Disappoint with... Turrets.

Post » Mon May 02, 2011 4:49 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.
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James Shaw
 
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Post » Sun May 01, 2011 10:44 pm

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 played engineer almost all night and I have seen these problems and agree with the OP. I myself stood right in front of an enemy turret, it didn't bother shooting at me. At first I thought it was my team's turret, did a double take, and then destroyed it lol. The tracking and range need to be upped imo. Make them do less damage if you have to, but ffs, make them useful at least. Supply is better spent buffing the team imo.
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Sharra Llenos
 
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Post » Mon May 02, 2011 4:04 am

best thing to do with the turrets is to put them on a choke point around a corner, when they come around they get mowed down. I did this with a light turret and made a nice little sea of bodies. also you'll want to stay crouched just behind your turret, makes a nice shield while you fire over it and easy to fix when it goes down.
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chirsty aggas
 
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Post » Sun May 01, 2011 7:18 pm

I've found that I can't turret sit like I've done in TF2 and that they're more companion technology than anything. I've seen them dish out damage by the buttload but they're best used to complement your own defense, not be its own.

That being said with smart mine use you can hold off enemies for a good while.
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Cash n Class
 
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Post » Mon May 02, 2011 5:16 am

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..
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helliehexx
 
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Post » Sun May 01, 2011 3:45 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..

From my understanding it doesn't lock on until the sensor passes you, which leaves a pretty narrow and slow moving arc. Which is good, in my opinion, because now you don't have turrets that block off half the map with just one diligent engineer behind it.
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Amiee Kent
 
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Post » Mon May 02, 2011 4:15 am

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.
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Phoenix Draven
 
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Post » Mon May 02, 2011 12:34 am

Really? Because I'm replacing mines constantly.
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Katharine Newton
 
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Post » Sun May 01, 2011 8:52 pm

Really? Because I'm replacing mines constantly.
Probably because they are getting spotted, then either naded or shot up
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Beth Belcher
 
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Post » Mon May 02, 2011 12:56 am

My turret gets me plenty of points; as stated, it's a companion to defence, not a defence of its own.

As for mines -- they only blow up once the target has stood on, and moved off of, the mine. They most certainly work, and if you place them well (infront of CPs, for instance) you can get plenty of XP/kills with them.

I think, if anything, turrets need to lock targets a bit better; damage, health, viewing arc, they're all fine.
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Frank Firefly
 
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Post » Sun May 01, 2011 7:35 pm

Probably because they are getting spotted, then either naded or shot up

Nope, I see my kill icon clear as day.
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Mylizards Dot com
 
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Post » Mon May 02, 2011 5:19 am

I agree with the "scan" needing improvement. Seems like they only detect enemies like 50% of time. Range and damage etc, is fine. If you start increasing the range, ROF, and dmg, they will be TOO powerful. (like TF2) Right now, they're perfect. (assuming they actually detect the enemy)
Someone mentioned it above, they are a great "companion" to your squad to help you hold down an area, even if you're outmanned by 1 or 2. However, you can't hold down an area against 5 guys with just you and your turret....unless they svck, lol.
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Claire Mclaughlin
 
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Post » Sun May 01, 2011 8:16 pm

What surprises me is that the turrets work so poorly when they had really good, really balanced turrets in their last game. ET:QW allowed you to see the turret's field of view and its range on the minimap, and when you were placing it, you got a field of view indicator that helped you understand what it'd be able to hit. It locked onto its target instantly, too; it didn't have to point straight at a foe before it'd notice them. Brink turrets don't even give you the interface convenience of showing you how far and in what arc they'll shoot.

My experience with mines so far has been good. I've got plenty of kills with them. Looking forward to unlocking the ability that lets you place two.
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Fam Mughal
 
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Post » Sun May 01, 2011 4:55 pm

I agree with this. At least there should be a visual indicator that tells me the maximum range, or if I'm just wasting my time placing turrets a given distance away from a door.

But other than that, they haven't been too useful.

Mines, just as Seekret said, blow up AFTER someone has stepped OFF of them. We could do some testing to find out what the game considers being stepped on / off, but largely I've had great success just placing them near or in front of objectives.
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D LOpez
 
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Post » Sun May 01, 2011 6:44 pm

I agree with this. At least there should be a visual indicator that tells me the maximum range, or if I'm just wasting my time placing turrets a given distance away from a door.

But other than that, they haven't been too useful.

Mines, just as Seekret said, blow up AFTER someone has stepped OFF of them. We could do some testing to find out what the game considers being stepped on / off, but largely I've had great success just placing them near or in front of objectives.


My only issue with turrets is that they never seem to lock on. I put them in the corner of a small room to guard a bridge control, enemies walk in and run right up the the turret, stand in front if it while it scans them twice and does nothing, and they work on disabling the bridge control. Huh?

Put them in a narrow corridor, the enemies all run past it and it never fires. Huh?

I have stood in front of enemy turrets while they swept back and forth across me and never fired. Huh?

They really just need some tweaking in the lock on department. When they work, they work great. The issue is that they seem to randomly be able to detect enemies, and a lot of the time they just don't.
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matt oneil
 
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Post » Sun May 01, 2011 4:52 pm

i haven't used turrets yet, but I've definitely walked by a few enemy ones without getting shot where (at least I think) I should definitely at least get hit a couple times
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Eliza Potter
 
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Post » Mon May 02, 2011 3:29 am

Dude, I agree, but turrets work. Don't place them in obvious spots, and they really are a distraction, but can provide some nasty cover. My friend single handedly held a point for 10 minutes using mines, a med turret, and a self buffer gun.
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Auguste Bartholdi
 
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Post » Mon May 02, 2011 1:02 am

Dude, I agree, but turrets work. Don't place them in obvious spots, and they really are a distraction, but can provide some nasty cover. My friend single handedly held a point for 10 minutes using mines, a med turret, and a self buffer gun.


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.
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Lori Joe
 
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Post » Mon May 02, 2011 1:41 am

If a turret is in a head on spot they get me pretty well until I frag it and follow up with some of my MP. But if I am running perpendicular to its scan I run right past becasue lights are too fast for it to shoot.
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Roy Harris
 
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Post » Sun May 01, 2011 8:35 pm

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.


The turrets are horribly flawed. It is like the enemy has to be
standing right in front of it for it to even detect there is a person
there. That and they do have too little health. As for land mines,
those things are humongous. For a land mine, you think it would
be a less noticeable size.
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Kelly Tomlinson
 
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Post » Mon May 02, 2011 1:51 am

meh turrets are plenty powerful considering how easy they are to deploy and how quick they can put someone down when they actually work ... i was putting a turret on an escort today and the other team couldnt do a damn thing because of it they definately dont need a buff
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Josephine Gowing
 
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Post » Sun May 01, 2011 3:59 pm

Agreed, just got rank 5 so I tried out the Gatling Turret and it's just as terrible as the others. Too easy to kill, takes way too long to lock on be remotely useful.
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megan gleeson
 
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Post » Sun May 01, 2011 11:48 pm

Careful what you wish for. I really hope that the turrets stay the way they are now. They are very effective in helping to defend an area without being overly dominate. If they are buffed any further, they will become OP and the entire game will be filled with turret emplacements that will be largely impassable. Right now, if you place a turret in the correct position and stay near it (within a few feet) you will be able to hold down an area largely by yourself with the additional firepower it allows. They also only take about 2-3 seconds to repair with the upgrades, so any further buffs will just make them ridiculous.
I cut off a main stairwell the other day by myself with just a light turret, racking up around 20 kills in just a few minutes and cost the opposition roughly 5 minutes of their escort objective timer. They won't do all the work for you, they are there to assist you.
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Louise Dennis
 
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Post » Sun May 01, 2011 11:45 pm

Careful what you wish for. I really hope that the turrets stay the way they are now. They are very effective in helping to defend an area without being overly dominate. If they are buffed any further, they will become OP and the entire game will be filled with turret emplacements that will be largely impassable. Right now, if you place a turret in the correct position and stay near it (within a few feet) you will be able to hold down an area largely by yourself with the additional firepower it allows. They also only take about 2-3 seconds to repair with the upgrades, so any further buffs will just make them ridiculous.
I cut off a main stairwell the other day by myself with just a light turret, racking up around 20 kills in just a few minutes and cost the opposition roughly 5 minutes of their escort objective timer. They won't do all the work for you, they are there to assist you.


I agree with this. I've been playing Engineer almost exclusively because it seems to be the "busiest" class with the most toys to play with. I'm starting to get into Operative but I'll leave that tangent for another thread.

Turrets some times seem useless, but when you get solid positioning with one, it's almost an assured game over for the other team. A friend saw my after match scores and switched to Engineer and it was damn near impossible for people to get through our defenses and that was before I leveled up enough to be able to lay down 2 mines at once.

I was also playing offense against a team who all decided to go Engineer and throw up turrets all around the escort guy's path at the end of the match. There was a sea of turrets and bullet spray from their Engineers. Would you guys really want stronger turrets in that kind of situation.

I don't want to see this game become like Shadowrun where one team all rolls as Trolls and steam rolls the other team who have all chosen Elves.
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Kelvin
 
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Post » Sun May 01, 2011 3:21 pm

Yeah Turrets are pretty crappy.

They need to up their target acquisition speed.
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jeremey wisor
 
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