Geth Turret - Why are they always doing it wrong?
#51
Posté 24 avril 2012 - 01:11
#52
Posté 24 avril 2012 - 01:16
#53
Posté 24 avril 2012 - 01:17
It's even better when you have two geth engineers on the map: one deploys the turret near a crowd of enemies while one keeps a turret by the team
Modifié par Dracoyoshi8, 24 avril 2012 - 01:18 .
#54
Posté 24 avril 2012 - 01:24
That being said, although I will pop the turret at the sniper next on some maps as the round starts, I actually throw the turret to the front lines. Two snipers up top and a Krogan soldier down below? Sorry, snipers. You might stay in place longer, and you'd almost certainly love the turret covering your flank, but the Krogan wins in my opinion. Better one of you die next to the other that can stealth rez you than me having to run out of cover for the Krogan. What's that? The other guy is an ass and just runs away when you die? Well, yell at him, not me, bah.
Sorry, infiltrators have been really pissing me off lately.
#55
Posté 24 avril 2012 - 01:32
I like to spec for versatility if possible, no matter the class. For the reasons mentioned above, I can afford to go damage/shields, healing range, and flamethrower. The flamethrower is too awesome not to use. Overload fire explosions ftw.
#56
Posté 24 avril 2012 - 02:14
Iezza wrote...
Uh, I'm a geth engineer and deploy it behind my cover. It's so useful for shields. Firepower? Not so much
I split the difference. It main actually has pretty decent range and damge. So spec offensive till level 6 and then take shield restore frequency then. Throw it down behind you and let it shoot stuff and restore shields.
IIRC the flamethrow is actually weaker than the Sentry turrret version. It's to bad it didnt' have the rockets instead.
#57
Posté 24 avril 2012 - 02:26
- fork roads near me, between my sniper shots i will look at my turret to see if it's firing; acts as an indicator
- dropped at spawn points at the end of rounds, for assists points mostly
- feet deployment for "upload type" objectives to recharge shields
- forward deployment to distract enemies, mainly used to get head shots
#58
Posté 24 avril 2012 - 02:31
#59
Posté 24 avril 2012 - 02:54
1jazz wrote...
i use GE turret in a few ways, and i only take up till rank 5
- fork roads near me, between my sniper shots i will look at my turret to see if it's firing; acts as an indicator
- dropped at spawn points at the end of rounds, for assists points mostly
- feet deployment for "upload type" objectives to recharge shields
- forward deployment to distract enemies, mainly used to get head shots
Recon is great as you said. I use it as an advanced scout as I'm approaching an area I lob it up ahead and if it starts shooting/flaming something is about.
I love it versus guardians - fire it just behind them and they either turn and get shot in the back or scorched from behind.
Drop it at a spawn and then close after the mission start and flame turret + 3 tagret overload = many, many deaths.
When evefrything goes wrong and you are bailing out it is the perfect rear guard.
#60
Posté 24 avril 2012 - 03:03
#61
Posté 24 avril 2012 - 03:04
Chromatix wrote...
Please, make that part where it says about Restoring Shields Red, Bold and 72-sized font. Seriously, it was like a second Christmas when i finally met a geth using it for shields. Looks like eyes of most -random- geth are so damaged by Hunter mode that they can't read about shields.
Or maybe just scores are so important that few points are much better than working in team?
Holding position? Screw it. Throw the turret away to get some prizzze.
Best turret = Dmg & Shields, Shield Radius/restore, Flame turret. Deal with it.
#62
Posté 24 avril 2012 - 03:12
#63
Posté 24 avril 2012 - 04:27
I don't understand how you can pass up the frequency upgrade. If you're smart about placement--and as someone mentioned upthread, it's easy to be smart when you can move the thing every two seconds--then someone's getting a potentially life-saving buff every 3.2 seconds. That means the team is able to spend more time firing at the enemy, has less drain on their equipment, and makes fewer emergency runs to pick someone up off the ground.ChronoTrigga wrote...
Chromatix wrote...
Please, make that part where it says about Restoring Shields Red, Bold and 72-sized font. Seriously, it was like a second Christmas when i finally met a geth using it for shields. Looks like eyes of most -random- geth are so damaged by Hunter mode that they can't read about shields.
Or maybe just scores are so important that few points are much better than working in team?
Holding position? Screw it. Throw the turret away to get some prizzze.
Best turret = Dmg & Shields, Shield Radius/restore, Flame turret. Deal with it.
I'll take boosted efficiency for the entire group over a minor DPS upgrade any day.
Modifié par rmccowen, 24 avril 2012 - 04:28 .
#64
Posté 24 avril 2012 - 04:30
It won't be as effective, and neither will you if you are just spitting turrets out constantly.Me1mN0t wrote...
I found the shield restore frequency upgrade pointless. As long as you're not saddled with CD penalties you can throw out a new turret every second or two and it will be way more effective for healing your squad if you're getting swarmed.
I like to spec for versatility if possible, no matter the class. For the reasons mentioned above, I can afford to go damage/shields, healing range, and flamethrower. The flamethrower is too awesome not to use. Overload fire explosions ftw.
You don't need the turret for damage, you get plenty of damage from yourself and your squad, the turrets for added survivability. You and your teammates do a lot more damage if you are alive, it's extra damage is negligible.
Modifié par Brettic, 24 avril 2012 - 04:33 .
#65
Posté 24 avril 2012 - 04:48
#66
Posté 24 avril 2012 - 04:48
#67
Posté 24 avril 2012 - 04:53
#68
Posté 24 avril 2012 - 05:00
#69
Posté 24 avril 2012 - 06:33
My build was full shield turret with full hunter mode spec for lower CD and power damage with increased vision and movement.
Overload for chain and double shield damage.
Scout with turret is obsolete when you can use hunter mode to see through walls . I agree that turret can be used as a distraction but disagree with the idea of not taking frequency. Do you want to cast new turret every 2 sec and lose the chance to damage or stun the enemy?
However, i think the 4th lv shield turret upgrade could be replaced with damage since shield gate mechanic allow you to survive anything with a slice of shield left.
By the way - each player is entitled to his own ways of fighting. I've seen a combat turret on action which is not bad considered it's on gold farming white.
Ps. Just hated it when things got ugly and suddenly infiltrator decided that it's time to pull off and dump agro on Geth engi without warning. Death Geth appeared on the screen, quickly.
#70
Posté 24 avril 2012 - 07:01
Its best that when you have two engineers which understand this and team up for a containment strategy or flanking flamethrowers instead of trying to position better for points.
#71
Posté 24 avril 2012 - 07:13
Brettic wrote...
It won't be as effective, and neither will you if you are just spitting turrets out constantly.Me1mN0t wrote...
I found the shield restore frequency upgrade pointless. As long as you're not saddled with CD penalties you can throw out a new turret every second or two and it will be way more effective for healing your squad if you're getting swarmed.
I like to spec for versatility if possible, no matter the class. For the reasons mentioned above, I can afford to go damage/shields, healing range, and flamethrower. The flamethrower is too awesome not to use. Overload fire explosions ftw.
You don't need the turret for damage, you get plenty of damage from yourself and your squad, the turrets for added survivability. You and your teammates do a lot more damage if you are alive, it's extra damage is negligible.
Re-read, I said "when your squad is getting swarmed". I didn't say you should be constantly chucking out turrets. However, It isn't a problem because the CD is so fast. If your team is backed into a corner or trying to hold a hack point, its very handy to keep throwing a fresh turret out because it recharges shields immediately after its cast. Of course, this requires situational awareness. I can have the flamethrow AND a healing turret, why restrict yourself to one when you can have both? Plus, if your team constantly needs the shield buff to the point of taking the frequency upgrade, they need to get into cover more often.
The flamthrower is VERY handy and effective. Its all about placement and timing whether for healing or damage. Its not a sin for people to want their turret to damage the enemy. And please, the turret flame isn't for DPS. Its a distraction, and any damage is icing on the cake. I don't know how many times i've thrown a turret and the flamethrower held the mob at bay while I rez my teammates. THAT is more handy than an upgrade I can do manually every 1 or 2 seconds, if necessary.
End of story.
Modifié par Me1mN0t, 24 avril 2012 - 07:22 .
#72
Posté 24 avril 2012 - 07:19
#73
Posté 24 avril 2012 - 07:27
#74
Guest_death_for_sale_*
Posté 24 avril 2012 - 07:44
Guest_death_for_sale_*
#75
Posté 24 avril 2012 - 08:14
The flamthrower is VERY handy and effective. Its all about placement and timing whether for healing or damage. Its not a sin for people to want their turret to damage the enemy. And please, the turret flame isn't for DPS. Its a distraction, and any damage is icing on the cake. I don't know how many times i've thrown a turret and the flamethrower held the mob at bay while I rez my teammates. THAT is more handy than an upgrade I can do manually every 1 or 2 seconds, if necessary.
If you want to crowd control, grab a falcon, don't waste your cooldowns throwing turret after turret to reset the timer.
Crowd control originating from the player in the form of constant AoE stagger + overload + tech burst after each shot is vastly superior.
You can keep your turret with Frequency perk healing every 3,5 second instead of 8 hidden nearby, forget about it and focus on Tech Bursting the hell out of everything on screen.
Inb4 the "I don't know how to use Falcon/get duds so it sucks."
Plus, if your team constantly needs the shield buff to the point of taking the frequency upgrade, they need to get into cover more often.
A team of competent players overhealed can play a lot more aggressively and focus on DPS instead of survival, just like a Geth Engineer focusing on applying ammo effects to trigger a Tech Burst after every single Overload spammed as fast as allowed by his CDs instead of constantly redeploying his turret will be much more effective.
The whole "Healing is only used for cover hugging sissies" makes no sense, every single multiplayer game in existence use healing as a mean to keep the pressure up.
You don't DPS when you are dead.
Modifié par Geist.H, 24 avril 2012 - 08:17 .





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