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hey guys, please leave feedback for the engineer class turret here. the latest version has a targeting reticle, so if the turret you used didn't have that then you used an outdated version of the turret.
thanks
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BYOND Username: Vengarr
The effectiveness of the turret is currently very limited. The Angle of Attack is really low and the DPS is not enough to compensate for that. It's very easy for someone who blunders into the turrets' line of fire to just step out again, without them taking too much damage. It also takes a long minute to set up, since you have to weld it to the floor and set the AoA manually.
Overall I think it was balanced towards a "best-case" scenario, where you have the time and space to optimize the turret placement. That scenario just doesn't occur often enough to justify taking it over the Heavy Weapons' Kit, AKA "the moving turret".
I'd much rather have a weaker turret with a wider angle of attack that I can quickly set up and forget about, OR a stronger mounted gun-type weapon that has to be manually fired.
The star of the kit for me is actually the high-capacity welder, since you can quickly seal off flanking routes and repair pods indefinitely. If you have time, you can also weld down walls and re-purpose them as makeshift barricades.
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BYOND Username: polivilas
A minimal self-defense weapon such as a pistol would be nice. Currently engineer is absolutely harmless past turret OR smacking with blunt force.
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BYOND Username: Technature
What if turrets came set out of the box where you can just click it and it sets itself up over a few seconds? You can't just run into a crowd of people and instantly wreck them, but you also don't need to be completely undiscovered to be able to set it up in the first place.
For bonus TF2 points smacking it with the wrench several times should upgrade it.
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BYOND Username: MrMagolor
(06-01-2019, 03:26 PM)polivilas Wrote: A minimal self-defense weapon such as a pistol would be nice. Currently engineer is absolutely harmless past turret OR smacking with blunt force.
All nukeops still spawn with their revolver, don't they?
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BYOND Username: Aft2001
I think, in a similar vein, engineer should generally be more useful - perhaps more akin to the TF2 Engineer, wherein they can use a limited pool of resources to construct useful machines and/or barricades, such as weak but quick to set up 360 degree turrets, larger turrets with limited aim but very deadly, possibly a Syndicate Borging machine, and maybe other nifty things like being able to repair the Nuke or even reinforce it against brute force, or better secure said nuke (such as welding it to the ground, which could extend the timer a little bit).
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(06-05-2019, 06:18 AM)aft2001 Wrote: I think, in a similar vein, engineer should generally be more useful - perhaps more akin to the TF2 Engineer, wherein they can use a limited pool of resources to construct useful machines and/or barricades, such as weak but quick to set up 360 degree turrets, larger turrets with limited aim but very deadly, possibly a Syndicate Borging machine, and maybe other nifty things like being able to repair the Nuke or even reinforce it against brute force, or better secure said nuke (such as welding it to the ground, which could extend the timer a little bit).
Teleporters and shields, for sure
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BYOND Username: Vengarr
06-08-2019, 12:58 PM
(This post was last modified: 06-08-2019, 01:00 PM by Vengarr. Edited 1 time in total.)
Just watched a guy charge through 2(!) turrets at once without serious repercussions. Then they got destroyed by a simple welderbomb.
Definitely not gonna go Engineer again until it's buffed because wow it is real useless right now. It's actually worse than useless, because the turrets would fire at off-screen enemies directly through the nuke ops. They easily did more damage to the operatives than to the station.
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What if engineers had ammo packs they could load their turrets with that changed what they fired?
Like, you could make a short ranged flamethrower one for holding down a confined area, or an antipod missle based one, or a rapid fire gun that did little damage but slowed targets down and made them drop things
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BYOND Username: Aft2001
Varied ammunition sounds like a very interesting option. Hollowpoint rounds for a fuckton of damage to unarmored opponents with lots of stun but 0 damage to anyone with armor, AP for high damage to those with armor but much less to those without it, incendiary for obvious purposes, explosive rounds which create a bunch of mini explosions.
On another note, manually-aimed turrets would be very nice. As in, you would be actively using the turret to shoot people wherever you click. The turret, while immobile, would do far more damage than an LMG of course, since a turret would be a machine gun, not a light machine gun.
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engineer kit loadout (or just general syndicate item) idea: anti-teleporter. stop those telesci nerds in their tracks!
Yes you can get them from elsewhere but still
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