Engineer Turrets
#1
Posté 20 février 2012 - 10:54
Or they need to be nurfed so that they can't kill so effectively.
#2
Posté 20 février 2012 - 10:55
#3
Posté 20 février 2012 - 11:01
Modifié par Sarcastic Tasha, 20 février 2012 - 11:02 .
#4
Posté 20 février 2012 - 11:02
#5
Posté 20 février 2012 - 11:04
also as long as you use cover to cover, no long sprints in the open turrets never seem to hit your ducking out of cover... well for long periods of time anyway
#6
Posté 20 février 2012 - 11:06
#7
Posté 20 février 2012 - 11:07
#8
Posté 20 février 2012 - 11:10
XwebraiderX wrote...
then you should read what caused your buddy to die. if you didnt catch it in time - better safe than sorry.
Good point. Would have also stopped me getting one shotted by a phantom while unsuspectingly reviving someone.
#9
Posté 20 février 2012 - 11:13
LivingHitokiri wrote...
the problem is, even if you freeze them with stasis before the manage to plant the turret it will still spawn, they should make the turret to unable to spawn until the engineer finishes the deployment.
Now that is something different. Since the Engineer has to activate the turret via his omnitool (or atleast it looks like it) it would make way more sense for the turret to stay inactive until another engineer comes by.
#10
Posté 20 février 2012 - 11:14
#11
Posté 20 février 2012 - 11:16
Tip of the day:Sarcastic Tasha wrote...
My biggest problem with turrets has been when I've charged in to help a downed squaddie only to realise too late that the reason for their death was a turret. Its difficult to look for a new target to charge when a turret is turning you into raspberry jam.
Give a quick check to the kill-feed on the lower right corner when any of your teammates gets killed.
It can save you from unexpected turrets/phantoms.
#12
Posté 20 février 2012 - 11:17
I think I see a similarity! Engineers buy their turrets from the same manufacturer as the Regular Space Service in the Serrano Legacy by Elizabeth Moon!
#13
Posté 20 février 2012 - 11:18
#14
Posté 20 février 2012 - 11:19
#15
Posté 20 février 2012 - 11:19
#16
Posté 20 février 2012 - 11:20
#17
Posté 21 février 2012 - 01:43
They either need to do less damage or only last a very short duration.
As is they need to only last a short amount of time before detonating like a ME 2 turret rather than lasting until they are killed like they currently do.
Modifié par Shahadem, 21 février 2012 - 01:44 .
#18
Posté 21 février 2012 - 01:45
#19
Posté 21 février 2012 - 01:47
Charge+Nova+Charge
#20
Posté 21 février 2012 - 01:47
#21
Posté 21 février 2012 - 01:51
Shane Ashkore wrote...
Just cut their fire rate down, and to XwebraiderX you cant always be watching whats getting kills all the time. What if you buddy goes down then someone quickly kills an Atlas and several enemies, that informations gone before you know it. I know I still make mistakes when going to pick up squadmates, like killing the turret but not seeing the engineer whos putting one up behind me.
no, of course, sometimes you will just miss it - but be that as it may, if i see a downed buddy first thing I do is check what got him.
you cant be 100 % sure but watching the killfeed and slowing yourself down a few seconds before rushing to rescue will spare you from 75 % of UTD (unneccessary turret deaths) ;-)
#22
Posté 21 février 2012 - 01:51
#23
Posté 21 février 2012 - 01:54
#24
Posté 21 février 2012 - 04:30
The_mango55 wrote...
One turret isn't so bad, but when a couple of engineers plant turrets on 2 sides of a wide open area? That's just a kill box. I just leave that area completely and focus on fighting on the other side, waiting for the enemy to come to me.
This is what happened to me.
Fire white base, near the fighter jet. There were three, in a triangle pattern, you couldn't kill one with out getting targeted by the other two....
yeah, it was...brutal..
I cannot imagine how you handle that situation on Gold. Get a good sniper and hope I guess.
#25
Posté 21 février 2012 - 04:31
Modifié par Muezick, 21 février 2012 - 04:31 .





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