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Best Engineer Turret Options in your opinion?


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17 réponses à ce sujet

#1
Stardusk78

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For me it is Rank 4: Shields & Damage
Increase turret's shields by 40%. Increase turret's damage by 40%.


then

Rank 5: Cryo Ammo
Upgrade turret with cryo ammo, giving it a chance to freeze enemies for 3 seconds.


then Rank 6: Flamethrower
Upgrade turret with a close-range flamethrower that deals 71.50 points of damage per second.

#2
Guest_Aotearas_*

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Depends on how you want to use them.

I for one will use the turrets to hold chokepoints, so I'D go for maximum shields and close-range damage.

If you however want them to cover the battlefield from a good vantage point, then long-range damage is what you are looking for.

As always, I will play both styles and see how things turn out.

#3
AcidRelic

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I actually thought, at least in the demo, that the Drone was better than the Turret. Even putting max points into the Turret in one playthrough and max Drone in another the Drone lasted longer and helped more than the Turret.

Modifié par AcidRelic, 15 février 2012 - 05:08 .


#4
Stardusk78

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AcidRelic wrote...

I actually thought, at least in the demo, that the Drone was better than the Turret. Even putting max points into the Turret in one playthrough and max Drone in another the Drone lasted longer and helped more than the Turret.


The flamethrower is deadly.

#5
hawat333

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Flamethrower. Just drop it in the middle of an enemy squad, and get those bacons ready, you can soon do some roasting.

#6
Stabby McGoodstab

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I could see the Rocket Launcher being very useful. The Combat Drone tends to be oriented towards close quarters combat since it spawns directly behind an enemy. Making the Sentry Turret oriented to long range combat with cryo rounds and rockets would complement the Combat Drone well, especially if the rockets can knock down enemies.

#7
themaxzero

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Flamethrower is nuts. With the 100% armour damage upgrade it can strip the Atlas in just a couple of castings.

Can't wait till you max the Engineering passive.

#8
kumquats

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hawat333 wrote...

Flamethrower. Just drop it in the middle of an enemy squad, and get those bacons ready, you can soon do some roasting.


^ This.
I wanted my first Insanity run to be with the Sentinel, but my word is the Flamethrower OP.
Very funny on Insanity when you put a Singularity on top of that Turret.

I'm in love with the Engineer. <3

#9
Annihilator27

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How long does a turret last on Insanity?

#10
AkiKishi

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Flamer just throw the turret and watch the fun. Even with the seriously inflated cool downs in the demo I never needed to fire a shot or use a power (other than turret and drone).

Rockets are pretty pointless slow RoF and you can throw the turret pretty much anywhere you like so the short range of the flame is a non issue. If the turret was placed then rockets would probably be better unless you were being over run.

#11
WaffleCrab

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The turret is way too squishy in MP. even on bronze it goes down in a matter of seconds. where a drone keeps harashing multiple targets easily for a long time. i dont even use the turret for my engy, For the quarian engineer, i highly recommend just using the incinerate and cryo blast, faster recharge on both, and they got a higher shock value, especially the cryoblast, pop it right, and you can make those cerberus goons take a deadly drop or freeze them right in the open for the whole team to pop em out.

As a personal input. i did the mistake of taking turret up to grade 3. and on silver, the moment you toss out one. the enemies target it, with a passion. usually a matter of 2-3 seconds and poof it goes.

#12
huntrrz

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WaffleCrab wrote...

As a personal input. i did the mistake of taking turret up to grade 3. and on silver, the moment you toss out one. the enemies target it, with a passion. usually a matter of 2-3 seconds and poof it goes.

Then use it as a distraction when you're going to be cut to ribbons otherwise.

Think of it as popping chaff. :D

#13
EVani

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I find turrets really helpful as a distraction against enemies. Then again I usually set it up so that the enemy have a hard time attacking it/ throw a flamer behind spawn point.

Does anyone find that the shock upgrade gets overridden by flamer? I'm rather sad I seem to have wasted an upgrade, since the shock was actually really helpful(I was going with ultimate disable melee turret) :'(

#14
CerebraLArsenaL

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Anyone upset they didnt make an emplaceable turret, but gave the opps one?
I wanted to sit behind mine shouting "come get some!"

#15
EVani

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Yeah. Wouldn't it be awesome to have a 4 player team of quarian engineers barricading themselves behind the turrets? ( Even better if you can have more than 1/player. I'll take the longer set up time any day)

Modifié par EVani, 21 février 2012 - 06:38 .


#16
WaffleCrab

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yeah one of those placable turrets would be better than the peashooter the quarians are given now. The current one just pales in comparison to the combat drone.

#17
TeamLexana

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Stardusk78 wrote...

For me it is Rank 4: Shields & Damage
Increase turret's shields by 40%. Increase turret's damage by 40%.


then

Rank 5: Cryo Ammo
Upgrade turret with cryo ammo, giving it a chance to freeze enemies for 3 seconds.


then Rank 6: Flamethrower
Upgrade turret with a close-range flamethrower that deals 71.50 points of damage per second.


In theory, cryo round would be epic.. in reality, I've NEVER seen my turret freeze someone. The only upgrade I've seen that's worth anything for the turret is the flamethrower and it takes ALOT of points to get it since it's the last upgrade.

The rocket rounds also in theory, would be epic, in reality, they suck. My freind's turret has them and his turret doesn't do jack squat and I have seen him plant it in pretty good spots where it SHOULD have mowed down enemies but really didn't seem to do much. Not as opposed to the flamethrower that can melt sheilds and/or harrass the enemy into turning their back on you to deal with the turret.

#18
WaffleCrab

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A pro tip. dont take turret at all. go for cryo+incin. tech burst combo :P