Suggestions for turret changes

Suggestions for turret changes

in Engineer

Posted by: Tulki.1458

Tulki.1458

These suggestions are for AFTER the bugs are fixed.

- Double the overcharge shot damage on the rocket turret and make it a direct line shot, not an exaggerated arc that smashes into the ceiling and becomes wasted.

- Triple the thumper turret damage. Seriously, this thing is an immobile turret that fights at melee range. It should really hurt if you stand next to it. Possibly add a 2s period of inactivity after being deployed so you can’t just slam it down on people’s faces.

- Double the damage of overcharged rifle turret shots, and bring back the old bleeding effect.

- After nerfing the net turret immobilize duration, bring its attacking period from the bugged value of 13s down to the original intended value of 10s. Double the amount of damage dealt by the shock net overcharge. It’s pitiful. The stated reason it’s being nerfed is due to its value immediately after being placed. That shouldn’t reduce the turret’s effectiveness in the event the engineer keeps it alive.

- Double the health of all turrets (PvE change only).

- Merge the 33% reduced damage trait and the automatic healing trait into one adept trait.

- Move rifled turret barrels to master level (bonus damage and range).

- Add a new grandmaster turret trait: Reactionary Turrets – All turrets instantly and immediately launch their overcharge skill when deployed. This activation does not trigger the overcharge skill’s cooldown. For balance this would likely require an internal cooldown for each turret, probably around 60 seconds.

- Modify accelerant-packed turrets trait: instead of causing a damaging explosion on death, all turrets launch their overcharge skill instantly on death. This happens even if the overcharge was on cooldown. It only triggers if the turret is killed by an enemy, not if you manually detonate it.

- The mortar becomes a mobile weapon kit that no longer roots you while being used. The stability effect is removed. Once cast it spawns in your hands with the current skills as 1-5. You can only drop the kit once, but once you do it becomes a turret with its ‘1’ skill as the default shot and ‘5’ as the overcharge.

(edited by Tulki.1458)

Suggestions for turret changes

in Engineer

Posted by: Seras.5702

Seras.5702

Generally speaking, I agree with the above.

Only problem I see is if someone takes the modified Accelerant-Packed Turrets and the new GM trait Reactionary Turrets. This would effectively give every turret 3 overcharges that can be used within 3 seconds: drop, auto-overcharge, manually overcharge, overcharge on death by detonating it. Too OP.

Flixx Gatebuster, Orwynn Lightgrave, Seras Snapdragon
[TTBH] [HATE], Yak’s Bend(NA)

Suggestions for turret changes

in Engineer

Posted by: Tulki.1458

Tulki.1458

Generally speaking, I agree with the above.

Only problem I see is if someone takes the modified Accelerant-Packed Turrets and the new GM trait Reactionary Turrets. This would effectively give every turret 3 overcharges that can be used within 3 seconds: drop, auto-overcharge, manually overcharge, overcharge on death by detonating it. Too OP.

For “overcharge on death” I actually meant that it only takes effect if the turret is actually destroyed by an enemy, not manually detonated. It’s meant to be a retaliation-style trait, not a directly offensive one.