We Still Have Turret Problems...

We Still Have Turret Problems...

in Engineer

Posted by: UncleSwag.7930

UncleSwag.7930

I never really thought about turrets until they changed them. Although, now i see there are 2 large issues with them.

The easiest one is the heal skill. The minor delay (with a good ping) is enough to drive someone mad. Since the overloads only occur once, can’t we just have the clear and aoe on cast instead of on overload?

Secondly, the turret farm in Watchtower Cliffs made me think about the way they target. I think turrets should only attack an enemy that has been targeted. This would help prevent unwanted scenarios when the turret takes aggro before a player, resulting in it’s early death. It would also solve the afk turret farming (i know a lot of people like that, but i don’t. i’d much rather see it turned into an event chain where people actually run around to kill them). The way it stands now, it’s impossible to distinguish between the people exploiting and the people actually cheating via macro/bot.

I’d love to hear other solutions/counter arguments/problems (unless they’re about preserving your delicate leather farming ecosystem).

We Still Have Turret Problems...

in Engineer

Posted by: UncleSwag.7930

UncleSwag.7930

A more minor general problem I’ve run into a few times is AoE finishers. This doesn’t apply to just engi, but it’s pretty annoying yet.

We’re blessed with the blast finishers, and lots of ways to use them, how about actually controlling how they’re used? Because as it is now, we can barely choose which aoes get blasted. The default is whichever combo field has been there the longest, i think it should at least be changed to prioritise your own fields over others. Or maybe several options. ex: fire fields>water>else (fire fields are used first, then water, then anything else?). i think a lot of build potential is wasted as they are now.

We Still Have Turret Problems...

in Engineer

Posted by: coro.3176

coro.3176

Please yes.

They need to do something about that delay. No other class can ‘miss’ their heal by pressing a button at 749ms rather than 750ms (it’s actually a bit more than that) with no obvious tell.

Considering this is the ONLY way to cleanse conditions on some builds, I really think it should be more reliable.

You can tell they tried to prevent this by adding a 0.5s lockout. It just doesn’t go long enough. Cleansing burst NEEDS to go off before you can detonate the turret. Logically, there’s no way you should be able to miss it.

  • You shouldn’t be able to detonate a turret before it has deployed.
  • Cleansing Burst is instant and happens as soon as the turret is deployed
  • Therefore, you shouldn’t be able to detonate before cleansing burst goes off

Q.E.-kitten-D.

We Still Have Turret Problems...

in Engineer

Posted by: UncleSwag.7930

UncleSwag.7930

You can tell they tried to prevent this by adding a 0.5s lockout. It just doesn’t go long enough. Cleansing burst NEEDS to go off before you can detonate the turret. Logically, there’s no way you should be able to miss it.

I noticed that! I appreciated their attempt, but seeing that it increases the overall cast time of the heal to be closer to 1.5ish sec (assuming your timing isn’t perfect or you went back to casting something else), which is kinda crazy for how mediocre it is. xD