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Sentry Turret talk


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#26
Silvershroud

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I go to rank four on my QFE for shock's stagger, and occasionally put 3 points into my GE's turret just to draw a bit of fire away from the poor squishy thing (I tend to use the Indra on him, so I'm in the open more than I really should be considering low health + HM), but that's it. 

 

Mostly because:

I never spec into any turrets. They may be useful but as I play I keep forgetting to throw them out so I just said **** it and quit putting points into any of them.



#27
Silvair

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BTW I wouldn't bring it into platinum but it still does the job on Gold, killing up to centurions, pyros, phantoms, etc. Just yaknow don't expect it to do it all by itself lol. Its support fire, not primary damage.

But do any of the Power/tech damage things also buff turret damage, whether it be bullets, rockets, shock or flame?

#28
The NightMan Cometh

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Flamethrower turret all day, erry day.



#29
Salarian Master Race

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BTW I wouldn't bring it into platinum but it still does the job on Gold, killing up to centurions, pyros, phantoms, etc. Just yaknow don't expect it to do it all by itself lol. Its support fire, not primary damage.

But do any of the Power/tech damage things also buff turret damage, whether it be bullets, rockets, shock or flame?

 

Well Kalence character builder shows a damage increase for power passives gear and modifications, so probably



#30
The NightMan Cometh

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FQE flamethrower turret, radius Incinerate..NO CRYO BLAST.. Incid Ammo on whatever gun..BURN EVERYTHING.



#31
PatrickBateman

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It's not really that good imo, the geth turret is much better.

I usually spec out of it totally on both the FQE and the Saboteur.

#32
Olivia Wilde

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I've used the same build on the FQE since forever, always with maxed turret

 

maybe I'm just better at placing it but it seems to earn its 21 points for me

 

throw some incendiary or cryo ammo on and make many explosions


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#33
GruntKitterhand

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I've used the same build on the FQE since forever, always with maxed turret

 

maybe I'm just better at placing it but it seems to earn its 21 points for me

 

throw some incendiary or cryo ammo on and make many explosions

 

I haven't used the same build forever, but am a recent convert to the FQE / Claymore no Fitness build, with Shock, AP Ammo and Rockets on the Turret, thanks to witnessing QMR destroying with it.  I'll never go back to anything else.  I accept that it's primarily a distraction for enemies to allow you to put out more damage, but it's a hell of a distraction sometimes - I got the 50k points in a single Gold game last night, and without a Geth Scanner equipped I never had to wonder where the enemies were. Brutes just die so quickly around it, why would you waste points in Fitness instead?


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#34
Marksmad is waving goodbye

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I've used the same build on the FQE since forever, always with maxed turret

 

maybe I'm just better at placing it but it seems to earn its 21 points for me

 

throw some incendiary or cryo ammo on and make many explosions

 

I haven't used the same build forever, but am a recent convert to the FQE / Claymore no Fitness build, with Shock, AP Ammo and Rockets on the Turret, thanks to witnessing QMR destroying with it.  I'll never go back to anything else.  I accept that it's primarily a distraction for enemies to allow you to put out more damage, but it's a hell of a distraction sometimes - I got the 50k points in a single Gold game last night, and without a Geth Scanner equipped I never had to wonder where the enemies were. Brutes just die so quickly around it, why would you waste points in Fitness instead?

 

These guys have actually tried it and say it works. Which is more relevant than saying "I've only ever put 3 ranks into it and it sucks." And what they say above accords perfectly with my experience. I think BSN may have a mostly general case of L2Turret.


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#35
Salarian Master Race

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I haven't used the same build forever, but am a recent convert to the FQE / Claymore no Fitness build, with Shock, AP Ammo and Rockets on the Turret, thanks to witnessing QMR destroying with it.  I'll never go back to anything else.  I accept that it's primarily a distraction for enemies to allow you to put out more damage, but it's a hell of a distraction sometimes - I got the 50k points in a single Gold game last night, and without a Geth Scanner equipped I never had to wonder where the enemies were. Brutes just die so quickly around it, why would you waste points in Fitness instead?

 

If you've got some Cyclonics around, it's hard to argue with 6/6/6/6/0 on a majority of kits

 

And some don't even need those, but watch out for those shieldgating Swarmers


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#36
BurningLiquor

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If you've got some Cyclonics around, it's hard to argue with 6/6/6/6/0 on a majority of kits

 

And some don't even need those, but watch out for those shieldgating Swarmers

 

That's what cobra missiles are for. Nuke on sight.


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#37
GruntKitterhand

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If you've got some Cyclonics around, it's hard to argue with 6/6/6/6/0 on a majority of kits

 

And some don't even need those, but watch out for those shieldgating Swarmers

 

It's funny you should say that - I do tend to use a Cyclonic II on the QFE if I have an Infiltrator in the lobby, which works fine, while the Turret actually does most of the mopping up of Swarmers.  QMR just uses Adrenaline, and has proved to me on many occasions that Adrenaline beats Shields all day every day if you're an aggressive player.

 

On the broader subject of no Fitness builds, it's only really the Volus characters that I would always spec that way, despite never being short on Cyclonics as I don't use them much.  I either tend to want to go full Melee, or at least know those Swarmers or Banshee Warps won't kill me, so I still use Fitness points a lot.  That's the context in which I'm advocating a no Fitness build on the QFE - if it works for me it really works.


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#38
Cassandra Saturn

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Turrets help noobs, but I never use it. I spec into the my characters that are good with specific ability.

#39
Quarian Master Race

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What else are you going to use the points for? Fitness? Does that really contribute to killing faster? The turret is okay for distractions and it does get a few kills each wave, so it's not pointless. Also good for cleaning up Husks, Swarmers and Swarms.

Basically this. Its 4th rank is quite useful so that is pretty much mandatory for me. Neither of the kits that it is on can really get much use from fitness on gold/plat. Turret kills trash mooks reasonably well with 5 ranks (AP doubles health damage as well as Armor), and rocket lets it stagger beyond a couple of meters, so I find the fact that it will often kill some of the things I am using it to distract or take out that last bar of armor while I'm reloading to be of more use than the alternative of being able to tank 1 or 2 more shots from a mook's automatic rifle burst.
 

If you've got some Cyclonics around, it's hard to argue with 6/6/6/6/0 on a majority of kits

 

And some don't even need those, but watch out for those shieldgating Swarmers

Swarmers and goo are pretty much the only difference I notice. Every quarian but the quarksman has no fitness for me (he has it because maxing sabotage on him is near pointless), and I have plenty of cyclonics because they only get used when I run out AMs levels 2 and 3 (which is quite frequent) on some weaker weapon builds, and even in that situation, most of the time I'd rather have Power amps due to grenades and QFE's incinerate. Quarksman is different, he gets either stability mods or power cells depending on the weapon, because stacking the latter on top of rank 5 of fitness I actually do find useful for him in terms of survivability.

 


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#40
DaemionMoadrin

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Fully agree with what QMR just said.



#41
Miniditka77

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Question:  I thought I recalled some tests being done on the Sentry Turret, and the result was that highest single-target DPS output you can get is actually to go to Rank 5 only and take the AP evolution.  I think the AP evolution turns the 3-round burst into a 4-round burst with a double-damage AP round, and that the entire burst does more damage than the Rocket or Flamer does (Flamer's damage is actually pathetic).  Because the Rockets and Flamer preempt the normal gun burst and do less damage than the gun burst, you end up doing less damage.  So the question is:  Am I crazy, or does anyone else remember this?


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#42
Ashevajak

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I play offhost enough that I find some fitness helpful...but really no more than 4 points is ever needed on the QFE. 

 

4/4 split for the turret I find best, or else a 6/6/6/5/3 build.



#43
Deerber

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Question: I thought I recalled some tests being done on the Sentry Turret, and the result was that highest single-target DPS output you can get is actually to go to Rank 5 only and take the AP evolution. I think the AP evolution turns the 3-round burst into a 4-round burst with a double-damage AP round, and that the entire burst does more damage than the Rocket or Flamer does (Flamer's damage is actually pathetic). Because the Rockets and Flamer preempt the normal gun burst and do less damage than the gun burst, you end up doing less damage. So the question is: Am I crazy, or does anyone else remember this?


It is as you say, except for the fact that AP rounds turn 3 shots into 6, not 4.

However, that is only true against armor. Against shields flamethrower evo has by far the best dps (wtf bioware?), but it's still ridiculously low of course. You can find the tests in Peddro's usual thread. Sorry am on mobile at the moment, can't provide a link.
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#44
Miniditka77

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These guys have actually tried it and say it works. Which is more relevant than saying "I've only ever put 3 ranks into it and it sucks." And what they say above accords perfectly with my experience. I think BSN may have a mostly general case of L2Turret.

 

Yeah, I admit to underappreciating the Turrets for a long time.  They are a really effective distraction source, especially against Geth.  I was playing a game with my GE last week, and I was near a spawn point where enemies kept re-spawning over and over again, while the rest of the PUGs were across the map.  I was able to lock down half the wave or more - a couple of Pyros, a Hunter, and a Bomber or two, just with my Turret, AR, and Overload.  They kept respawning over and over again as fast as I could kill them, and the Turret kept enough of them distracted that I was able to deal with them all without breaking a sweat.  Took out about half the wave by myself without any problem at all.


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#45
Miniditka77

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It is as you say, except for the fact that AP rounds turn 3 shots into 6, not 4.

However, that is only true against armor. Against shields flamethrower evo has by far the best dps (wtf bioware?), but it's still ridiculously low of course. You can find the tests in Peddro's usual thread. Sorry am on mobile at the moment, can't provide a link.

 

OK, that sounds right.  I didn't remember the Flamer vs. shields thing though.  WTF indeed.



#46
Quarian Master Race

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Question:  I thought I recalled some tests being done on the Sentry Turret, and the result was that highest single-target DPS output you can get is actually to go to Rank 5 only and take the AP evolution.  I think the AP evolution turns the 3-round burst into a 4-round burst with a double-damage AP round, and that the entire burst does more damage than the Rocket or Flamer does (Flamer's damage is actually pathetic).  Because the Rockets and Flamer preempt the normal gun burst and do less damage than the gun burst, you end up doing less damage.  So the question is:  Am I crazy, or does anyone else remember this?

You're correct. The best health and armor DPS spec would be taking 4a and 5b, and ignoring rank 6 because shock, rockets and flamer interrupt the main attack cycle.

Of course, this assumes the turret has perfect accuracy, which it doesn't. I find the rockets to get more kills at range than the gun (still not very many either way). Flamer is weird because it's affected by armor DR and not shields, but it really does pitiful damage either way and its most useful feature is the potential 6/6 FE's. I never spec it because the priming window is short and its targeting tends to be pretty derp, as well as the fact that it interrupts the most useful feature of the turret (IMO) which is the shock. Some people claim it's reliable on the GE's turret because it has a hitscan detonator instead of a projectile.


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#47
Cyonan

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Sentry Turret always has a 3 round burst, but with AP Ammo each bullet hits twice against armour with the second hit completely ignoring armour DR. It's just a unique ammo consumable power that's being applied to the turret's main gun only.

 

Flamethrower deals 15 base impact damage at 750 RPM with modifiers against all 3 defense types. Given that it's classified as a proper weapon, it would be getting armour DR applied against it which explains why shields take more damage. This base damage is not increased with power evolutions.

 

It also applies a Fire DoT effect that lasts for 1 second and deals the damage listed by the ability's tooltip, which isn't affected by the modifiers or armour DR. If the flamethrower hits a target with another Fire DoT already on it, it will refresh the existing one instead and not apply its own Fire DoT.

 

Rockets will do okay damage, stagger things, and not completely negate the main gun at least.


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#48
Creator Limbs

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rockets are great on sentry turret.



#49
EnemySpinach

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On Gold/ Platinum?

As if there's enough enemies for the turret to get 50 kills in a full team on Bronze/Silver?

Yes. Gold.



#50
acicm2

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Sentry Turret always has a 3 round burst, but with AP Ammo each bullet hits twice against armour with the second hit completely ignoring armour DR. It's just a unique ammo consumable power that's being applied to the turret's main gun only.

 

Flamethrower deals 15 base impact damage at 750 RPM with modifiers against all 3 defense types. Given that it's classified as a proper weapon, it would be getting armour DR applied against it which explains why shields take more damage. This base damage is not increased with power evolutions.

 

It also applies a Fire DoT effect that lasts for 1 second and deals the damage listed by the ability's tooltip, which isn't affected by the modifiers or armour DR. If the flamethrower hits a target with another Fire DoT already on it, it will refresh the existing one instead and not apply its own Fire DoT.

 

Rockets will do okay damage, stagger things, and not completely negate the main gun at least.

 

I only read the first sentence,but I know when you post its always good information.

 

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