Engineer. Again, the turret!

Engineer. Again, the turret!

in Suggestions

Posted by: zHellish.2036

zHellish.2036

Translated through an interpreter, I hope not missed errors.

Firstly, I want to see how much life is left turret say over the panel F1 ~ F4 skills or abilities over 5 ~ 9.
Secondly, I want to make them useful on so much that they did not blow up players, but on the contrary, tried to fix it.
Here’s how I see the “development” of turrets:
I divided them into three classes:

Auxiliary:
Turret installed state grant buffs in their area of ??action if a player leaves the zone turret kill or replacement activated ability buffs disappear.
1) Healing turret:
Now it is used only because of the fact that it has a small cast and takes two states.
I would like it to be useful in the unfolded state.
Apologies:
Remove the healing for the installation and add to the replacement healing ability.
Turret will give patronage and regeniratsii zone steps for cleansing burst and not rolled back.
Place on the belt cleansing burst with a time of 1 second cast and having shared cooldown ability to substitute turret (that could not be healed twice).
cleansing burst increase rollback to 20 seconds.
2) Thumper turret
Changes:
Reduce damage, remove the lameness.
Turret will provide stability in the zone of action, when the turret is deployed and skill thump not used.
I would like to turret filmed invisibility, but I think it will be too.
Thump skill repels enemies posing shield absorbs projectiles and provides stability for 5 sec. (In fact, I could not think of anything better)
Rumble should provide massive resistance, increase the duration of stability.

Tactical:
1) Rocket turret
Changes:
Reduce the damage caused by one missile.
Explosive rockets produces a barrage of missiles in the selected area.
The area should be considered from the turret (not an engineer), and be more and less than 200 in 2000 (may be less, but I would like so)
I would also like to have the ability to set the belt rocket launcher kit.
When Exsplosive rockets rolled back, the turret should not attack.
2) Net turret
Changes:
Add a stun when attacking or reduce rollback attack turrets.
Substitute the ability to attack the turret should get exactly the goal that chose engineer and during rollback abilities, not to attack the turret purpose except selected.
The belt I would increase immobility time.

Attackers:
These turrets give high damage and attack the turret itself low cooldown (20s) and start cooldown after the installation of the turret.
1) Rifle turret
Attack every second.
Increase the damage.
Substitute skill-attack my target.
Slightly reduce xn.
2) Flame turret
Attack every second.
Remove the usual damage.
While the turret attack, the target takes burning and x stacks of pain (I do not know how many stacks you need to not upset the balance)
Substitute skill-attack my target.
Slightly reduce xn.

Perhaps with this idea all.
There really has an idea to improve Tull whale, allowing you to control the turret personally (to use their unique skills)
Just would like to see remade mortar or changed at all skill (like charrtank)

Well, perhaps all hope was the point in this thread and at least a couple of ideas to get development.

Engineer. Again, the turret!

in Suggestions

Posted by: Depths.4051

Depths.4051

I liked a couple of the ideas, mostly though was the idea of the thumper turret giving a reflective shield. A defensive option for turrets would be really nice, considering their offense is only good in close proximity, so in larger spaces theyre pretty well useless, making a barrier for yourself with a turret would give it more utility and give back engineers the possibility of using turrets. Idk why we don’t have a shield turret in the first place =/ we’re supposed to be inventors, why would we not have a force-field turret =c

The biggest thing to help engineers with turrets in my opinion, would be to eliminate cooldown using turrets if a player picks up an offensive turret. Exploding a turret, or having it destroyed makes sense in that the cooldown should still be given to the skill, but because there is such a long cooldown on turrets, it makes them impossible to use when your constantly on the move. It doesn’t make setting down a turret such a scary thing, because you can pick it up and reset it in a new location without the fear of the battle moving too far away. This would also give wvw player more incentive to kill your turrets rather than just moving out of range.