So it dosent take a genius to realize that turrets are in a bad spot due to bugs and out right just not stacking up to other utility’s atm, so these are just my thoughts on how they should be changed, also who knows how good turrets could actually be after the bugs are fixed so these suggestions are for the event that all turret bugs are fixed.
First thing id like to say is i really think turrets need to be effected by your stats, but only threw traits, potentially forcing engineers down a path that makes them have to build for what they want to get out of there turrets, essentially programming there turrets when making your build.
I’m going to start with the traits because that’s the biggest part to running a turret build, any values i use are subject to change based on what everyone thinks of suggested changes where new traits should be placed.
Trait changes:
Inventions:
Metal Plating: Adds 50% of your toughness to turrets, Reduces cooldown on turret overcharge by 20%
Autotool Installation: Adds 50% of your vitality to turrets, Turrets are self-repairing.
Rifled Turret Barrels: Adds 25% of your power to turrets, Turrets have longer attack range
The only issue i could see is that potentially turrets would be to hard for condition based builds to fight due to larger tanks and turrets immunity to conditions, then again someone running a condition based build should know to stay away from an engineer using turrets and would an engineer running full turrets be more susceptible to condition builds due to lack of counter measures like condition removal.
Adding a cooldown reduction on turret overcharges would also tempt more engineers to actually use the healing turret as a turret while the addition of toughness would allow all turrets to safely stay alive longer to use the overcharges more often.
The other traits are fine as is imo, now i want to suggest some new traits im not really sure where they should be placed in the traits though so any ideas on that would be welcome.
New Traits:
Mobile Factory: Reduces cooldown on turrets 20% (turrets do need a cooldown reduction, but a trait like this would conflict with healing turret potentially making it way overpowered, so would you increase the cooldown on healing turret so it drops to 20 seconds or would that make it obsolete on current builds?)
Threat evasion system: Turrets will evade away from enemy’s that deal over 50% of turret health (i think this would be beneficial to both pvp and pve, it relies purely on thinking your opponent can hit that hard and taking certain traits i suggested could in some case’s make this trait obsolete, it could also be less beneficial if the turrets were to evade away from the point they were set to defend)
Overdrive Command Software: Turrets in Overcharge will Critical hit based on the engineers Critical Chance and Critical Damage (this i feel should at least be put over the current Rifled Turret Barrels instead of the base increase to damage, it could only be truly utilized in less defensive and more burst builds)
Virus infection system: turrets now have a 10% chance to inflict 2 seconds of poison and weakness with a 5 second cd (grandmaster trait i think, but would open up more areas for full turret builds to be used effectively with conditions, also adding a good countermeasure to fighting anything that uses heavy burst that could easily destroy your turrets)
Thats all for the traits now the turrets them selves, i think turrets really need both a condition and power side to them to open up there usefulness in more types of builds as well as improving there overall effectiveness considering the fact they are immobile and are no longer effective the moment a target leaves range, ill also stay away from the toolbelt skills as they are already effective in certain builds and cooldowns is also something i think needs to be discussed.