I’ve got some idea for turrets, so i’ll explain them here. Many of those were already explained in my previous posts, but i’m adding some more here.
In short, i want to give active play and micromanagement to turrets, while punishing mindless spamming. Here is how.
First of all, every turret is tied with a resource (displayed as a boon, so that even enemies can see it). Said resource is called Energy. If UI changes can be done, it could also be displayed in a little panel above every turret skill button, so that we can have a clear understanding of the situation when needed.
Energy will be gained automatically – one stack every X seconds (i was thinking about 1 energy per 2 seconds). It maxes out at 25 energy. Turrets would start with barely enough energy to be in the second tier.
Turrets will be able to be critted and will receive conditions, as it happens now. However, their hp will be increased and can receive boons.
But their toughness and the condition damage they receive (if technically feasible, i assume it can be done, though) will change depending on how much energy they have (for simplicity’s sake i was thinking about 3 tiers, with visual changes on the turrets to give a clear tell of their tiers even when they aren’t directly targeted).
For this example i was thinking about 0-10 energy, 10-20 energy and over 20 energy.
Lower the tier the glassier they get, making them easier to destroy. The middle tier is intended as the default one (so normal turret toughness and condition damage).
Let’s get to the offensive department.
There are autoattacks, like now. However, they’re terrible. Like, really terrible. Something like a third of their current damage or a weaker effect (net turret would just cripple, for example). They’re there just to be a minor annoyance, like flies.
And there are still overcharges. But they work differently from before. For starters, they would interrupt the normal attack cycle of the turret, unlike now.
Overcharges consume energy to be used, and have different tiers (as in a chain attack).
Higher tiers consume higher values of energy (and by lowering the energy, the turret’s defense lowers as well). Due of the energy costs, their cooldowns may be lowered and standardized (like 5s or 10s). Using an overcharge prompts an animation on the turret, and a clear tell (something like a laser scope from the turret to the opponent, a green one). Pressing the overcharge during this time would take it to the second tier and reset the animation (laser changes to yellow) and once again, to the third and last overcharge tier (another animation reset, laser changes to the red laser of death). When the laser goes off, the skill is ready to go as well. In doing so, we are certain that there will be some time for the enemy to counterplay, but the engineer can trick the enemy as well (an enemy could blind as early as the green laser, but then the engineer could just leave it at that and conserve the energy for later).
The 1st overcharge tier would just be a (relatively) stronger autoattack. Most of the damage we’ve removed from the autoattacks would end up here. They wouldn’t deal hard CC, but soft at most (net turret could immobilize and/or cripple, for example).
Its cost would be relatively low – maybe 7 or 8 energy. A fully energized turret would fall in the second tier for some seconds.
The second overcharge tier would be mostly equal to the current overcharge. Energy costs could vary between 10 to 14. A turret with maxed energy would be left in the second tier for a sensible amount of time.
The third and last overcharge tier would consume almost all the energy – something around the 22 to 25 range. The strong effects they provide come with a sensible drawback – the turret will need quite some time to recover, and until then it can be easily destroyed.