Turret Overcharge Improvement

Turret Overcharge Improvement

in Engineer

Posted by: kschmidt.5901

kschmidt.5901

I think the turret overcharge ability should be made to fire when you activate the ability, instead of queuing up for the next attack. This would give turrets a lot more interactivity as you’d now be able to time critical things like interrupts from them. This is similar to the ranger pet change. It is frustrating to hit the overcharge ability and then have to wait.

Turret Overcharge Improvement

in Engineer

Posted by: Wolfar.6508

Wolfar.6508

You generally place the turret, overcharge it and pick it back up. There is no need to wait for the animation then. If you let it stand there is a time period where you are waiting for the animation to trigger but barely anyone leaves his turret on the ground anways.

I don’t see the issue here.

EDIT: wait, maybe Experimental Turrets.

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Turret Overcharge Improvement

in Engineer

Posted by: Yamsandjams.3267

Yamsandjams.3267

You generally place the turret, overcharge it and pick it back up. There is no need to wait for the animation then. If you let it stand there is a time period where you are waiting for the animation to trigger but barely anyone leaves his turret on the ground anways.

I don’t see the issue here.

EDIT: wait, maybe Experimental Turrets.

That’s mostly only relevant to healing turret, and maybe net turret. Or if you’re running rifle turret in an SD build since you really only want the surprise shot ability anyways.

The other turrets will be things that you generally want to leave deployed so they can shoot and CC people, particularly if you’re playing node defense.

I think the reason the overcharge works as it does now is threefold:

1. Something with how the abilities are coded, in that they can’t do an “immediate” activation trigger for some reason.

2. They wanted overcharge abilities to have some sort of “skilled timing” element, which is just a bunch of marketing fluffy stuff that contributes nothing to the in game experience as far as fun is concerned.

3. They were concerned that being able to chain a normal turret attacking immediately into the overcharge could be too powerful (i.e. net turret immobilizing, then getting another immobilize and stun for a continual 5 seconds of CC).

I’ve always felt the activation should occur automatically as well, simply because it makes it nearly impossible to use them during the split second moments you might need them. I mean, imagine if accelerant-packed turrets only occurred on next turret fire… it would be a much, much worse trait.

Alternatively, they could simply have the overcharges fire themselves automatically. It would fire upon deployment, which lasts for a set duration, and then occurs again after a set cooldown. Maybe make it so that it won’t activate it until a target is in range so that it doesn’t get wasted, or that it applies to a number of attacks. This means you wouldn’t have to spam your healing turret to use it properly, and it also means that they would be able to move the detonate abilities to the utility bar, allowing you to have access to your tool belt skills while the turrets are deployed.

At any rate, this is definitely one of the more vital improvements that turrets could use.

Turret Overcharge Improvement

in Engineer

Posted by: Anymras.5729

Anymras.5729

3. They were concerned that being able to chain a normal turret attacking immediately into the overcharge could be too powerful (i.e. net turret immobilizing, then getting another immobilize and stun for a continual 5 seconds of CC).

I think this is the most likely reason, considering that they’ve already nerfed Net Turret because of stacking Immobilize between it and Supply Crate.

Turret Overcharge Improvement

in Engineer

Posted by: tigirius.9014

tigirius.9014

I think the turret overcharge ability should be made to fire when you activate the ability, instead of queuing up for the next attack. This would give turrets a lot more interactivity as you’d now be able to time critical things like interrupts from them. This is similar to the ranger pet change. It is frustrating to hit the overcharge ability and then have to wait.

Completely agree. It needs to be instant just like other classes have had some of their skills changed to instant.

Healing turret, turret shields, bombs. These delays don’t improve gameplay nor do they serve any function other than to keep this class weaker than the rest in PVE.

Balance Team: Please Fix Mine Toolbelt Positioning!

Turret Overcharge Improvement

in Engineer

Posted by: Wolfar.6508

Wolfar.6508

You generally place the turret, overcharge it and pick it back up. There is no need to wait for the animation then. If you let it stand there is a time period where you are waiting for the animation to trigger but barely anyone leaves his turret on the ground anways.

I don’t see the issue here.

EDIT: wait, maybe Experimental Turrets.

That’s mostly only relevant to healing turret, and maybe net turret. Or if you’re running rifle turret in an SD build since you really only want the surprise shot ability anyways.

The other turrets will be things that you generally want to leave deployed so they can shoot and CC people, particularly if you’re playing node defense.

I think the reason the overcharge works as it does now is threefold:

1. Something with how the abilities are coded, in that they can’t do an “immediate” activation trigger for some reason.

2. They wanted overcharge abilities to have some sort of “skilled timing” element, which is just a bunch of marketing fluffy stuff that contributes nothing to the in game experience as far as fun is concerned.

3. They were concerned that being able to chain a normal turret attacking immediately into the overcharge could be too powerful (i.e. net turret immobilizing, then getting another immobilize and stun for a continual 5 seconds of CC).

I’ve always felt the activation should occur automatically as well, simply because it makes it nearly impossible to use them during the split second moments you might need them. I mean, imagine if accelerant-packed turrets only occurred on next turret fire… it would be a much, much worse trait.

Alternatively, they could simply have the overcharges fire themselves automatically. It would fire upon deployment, which lasts for a set duration, and then occurs again after a set cooldown. Maybe make it so that it won’t activate it until a target is in range so that it doesn’t get wasted, or that it applies to a number of attacks. This means you wouldn’t have to spam your healing turret to use it properly, and it also means that they would be able to move the detonate abilities to the utility bar, allowing you to have access to your tool belt skills while the turrets are deployed.

At any rate, this is definitely one of the more vital improvements that turrets could use.

Oh, my bad. I read Healing Turret instead of ‘Turret’.

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