Disappoint with... Turrets.

Post » Sun May 01, 2011 5:44 pm

I never leave my turret and always have us covered by mines in- case someone tries to flank.

This is why you're not happy with turrets. This isn't TF2. You don't babysit your turret and beat on it with a wrench. The turret is there to create crossing fields of fire, inhibit enemy movement, distract, and provide added dps. If all you're doing is standing next to your turret, then I have a frag grenade with your name on it.


***EDIT***
Also, turrets don't aim down very well. So placing them up high is a bad choice.
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Amy Gibson
 
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Post » Sun May 01, 2011 11:16 pm

They have quite limited vertical tracking, so if enemies are well below and not getting shot, that's an issue with your placement, not with the turret's tracking - if people don't enter its tracking arc, it won't lock on. Put it somewhere that's ACTUALLY a good place to put it next time.
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Guy Pearce
 
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Post » Sun May 01, 2011 5:49 pm

I don't really see a huge issue with turrets. Mine always pulls its weight. Could it be better? Sure. But so could all rank 5 abilities. They'd have to be extremely careful tweaking it.
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Tarka
 
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Post » Sun May 01, 2011 5:34 pm

The standing issue is that the turrets have difficulty locking on it the first place.

Also, the turrets should have a conical tracking range, which means they should be able to see as much up and down, as left to right.
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Nicole Mark
 
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Post » Sun May 01, 2011 1:37 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..


This...sooo much this...

I am not an engineer main, so I have no bias for turrets but I do agree that they are weak as hell. I also think that each turret should have its own specs :P
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Stacyia
 
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Post » Sun May 01, 2011 10:09 pm

Yea I'd have to agree, all the turrets need to have an increase reaction times to enemy's. Honestly you can just run past them unless they get a good beat on you, sometimes they won't even fire.
I've been wondering if they would update them, I seriously don't see how they hold any true power with their slow lock on, a grenade and cover make extremely short work of any turret.
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Rachael
 
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Post » Sun May 01, 2011 5:37 pm

Try this in the challenges missions... they don't do a thing for you.

Really mate, is that right? A day after I read this I placed a light turret at three medium choke points in the BmO Chellenge and Escort. They do a pretty dam nice job on keeping enemies and bay and buying time.
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evelina c
 
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Post » Sun May 01, 2011 4:11 pm

Use the mines together with the turret, put the mines on choke points and corners, which will knockback the enemy when he runs over it right in front of the turret, so he is low HP and has to get up, that gives the turret time to finish him off. Never place the turret in obvious places, hide em, make em shoot from the flank or the back. Stay near your turret, the turret was never ment to mow down the enemy team, it is a slight support, an alarm and a guard. Tweaking the turret is very dangerous; in Brink its still the skill of the player that should count and not the "skill" of the turret :)
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Ria dell
 
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Post » Mon May 02, 2011 1:39 am

a grenade and cover make extremely short work of any turret.

You know, I was thinking about this while I was waking up this evening, and I realised something. I've been thinking about turrets that way too - but expecting they were intended to be like that, and knowing that if they're placed well enough to catch someone off-guard, they can do a pretty good job of tearing someone up.

But when you think about it, even if a turret just sits there for a while before someone uses a frag on it, the Engineer has come out better-than-even with his opponent. Engineer uses one pip, and a few seconds setting up the turret. The enemy uses one pip and a few seconds lining up their throw and waiting for the frag to take down the turret. At that point, it will still be there, just disabled - the Engineer can now repair it for free, forcing the next enemy to waste ANOTHER frag and few seconds. Unless, of course, your first guy decides to waste more time putting it down properly (thus making the Engineer gain more of a delay against his enemy). If they don't want to camp on top of the turret hitting it with their gunbutt/knife, then they also have to use ammo (and if they're a Soldier, this means a choice between slightly diminished ammo or using 2 supply pips to kill something that only took 1 to place)
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Elisabete Gaspar
 
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Post » Mon May 02, 2011 4:51 am

I'm really happy with turrets. Place them in hallways, and you negate their limited range of target acquisition. Go past the hallway, piss someone off by tagging them with your bullets, lead them back, and see whether they decide to engage the turret or you. Either way you are likely coming out on top. Add mines to your set up and you really don't need to work. You have to minimize the way the enemy can approach them to get the best results.

The other situation they are good in is providing rear support to a line. If you have a bunch of folks working in the same area, placing a turret behind the line helps to keep the line in place. If the enemy starts to push forward the turret will usually help take down the enemy moving forward. (Assuming good placement.) If you try to place the turret in front of the line, you tend to get focus-fired. Something about seeing that ghost turret pisses people off.

Despite what others have said in this thread, turrets can acquire targets below them. My guess is above also, but I know specific places to set up and test targeting below. On the top of the walls in the Security Tower map for instance. I think my turrets have fired up the ramp in the Aquarium map, but I'm not positive.

Turrets are not overpowered, require some discretion, but are useful. They help, but don't do the work for you. They don't WTFPWN a group of enemies, or folks who see them from a distance. Quite happy with them.

Turrets have one problem. There is a bug (feature?) that prevents turrets from being placed, even if shaded white, if you don't have your camera lowered so you can actually see the "X." (On the 360) They're also difficult to place with lag. Which isn't necessarily a turret problem.
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Pants
 
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Post » Sun May 01, 2011 4:54 pm

The other situation they are good in is providing rear support to a line. If you have a bunch of folks working in the same area, placing a turret behind the line helps to keep the line in place. If the enemy starts to push forward the turret will usually help take down the enemy moving forward. (Assuming good placement.) If you try to place the turret in front of the line, you tend to get focus-fired. Something about seeing that ghost turret pisses people off.

Despite what others have said in this thread, turrets can acquire targets below them. My guess is above also, but I know specific places to set up and test targeting below. On the top of the walls in the Security Tower map for instance. I think my turrets have fired up the ramp in the Aquarium map, but I'm not positive.

1. That's a good way to get your team destroyed by a lone Operative.

2. If you take the operative ability to control turret, you'd find that the they are unable to aim down well at all. If you're putting a turret on the wall for security tower, you're wasting a pip. There are far better places to put it on the ground.
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Schel[Anne]FTL
 
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Post » Sun May 01, 2011 10:37 pm

1. That's a good way to get your team destroyed by a lone Operative.

2. If you take the operative ability to control turret, you'd find that the they are unable to aim down well at all. If you're putting a turret on the wall for security tower, you're wasting a pip. There are far better places to put it on the ground.


Operative can only control friendly turrets. According to the http://brink.wikia.com/wiki/Control_Turret it only works on friendlies. Are you claiming that's wrong? If so I'll go double check and edit that page.

Talking about placing on the security tower was for folks who claimed the turret doesn't target enemies below it. Also it's not necessarily a waste if you're Security and stick it over by Resistances respawn area. Most folks haven't explored enough to know there is danger from above in that direction, and tend not to notice as they're under fire from so many directions in that beginning area. Security doesn't seem to know about it either as most of the time no one is manning that machine gun nest... just the machine gun nest that is just above the door that Resistance is trying to destroy. I hardly ever see the second manned and it has more cover.
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Sara Lee
 
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Post » Sun May 01, 2011 8:30 pm

Operative can only control friendly turrets. According to the http://brink.wikia.com/wiki/Control_Turret it only works on friendlies. Are you claiming that's wrong? If so I'll go double check and edit that page.

Well, since you don't have an Operative and your source of info is a wiki page, I'll tell you about another ability. Operatives have an ability to take an enemy turret and make it their own. Hack Turret will decimate a team that has one of their own turrets behind them.
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krystal sowten
 
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Post » Mon May 02, 2011 2:41 am

Well, since you don't have an Operative and your source of info is a wiki page, I'll tell you about another ability. Operatives have an ability to take an enemy turret and make it their own. Hack Turret will decimate a team that has one of their own turrets behind them.


Yes. I know. It also pulls them out of disguise and they have to be right next to the turret. If they can pull that off, while I'm there then they deserve the kills. Control Turret is usable at range. Thus my assumption you were talking about that power. I'm not worried about hack turret, that's for the ones I've left behind.
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Lillian Cawfield
 
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Post » Sun May 01, 2011 3:39 pm

Try placing a turret in a narrow hallway, like the one in container city which holds the supply command post. Place a mine at the other end, enemies rushing into the hallway will be stunned by the mine long enough for the turret to lock on and get shot up with whatever remains of their health crippling their defense. If you refresh the mines enough you can easily stack up 30-40 kills per round from your turret alone (if your team prevents them from getting to the crane).
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Danel
 
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Post » Sun May 01, 2011 8:12 pm

I think most people are misusing them, I agree that they need to lock up faster however me and a friend played lastnight as resistance and stopped the security forces at the enterance to the canteen on the aquarium level, me as an operative slinging caltrap grenades and my friend as an engineer dropping turrets and mines. They're more to support you than for you to leave to guard an area and forget.
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claire ley
 
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Post » Sun May 01, 2011 2:50 pm

I tend to use the (medium) turrets in a similar way to TF2; I believe their range is 10-15 yards further than those found in 'Fortress, and so I try to erect them in choke-points and bottle-necks such as can be found in TF2. The turrets are a little disappointing, but perhaps this is because I was expecting them to slaughter as their Orange Box counterparts do. It does depend on the placement though; I've kept and been kept at bay by a couple of well placed turrets on Refuel in particular.
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Chloe Mayo
 
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