Turrets too immobile.

Turrets too immobile.

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Posted by: tigirius.9014

tigirius.9014

It occurred to me while playing a well known dungeon crawler that subsequently also has an engineer class in it, that engineers on this game would benefit from the design they used on the other game.

I have the ability on my ranger to make the spirits I summon run around with me.

Why can’t this be a traited enhancement of the turrets for engineers? It would certainly open up more build possibilities.

If I were building a turret I would certainly want it to be mobile and roll around behind me wherever I go instead of stuck in a single spot often being completely decimated by mobs running through a space.

It would be awesome to have these things on little tank tracks on land and in the water having propellers to follow me around while fighting.

Or a mobile healing turret.

Balance Team: Please Fix Mine Toolbelt Positioning!

Turrets too immobile.

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Posted by: Sephollos.4829

Sephollos.4829

I would personally much rather have them stay immobile, but just get a significant power boost. If they get wheels, I imagine that ANET would reduce their damage and/or health to compensate for the extra utility. Whereas something that is fixed to one spot is easy enough to avoid, so it only makes sense that it should be relatively powerful.

I essentially made an engineer with turrets in mind, and really have been kind of sad that they weren’t implemented better. I want to like them, but when an on-level monster practically one-shots them and they do next to no damage, it’s hard for me to argue for their use.

Turrets too immobile.

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Posted by: tigirius.9014

tigirius.9014

What I was suggesting was making it a trait so they could be either or. More choices are always better then being trapped into only a couple of builds. The more choices we have the better the profession becomes. They couldn’t really reduce their health at the moment considering they die in three hits no matter what you trait right now anyways.

Balance Team: Please Fix Mine Toolbelt Positioning!

Turrets too immobile.

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Posted by: LegoTechnic.5910

LegoTechnic.5910

It occurred to me while playing a well known dungeon crawler that subsequently also has an engineer class in it, that engineers on this game would benefit from the design they used on the other game.

Holy kitten the hoops I would jump through to get spider-mines!

Turrets too immobile.

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Posted by: Monkey Fritz.9052

Monkey Fritz.9052

Guardian summons = most DPS (possibly), CAN’T be attacked. Drawback = only last for 20 – 30 seconds.

Mesmer clones = their Main damage, required part of the class, fairly weak, but can be thrown out like candy. Drawback = can only attack one target.

Necro summons = fully mobile, infinite summon time. Drawback = very weak on damage and durability.

Engineer turrets = Immobile, infinite summon time, comparatively powerful. Drawback = Slow firerate, weakest of all the summons.

I agree that they need a buff of some sort to make them truly viable, but only a small one. Maybe a bit more health. Seems like they should be more durable than Necro minions, since the minions have mobility.

Still, if they could be ground targeted, and always attacked your target first, they would be infinitely more useful as is.

Turrets too immobile.

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Posted by: Monkey Fritz.9052

Monkey Fritz.9052

Main point = If you want to roll mobile turrets, roll necro, since that build already exists.

Turrets too immobile.

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Posted by: BurnedToast.3781

BurnedToast.3781

Picking up turrets needs to cut off 75% of the cooldown (it’s 25% right now iirc) so, for example, a 30 second cooldown picked up becomes 7.5 seconds.

That will make them mobile enough, IMO.

(then we just need to fix the targeting issues, poor damage, low health, high target priority and absurd vulnerability to AoE damage because they don’t dodge and maybe they will be worth using)

Turrets too immobile.

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Posted by: Monkey Fritz.9052

Monkey Fritz.9052

Picking up turrets needs to cut off 75% of the cooldown (it’s 25% right now iirc) so, for example, a 30 second cooldown picked up becomes 7.5 seconds.

That will make them mobile enough, IMO.

If the cooldown was directly related to their health, that would be awesome. Turret has full health when you pick it up? No CD. 25% health, 75% CD.

That would be a welcome logistical change.

Turrets too immobile.

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Posted by: Daigle.8497

Daigle.8497

I’d like to ask Anet:

Why are the charr toy mortars way more durable than our turrets?

Turrets too immobile.

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Posted by: Swizzle.7982

Swizzle.7982

Ritualist had this problem in GW1, until they added the summon spirits skill. Something like that would work here too, perhaps a turret kit, where one of the skills could port the turrets to your location. A turret kit might actually be able to fix a lot of other problems turrets have.

Turrets too immobile.

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Posted by: LegoTechnic.5910

LegoTechnic.5910

I’d like to ask Anet:

Why are the charr toy mortars way more durable than our turrets?

Because they were designed by an Asura Wintersday genius in a giant blimp-mecha, likely from material so rare that you can only get it farming instances inside the same blimp-mecha.

Turrets too immobile.

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Posted by: KirinDave.6451

KirinDave.6451

Main point = If you want to roll mobile turrets, roll necro, since that build already exists.

And then: learn to hate it because minion AI is very finicky. For example, if in tab targetting between enemies you highlight a more distant enemy you are not engaged with and one of your minions attacks its current target (not that one), then that brief ephemeral tab targetted enemy seems to get added to the aggro list. So once your primary target is down, your loyal necro minions cheerfully run off to aggro that. And you’re obligated to help them, because the cooldown if they die is irritating to suffer.

Turrets don’t have that problem because they don’t move.

Turrets too immobile.

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Posted by: tigirius.9014

tigirius.9014

It occurred to me while playing a well known dungeon crawler that subsequently also has an engineer class in it, that engineers on this game would benefit from the design they used on the other game.

Holy kitten the hoops I would jump through to get spider-mines!

I was thinking the same thing. would so love for spider grenades LOL but that would be a stretch.

Well maybe not when it comes to our horrendous mine abilities we have now. Like the 25% health one and the toolbelt mine deployment would be nice to have these things run after the mobs and splode. But that might actually make them useful and we all know we can’t have a useful engineer class.

Balance Team: Please Fix Mine Toolbelt Positioning!

(edited by tigirius.9014)

Turrets too immobile.

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Posted by: Ahlen.7591

Ahlen.7591

It’s nice to open my utilities menu and see 5 useless skills there.

Turrets too immobile.

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Posted by: tigirius.9014

tigirius.9014

Picking up turrets needs to cut off 75% of the cooldown (it’s 25% right now iirc) so, for example, a 30 second cooldown picked up becomes 7.5 seconds.

That will make them mobile enough, IMO.

If the cooldown was directly related to their health, that would be awesome. Turret has full health when you pick it up? No CD. 25% health, 75% CD.

That would be a welcome logistical change.

not for me really, because yes one would assume we’d fix it but really if we are to assume they are like other AI pets then they should be at full health when picked up and resummoned how hard is it to plop one down and press the on button? These cooldowns for turrets are ridiculous really.

Balance Team: Please Fix Mine Toolbelt Positioning!

Turrets too immobile.

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Posted by: Joseph.3860

Joseph.3860

I was thinking one day of how they could fix turrets. At first, I thought a lot like you, adding a trait to create mobile turrets. However, they would act almost exactly like Necromancer Minions with even worse AI.

So, I thought a little more and figured out why turrets are… bad

I will be comparing these too two things: the Ritualist from gw1 and the Necro of gw2.
The point of turrets was to place then hold a point. They act very similair to the Spirits rituals of GW1. The difference? You could have more than 3 turrets at a time (not including those from the Supply Crate). A trait that doubles the amount of turrets deployed (maybe just for one turret). The “Accelerant Packed turrets” s USELESS. When would someone want to destroy their turret that has a 20 – 90 second Cd? This isn’t some Necro Bomber build with poison, in fact it is even WORSE thanks to immobile turrets, the large CD, little damage output, and the act it doesn’t work with any other traits (for whatever reason). Notice of SS of the original GW1 didnt have this? (Well, they did, but once again it was rather useless and atleast if ou lost one you had atleast 4 more to back it up).

Here is what I reccomend:
1. Remove Accelerant Packed turrets.
2. Fix the bugs with Deployable turrets.
3. Increase the Reduce damage from 30% to about 40% (Minions get 50% more health…)
4. Add more traits (Necros get atleast 8 traits that help Minions… we get what? 3 1/2?)
5. Change the Mortar Ult. This skill sucks. A full bar of Meteor Showers that are MUCH MUCH WORSE.
6. Change turrets to all ranged. Oh look a thumber turret… better stay away unless I am a npc
7. Add turret skins to the Trading Post. I hate these designs. Rifle turret looks like a Telescope.
8. Decrease Turret Hitboxes like you did the Treb. AOEs kill turrets… and considering tons of AutoAttacks do AOE, it sucks.
9. Add some way to move turrets like a mass “air drop” skill.
10. Make a new kit for turrets. Tool kit has its place. Make a turret kit (could be ult?)

Turrets too immobile.

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Posted by: Penguin.5197

Penguin.5197

How about just add an elite that summons a supermarket kart shaped transportation vehicle where you can slot in all your turrets and just ride around on it while screaming wheeeeeeee!

Or just make damage scale with your power

Idk I’m just not trying right now :/

Turrets too immobile.

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Posted by: Casia.4281

Casia.4281

Would you like or dislike if picking up turrets acted like warrior banners?
Meaning. pickup=bundle.
It has some skills while holding. And basically means you can only carry one to next location.

Turrets in general need to gain from other traits.
Its an overall engineer flaw, other professions do not have.

Its probably the main reason we have trouble.
If I spec glamours on my mesmer.
Well, Im still getting ret, regen, and 30% damage buff on my phantasms. as well as reflect on focus.
If I spec reflect on distortion. class skill distortion, and sword 1 distortion both count.

Engineers.. Explosive shot is not an explosion for the explosives traits.
I think detonate turret is.., but rocket boots, rocket turret are not.
Rifle turret, doesn’t gain from rifle traits, or coated bullets.
They don’t get your passives, like vul on crit either.
Healing turret should get alch traits, flame turret, flamethower.

Engineers.. Explosive shot is not an explosion for the explosives traits.
I think detonate turret is.., but rocket boots, rocket turret are not.
Rifle turret, doesn’t gain from rifle traits, or coated bullets.
They don’t get your passives, like vul on crit either.
Healing turret should get alch traits, flame turret, flamethower.I feel deployable turrets should be innate.

Engineers.. Explosive shot is not an explosion for the explosives traits.
I think detonate turret is.., but rocket boots, rocket turret are not.
Rifle turret, doesn’t gain from rifle traits, or coated bullets.
They don’t get your passives, like vul on crit either.
Healing turret should get alch traits, flame turret, flamethower.I feel deployable turrets should be innate.The scaling issue is a +/-. If they are changed to scale, it will inevitably be a nerf to non-zerker builds. condition and vit/tough. Their damage is actually decent atm, in some cases.

(edited by Casia.4281)

Turrets too immobile.

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Posted by: CriSPeH.8512

CriSPeH.8512

For the “Queens” of versatility I would like the turrets be more versitile.
Instead of our stupid traits that only affect turrets in a straight buff type of way I would rather traits that could be used to tailor turrets to different playstyles.

Maybe so you could Trait your turrets to be more mobile, either by them actually moving or being able to be moved, or by having the CD be reduced depending on Turret life and/or if you pick them up as opposed to detonating them.

Also a Trait that will make turrets more sustainable then the useless armor buff that fails to stop them from getting downed in 2 sec. Maybe something that would make turrets immune or almost immune to ranged damage.

Another idea I liked from someone else was to make it so turrets can only take a maximum of 1-2 dmg per hit and had 10-20-30hp depending on the turret. (I am just throwing out numbers)

Also profession specific synergy. Out TK can repair turrets, how bout FT can light them on fire, which would slowly damage them but also increase their damage or something. Our if you throw an elixir on them it will give them an added effect. iono something tht ties them to the rest of your skills better.

Turrets too immobile.

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Posted by: Anymras.5729

Anymras.5729

I’ve made a suggestion thread on the suggestion forums regarding an idea for a mechanic intended to make the Engineer able to shine somewhere.

Turrets, of course, are the only things I’ve used enough to come up with ideas for all six trait nodes along their path, including – and this is the bit that’s germaine to the thread subject – a mobility option at 30 points.

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Posted by: Whelm.9072

Whelm.9072

I’ve been intrigued by the idea that the turrets could be used in the same manner as Mortar. Interact with a Rifle Turret and perhaps it would have 1 skill such as a long range Sniper Shot with a ‘scope’ field of view. Net Turret could perhaps lay out some ground based traps. Even Healing T could be directed to send a healing ray to certain players, etc.

It would also be interesting if they had a form of remote control from afar. An Engineer hiding behind a rock directing his/her mechanisms to confuse the enemy.

Both of these interaction types would effectively ‘root’ the Engineer but would grant greater control over a fairly static combat mechanic.

In other words I’m obviously rambling about mechanics that won’t happen but turrets as they are currently implemented do seem to lack something.

Turrets too immobile.

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Posted by: Panzen.4625

Panzen.4625

Just add a trait that makes the cooldown reduction from picking up turrets 75% instead of 25% (except for Healing Turret maybe).

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Posted by: spirit of defeat.8057

spirit of defeat.8057

Picking up turrets needs to cut off 75% of the cooldown (it’s 25% right now iirc) so, for example, a 30 second cooldown picked up becomes 7.5 seconds.

That will make them mobile enough, IMO.

(then we just need to fix the targeting issues, poor damage, low health, high target priority and absurd vulnerability to AoE damage because they don’t dodge and maybe they will be worth using)

I agree,
Maybe with a little tweak like this:
pick up -75% recharge (so 20 becomes 5 sec)
It keeps the damage it has.
If you wait for the same time as the original respawn (so 20sec) you will get a ‘new’ full health turret.

I do enjoy turrets, they just don’t need to slow me down this much.

Turrets too immobile.

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Posted by: Kuruptz.4782

Kuruptz.4782

Do Jon peter and other think turrets are fine right now or?

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Posted by: Anymras.5729

Anymras.5729

They haven’t felt the need to comment, as far as I’ve seen. Only seen them comment here on something needing improvement once – and that was HGH.