Deployable Turrets
if the firing arc on mortar kit is high enough, I will not need DT anymore since I can bomb walls in WvW more reliable with mortar anyways.
I can see that, but I always liked trying to keep people off siege with overcharging and exploding the rocket and thumper turrets.
Didn’t they say it was getting rolled in as a default now?
Accelerant packed turrets will made into baseline, so all turrets push-back on explosion per default.
But they did not say anything about DP.
I rather DT be made baseline than APT.
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
I rather not.
HT becomes a PITA with DP.
I rather not.
HT becomes a PITA with DP.
what?
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant
In other words, Deployable Turrets is a huge nerf to the Healing turret because it’s harder to heal-bomb with it.
You know what? Good. Healing turret deserves that nerf.
It’s so good engineers have no reason to use any other healing skill.
Buff up medkit, AED and Elixir H a bit, and tweak the healing turret so we have a reason to not blow it up the instant we spawn it, and we’ll actually have some strategic reasons to switch up our healing skill once in a while.
Also, that would fix the hover turret exploit. (While giving us the ability to toss the thing up onto walls anyway and laugh at the fools crying in despair at our NON-exploit unmelee-able turrets. Muahahaha)
(edited by Arioso.8519)
In other words, Deployable Turrets is a huge nerf to the Healing turret because it’s harder to heal-bomb with it.
You know what? Good. Healing turret deserves that nerf.
It’s so good engineers have no reason to use any other healing skill.
Buff up medkit, AED and Elixir H a bit, and tweak the healing turret so we have a reason to not blow it up the instant we spawn it, and we’ll actually have some strategic reasons to switch up our healing skill once in a while.Also, that would fix the hover turret exploit. (While giving us the ability to toss the thing up onto walls anyway and laugh at the fools crying in despair at our NON-exploit unmelee-able turrets. Muahahaha)
That’s one thing that always annoyed me about healing. When I think of turrets, I think more of something that has a use over a period of time instead of just placing it down to immediately get rid of it.
Remember the commando from borderlands 2?
He could trait his turret for short-term / high effect solutions as well.
In Alien 2 turrets had a very specific amount of ammo, limiting their effectiveness quite much.
In reality automated defense-systems suffer from limited ammo-capacity as well.
For me, a turret is only there to get his overcharge trough, keep auto-hitting until someone is close enough to knock him back with the explosion, or until I decide to blast a field with it.
Stationary Turrets are crap.
Rocket turret f.e: You waste a utility slot for some decent dps pressure that is gone as soon as someone decides to look mean in its direction. Then it goes on a 50sec cd. Can you imagine your bombkit or nades going on a 50sec cd? Me neither.
Rocket-turret is the worst turret we have by a great margin.
Why are other turrets better?
Flame-turret: comes with awesome aoe-burning uptime, a smokefield, a blast finisher, and a firefield. Even tho Bombkit itself outperforms it, this turret is a decent pick.
Net-turret: good immob-spam, perfect for setting up a target so your group + yourself can burst it. and if you insists of letting it stand around, it will improve your aim with nades on mid-range.
rifle-turret: low-cd + hard hitting insta-cast belt-ability, perfect for s/d builds, along with a really low cd on the turret itself so you can blast and push-back people frequently.
thumper: kinda meh, but the double-kockback/blast-finisher on a 37.5sec cd is “almost” as good as big old bomb. So if you already run nades + TK you arguably can get some utility out of this stunbreak.
and now rocket-turret again: only a single target knockdown. high cd on its blast-finisher / pushback. and the toolbelt is only useful for bombing siege in WvW (or similar stationary targets). Sure, some run it in niche-s/d builds since the toolbelt on PB does decent dps, but any s/d without toolkit+rifle turret is kinda meh… and last time I checked, rocket-turret does not come with a stunbreak…
I can’t speak for Aliens 2, but in Borderlands 2 the turret had no trait that would decrease its duration, it could be picked up like our turrets can to refresh some of its cd but that’s it.
Though I think this comes down to that we both have a different idea of how a turret should act.