How to make turrets viable again

How to make turrets viable again

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Posted by: FreekPalmer.2839

FreekPalmer.2839

The issue I have with Turrets is the fact they can’t move.
Perhaps we could have a new buff for them. or way to play.

Call it Turret armour.
Have it as a trait.

You mount the turrets onto your body.
With slightly different abilities of each.

Thumper turret-reduces your incoming damage similar to Dolyak of a warrior. Overcharge ability is the same.

Rifle Turret- Does the same as it does now but with reduced accuracy. or Has a duration and a CD pretty short though.

Healing turret.- same as now just attaches to your back pack. maybe toned down(becomes a passive/active heal button)

Flame turret- Same as now. no need to change as its short range makes it more viable.

Net turret- Should just become the same as toolbelt skill, just on a shorter CD.

Toolbelt skills for turrets should become armour plating increasing toughness by 200 for each one used. it is only temporary and causes a 30 second cd on turrets used.

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Posted by: Conan.8046

Conan.8046

Turrets just seem like second rate, non moving phantasms to me. If you want to spawn something to fight for you, your best with a mesmer. Just my opinion

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Posted by: chungiee.8764

chungiee.8764

Fixing the bugs would be a start

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Posted by: Ed of Death.4819

Ed of Death.4819

How about making the turrets robots. That way they can follow us around like pets and still be targeted. Shoulder mounted would probably be hard to target.

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Posted by: Terrahero.9358

Terrahero.9358

I think turrets should just follow you around, not be horribly squishy, and the overcharge should be replaced with Deploy/Mobilize.

Deploy would cost like a second or two. After that the mechanical companion is immobile but has boosted affects. Mobilizing would also take like a second or two.

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Posted by: Cempa.5619

Cempa.5619

OR turrets are attached to the Engineer not fixed to the ground!

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Posted by: Nate.8146

Nate.8146

When I first started playing the engineer, I started to realize the limitations of turrets. I couldn’t help but draw comparisons to Runic’s Torchlight II engineer. Everything about that engineer is just awesome. You have a mobile healing bot, mobile gun turret, spider mines, a copter, and a sledgebot. All of them follow you around and offer cool abilities. I kept thinking to myself, why didn’t anet follow a similar idea? The golem is there as a race skill if you chose the Asurans. The mines are there, the healing turret is there, the rifle turret is there. There’s quite a similarity, but anet decided to make them all inert (except the golem, but that’s sadly a race skill). Well, whatever their reasons, turrets are more of a complimentary skill rather than a primary. They offer an advantage in 1vs1 fights, but quickly become a disadvantage when you fight against greater numbers or if mobs get in the way.

I don’t think anet is going to change the engineer’s skills. To much coding involved and has extremely high risk. As it stands, the engineer is really a kit class. It’s hard not to dedicate at all 3 utility slots to kits. They’re so versatile. 15 skills to chose from + 3 useful toolbelt skills all with reasonable CDs and uses. The new patch even encourages FT and EG combinations. EG primarily for stun removal, FT primarily for AOE attack, and toolkit to catch runners and cripple. 100% swiftness uptime, medkit for fury. All these pluses make turrets mediocre in comparison. Plus I’m not sitting around for a minute waiting for the turrets to CD. That’s just anti-game mechanics.

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Posted by: Kande.1930

Kande.1930

Fixing the bugs would be a start

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Posted by: Phineas Poe.3018

Phineas Poe.3018

The issue I have with Turrets is the fact they can’t move.

Why should they?

[EG] Ethereal Guardians

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Posted by: timidobserver.7925

timidobserver.7925

Again implies that they ever were viable at any point in time.

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Posted by: FreekPalmer.2839

FreekPalmer.2839

The issue I have with Turrets is the fact they can’t move.

Why should they?

Because of the wonderful nature of everything having an aoe that just blows them all up almost instantly…. followed by you looking like a fool for the next 45 seconds.

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Posted by: Weirwynn.2390

Weirwynn.2390

The issue I have with Turrets is the fact they can’t move.

Why should they?

Because of the wonderful nature of everything having an aoe that just blows them all up almost instantly…. followed by you looking like a fool for the next 45 seconds.

Given Mesmers, Necromancers and Rangers experiences with their ‘mobile’ pets… I’m guessing you’d be very disappointed.

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Posted by: kekuso.5837

kekuso.5837

How about giving turrets boons?
Protection, retaliation, and regeneration?
And reducing their cooldown by 50%?
Oh wait, that would be phantasms.

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Posted by: Legit Prep In.5893

Legit Prep In.5893

+1 for making the turrets mobile and less insta-exploding when a lvl 1 bunny crits it

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Posted by: Grok Krog.9581

Grok Krog.9581

Turrets and Minions need perma-protection/regeneration if they’re to ever have a chance in dungeons.

Ranger pets need a 50% AoE damage reduction

Grok Walking Amongst Mere Mortals

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Posted by: Anymras.5729

Anymras.5729

There’s a lot of different ways Turrets could be made viable/more useful.

For example, I’ve seen people suggest:
Each Turret creates a Combo Field while it’s out, or when its Overcharge is used.
Each Turret gives a Boon while it’s out, or when its Overcharge is used.
Turrets can be picked up like Warrior Banners, and used as temporary Kits.
Turrets become the Class Mechanic, or condense the skillset into one turret and make that one a customizable Class Mechanic minion.
Condense all Turrets into a Kit.
Make Deployable and Accelerant-Packed Turrets baseline attributes of all Turrets.

Some of these were interesting ideas, and could work pretty well.

Some of them would make us too much like another class (Ranger, with the minions) and one of them would leave us with one less skillset in order to add one more Kit to the game.

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Posted by: Legit Prep In.5893

Legit Prep In.5893

lol just ran some spvp, tried it with heavy defence + turrets…. lets just say a mesmer phantom insta popped my turrets while swinging just randomly by them … hit me also for 3,5k ..a PHANTOM…
I wanted to laught, but then the thief kicked his 5k heartbannaa twice into me. Glad I took 2k toughness lol

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Posted by: Drakkon.4782

Drakkon.4782

How about making the turrets robots. That way they can follow us around like pets and still be targeted. Shoulder mounted would probably be hard to target.

pulls out Flamethrower
targets enemy turret
opens fire, literally

Ow! ow! ow! It burns!

ROTFL

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fans hate Joffrey. They hate her the way Star Wars
fans hate Jar Jar Binks.”-not a direct quote, but still true.

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Posted by: BlackBeard.2873

BlackBeard.2873

How about turret cooldown be tied directly to their health when picked up (like they take time to be repaired). It stinks when I want to leave an area and all of a sudden the turret is on a long CD. This might be more complicated to code, putting a time on deployment and timer on their burst (to prevent placing, picking up, and placing for endless heals, for instance), but would make it way more usable consistently. That way you could set one up for a short battle and be able to “bring it along” for the very next battle. A penalty for complete destruction makes sense, however.

I do like the concept of a stationary machine pumping out a useful effect, that requires intelligent positioning to use effectively. I just don’t like some of the implementation aspects.

(edited by BlackBeard.2873)

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Posted by: Malhavoc Adhamar.3675

Malhavoc Adhamar.3675

Merge Autotool installation and metal plating into a single master trait, create a new adept trait that allows you to call targets for the turret then rejig Rifle Barreled Turrets into something like this:

Advance turrets: All your turrets have been upgraded.

Advance rifle turret: +15% damage and range. Overcharge now fires in a 45 degree spread

Advance Rocket Turret: +15% damage and range. Overcharge now fires a salvo of four rockets

Advance Thumper Turret: +15% damage and health. Overcharge now removes 1 boon from tagets.

Advance Flame Turret: +15% damage and Range: Overcharge now causes burning.

Advance Net Turret: +15% range: Overcharge now snares near by foes

Advance Healing Turret: Now heals turrets in it’s area of effect. Overcharge heals turrets.

Rapid Deployment: Now removes detonation from the toolbelt and replaces it with reploy, allowing the turrets to be moved to a new location.

Those changes would help improve overall turret play, allowing the engineer to turn a small area into an effective fort.

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Posted by: Conan.8046

Conan.8046

lol just ran some spvp, tried it with heavy defence + turrets…. lets just say a mesmer phantom insta popped my turrets while swinging just randomly by them … hit me also for 3,5k ..a PHANTOM…
I wanted to laught, but then the thief kicked his 5k heartbannaa twice into me. Glad I took 2k toughness lol

Would have been funnier if he killed you with thieves guild ability, then you would have been killed by npcs!

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Posted by: Blood Red Arachnid.2493

Blood Red Arachnid.2493

Turrets were pretty useful until the new bugs up and ruined them. But assuming the bugs get fixed, then turrets would be useful again. Nothing like long-range AoE permanent burning combined with potent control effects, easily stackable blast finishers, and potential interrupts in every other skill slot. I’ll address many of the complaints:

#1: Turrets are not mobile. This isn’t much of an issue, since sPVP is about defending and capturing points, and those points don’t move either. The tradeoff with turrets being immobile is that they are autonomous and long lasting, capable of persisting and fighting in areas that an engineer isn’t even in. Phantasms die when their target does, Necro minions only follow around and attack their master’s target. But turrets can hold a point and even support players who don’t have turrets.

#2: Turrets die to AoEs. This could be a problem if you throw all of your turrets into one spot. However, when capturing a point you can put turrets into far, hard to reach places while still having them preform effectively with their long range attacks. Whenever I use turrets, I’ll commonly put them on top of buildings or on bridges in the distance, making it so the only way to damage a turret is to go out of your way to attack that turret. Also an interesting bit of trivia: turrets that are mobile and follow the player around would be a lot more susceptible to AoEs. Turrets are also immune to condition damage, which means that only direct damage can kill them.

I don’t have opinions. I only have facts I can’t adequately prove.

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Posted by: NevirSayDie.6235

NevirSayDie.6235

How about giving turrets boons?
Protection, retaliation, and regeneration?
And reducing their cooldown by 50%?
Oh wait, that would be phantasms.

No no, phantasms scale with stats and don’t require a utility slot.

To be fair, engineers are great. Just not turrets.

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Posted by: TwiceDead.1963

TwiceDead.1963

Fixing the bugs would definitely be a start as someone said…

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Posted by: Direksone.3867

Direksone.3867

Turrets in PvP are all about bunkering in, holding terrain. There should be traits or it should be implemented in the turrets themselves that help out accordingly. Perhaps Turrets could also fulfil the role that the Spirits have of a Ranger: booning. This could again be done through traiting.

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Posted by: Aristio.2784

Aristio.2784

Fix AI
Increase armor stat scaling
Reduce Cooldowns
Increase damage substantially
Reduce damage taken by AoE attacks by 95%

Since Turrets are completely mobile, they should be an actual threat in terms of damage; they should hit like a truck. Auto-attacks should be critting for 2-3k with Berserkers gear. These Utilities have to be area of denial pets because the are completely immobile.

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Posted by: Maiden England.3491

Maiden England.3491

since turrets are immobile, they should be hard to kill and do tons of damage. when an enemy sees a turret down they should actually care about going to kill it, whereas now they just take 2 swings without paying attention and its gone.

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