Turrets in Teq map need more RANGE
We also did Teq an hour ago and we were able to beat him. There no problem with Turret. I manned T3 today, spamming 2 and if needed adding 3. True, you can’t reach beneath Teq for skill 3, but those melee guys can survive poison, and if not, they will break for a while and go nearer where they can be reached by skill 3.
35 secs is too early unless you are in North Hill and manning T1 which is probably not right.
Last 3 Teq I joined are all successful with around 3 – 4 minutes remaining.
my main concern is that not every player will know to move out and back in, and meanwhile, several players will still sit to the sides and range. If the turrets had a longer range it would show the people that are afraid of the poison that they can go where they need to be. That poison can stack 3 to 4 on top of each other, and kill you within 1 to 2 seconds. With proper turret control and presence, you can pre shoot and make sure that doesn’t happen (that poison doesn’t stack on the zerg crit spot, but, this isn’t possible sometimes because the spot moves out of range). I’m not saying its not doable, im saying that if the turrets have an option to cleanse poison, it should be able to hit all areas, within reason and proximity to the enemy(tequatl) to cleanse it.
please notice i’m not saying that this isn’t an approachable encounter as it is, but, with all the variables we have to deal with, this will take a decent load off of the people that come to give 100% (i.e. the issues with unskilled players, afk’ers, ranged nail clippers ect.) Even with this change, it still wont become a “mindless” encounter again, as you will still need to be mindful of everything around you, and have decent players on the turrets to make sure the right things are happening.
thanks for the reply as well =)