Alright so I want to share my ideas on bringing back turrets but making them an active play-style rather than a cast and forget kind of thing.
Knocked Over status effect:
This mechanic will serve as a way to temporarily disable turrets so the engineer has to re-enable the turret for it to function again.
- My idea on how this will work is by giving each turret a certain number stacks of Stability that last 5 minutes (this way you can see how long you have before your turrets self destruct)
Healing – 1 Stacks of Stability
Rifle, Flame, Rocket – 2 Stacks of Stability
Net – 3 Stacks of Stability
Thumper – 4 Stacks of Stability
- When a Turret gets CC’ed without stability it gets a Knocked-Over proc which is shown as a turret knocked over on its side and renders it useless until the engineer comes to fix it (explained in Operate skill function)
Operate function:
Instead of Picking up a turret when you press F while targeting a turret, you will now go into an operate function similar to operating Siege Equipment in WvW and your 1-4 skills will be replaced with these. (While operating a turret it will regenerate rapidly.)
- Rotate Left – This skill rotates a turret left until you stop channeling this skill.
- Fix & Fortify – This skill will pick up any knocked-over turret (it takes 1 second to pick up a turret), reset their timer to 5 minutes, and re-apply their stacks of stability.
- Rotate Right – This skill rotates a turret right until you stop channeling this skill.
- Pick up – This picks up the turret and reduce the Cool-down by how the percent HP the turret has left (Ex: a Rocket turret with 65% health would have a CD of 18 seconds when picked up.)
- Create a reflective dome (4 second duration) around your turret and give it additional stability (Cd – 45 seconds)
Build times:
This would make it so the engineer can not just run onto a point and drop all of their turrets to have an immediate advantage against their opponents. This will force the engineer to
A.) Find an empty point to set up on (for PvE I guess a safe spot)
B.) Co-ordinate with their team to get help and secure a point.
C.) Clear the point themselves.
There are more scenarios that can happen but as of right now I am thinking of Ideal examples.
- These are the current build times I have in mind at the moment but if anyone feels like these are too long or too short.
Healing – 2 Seconds
Rifle and Flamethrower – 4 Seconds
Rocket and Net – 5 Seconds
Thumper – 6 Seconds
Nerfs:
- All turrets damage shaved by 20-50% if applicable (will edit and give specifics when I get home to test some things out.)
- Rocket, Rifle, and Flamethrower turrets can no longer pivot 360 degrees but instead have a 180 degree cone in which they can target opponents (Turrets will face wherever the engineers camera is facing when it is created.)
This will allow people to negate most turrets by literally standing behind it, requiring the engineer to place these strategically or safe guard their turrets manually.
Buffs: (I’m not good with coefficients so I will need feedback on this)
- Allow Turrets to scale with engineer stats and crit.
- Allow Turrets to receive boons. (With a low priority so players will get buffs before the turrets do)
- Increase health for Turrets but still allow them to take conditions (except for Immobilize, and Cripple) and criticals
Health – 9000 HP
Rocket, Rifle, and Flamthrower, 10,000 HP
Net – 12,000 HP
Thumper – 17,000 HP - Higher net velocity
Reworks, More buffs, and Tweaks
First thing I want to address is when turrets are deployed to switch their overload skills with from the utility bar and put them onto the class mechanic bar, and move the self destruct down to utility.
- Turrets:
- Rifle turret: Increase its range to 1,200 but keep the rate of fire at 2 Seconds and make the penetration baseline and add a 3 Second Bleed to the over load.
- Flame turret: Increase its range to 600 and allow it’s attack to function like the flamethrower kits #1 that applies Two (4 second) burns at the end of the animation and increase its rate of fire to 4 seconds.
- Thumper – Add a reflective shield that lasts for 4 seconds to the Overload ability.
- Net Turret – Increase its range to 900 and replace the Overload with a Pull similar to Scorpion Wire
- Rocket – Increase range to 1,200 and change the Knock-down to a Knock-back. Now applies 1 stack of burning for 3 seconds.
- Healing – not too sure about this one.
- Supply Crate – Change this turret to a “Chain Gun Turret” with low damage but a high fire rate. The overload would cause it’s projectile finisher to become 50% instead of the 20% base.
HP – 14,000
Build time – 5 Seconds
Cooldown – 80 Seconds
Rate of Fire – 1/2 second
Damage – xxx (but very low)(undetermined coefficient)
Field of Vision – 120 degree cone.
Range – 900
There is even concept art floating somewhere on the wiki that could be used for this design.
- Traits
*Replace Experimental turrets (this trait would promote stacking all your turrets in one place) with expedited Construction which increases build speed by 20%.
- Fortified Turrets no longer gives a shield on build but instead add a #5 skill on the Operate mechanic that gives a 4 Second shield and gives affected turret 1 additional stacks of stability.
*Add Auto-Tool Installation to Power Wrench.
—I want to suggest an overhaul for Overload mechanic to something that provides a great benefit at the cost of damaging the turret but I don’t have many ideas on potential skills though—
TO BE CONTINUED
ran out of time for the time being but if this thread actually gets some traction I’ll work on it some more and take in suggestions.
If you are one of the people who strongly believes turrets should just stay buried at the center of the earth please help me figure out some alternatives to replace these utilities.
If this thread gets popular enough I’ll even start doing concept sketches of making the turrets look a little more aesthetic.
Thank you for reading and leave any suggestions, critiques for me to see.
(edited by Cheshire.2465)