1 Spitfire that does almost no damage Yea, if Spitfires were somewhat OP (TF2 turrets anyone?), I'd understand limiting possibilities for deployment. But since they are laughably weak I don't see a reason why it would hurt to have the same mechanics as MANA turret. You still get to deploy only one turret, but it gets rid of annoying run back to the terminal for resupply.
This again. See, the spit fire isn't your primary weapon. It's a tool, and a very useful one at that. Just like every other tool it's not meant to work solo. Just look at recon darts or the motion spotter, they don't deal any damage at all and only work when players are there to make use of the radar blips. Here are the turret's pro's: reduces TTK needed, means you win battles more easily. Should he kill you, there's a good chance the turret can still kill them Distraction, many people complain about the "low" health, while they ignore that most weapons except LMG's need half a magazine to kill them. In that time you can heavily damage them or even kill them. They are also less likely to kill you afterwards as they have less bullets. early warning system. Unlike the spotter devices that depend on your skill of watching your radar while you fight, the Spitfire beeps louder, has a unique firing sound and has a stream of bullets pointing to your opponent. This works very well when you are likely to be attacked from behind. Defense system. With 3 of these you can defend a Sunderer from C4 fairies and the occasional Engineer that might make a lightning drop from a Flash or drops from a Valkyrie. Area denial/anti pop-up. By placing this near places where players pop up behind cover of over walls you can force them to retreat quickly. This works especially well at places with walls or similar where LA's or other infantry pops up above the wall and the spitfire can be placed almost anywhere with a vision of the wall. The hostile is forced to either attack the turret, find another target while being fired at and not knowing how long it takes for a player to open fire on them, or simply retreat.
Well duh. But imagine having only one recon dart or one motion spotter with infinite duration and only being able to resupply them at terminal. If anything AV turret should be resupplied at the terminal(instead of range nerf) not the Spitfire.
Its a pretty terrible device, i've sat in front of them reloading while it shot me and then killed it and only lost 1/2 my shields, lol. Its basically just a spotter or an enemy is nearby notification device, i've stopped using it all together.
Yes, but that's a whole different matter. People stamp it as useless as it can't 1v1 any player. The only reason I'm opposed to any buffs in the form of allowing you to carry several, being able to pick it up and replace it or having infinite on a cooldown is because the LA has been ignored and indirectly nerfed enough. It hasn't gotten anything more than balance updates since launch, every other toy he got was for everyone to use and there's enough toys such as the spitfire that have reduced the LA's effectiveness and capabilities. Now they are also nerfing C4 and the LA becomes almost nothing but an altered engineer with less capabilities. What capabilities it does have all stem from just the jetpack, and nothing else. No turrets, no actual unique grenades (EMP and concussion take away less vision, but have destroy shield+ deployables or reduce movement+turnspeed+possibly invert mouselook extra), no repair or medic tools, recon darts or anything in those slots. It's a jetpack man, every other class has multiple abilities or unique's that weigh up against eachother. Back to topic, if they are going to ignore the LA again, the only thing I would like to see changed to the spitfire is the ability to pick it up to replace and carry a limited amount to place. Having infinite of these would be too much.
I unlocked the Spitfire because I realised I never used the AI turret and don't use the AV turret on principle. So rather than having a useless slot I got the Spitfire. I have to say it is very useful, I have got around 40 kills with it, not to mention the many kills that it helped me get. I think the mechanic of only being able to spawn one between terminal visits is a good one. Otherwise you would just see them everywhere and they would be a major PITA. People say they are weak but I think if they were any stronger people would complain endlessly about them. As for the other turrets, the AI turret needs some work to make the user more protected. They are currently pretty near useless as they are merely a free kill for snipers. If they offered a smaller target to Snipers then they would be viable but they should also be a one time spawn thing like the Spitfire. The AV turret is just too strong end of story. That definitely needs to be brought in-line with the Spitfire and be a one carried at a time thing.
In this video they tell you that the damage is 100 within 10m, and 50 at 50m. It also has a ROF of 400. This means that it deals 333 and 1/3rd damage at 50m per second, and kills you in 3 seconds. So unless you had a weapon that can reload and cash out what, 1500 damage? all within 3 seconds, I call this one either false or you did it during a bad server connection.
i agree with Demigan its a tool, its not meant to be a 2nd player that does kills for you...it can be a decoy or extra damage when you fight someone, and that can shorten your TTK.
its PS2, theres always a bad server connection, which makes the turret even more ********, but you can easily just stand in front of these things and eat the damage, especially with nanoweave, even more so as a heavy.
IMO spitfires should not be one-use. They need a timer (maybe 30 seconds or so) recharge to prevent them from being just repeatedly spammed as they get destroyed - but limiting them to one pr resupply is excessive. They just aren't powerful enough to warrant that - and it it seems like a much more reasonable to let you place a few of them without resupplying instead of buffing them to make that single-use worthwhile. The power of the spitfire seems about right as-is. It will get you a kill here and there on players caught unaware. It does wonders to protect sundies and other C4 targets from C4-fairies, and in general it is a great tool to block or delay enemies from taking certain routes. It can watch your back/flank in a building and weaken/notify you of hostiles creeping up behind you and it does that job admirably without being a excessive killing-machine on its own power - but it definitely needs multiple uses on some sort of reasonable timer. Otherwise it is just not worth using unless you have a resupply point very close by. -Stigma
Yeah I think some players expected the turret to do the kills for them. That thing could use some more HP anyway....
Anytime you think "This thing needs a buff for a 1v1 situation" just remember you're also buffing 2+v1 where they do a shockingly good job.
I wouldn't mind if it had a long auto resupply timer that kicked in only after the spit fire was destroyed (maybe 2-5 minutes?), or the ability for the utility pouch to let you carry 2 instead of one.