Suggestions for more Skill-Based Turrets

Suggestions for more Skill-Based Turrets

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Posted by: BurrTheKing.8571

BurrTheKing.8571

Since the thread I posted my suggestions in got buried, I want to copy/past them here because personally I think changes like this would be feasible to implement but would have a big impact.

Any changes to Turrets that would make them skillful I believe will require an overhaul of their sustain when used with Plating/Autotool. If you want to encourage the use of traits like Fortified Turrets over Rifled Barrels then you’ll have to be able to place your turrets more often so you can actually make use of their shields. As a tradeoff, their current sustain should be much lower than it currently is. The sustain traits can be used to make them a bit tougher, but they currently require far too much effort to kill.

With reduced cooldowns on pickup but lower sustain you would be required to “babysit” your turrets to make sure you avoid the longer full CD. In exchange you have a reduced pickup CD. Perhaps you could tie this in with Deployable Turrets so the trait sees use. An additional tradeoff to positioning your turrets off point would be that you may not be able to save them from being focus fired. However, with them being on point they will be more vulnerable but with careful management you will be able to place them back down again more often.

If you wanted to go crazy, maybe make the CD reduction greater the lower the turret’s HP.

Summary:

  • Reduce the effectiveness of Metal Plating and Autotool Installation.
  • Add a new effect to Deployable Turrets that reduces the CD when the turret is picked up. I have no idea what a fair reduction would be.
  • If you wanted to be really creative, tie the reduction to how low the turret’s health is when picked up. The lower the HP, the greater the reduction. This would theoretically mean more incentive to run Fortified Turrets.

I feel like these changes could lead to rewarding active turret users, while punishing those who use them passively. The reduced sustain would not hurt active users, while passive users will quickly lose steam when their turrets sitting off point are targeted.

Just an angry old man…

Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)

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Posted by: Lexiceta.4156

Lexiceta.4156

I say they need a trait something like spirits so they can follow engie, right now they are not mobile enough. that would lead to more skill required

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Posted by: someone.7485

someone.7485

There are enough AI things that just follow you about. Actually, just get rid of the cool down if the turret is picked up before it is destroyed. Instead make it so the engi repairs the turret when stowed over a period of time, say 20s. Have this as the cooldown counter, but allow the engi to place the turret again before it regenerates all of its health if they need to. Rather than reducing turrets health allow vulnerability to be applied to turrets. This condition sorta makes sense to be applied to a turret. Allow picking up and replacing the turret to remove vulnerability. Also make it so that turrets can be critically hit.

(edited by someone.7485)

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Posted by: BurrTheKing.8571

BurrTheKing.8571

I say they need a trait something like spirits so they can follow engie, right now they are not mobile enough. that would lead to more skill required

If the HoT is to be believed then they are getting something like this already.

Just an angry old man…

Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)

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Posted by: butch.8136

butch.8136

Make em active. This would probably cause them to be even more aids in the right hands but still, it would weed out all the ‘noobs’. The turret gets placed and then you need to press again to actually shoot the turret, etc.

Razor xxxx (Desolation ; Off)
Bring back: ‘Gamer’ title + MAT’s!
Throw out: Hotjoin!

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Posted by: someone.7485

someone.7485

Having to press to use the turret every time would just end up resulting in just mindless button mashing which is not really ‘active’ play.

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Posted by: DeWolfe.2174

DeWolfe.2174

We need a “Turret’s on Dodge” trait.

[AwM] of Jade Quarry.

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Posted by: MadVisions.4529

MadVisions.4529

We need a “Turret’s on Dodge” trait.

+ rocket turret now fires nuclear missles to poison and have 1200 aoe, also orbits around the planet to have global range kkthx.

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Posted by: PowerBottom.5796

PowerBottom.5796

Again, I’ve never had any problems with turrets, but I agree that they aren’t very fun or skill-intensive and they could be improved in that way.

One Idea is to make a turret-engi more mobile, but a bit less effective as a trade-off.:

- decrease turret-health by 25% (or more), but increase the redeployment-recharge rate after picking them up from 25% to 50%

—> this would make the turret-engi less stationary and would heavily encourage him picking up the turrets at low health during fights, which could bring an interesting dynamic to the build.

I’d also get rid of the 50% range increase from the rifled turret barrels trait, because it makes it easier just putting them anywhere really spread out instead of actually making a choice between your turrets hitting more but are easier to kill or harder to kill turrets with less chances of hitting what you want them to hit. Add sth. fun instead, like: after picking up a turret, gain superspeed for 1.30 seconds and make it stackable in duration. ^^’

(edited by PowerBottom.5796)

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Posted by: BurrTheKing.8571

BurrTheKing.8571

A slight nerf to Rifle Barrels might not be a bad idea. It would encourage the use of Fortified Turrets (which I find to be a really cool team support trait) and would also make it possible for classes with long range to kill them without being destroyed by rockets.

Just an angry old man…

Old Man Burr (War), Bad Hat Ben (Engi), Manly Manny Manson (Guard)