Some of my ideas to engineer turrets.

Some of my ideas to engineer turrets.

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Posted by: Miltek.2104

Miltek.2104

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).
- Reduce hit box to model size of turrets. (bug fix)
- Repair turrets bugged attack speed. (bug fix)
- Decrease cooldown of Flame Turret’s overcharge Smoke Screen to 24 seconds. It now last 6 seconds and infict blindness every second.
- Rocket Turret – increase basic damage by 20%.
- Decrease cooldown of Rifle Turret’s overcharge Automatic Fire to 24 seconds, now infict both bleeding and vunlerability per shot.
- Net Turret – change attack speed to 10 seconds, Electrified Net now correclty increases attack speed of turret.
- Change Thumper Turret basic attack mechanic. Increase attack speed to 12 seconds, but now automaticly knocks back enemy when target enters the turret attack range. Thump is now instant ability.

Turret Traits:
- Low-Health Response System – change health threshold to 50%
- Accelerant-Packed Turrets – increase the damage, explosion now scales with player’s stats.
- Merge Autotool Installation and Metal Plating into one master trait.
- Rifled Turret Barrels – now increase attack speed by 20% of ALL turrets instead of damage (this will buff all turrets, not only “damaging” ones). Increased range will also increase efect radius of “non-shooting” turrets like Thumper Turret.
- Repair bug “The bonus range granted by Rifled Turret Barrels is removed from a turret’s regular attack if the turret is overcharged.”
- Elite Supplies – move to adept tier. Summoned Turrets now are efected by traits.
- !!! Add new Tools Master Trait: Upgraded Cogwheels – reduce cooldown turret’s overcharges by 20 %. Turret overcharges are now instant. (Turret auto attack reset in the moment of activating overcharge)
- Deployable Turrets -Turrets use ground targeting, picking up turrets now decrease their cooldown by 40 % .

Trust me. I’m engineer

(edited by Miltek.2104)

Some of my ideas to engineer turrets.

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Posted by: Warjin.8942

Warjin.8942

I say give our turrets legs, make them little robots like the Eng class in Wildstar, make it a trait that mobile’s them.

Some of my ideas to engineer turrets.

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Posted by: Miltek.2104

Miltek.2104

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…

Trust me. I’m engineer

Some of my ideas to engineer turrets.

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Posted by: Sodeni.6041

Sodeni.6041

Nice idea to make the turrets move I would like!

Some of my ideas to engineer turrets.

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Posted by: digiowl.9620

digiowl.9620

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.

Some of my ideas to engineer turrets.

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Posted by: Miltek.2104

Miltek.2104

“With detonate gone we will always be able to access the toolbelt skills.”

THIS SO MUCH

Trust me. I’m engineer

Some of my ideas to engineer turrets.

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Posted by: Stillshade.7634

Stillshade.7634

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

Maguuma Engi Evvenna
Things that go BOOM

Some of my ideas to engineer turrets.

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Posted by: Mork vom Ork.2598

Mork vom Ork.2598

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.

Still loving the smell of Napalm
Bill Kilgore – [BIER] – Seafarer’s Rest random Megaserver

Some of my ideas to engineer turrets.

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Posted by: Mork vom Ork.2598

Mork vom Ork.2598

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.

Still loving the smell of Napalm
Bill Kilgore – [BIER] – Seafarer’s Rest random Megaserver

Some of my ideas to engineer turrets.

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Posted by: Rezzet.3614

Rezzet.3614

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

Some of my ideas to engineer turrets.

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Posted by: digiowl.9620

digiowl.9620

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…