Disappoint with... Turrets.

Post » Mon May 02, 2011 5:16 am

I have to say I am done with my engineer.. I only created one be cause I love the idea of turrets as fire and forget support tactic but after what happened recently.. I am done.

It was during an escort part of a game and so knowing the path the NPC takes I set the turret in a corner to where the other team couldnt see it until they came out of the glass doors. What happens? Well the NPC comes out- Turret never fires at him - Enemy players come out - Turret doesnt fire at them either. The stinking thing scanned back and forth 6 TIMES!!! and never fired a single shot at an enemy player even though they were right on top of it.. eventually a stray grenade destroyed it.

I am now playing a Medic and Soldier.
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Kayla Oatney
 
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Post » Sun May 01, 2011 2:47 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.

just be sure they dont see you hacking it because you lose your disguise as soon as you start the hack
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Richard Thompson
 
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Post » Mon May 02, 2011 3:21 am

tracking needs to be better, range too
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christelle047
 
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Post » Mon May 02, 2011 12:46 am

Turrets can "see" anyone within about a 45o arc in every direction, and within a fixed targeting range, but they only rotate within a horizontal plane and a 90o arc, with no movement up or down until something comes into sight. As long as you keep that in mind when placing the turret, you should USUALLY be fine.

Also worth noting, a Medium circling a turret at point blank can move fast enough to evade its fire for a short time depending on how long they can keep up sprinting speed. A Light can quite easily circle-strafe a turret while it's trying to track them and melee it to death (assuming nobody and nothing else trying to shoot them at the same time, obviously).
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Robert Jackson
 
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Post » Sun May 01, 2011 11:12 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.

i've had this happen to me in container city where the turret is above the bioweapon/vaccine i havent tried placing it there myself but i've been shot by it
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Tyrel
 
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Post » Sun May 01, 2011 1:48 pm

You guys do realize this isn't TF2. You don't babysit your turret. You're not stuck with a crappy shotgun/pistol. You can be an engineer with the weapons of your choice. I think most of you are looking for that babysit the turret experience. That's not how turrets work in this. Turrets don't define your play. They're there for added damage or notification of advancing enemies.

Turrets cost about the same as a grenade, and put out far more damage than a single grenade.

Most people put turrets in horrible locations and don't pay attention to the scan width.
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Alexis Estrada
 
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Post » Mon May 02, 2011 5:21 am

Turrets are fairly useless unless you can herd and enemy towards them; you can't just stick a turret in the middle of a road and expect kills. 2 turrets put together absolutely pwns because if one is scanning one way the other usually ends up scanning in a different direction and you can cover a large area. I too have the Medium Turret and although sometimes I put it down and it's destroyed instantly after I die... (grrr) there are other times where it can get 5-6 pretty crucial kills from the same spot with a bit of TLC from my blowtorch.

I think they're well balanced. The scanner having to pass across just makes it more viable. If it was like the auto-locking spawn turrets you would never stand a chance on Offense ever.
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Tiffany Carter
 
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Post » Mon May 02, 2011 3:42 am

The turrets do about 20 10 damage per HIT which is 12 hits for a Light body, 14 for a Medium body, and 16 for a Heavy body. The turret upgrades just increase fire rate.

Also, once they lock on, they stay locked on to whomever was sighted. Unless they move out of visibility.
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Naughty not Nice
 
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Post » Mon May 02, 2011 12:57 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.


I skimmed through all the responses and didn't see anyone mention this so forgive me if someone has already but turrets are pretty effective when used by an Operative. Turrets themselves are supposed to be support tool for you to use...whether as a distraction or a weapon for an Operative. I play as an Operative and I really enjoy taking control of a turret after hiding behind a far away wall or in a room (yes...you can do that) and then shooting people as they come. If they destroy the turret...then you just pop out and finish them off.

I do however, think that turrets should not be destroyed completely. They should enter partial disable state at 20% health and then regenerate health after a little while...or if taken to 0% health...they lose self healing capabilities should need the engineer to repair them. Just my thoughts.
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Holli Dillon
 
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Post » Mon May 02, 2011 4:58 am

I skimmed through all the responses and didn't see anyone mention this so forgive me if someone has already but turrets are pretty effective when used by an Operative. Turrets themselves are supposed to be support tool for you to use...whether as a distraction or a weapon for an Operative. I play as an Operative and I really enjoy taking control of a turret after hiding behind a far away wall or in a room (yes...you can do that) and then shooting people as they come. If they destroy the turret...then you just pop out and finish them off.

I do however, think that turrets should not be destroyed completely. They should enter partial disable state at 20% health and then regenerate health after a little while...or if taken to 0% health...they lose self healing capabilities should need the engineer to repair them. Just my thoughts.


That would cheapen the skill as engineers would no longer need to use a pip to set up a new turret.

I've played all classes except for a medic to high lvls, and I can easily say that the engineer is the most effective class.

Kevlar.
Damage Boost.
Upgrading.
Double Mines.
Turrets.

I mean how powerful do you expect the turrets to be when you have such a great arsenal of skills?

As for the range of the turret, its actually quite long.
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Laura Samson
 
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Post » Sun May 01, 2011 10:31 pm

As i have said in other posts, i like the turret implementation.

What i expected from Brink is a Game that is decided by Team coordination and weapon aim, while beeing aided <-(!) by abilities.
No Turret in Brink should EVER get a kill on its own if players are paying attention.

They are additional threats. Besides, if a team defs a spot and has 4 damage buffed engineers with 4 Gatling turrets, then you know why buffing them would be ridiculous. (or however you spell that)
Which is why i think that Operatives should get the damage buff and Engineers something else, like a Gadget Enhancer making all Interactions faster.
Anyhow, different topic.
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Alba Casas
 
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Post » Sun May 01, 2011 1:26 pm

The turrets in this game were manufactured by GlaDos. :)
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Suzy Santana
 
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Post » Sun May 01, 2011 5:51 pm

As for the range of the turret, its actually quite long.

True story. Their range is longer than TF2 turrets.
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Robert Jr
 
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Post » Mon May 02, 2011 2:56 am

True story. Their range is longer than TF2 turrets.


Agreed.
There will be a large distance between a turret and I and I will shoot at it, immediately, it will target me and start shooting.
I still destroy it before it kills me, but I think the turrets are a perfect companion (as stated many times in this thread).
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Lizbeth Ruiz
 
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Post » Sun May 01, 2011 11:29 pm

The turrets kinda svck, but honestly whenever the other team lays down about three turrets in one area its just freaking ridiculous to beat. The best thing to do for your turret is to sit tight with your turret for support.
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Emily Martell
 
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Post » Sun May 01, 2011 3:18 pm

Hi.

I agree with the Threadopener.
The Turrets are slow, with low damage and reaction time of a dead potato. They are almost useless.

And in my opinion the whole weapon system need rework. Its more "Spray and Pray", than aiming...


regards
shinizm
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John N
 
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Post » Sun May 01, 2011 6:34 pm

The weapon system is supposed to be "spray and pray".
Devs made it like that cause most of them preffer hipfire.
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Melissa De Thomasis
 
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Post » Mon May 02, 2011 12:23 am

they have a couple conditions to become effective...
1. they have a effectiveness range, which is some meter count.
2. they have to have an enemy DIRECTLY in their sights. then they track them till either are dead or target finds cover. that is why they are in a sweeping motion.

they are really fast to repair especially with the skill to decrease time. i have had no problem with turrets in guarding an objective, but if they are away from the fight it is REALLY easy to take them out(i prefer use of the GL since the shell will explode on contact with a turret) and it is really fun to hack and control turrets, that is when they become dangerous and damn good fun!

i have not had any trouble with them, it is just all where you put them, open ended corridors will almost always have a way to get behind them. just depends where you tactically place them. as roland from borderland graciously says "it's like have another soldier on the field". it dies just as easy as you would as a stationary target eh?
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Lisha Boo
 
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Post » Sun May 01, 2011 3:36 pm

As i've said before, you are all babied by TF2.

THIS GAME IS NOT TF2, GET THIS MINDSET OUT OF UR HEAD. The thing behind the turret is, it is like a noob, it may not kill you quick but its another threat to you. Whenever I shoot at a turret, another enemy comes up and blows me away. They're though of as distractions and place holders. As for TF2, I didnt like Engineers, I think their turrets are insanely OP. If you got two engineers to team up and build 2 dispensers and 2 level 3 turrets, you can baby sit and lawl at the bodies that flow through each door, they work way to well. Also, if you look into it, turrets are right where they should be. I've jumped on the objective many times in BRINK and then I goygot blown away and was thinking; "WTF was I thinking!"
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Betsy Humpledink
 
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Post » Sun May 01, 2011 4:40 pm

I think Splash damage need to re-look at the turret - I think their might a problem with em, I have walked in front of a enemy turret at times and it never fires as if the motion sensor on it are faulty..

[censored]!!! I got wasted by a couple every time I passed by one today.
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Devin Sluis
 
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Post » Mon May 02, 2011 3:05 am

As i've said before, you are all babied by TF2.

THIS GAME IS NOT TF2, GET THIS MINDSET OUT OF UR HEAD. The thing behind the turret is, it is like a noob, it may not kill you quick but its another threat to you. Whenever I shoot at a turret, another enemy comes up and blows me away. They're though of as distractions and place holders. As for TF2, I didnt like Engineers, I think their turrets are insanely OP. If you got two engineers to team up and build 2 dispensers and 2 level 3 turrets, you can baby sit and lawl at the bodies that flow through each door, they work way to well. Also, if you look into it, turrets are right where they should be. I've jumped on the objective many times in BRINK and then I goygot blown away and was thinking; "WTF was I thinking!"


Try this in the challenges missions... they don't do a thing for you.
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FoReVeR_Me_N
 
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Post » Sun May 01, 2011 9:19 pm

Used mine in challenges, its all about how you place them and where you place the mines to protect/help them.

It really is a shame to see so many people completly fail to realise just how effective they are.

Also I love how people expect them to win 1v1 vs a proper player, I really do.
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Sam Parker
 
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Post » Sun May 01, 2011 3:31 pm

I agree with the OP Engineer turrets are pretty useless. The thing is there is no reward for the risk of placing them. It takes quite some time to place one (also they are a bit funny of where they can be placed) and if you are caught trying to place one even if they don't catch your off guard you will most likely die for the fact it takes so long to switch back to your weapon from placing a turret.

Also there is no balance system in place for turrets. They bring nothing to the table and are simple a waste of Pips. Turrets have very low health being immobilized with one grenade (also they immobilize at half health which is stupid should shut-down at 10-15% health), Small detection radius, Very slow reaction times, Low damage and for some reason will not track enemies alot of times if your place them on high ground looking down on an area.

I'm not asking for them to be a superpower in Brink (also I have never played TF2 to the people saying get of TF2). I simply want them to be of some use and be balanced. If they are going to do little dmg then they should track faster,have a larger radius of detection and more health. If they pack a bit more punch have slower response and lower health . As things stand now Turrets have all the flaws but no strengths. There needs to be a risk reward system for Engineer turrets to make them worth using.

If they implemented what I am suggesting then there would be a reason to use all the different types of turrets as they would all have there own strengths and weaknesses. Then they could make all 3 available instead of when you upgrade them it erasing the later model. This would bring more diversity to Brink and make characters more individualized to there play-style.
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Chenae Butler
 
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Post » Sun May 01, 2011 5:30 pm

I find my turrets very effective, but as has been said before placement is everything. As designed they work well as a force multiplier for the engineer who covers his turret, if you drop them and leave they will be toast. Combine a turret with good mine placement and you can mow down bad guys for ages.

The biggest problem people have with this game is playing as solos, everything including turrets is based on teamwork.
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vicki kitterman
 
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Post » Mon May 02, 2011 2:45 am

I find my turrets very effective, but as has been said before placement is everything. As designed they work well as a force multiplier for the engineer who covers his turret, if you drop them and leave they will be toast. Combine a turret with good mine placement and you can mow down bad guys for ages.

The biggest problem people have with this game is playing as solos, everything including turrets is based on teamwork.


I never leave my turret and always have us covered by mines in- case someone tries to flank. Turrets do not seem effective at all in Brink atleast imo. They can be taken out to easy with a simple well placed grenade and I have placed them in very good position and they seem not to fire.

I will find a great position with a vantage point over an area I am trying to protect/take place one and it will just sit there scanning over the area when there are 1-2 enemies 6 ft below it. Also if someone is out of its range and firing at it they should be smart enough to defend themselves and not just sit there and get shot up.

As it stands right now I stand by my previous post they are to unreliable with there detection and have too many flaws bringing no strengths or benefits to the table.
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brian adkins
 
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