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Turrets are now too awkward to use now


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I feel the problem isn't the turrets. but the modules. I think modules protection should be cut in half for all modifications so people aren't too over powered against 1 turret.

Some turrets can cut through modules like butter. Take firebird and twins for example.

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For me 

It would be vulcan and striker 

The spin-up time on Vulcan is a death sentence. 

 

Have lost count the number of times I've been killed while waiting to fire one bullet. What they've done to Vulcan is a crime.

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The spin-up time on Vulcan is a death sentence. 

 

Have lost count the number of times I've been killed while waiting to fire one bullet. What they've done to Vulcan is a crime.

Lol, i know how u feel XD

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Turrets are now too awkward to use now?

 

Anyways. Shaft isn't exactly awkward. And midrange turrets are better at sniping? No...?

 

Vulcan's charge up time is actually pretty long. Hasn't caused me much problems in my admittedly little playtime with it, though. It seems sensible to start spraying well before combat begins, but that can require pretty good situational awareness and prediction. Still okay if you want to hold down an area. Awkward? Probably.

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Turrets are now too awkward to use now?

 

Anyways. Shaft isn't exactly awkward. And midrange turrets are better at sniping? No...?

 

Vulcan's charge up time is actually pretty long. Hasn't caused me much problems in my admittedly little playtime with it, though. It seems sensible to start spraying well before combat begins, but that can require pretty good situational awareness and prediction. Still okay if you want to hold down an area. Awkward? Probably.

Did you even try to snipe with Thunder or Smoky? Thunder was buffed in summer, Smoky was buffed recently. Both weapons now have good DPS even at high range. They can seriously snipe-kill Railgun or Shaft with no problem.

 

Shaft is VERY awkward to use since its arcade shots were nerfed in summer (at the same time when Thunder was buffed, it was like forcing Shaft players to use Thunder). Sniping with arcade shots was the main part of Shaft skill, now it is gone. Shaft must now put Double Damage into each shot to get kills.

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Everyone uses Rail protection because it's m2 Alteration makes it able to 1-shot medium hulls with DD. (Which is STUPID).

 

You don't play Isida to earn XP. You play it to help your team to win. You shouldn't use it to charge bases -- you don't have enough energy to kill more than one tank. Your role is to drive behind an ally and heal them. If they're a heavy hull charging a base, you swoop in front of them and run the flag. You don't want to be high ranked anyway; trust me, I've been there many times.

 

Magnum isn't OP primarily because of it's stupid damage per shot or its splash area. It's the fact that there is no counter to it, other than charging into the enemy base and going face to face with it behind the wall it's camped behind. We can't shoot at it! The mechanic of arc shots beaks the game and ruins the experience of maps that were once fun, such as Silence and Noise.

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Before I say anything else, let me make this clear that firebird, twins, thunder, and smoky are not related to this topic at all, because they are truly way too easy to use. Ricochet is still awkward, even after that disguised super-buff/balance. 

 

Railgun - Everyone's running around with 50%s against you. You dominate everyone who doesn't wear them but your fastest reload time is way too slow compared to what 3 second reload + charge up time gets you. 

 

Shaft - Most MMS maps are too small to comfortably camp in now. Mid-range turrets are better at sniping than Shaft now. Shaft's arcade is too strong at close range, shaft's damage is too strong at long range, makes it awkward as hell to use. 

 

Isida - You heal someone, drain all of your charge, and you get little EXP back for it. You might as well go for the kill, especially considering how your DPS is almost the highest out of all the turrets, that said, it's also the heal gun of the game. It's energy pool is too short considering how everyone on the map in any mode is a possible target. 

 

Freeze - Freezing doesn't do anything at high ranks. You have to AVOID practically everyone who has at least 30% protection against you, which is literally everyone on the map, because your DPS is just not going to cut it (although its better now) and freezing ability is literally non-existant. Firebird and Isida out DPS you. 

 

Hammer - The random missing even though you are literally within 1 meter of your target and the fact that it is a short range weapon with a reload much slower than Magnum's make this extremely awkward to use. The time between each clip firing is also way too long to be used viably as a short range weapon. Also, it's a shotgun that kill an enemy far across on the map. 

 

Vulcan - Do I really need to say anything? (fine, i will) the charge up time makes me wonder wether or not the the devs are mentally stable (this was supposed to be a buff wasn't it? wth?) The overheating effect is way too much since it's aligned to firebird's burn and the moment you overheat, you're dead. Barrels turn extremely slowly, too. 

 

Magnum - It's even more OP than ever, but what the hell, it's now awkward as hell to use it. To make it extremely OP, you charge it up to 100% and then fire horizontally, which is the exact opposite of what it was meant to do, but it is still OP. Think of it as an OP railgun that's weird to use. 

 

Striker - The aiming system is garbage. It's too bad at doing what it's supposed to be good at (the lock-on feature is just a distraction, it only works 20% of the time). It's just a thunder that sacrificed all of it's aiming abilities and damage for a slightly faster reload and less modules.

 

Ricochet - Although it is practically OP in my opinion, the recent update made it fulfill the same role that twins does with slightly different parameters. The range nerf got rid of what it was supposed to be able to do, ricochet the shots of walls and hitting targets.

 

It used to be that all the turrets were actually good at doing what they were supposed to do. Now all of the turrets are something that either straight up sucks or is sort of fulfilling a role that is not it's main job. 

about hammer, drop 150k on the alterations. it makes it worth it. as long as you can drive well and have a good aim you will hit max damage with pretty much every shot and you can really take advantage of its range, knocking of opponents aim at a decent distance. also if they are at a slightly longer range then do a little swing toward the ground (moving forward then backward quickly) and you will hit max damage. half the pellets will hit directly and the ones that hit the ground have the right angle to bounce straight into the tank. hammer is incredible if you use it right and as long as you have some skill and experience its not too hard to use.

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Yes, but Rail has several disadvantages, for example 1 second shot delay, bad auto-aim, long reload, random damage output, 'nice' shooting effect which reveals your cover and of course, bad DPS. Do whatever you want, you just sometimes GET to a short/medium range fight, even if you do your best to avoid it.

 

Smoky and Thunder have enough DPS to get short range kills, Railgun gets short range kills only by luck. Smoky and Thunder are much more versatile than Rail because of higher DPS, lack of shot delay and better auto-aim.

the thing with railgun is that its useless without the m2 alteration. there is nothing wrong with low dpm, as long as you have high burst damage. with the railgun alt you loose some dpm (i think about 10%) but your burst damage is very high. taking half of a mediums hulls health at long range will either make them use there repair kit, or if they dont then they are a much higher risk while pushing so its likely you can pull off andother shot before they can even do any significant damage to you.

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Everyone uses Rail protection because it's m2 Alteration makes it able to 1-shot medium hulls with DD. (Which is STUPID).

 

You don't play Isida to earn XP. You play it to help your team to win. You shouldn't use it to charge bases -- you don't have enough energy to kill more than one tank. Your role is to drive behind an ally and heal them. If they're a heavy hull charging a base, you swoop in front of them and run the flag. You don't want to be high ranked anyway; trust me, I've been there many times.

 

Magnum isn't OP primarily because of it's stupid damage per shot or its splash area. It's the fact that there is no counter to it, other than charging into the enemy base and going face to face with it behind the wall it's camped behind. We can't shoot at it! The mechanic of arc shots beaks the game and ruins the experience of maps that were once fun, such as Silence and Noise.

Maybe YOU don't play isida to earn XP, but... pretty much every other players does, as that is only way to rank up.

 

Not sure how you figure it's your role to tell other isida players how to play.  And yes, they can run into an enemy base and obliterate them under the right circumstances.

 

I was tired of my noob team getting slaughtered in RGB Barada, so...while going solo I took the back route to enemy base and was lucky enough to get all three drops on the way.  That combined with OverDrive allowed me to kill ~ 5 tanks before they knew what was happening.

 

Isida is not just in the game to heal team-mates like a lamprey on a shark.  You lose at least 50% of it's potential if you think that way.

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Maybe YOU don't play isida to earn XP, but... pretty much every other players does, as that is only way to rank up.

 

Not sure how you figure it's your role to tell other isida players how to play.  And yes, they can run into an enemy base and obliterate them under the right circumstances.

 

I was tired of my noob team getting slaughtered in RGB Barada, so...while going solo I took the back route to enemy base and was lucky enough to get all three drops on the way.  That combined with OverDrive allowed me to kill ~ 5 tanks before they knew what was happening.

 

Isida is not just in the game to heal team-mates like a lamprey on a shark.  You lose at least 50% of it's potential if you think that way.

Isida's role is to heal. The devs changed it so that you can't vampirize tanks anymore, thus making your survivability reduced. Yes, under the circumstance of having your overdrive, you will kill more than 1 tank. Duh. There are better turrets to earn more XP and kills on.

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Isida's role is to heal. The devs changed it so that you can't vampirize tanks anymore, thus making your survivability reduced. Yes, under the circumstance of having your overdrive, you will kill more than 1 tank. Duh. There are better turrets to earn more XP and kills on.

FYI... this is an arcade game - not a Role Playing game.  Hint - how many tanks can you heal in DM?

 

If you have issues using Isida as an attack tank without vampirism, maybe you need some more practice.

After all - it has the highest DPS in the game.

 

But - you keep playing your way and miss out on 50% of the potential - does not affect me at all.

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Did you even try to snipe with Thunder or Smoky? Thunder was buffed in summer, Smoky was buffed recently. Both weapons now have good DPS even at high range. They can seriously snipe-kill Railgun or Shaft with no problem.

Shaft is VERY awkward to use since its arcade shots were nerfed in summer (at the same time when Thunder was buffed, it was like forcing Shaft players to use Thunder). Sniping with arcade shots was the main part of Shaft skill, now it is gone. Shaft must now put Double Damage into each shot to get kills.

Yeah sure, smoky and thunder can snipe at long ranges. But it doesn't mean that they should.

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Isida just needs more score from healing, we used to gain more points for healing a Mammoth and less for Wasps and Hornets.

I have the nanobot alt, you can get a lot of score by just sitting in the base. But killing or just finishing off crippled enemies will instantly gain you 15 points and the DPS is high enough to go for the kill. (if you're not using the nanobot alt that is)

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FYI... this is an arcade game - not a Role Playing game.  Hint - how many tanks can you heal in DM?

 

If you have issues using Isida as an attack tank without vampirism, maybe you need some more practice.

After all - it has the highest DPS in the game.

 

But - you keep playing your way and miss out on 50% of the potential - does not affect me at all.

What are you talking about? Who said anything about RPGs? I'm aware Isida has high DPS but if you were observant I specified it can only kill 1 medium tank on a full bar.

 

Who do you think I am? If I was playing Isida to earn XP I would camp in my base and wait for people to come to me. I don't play that way -- as I said, I attack with an ally to grab flags. If an enemy is attacking me, I will fire back. I'm not a pacifist; I've got 2-point something k/d.

 

You're not getting it... Why play Isida to solo charge bases when you can get more kills with Fire, Freeze or Twins? After all, more kills = more XP.

 

You're clearly still triggered from your Barda game lol. Take a breath before you reply.

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What are you talking about? Who said anything about RPGs? I'm aware Isida has high DPS but if you were observant I specified it can only kill 1 medium tank on a full bar.

 

Who do you think I am? If I was playing Isida to earn XP I would camp in my base and wait for people to come to me. I don't play that way -- as I said, I attack with an ally to grab flags. If an enemy is attacking me, I will fire back. I'm not a pacifist; I've got 2-point something k/d.

 

You're not getting it... Why play Isida to solo charge bases when you can get more kills with Fire, Freeze or Twins? After all, more kills = more XP.

 

You're clearly still triggered from your Barda game lol. Take a breath before you reply.

You said isida's role is to heal.  I said you were half right.  Stop being daft.

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You said isida's role is to heal.  I said you were half right.  Stop being daft.

You're saying Isida's secondary role is to kill. Well no s**t, Sherlock! All turrets are capable of killing! But what happens when you're using Isida and you're not healing teammates? "Noob Isida heal me!" all over the chat. Isida is the only turret which can heal hp. I play mostly pro-matches, and they're critical for your team when repair boxes are scarce.

 

Can we agree on this:

- the ability to heal is the unique characteristic which separates it from other turrets

- in a team oriented mode, you should not be a d-bag and heal teammates which need it (unless they're noobs)

- Isida is capable of wiping out several tanks with the aid of supplies

- Isida has a high DPS, but has low energy; enough to kill 1 medium tank

- Like all turrets, Isida can earn XP. But if you're not healing, you're better off playing other short range turrets for going offense because Fire and Freeze can deal max damage to more than one tank, thus giving you an opportunity of more than one kill in a full bar, and giving you XP for more than one kill.

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You're saying Isida's secondary role is to kill.   Not what I'm saying.  It's an arcade game - killing tanks is actually most important. You can't heal in DM

Well no s**t, Sherlock! All turrets are capable of killing! But what happens when you're using Isida and you're not healing teammates? "Noob Isida heal me!" all over the chat. Isida is the only turret which can heal hp. I play mostly pro-matches, and they're critical for your team when repair boxes are scarce.

 

Can we agree on this:

- the ability to heal is the unique characteristic which separates it from other turrets  Yes

- in a team oriented mode, you should not be a d-bag and heal teammates which need it (unless they're noobs)  Correct

- Isida is capable of wiping out several tanks with the aid of supplies  Yes - as are other turrets, like Freeze or Hammer.

- Isida has a high DPS, but has low energy; enough to kill 1 medium tank  Yes - just like Freeze.

- Like all turrets, Isida can earn XP. But if you're not healing, you're better off playing other short range turrets for going offense because Fire and Freeze can deal max damage to more than one tank, thus giving you an opportunity of more than one kill in a full bar, and giving you XP for more than one kill.  Debatable - Isida deals damage faster than all the other short-rangers. Does not use a full charge to kill a medium. Can easily kill two lights.

See above

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Yeah sure, smoky and thunder can snipe at long ranges. But it doesn't mean that they should.

Smoky and Thunder should snipe. It is the most effective tactic with these turrets.

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Smoky and Thunder should snipe. It is the most effective tactic with these turrets.

I have been using thunder for years, and I can tell you that yes it can snipe. But at long ranges you lose the damage potential.

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Should I keep using rico guys? I have rico m2 and twins m1, not sure which to mu.

Twins is more OP.   I think the turret is ridiculous and will never buy it - but - it is more powerful.

 

Ah... Twins m1.... may bad.... Ricco M2+ would be better than twins m1+

Edited by wolverine848

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Should I keep using rico guys? I have rico m2 and twins m1, not sure which to mu.

Definitely rico. You don't want to fall behind trying to get m2 twins when you could of have m3 rico. Plus, ricochet is pretty good now, even compared to the OP twins.

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Rico is OP at m2 especially if it is m2.10 at that rank, and even more so with the most recent buff it got.

It was a nerf. Rico lost about 25% of its range and that is a lot... Now it can not even shoot across Sandbox xD

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