Would mobile turrets be possible?

Would mobile turrets be possible?

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Posted by: Blindseer.7126

Blindseer.7126

Everyone eventually abandons turrets for one reason or another. Mine was PVE, since the turrets can’t move out of AOEs, essentially a waste of ability slots.

Would it be viable to have the turrets function like a Necro pets, or just replace the “Turrets use ground targeting” to “Turrets are mobile and follow the engineer” just like Ranger spirits? Have to admit I would use them again despite the low damage.

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Would mobile turrets be possible?

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Posted by: iKeostuKen.2738

iKeostuKen.2738

Instead, I’d rather we have mini golems. Blue for rifle turret, red for flame, black for thumper, green for net. Or something along those likes

Would mobile turrets be possible?

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Posted by: Morghana.6342

Morghana.6342

hahaah.. this not only would be useful, but fun! So I’m up for it!

Would mobile turrets be possible?

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Posted by: Equinox.1025

Equinox.1025

+1 mini golems

Would mobile turrets be possible?

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Posted by: Monadproxy.3489

Monadproxy.3489

there could be a gm trait that works the rangers have for spirits that makes them mobile. but then we would feel like spirit rangers…=/
Another idea(that someone made a thread about) is a teleport turret that can teleport all other turrets to that new location

Would mobile turrets be possible?

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Posted by: Anymras.5729

Anymras.5729

If they combined Metal Plating and Autotool Installation as an Adept trait, moved Rifled Turret Barrels down to Master, and then stuck a mobility trait as the Grandmaster…I think that’d fit just about right.

Would mobile turrets be possible?

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

They could make the Rifle Turret look like the Droidika from Star Wars :O

Would mobile turrets be possible?

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Posted by: Ale.3280

Ale.3280

mini golems yeah

anyway i also think that more mobile turrets will be great! Yeah teleporter turret, or with weels

Would mobile turrets be possible?

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Posted by: ArmageddonAsh.6430

ArmageddonAsh.6430

or just turn them into different skinned golems, same effect, same damage, same cool down EVERYTHING is the same except they are golems and they can move.

Would mobile turrets be possible?

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Posted by: Yamsandjams.3267

Yamsandjams.3267

I don’t think this would be that good an idea.

It would possibly make them a bit more useable in formats like WvW, but then you’re in a situation where that trait will be necessary.

How many rangers run spirits without mobile spirits? Zero.

How many engineers run grenades without grenadier? Zero.

Now I’m sure there’s some exceptions to those, but they’re in the vast minority. Introducing such a trait would just make it so that anyone wanting to run turrets would have to run that trait. Otherwise they would just be criticized by everyone and no one would want to play with them. It would also mean that turrets would need to be balanced around their mobility, meaning they would possibly be weaker by default and stationary turrets would fall even further.

Try making a ranger spirit build without mobile spirits or a engineer grenade build without grenadier and see how many people think they are even worth the space they take up on an GW2 build website. Try running such builds and see if you really think it’s worth not taking those traits with those utilities.

So yeah, I’d prefer to just keep them stationary and work out their kinks/buff them as needed rather than making them mobile. Not to mention the animations would be ridiculously stupid without a significant investment in new art assets, and those assets would be a big waste of time considering all the other stuff that needs to/should be/will be done with the game.

(edited by Yamsandjams.3267)

Would mobile turrets be possible?

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Posted by: Brew Pinch.5731

Brew Pinch.5731

Absolutely agree Yamsandjams, mandatory traits are not fun

Would mobile turrets be possible?

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Posted by: MonMalthias.4763

MonMalthias.4763

I would rather not see another Spirit Ranger or MM Necro clone as homogeniety does not strong design make.

Trait condensation and buffing base values (whilst nerfing Traited values) can do much to reduce the reliance on Traits. That said, there will always be so-called “mandatory” traits because it is those that bring builds together, or form the basis of one.

Things like Evasive Arcana, Cleansing Ire, Halting Strike, various Weapon CD/DPS traits, Ritual of Protection, Invigorating Speed, Empathic Bond/Shared Anguish are too good not to take.

On the other hand for say, Engineers, there will always be the real build defining traits like Juggernaut, Grenadier, Static Discharge.

To say that they are “not fun” would be kind of false, because your whole build revolves around them.

That said, for Engineer, there are some things that really shouldn’t exist as Traits, but are taken anyway because without them a build just won’t work:

  • Forceful Explosives in a Bomb build because you can’t hit bombs without it
  • Metal Plating for a Turret build because they don’t live long enough without it
  • Fast Acting Elixirs for an HGH build because you’ll lose out on peak Might stacks without it; or be without cooldowns under pressure without it
  • Speedy Kits because Swiftness outside of Kits is really bad

On the topic of Forceful explosives, hopefully the October patch can come some way to reduce the efficacy of Forceful Explosives and bring up base values; and Metal Plating and Autotool Installation finally consolidated to reduce some of the trait bloat for Turrets.

Iva Malthias – 80 Engineer
Marellune Malthias – 80 Elementalist
Devil’s Dominion [DD] – Yak’s Bend