, 2011 3:11 pm

Again, I'm fine with the low damage and health turrets have - my issue is with their poor ability to lock onto a target. Right now it wouldnt matter if the turrets one-shot people, they'd never get a chance to fire because they simply will not lock onto a target.
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Lyd
 
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Post » Sun May 01, 2011 1:26 pm

First off, this is not TF2. You cant just plop a dispenser and a Level 3 turret down and lol at the sea of bodys it creates. Also you need to remember, the turrets dont work well because they are TURRETS, they are not supposed to be a equivelent to a human being. And if you dont like how it shoots... Get a Engineer to place a turret then go Op and use the Remote ( Basically The Wrangler from TF2 ) and go crazy. I think that people just got spoiled after what TF2 sent at them.
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Brian LeHury
 
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Post » Sun May 01, 2011 5:22 pm

I've found the turrets to be a mixed bag and I have to say that's a good thing.

As has been noted many times, good placement, use as an assist, in combination with a mine, they are plenty helpful. Even a moment of distraction can make a difference.
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leni
 
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Post » Mon May 02, 2011 2:29 am

I also agree that the turrets could use some serious tweaking but only with their ability to detect a bad guy. ROF, DPS, range, etc are all pretty good IMO. But its getting the turrets to actually start shooting where the problem lies. I cant remember where I read it but at some point I remember reading that the turrets can scan up and down and go 360 degrees but only once it has targeted someone. I have had no problem getting hits with it and even kills sometimes but you have to place the turret in a very particular way. They're best placed on a surface where they will be flat with the enemy (not above or below) and where the enemy will not have much cover to confuse its poor tracking AI (big empty room, long empty hallway, etc). And like others have said they are best when you don't stray too far from them and can provide cover / repair it when needed. overall not the best turrets but at least they seem to be able to take a good amount of shots unlike the ones in KZ3 that are made of rice paper lol.
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Ross Zombie
 
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Post » Sun May 01, 2011 3:15 pm

I skimmed through and I honestly have never had a problem with anything that has been written. My turrets can fire on all planes albeit if the enemy is out of range. I've been using turrets since Light and I've watched one turret literally kill of almost an entire team with little to no effort. Maybe that's just me, or I'm a lucky son of a [censored], but I love these turrets. You really have to know where to place them and how to position them. If you really want them to get kills, help them out. I usually drop a turret in a spot I need to defend if I plan on rushing off to take/defend another point. Although sometimes on a heavy defense match I'll just sit nearby with mines/cover and destroy people as they run past. I've been playing with Hard Bots too. They're bloody brilliant, but not smart enough to take out my turret without it taking down two or three of em. Even then I can usually pick off stragglers, repair it, and go about my business.

Only thing I can think of is the detection could be faster, but even then I've never had a problem even with multiple enemies rushing me. I agree that people are expecting too much from these turrets. This isn't TF2 so you have the right way to use them. Hell, thinking about it I could probably do some tutorials. Another thing to think of them is that they're like pets. They help out, you can rely on them, but don't expect them to win the match for you. They work best when they're master/builder is nearby assisting.
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Rowena
 
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Post » Sun May 01, 2011 4:29 pm

Here's the kicker. Has anyone EVER felt the need to hack an opponents turret as an operative? How about for kicks? To be straightforward, the turret mechanics are so bad that they make another class' ability pointless as well.
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Peetay
 
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Post » Sun May 01, 2011 9:20 pm

I hack the enemy turrets all the time.

Using disguise then hacking enemy turret when a enemy infront of it is hilarious and very effective.
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Michael Russ
 
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