Rocket turret is indeed the most damaging out of them – that’s why killing it first is a must (and with its 50s cooldown, the battle will be done before it can return to the battlefield).
It can be really hard to target it considering its range (1500 when traited…so is rifle turret for that matter) and how turret engis place them these days. Especially on certain maps. Sometimes they’re completely unreachable thanks to deployable turrets trait.
Well, actually, the defensive turret traits are 2 out of 8.
Albeit, a turret build will likely get most of them.
Two of the five they take directly help the turrets sustain while two of the others help the engineers sustain…Which is just as bad.
The one that doesn’t is a problem on its own. It’s the whole reason turrets have insane range.
With a single CC? Or yet another trait (and even then, he must detonate turrets to do so…while doing that with the healing turret isn’t an issue, anything else would decrease his offense).
That single CC is on a 15 second CD and it has no tell so it’s essentially unavoidable unless you get lucky and dodge roll just as it goes off. Also, that’s hardly all Turret engi has for CC. Overcharged rocket knocks down, overcharged thumper knocks down, and exploding turrets knock down. Turret engi conveniently has net shot too, so he can just fire that right before an overcharge to guarantee it hits.
Assuming you even need to melee the thumper one, anyway. Its radius isn’t that big, after all. Imho, it is more a matter of some capture points being too small, and should be made bigger, so that aoe can’t take the entire point (and that would also work versus grenade spam, since it would force the user to aim a bit at least).
You kinda do. Thumper is really, really durable and ranged damage tends to be weaker than melee damage. Unless you’re a pewpewranger or an ele.
Points bigger would help considering turret engis are noticeably weaker on large points like mid at Foefire…But I don’t foresee that happening anytime soon, and Turret engis only thrive in pvp…so it’s the format they should be balanced in.
As i said above – if you expect them to go down quickly while being fully traited for, you’re asking them to be useless. Without them out, the engineer has just a single main weapon that is even weaker than other main weapons by design. The engineer is nothing without his utilities, whatever they may be.
There are so many steps to finally taking out a turret engi that you’re pretty much wasting your time trying to solo one off a point. And that’s where my issue comes in. You’re better off ignoring them throughout the whole game then you are trying to take their point back.
But even then that won’t solve the second issue – you can’t expect much active play when you have only 5 weapon skills at your disposal, plus some turret overcharges. And turret overcharges can’t be simply shortened down, as they’re often tied with CC.
Sure, they could lessen the autoattack damage and make overcharge skills deal more damage, but what would change then? People would complain cause their bursts are too strong. The situation isn’t something that simple to solve.
And making them useless like many want to isn’t a solution, anyway.
What engi needs is to have more dodgeable skills. As it is, turret engi is just a bunch of AI all attacking you at same time, with a rifle that has skills without a tell. If Overcharged turret did more damage and turret base damage was lowered, that would actually help…because overcharged actually has a tell. So if an engi isn’t able to hit you with overcharged turret, he will take a big hit to his damage. Hence actually being in line with risk/reward. Of course, rifle needs to be fixed as well, since Overcharged shot has zero activation time, he could just combo the skill with Overcharged turrets.
(edited by Kagamiku.9731)