Does anyone else feels the way those Engineers deploy their turrets "instantly" a bit overkill?
The Engineers do a half sec animation and even if they get crowd controled with Stasis the moment they start kneeling a fully functional turret appears at their feet with a "cooldown" of about 5 seconds before becoming active.
It's a bit silly and overkill when multiple Engineers can drop turrets, multiple times if they aren't CCed before they attempt to deploy.
I propose that Bioware should rethink the way they are being used. Let them be able to drop turrets but they require to kneel down for 5 seconds and activate shield capabilities.
Cerebus Enginner Turrets
Débuté par
menyu
, févr. 19 2012 05:56
#1
Posté 19 février 2012 - 05:56
#2
Posté 19 février 2012 - 05:57
What difficulty do you play in? Bronze, silver, or gold?
#3
Posté 19 février 2012 - 05:59
I agree with you, but it might make you feel better if you think of it as an auto setup turret. All the engineer has to do is to bring it out of his pack and maybe press a button while he's taking it out. Still, at least you know where he's gonna put it, and it's big. The Quarian engineer turret would be much more annoying in enemy hands.
#4
Posté 19 février 2012 - 05:59
Speaking as an Asari Adept, if you you Stasis them in the middle of their deploying animation the turret does takes a few extra seconds to set up.
#5
Posté 19 février 2012 - 06:02
Happens in Bronze too
#6
Posté 19 février 2012 - 07:46
And this really screws Vanguards royally who charge into the Engineer and then get taken down in a millisecond by the turret that was dropped right after the charge.
Vanguards need a huge defense boost/immunity that lasts for 3 seconds after a charge. That or some sort of turret immunity because right now I have jack **** to take down a turret with as a Vanguard and I instantly lose if I charge an engineer who will always deploy a turret that will always kill me right when I charge.
Vanguards need a huge defense boost/immunity that lasts for 3 seconds after a charge. That or some sort of turret immunity because right now I have jack **** to take down a turret with as a Vanguard and I instantly lose if I charge an engineer who will always deploy a turret that will always kill me right when I charge.
#7
Posté 19 février 2012 - 07:47
I love how one time my squad nearly got wiped out by an invisible turret near a wall. It must have been on the other side, but somehow glitched through the wall, because we later destroyed it by just shooting at the wall after chain reviving each other.
#8
Posté 19 février 2012 - 07:54
Did you know you can explode the undeployed turret on their back?
#9
Posté 19 février 2012 - 08:11
Shahadem wrote...
And this really screws Vanguards royally who charge into the Engineer and then get taken down in a millisecond by the turret that was dropped right after the charge.
Vanguards need a huge defense boost/immunity that lasts for 3 seconds after a charge. That or some sort of turret immunity because right now I have jack **** to take down a turret with as a Vanguard and I instantly lose if I charge an engineer who will always deploy a turret that will always kill me right when I charge.
Vanguards do not need a boost. That's coming from a Vanguard enthusiast who's spent 90% of the demo on a lvl 20 human Vanguard.
Human Vanguards have 2 weaknesses in the multiplayer: Turrets and Atlases. If you play correctly, you eat Phantoms, Nemesises, Centurions and Guardians most of the time. You need a weakness for each class.
On the flipside, Infiltrators are your anti-Turret class. My Salarian Infiltrator is a designated turret destroyer. Cloak>Energy Drain>1 shotgun or sniper round and that's one dead turret in less than a second. By contrast, he's less durable and less mobile and has a lot harder of a time dealing with Phantoms.
BioWare did a great job designing the classes to work as a group. If you're having trouble with a certain enemy type, then you're either supposed to, by design, or you're just bad at playing your class.





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