Sentry Turret - mechanics // tests
#26
Posté 15 décembre 2012 - 10:56
#27
Guest_MastahDisastah_*
Posté 15 décembre 2012 - 11:15
Guest_MastahDisastah_*
#28
Posté 15 décembre 2012 - 11:16
#29
Posté 15 décembre 2012 - 11:28
A: Spec it to just lv4 shock evo and throw it at enemies to try and stun them.
B: Spec it to prime cyro/fire explosions, evo 4 speced to taste.
C: Spec it to shields + damage/ ap. ammo/ rockets for best overall damage.
Anything I'm missing here?
Modifié par Mr.Flibble Lv2, 15 décembre 2012 - 11:28 .
#30
Posté 15 décembre 2012 - 11:29
#31
Posté 17 décembre 2012 - 09:52
Spacy712 wrote...
Does cryo ammo on the turret prime for incinerate freeze combo?
Did not test the cryo ammo evolution... (my tests were done with the TSE not QFE)
It should ...
#32
Posté 17 décembre 2012 - 09:55
#33
Posté 17 décembre 2012 - 10:23
Just the whole concept of pets feels right to me. Why risk your own neck in the super-advanced future when you can use a drone instead?
The only thing wrong with the turret is its name. It's a pretty poor sentry, but pretty decent crowd control.
Modifié par Dilandau3000, 17 décembre 2012 - 10:24 .
#34
Posté 20 décembre 2012 - 02:35
#35
Posté 20 décembre 2012 - 02:42
Buff suggestions :-
-Make it fire bullets & spray flame OR fire bullets & shoot rockets in quick succession, like the Engineer Turrets in TF2. OR modify the turret design so that it has 2 firing ports, one for bullets & the other for flamethrower / rockets
-Make it able to rotate 360 degrees on its own axis & fire an enemy, not just fire in a forward direction
#36
Posté 21 décembre 2012 - 03:52
#37
Posté 06 janvier 2013 - 08:07
#38
Posté 25 juillet 2015 - 12:21
thanks for the tests done.
But could someone give a more "monkey-proof" conclusion for following questions?
GE purely damage-wise:
would it make sense NOT to take flamethrower ?
(gold-platinum with a lot of armored opponents)
... and if we now factor staggering and distraction in:
I noticed that the flame-thrower is capable of reliably distract and engage the enemy.
is this something the flamethrower can do better than the normal laser-attack?
FQE purely damage-wise (disregarding staggering and distraction):
Would it make sense to go until 5 and till then take damage+armor piercing?
Or would the upgrade for rockets be worth the 6 points.
"The flamethrower definitely won't increase the dps" - is this correct?
(on gold-plat with a lot of armored enemies)
Thank you!
#39
Posté 25 juillet 2015 - 12:53
thanks for the tests done.
But could someone give a more "monkey-proof" conclusion for following questions?
GE purely damage-wise:
would it make sense NOT to take flamethrower ?
(gold-platinum with a lot of armored opponents)
Good question. But most things have shields in the game, so I'd imagine having flame on powers would greatly contribute to butt hurt dps.
That and flame on explosions devastate the armour off a Brute butt, anyway.
#40
Posté 25 juillet 2015 - 01:01
Won't answer definitively for the toasturret because I can't be bothered. I guess flamer could make more sense on it because of overload but IDK if it's reliable enough to be worth the points.
#41
Posté 26 juillet 2015 - 10:06
DPS sucks so much on the turret, that boosting it should never be a discussion ...
Running against a marauder does more damage to him than a full turret life span
On the other way, the distraction can be good
- Cryos_Feron aime ceci
#42
Posté 26 juillet 2015 - 11:04
Won't answer definitively for the toasturret because I can't be bothered. I guess flamer could make more sense on it because of overload but IDK if it's reliable enough to be worth the points.
The flamer turret on the GE can reliably prime for FEs every few seconds once one develops the right sense of timing with which to hit overload.
DPS sucks so much on the turret,
I disagree, my evidence being that the challenge goes pretty quickly as long as one keeps tossing it into spawns.
- Brannigans 1ove aime ceci
#43
Posté 26 juillet 2015 - 11:31
The flamer turret on the GE can reliably prime for FEs every few seconds once one develops the right sense of timing with which to hit overload.
I disagree, my evidence being that the challenge goes pretty quickly as long as one keeps tossing it into spawns.
so math are wrong? Maybe the shock evo has no target cap
Anyway, i havent praticed the fire turrent, maybe ever, when wld u recommend it the oveload button ? Start of the fire burst ? end ? medium rare ?
#44
Posté 26 juillet 2015 - 12:05
Never done any testing, but experience has told me that the sentry turret does a fair bit of work. QFE flamethrower turret thrown into spawns seems to get the challenge done in next to no time. I tend to use the GE turret for healing, and don't spec into Juggy turret. Turian Sab is setup with rockets at Randall's behest, seemed to work pretty well.
#45
Posté 26 juillet 2015 - 07:48
so math are wrong? Maybe the shock evo has no target cap
Anyway, i havent praticed the fire turrent, maybe ever, when wld u recommend it the oveload button ? Start of the fire burst ? end ? medium rare ?
I always go for damage over the shock evo on the Sentry Turret, so I don't know. I just know that it will kill a Gold Brute from full armor if left alone with it for a while.
On the GE, toss the Flamer Turret, shoot while waiting for it to flame, once the flame starts, take one breath and hit Overload. The FE is, as I've said before, predictable and reliable.
#46
Posté 26 juillet 2015 - 09:55
thanks for the tests done.
But could someone give a more "monkey-proof" conclusion for following questions?
GE purely damage-wise:
would it make sense NOT to take flamethrower ?
(gold-platinum with a lot of armored opponents)
... and if we now factor staggering and distraction in:
I noticed that the flame-thrower is capable of reliably distract and engage the enemy.
is this something the flamethrower can do better than the normal laser-attack?
FQE purely damage-wise (disregarding staggering and distraction):
Would it make sense to go until 5 and till then take damage+armor piercing?
Or would the upgrade for rockets be worth the 6 points.
"The flamethrower definitely won't increase the dps" - is this correct?
(on gold-plat with a lot of armored enemies)
Thank you!
Based on theorycrafting for pure damage, the Geth Sentry Turret is best off taking flamethrower which does 65% more DPS against shields/barriers and ~47% more against armour due to superior damage modifiers.
The Quarian Sentry Turret however has a much better AP evolution and main gun in general which makes the flamethrower a DPS loss. Rockets are primarily for the stagger that they bring rather than wanting more damage. If it's purely about damage, I would say you might as well just take 3 ranks in Fitness instead of the last rank of Sentry Turret.
On a side note, the Turrets aren't completely worthless in terms of damage(especially the Quarian one). Their biggest problem is you not being able to control which target they go after.
- Cryos_Feron aime ceci





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