Mobile Turrets Vs Man Portable Turrets

Mobile Turrets Vs Man Portable Turrets

in Engineer

Posted by: paladinecho.3024

paladinecho.3024

So there has been alot of talk about these new drones that are suppose to act similar to the AI of the minions. The concept is not too bad, but what about people who want to mix things up a bit?

Mobile turrets are these drones that follow you around that people are talking about.
I like the idea of Drones for attacking targets.

My idea is Man Portable turrets for defending targets. Let me explain. It sucks at times when you drop a turret and then it gets out of your area, but you are using turrets as scouts and in some cases a Net Turret to catch people from getting into a tower. This turret idea would make turrets able to be picked up WITH NO RECHARGE. Why would this be good? You could move your turrets around with you, but not suffer having to wait for that drastic cooldown. *If the turret is able to be picked up, there would be 0 cooldown unless it is killed or exploded. * Hence the name “Man Portable Turrets”. It allows you to bunker an area without the use of the Drone function.

Mobile Turrets Vs Man Portable Turrets

in Engineer

Posted by: Are.1326

Are.1326

If they did this, they would have to add a cooldown to the reflective bouble and move the healing turret placement heal to Clensing Burst.

If they did something like this, I think it should be X% cooldown reduction where X is the turrets current health as a percentage of it’s total health. For example if the turrets health is full, then there is no cooldown, however if the turrets health is 20% then we only get a 20% cooldown reduction.

This would however make healing turret harder to use, since we would no longer see Clensing Bursts cooldown if we pick it up, and considering that only healing turret is widely used, a lot of engineers would dislike this change.

Since you gave it a name, I’m quessing this is an idea for a trait? Where would that trait go, What would it replace?

Mobile Turrets Vs Man Portable Turrets

in Engineer

Posted by: runeblade.7514

runeblade.7514

If they did this, they would have to add a cooldown to the reflective bouble and move the healing turret placement heal to Clensing Burst.

If they did something like this, I think it should be X% cooldown reduction where X is the turrets current health as a percentage of it’s total health. For example if the turrets health is full, then there is no cooldown, however if the turrets health is 20% then we only get a 20% cooldown reduction.

This would however make healing turret harder to use, since we would no longer see Clensing Bursts cooldown if we pick it up, and considering that only healing turret is widely used, a lot of engineers would dislike this change.

Since you gave it a name, I’m quessing this is an idea for a trait? Where would that trait go, What would it replace?

Move it to the overcharge. This way, I can have greater control over reflective shields.

5x Warrior, 5x Ranger, 4x Elementalist, 4x Engineer,
4x Necromancer, 3x Mesmer, 4x Guardian, 4x Thief, 4 Revenant