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Engineers: What do you want to see that we don't have?

in Engineer

Posted by: DeadlyNerd.5814

DeadlyNerd.5814

I don’t deny their usefulness, hell I can’t see myself using a toolkit as I’m too attached to the turrets, but there’s room for improvement.

Engineers: What do you want to see that we don't have?

in Engineer

Posted by: DeadlyNerd.5814

DeadlyNerd.5814

Someone mentioned the turrets being more like TF2, funny enough I’m playing an engi just the way it is in TF2.

The only thing turrets are currently missing, according to my experience anyway, are :

1. Reduced(more like halved) cooldowns when they are picked up outside of combat. It’s rather annoying that I have to wait a whole minute before using my missile turret on another set of creeps. It makes placing the turret pointless unless it’s a veteran creep or you’re in the middle of an angry mob and need more firepower.
This would even be logical cause I saved my turret and why wouldn’t I be allowed to redeploy it faster.
However this should only be applied to turrets that can attack foes. Halving the cooldown of a healing turret would give engineers too much advantage in PvP. I haven’t played any PvP yet but I’m guessing someone would find a way to exploit it eventually.

2. Better looks. Rifle turret, with all honesty, looks like a peashooter. I remember having a wallpaper of a char engineer with a minigun turret beside him, I want that.
Better yet make it so it acts like a minigun too. I don’t mind seeing a lot of small numbers when there are A LOT of small numbers.
Missile turret too, 3 barrels and that’s it. Rather make it 1 barrel with all the shiny widgets so it looks more like a javelin launcher than 3 bamboo sticks tied together.

3. Slightly higher damage output. I can imagine this being an issue in pvp balance but PvE needs it.
Turrets don’t deal the damage you’d expect them to. True, missile and rifle turrets can beat up 1 creep with no fuss but when you really need them to deal damage they don’t deliver.

4. Missile turret needs to be AoE damage. I don’t see how this wasn’t included in the concept. 1 minute of cooldown for a slow projectile that does do rather high damage, considering the rifle turret, but has a pretty unusable secondary function as most of the time I’m running around like a headless chicken trying to dodge.

5. Turrets to target my target. Rather annoying how even though I’m beating to death 1 creep my rifle turret felt it was more important to drag in that other creep which was minding his own business not trying to kitten me.

6. Healing turret either needs a buff on the regen it gives or a secondary ability that has the same cooldown as the turret and heals for the same amount as when placing the turret.
Currently the healing turret is hardly for use in solo situations as when you place it, you will either have to destroy it to have the big heal available in time or begin another fight without a ready heal.
Other classes place their heals on the floor and the heal skills start recharging immediately.
The healing turret doesn’t start recharging until you destroy it making the regeneration bit it does quite pointless.
Also fighting MK I’ve found out that the field effect is quite useless when dodging all the floor AoE effects that pop up. It’s just not something of a priority to stay near.
In short it either lacks mobility or potency.

(edited by DeadlyNerd.5814)