[Suggestion] Rethinking the engineer turrets

Discussion in 'PlanetSide 2 Gameplay Discussion' started by 4wry, Dec 20, 2014.

  1. 4wry

    In my eyes the role of the engineer turrets requires some rethinking. This is mostly due the recent addition of the spitfire turret, which is pretty much useless in its current state. There is much more to be said, but below I will only outline a few perspectives for the turrets and what could be adapted:

    Spitfire: indoor room defense
    This turret should be intended as a stationary room defense. It should be able to lock onto any moving infantry within a second and fire to kill (and actually hit). This lock on should be more deadly the closer the target. The turret itself should not be resupplyable, but instead require setup time: i.e. it spawns in a packed state and requires the engineer to pump nanites into it to be deployed and functional, similar to repairing a destroyed base turret. As it is not resupplyable, the engeneer can instead decommission it using the right-click of the repair tool. Furthermore, the health needs a buff of at least 2-fold. Looks: currently the feet are extremely 'twiggy' and disproportional to the size of the turret; Cert line: decreased lock on time, improved range; 30m from the start should be reasonable; a top cert level could allow it to target cloaked infiltrators within ~10m Weaknesses: While firing, the rotation speed can be reduced, thus it will be good at guarding doors and rooms, but have trouble with players that run to circle it, allowing them to get shots at it while circling from a distance. The turret could be stunnable by emp or flashbang etc., but work in smoke.

    MANA anti-infantry: anti infantry point defense
    As the spitfire will be best for enemies entering rooms, the MANA anti-infantry turret should be a superior point defense turret. This will involve a decreased fire cone and higher damage at range, but reduced arc. The shield should no longer be impenetrable, but work more like a heavy shield: the turret shield should tolerate ~2x that of a heavy and start recharging after ~3s without damage. The shield should cover the head, too.
    Weaknesses: As not to be OP, the arc should be reduced to ~30 degrees, enabling flanking. The shield will not recharge when taking damage, so snipers will be able to take it down with a few shots. Furthermore, the shield should be disabled by EMP grenades. Rapid entry/exit to the turret can be limited by a ~3s delay to power up or deactivate the shield after entry or before exit, respectively.

    The MANA anti-vehicle turret is pretty decent, however, the cert line could introduce and upgrade a zoom