Hi folks! A friend and I had a thought and wanted to see if this sort of idea could have any traction.
Currently, Heal Turret is the only Turret that applies it’s overcharge effect without enemies need to be nearby. It’s a potent on-demand water field that has a built in self-blast option. It’s lovely.
Most of the other turrets need targets for their overcharge to achieve something. Rocket and rifle turret only shoot if there is something to shoot at, and their overcharges help them shoot better. Thumper Turret does not thump unless there is something within thumping range. None of these are an issue by me.
Flame turrets overcharge is a bit different though. Like Healing Turret, it supplies a powerful field when it is overcharged. But unlike Healing Turret, it need something in range to pop that field. This is fine in combat in most instances, but it hampers one thing I would love to be able to use it for; stealth blasting.
You cannot use it to blast for stealth in most cases, because most blasts do some damage. You need to have an enemy in range for the smoke field to pop, but once you try to blast that fresh smoke field, your blasts will hit the target and you will get the revealed debuff.
I’d love a dev to see this and mull it over, as I would to love play my Engineer over my Thief in sections that require moderate but not necessarily heavy stretches of stealth. That said, what are everyone’s thoughts on this? Would you appreciate such a change to Flame Turret’s active?