(edited by Miltek.2104)
Some of my ideas to engineer turrets.
I say give our turrets legs, make them little robots like the Eng class in Wildstar, make it a trait that mobile’s them.
Giving turrets legs means complete model redesign, and its much work to do…
People are always taking about “moving” turrets, but they dont understand that cost a lots of resources…
It isn’t so simple like ranger spirits which have monster models…
Nice idea to make the turrets move I would like!
I say give our turrets legs, make them little robots like the Eng class in Wildstar, make it a trait that mobile’s them.
I would much rather see turrets be fire and forget rather than the siege equipment they are today. They are quite clearly designed for one thing and one thing only, SPVP capture point defense.
IMO detonate should go, overcharge should go, and instead we should be able to spawn turrets as often as cooldown allows.
With detonate gone we will always be able to access the toolbelt skills.
With overcharge gone, the deployment skill can go on cooldown the instant it is used.
End result, turrets that work more like mesmer illusions.
“With detonate gone we will always be able to access the toolbelt skills.”
THIS SO MUCH
I’m just imagining a thumper turret working exactly the same but with legs.
“Go Cripply Go, get that warrior!”
and with the overcharge and detonation…
that sounds fantastic
Things that go BOOM
Turrets:
- Increase cooldown of Healing Turret to 30 seconds, but reduce Cleansing Burst cooldown to 12 seconds. (This will nerf the burst heal potential but gives stable healing income, and force players to have turret placed instead of detonate’ing it right after overcharge).
Unless turret hitpoints are increased to approximately match a hunters pet (50000+) this will never work. Right now turrets fall apart when a champion just looks in their general direction.
This would also remove one of our best group abilities (and our own heal) whenever we have to be mobile. There is no break of 30 seconds between fights in dungeons.
Bill Kilgore – [BIER] –
With detonate gone we will always be able to access the toolbelt skills.
With detonate gone we will lose access to blast combos and controlled knockback from Accelerant-Packed Turrets.
Bill Kilgore – [BIER] –
i prety much agree with not just rocket turret but all turrets getting 20% base damage added
low health response system at 50%
merging metal plating and autotool would really allow us to have that wanted turret build complete with elite supply that has been forbidden from us so long
the rifled turret suggestion is great as well deplyable turrets reducing cooldown by 40% would be a life saver and give players a reason to care for their turrets
With detonate gone we will always be able to access the toolbelt skills.
With detonate gone we will lose access to blast combos and controlled knockback from Accelerant-Packed Turrets.
Last time i checked, the label on the tin says TURRET. Not remote controlled claymore.
It is really telling that ANet got it wrong when drop and boom is the preferred use of what is supposedly a deployed weapon platform…