Talk Turrets

Talk Turrets

in Engineer

Posted by: Shinya.8014

Shinya.8014

Hello!

A few days ago a guildmate of mine had a very intressting idea about turrets.

As it is now, no one uses turrets outside start areas. Which is sad because turrets where what i was looking forward to the most about the engineer before the game release.

The reason that people dont use them is because they’re just not worth bringing. I rather take bomb kit, grande kit or elexirs. They deal way too little damage and dies way too fast. they realy need to be looked at.

So the idea that the guildmate of mine had was A TURRET KIT.
Which means a backpack containing the different turrets that you can use when you want. If you drop the bundle the turrets will remain out and the tool belt skill will destroy them or something.

Just how powerfull the rifleturret looks, look how big the bullets are. This should be able to blast a hole in a charr tank. Something realy has to be done.

This is my opinion. Do you think turrets are viable?

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Talk Turrets

in Engineer

Posted by: google.3709

google.3709

heheh countless people have push this idea in the past, including myself on a huge post! sadly a large portion of the spoken engineer community whom have had little to no play with turrets will argue to death against this idea because turrets are so “OP”! and rather settle for a 3s cripple. so devs have simply ignored!

would love the idea tho! this was my old post just in case you’re interested. Click me!

(edited by google.3709)

Talk Turrets

in Engineer

Posted by: fiftypercentgrey.7108

fiftypercentgrey.7108

I like the idea.

Mine was:
since the turrets don’t move they should all apply some kind of field (O_O maybe even a combo field?!) which buffs allies or debuffs enemies around them.

Talk Turrets

in Engineer

Posted by: Dirame.8521

Dirame.8521

All I know is, a turret kit would be too overpowered.

Access to all turrets at once…just doesn’t seem like a good idea UNLESS, the amount of turrets you can deploy are limited to 3. So it becomes of a game of “what do I need for this situation?” And even then I still think it would be too OP and annoying to fight against.

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Talk Turrets

in Engineer

Posted by: google.3709

google.3709

It all depends of where. in PvE/WvW it would not be OP and in sPvP, it would be annoying to fight. Yes, but only because of net turret.

other than that, turrets don’t have nearly as much damage as illusions, are not nearly as spammable or provide anywhere near as much utility, they die same as fast, 3/5 utility turrets have short range and more importantly, they cannot follow you!

some people will say that turrets are good for point holding on tPvP. but in reality they are mostly strong vs warriors.

Talk Turrets

in Engineer

Posted by: Anymras.5729

Anymras.5729

Seen the turret kit idea a few times. Never seems to gain much traction; I myself disagree with the idea because: That would leave us with more Kits than any other skill, I don’t like Elixirs or Gadgets enough to use them (except for Throw Mine, which is awesome), and I don’t like how much of the class revolves around Kits to begin with.

I’ve also seen (and expanded on) an idea that essentially lets each Turret be a bundle/kit on its own as a counter to the mobility issues – kind of like how you can pick up a Banner and run with it. That idea did…sort of okay. Had some people kittening about how it was comparable to something a Warrior skill did, though it would have been a more active variation.

Think I’ve also seen the Turret Field thing before, and I do like that – think it was framed as ‘Well, Turrets should be good for area denial, shouldn’t they, especially if they’re difficult to move with any kind of speed?’

As for the sentiment that nobody uses Turrets outside of starting area: I’d say something rude, but the post would be deleted wholesale because apparently there’s no ‘modify post’ function. Instead, I’ll point out that I use, and have used, Turrets from level 5 to level 80 – they’re less speed piano than Kits, more reliable than Elixirs, and just somehow have more oomph than Gadgets, at least in my opinion.

What I think should be done (all from a PvE standpoint):

  • Autotool Installation should either be replaced by, or merged with, a trait that allows a 20% cooldown on Turrets – every single other skill type available to the Engineer has a trait of this type, some of them divided across several traits.
  • Turrets should scale with everything on the user – Power, Precision, Toughness, Vitality, in addition to what they’ve already got Turrets scaling to; they aren’t strong enough or tough enough to have the Turret of a naked kittening Turret Engineer be just as strong/tough as the same Engineer in Glass Cannon/Tank gear.
  • Review and reconstruction of Turret Toolbelt skills, and/or a modification of the Toolbelt system in general (allowing all Toolbelt skills to be chosen independently of Utility); some Turret Toolbelt skills suck, and will suck unless the cooldown is reduced heavily or they’re made worth it.
  • A general baseline improvement of Turret cooldown would be appreciated, both upon turret destruction and pick-up, as well as having the cooldown begin when the turret is placed instead of when it’s removed.
  • Improvement of Turret AI is a must – at least enough to have them change target if the one they’re focusing on is Obstructed.
  • Mobility could stand a thought – even if it’s just “Pick it up and walk it somewhere else,” like the Ghostbore Turrets in the story missions.