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Turret Effectiveness vs Ease of Use


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The 1st thing I noticed is Shaft. I figured that you placed it on "somewhat easy to use" and 'most effective" spot is because of what reason?

When it comes to camping, I would put its "easy to use" much lower than you would positioned it and keeping it "most effective" regardless what augment they are using.

But when it comes to dynamic, fast-paced gameplay, it would depend on what auggy are they using. No drones factored in.

  • HC, I would put it place its "hard to use" much higher, but not to the highest. Effectiveness.... I say not quite effective.
  • LC, its difficulty would be on the middle and nearly most effective.
  • RFM, I would place it to nearly "easiest to use" and most effective.
  • Short band emitter, a bit lower than the middle difficulty and somewhat effective.
  • Adrenaline, harder to use and most effective.
  • AP Shaft, easiest to use and most effective.

------------

Next one, Magnum. 

Dynamically (when you can rotate the barrel horizontally by default), it is easy to use and most effective.

Camping wise, it's easy and hard to use at the same time, but also most effective. Why? When you camp, you are eliminating the risk of getting destroyed. But when using it while camping, you have to figure out the correct angle + amplification to score a direct hit especially on a moving target, which not every Magnum can do.

Edited by FrozenRailgun
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IMO, twins and ricochet are roughly the same difficulty. Yeah you can just put a brick on twins, but I don't think that counts as "using" it. To use twins effectively you need to carefully control your distance from your target, lead your shots, and often dodge things to take advantage of the ability to fire indefinitely. Easily as tricky to figure out as a couple of bounces for ricochet, and only slightly less effective.

Also, I'd maybe inch freeze up on the difficulty a bit compared to the other melee turrets - taking full advantage of the freeze effect takes some practice.

One other thing, I'd just switch the places of shaft and vulcan.

 

Cool chart! That's an interesting way of organizing the turrets.

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This is my rating based off of a 1-10 scale with 1 being the easiest to use and least effective and 10 being the hardest to use and most effective.

Please note that this is just based off on getting kills.

Firebird: Difficulty- 1. Effectiveness- 5.

Freeze: Difficulty- 4. Effectiveness- 4.

Isida: Difficulty- 1. Effectiveness- 1.

Hammer: Difficulty- 5. Effectiveness- 7.

Twins: Difficulty- 1. Effectiveness- 1.

Ricochet: Difficulty- 3. Effectiveness- 5.

Smoky: Difficulty- 1. Effectiveness- 7.

Striker: Difficulty- 9. Effectiveness- 9.

Vulcan: Difficulty- 6. Effectiveness- 7.

Thunder: Difficulty- 5. Effectiveness- 7.

Railgun: Difficulty- 5. Effectiveness- 6.

Magnum. H: Difficulty- 3. Effectiveness- 8.

Magnum. V: Difficulty- 10. Effectiveness- 3.

Gauss: Difficulty- 1. Effectiveness- 10.

Shaft: Difficulty- 7. Effectiveness- 7.

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3 hours ago, FrozenRailgun said:

The 1st thing I noticed is Shaft. I figured that you placed it on "somewhat easy to use" and 'most effective" spot is because of what reason?

I rated turrets based on stock parameters only. Shaft doesn't suffer from any range limitations and its extremely high damage means you can easily quick scope enemies. I can pause for a split second, enable BD, and obliterate an enemy at any range before they have sufficient time to react. There isn't much to think about. Sure you can try to do more - pull off difficult shots through small cracks and whatnot - but the returns are diminishing.

Edited by ThirdOnion
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This is my take on it.

2021-06-08_13_49_41-Presentation1_-_Powe

First of all, "most effective" doesn't feel like a reliable way to judge a turret, since all turrets should ideally be equally effective (i.e. balanced), so if some are more or less powerful than others, it means that a future balance update is likely to change that.

I feel like all turrets have maps and situations where they would be more effective than anything else, but I guess my chart above is based on a sort of average.

Also worth noting that all turrets' effectiveness increases with skill, so they could be anywhere along a diagonal line, based on the user's skill. 

Turrets like Smoky, Thunder and Railgun are effectively "point and click", and I feel like they are extremely effective in most battles. Thunder and Railgun have some nuances, making them harder to use.

Striker and Magnum are both very effective and difficult to use due to the long projectile travel time, and things like lock-on mechanics and ballistic trajectory.

I consider short and melee range turrets to be less effective due to the fact that their range limits their ability to reach enemies before getting shot, but this is arguable due to the large amount and high frequency of small maps and/or maps with lots of cover. Melee range is easy to use because of the simple mechanics, with Fire and Freeze being a bit more difficult than Isida due to the need to use their status effects in a good way to maximise effectiveness.

My placement of Vulcan is mostly for personal reasons. I feel like it's the easiest and most boring turret in the game, where you just equip heat immunity, find a spot with a good view of the map, put a brick on your spacebar and turn your turret toward any enemies coming into view. While this may be effective, I think all other turrets outperform it by a lot, and it's definitely least effective of them all. This is obviously a subjective opinion.

 

P.S. @ThirdOnion would be nice to have a link to all the turret images as well.
Editable Google Slides file: https://drive.google.com/file/d/1seyq46WANtPO9PTPA-1jeBFQRAxSlLB3/view?usp=sharing

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15 hours ago, ThirdOnion said:

Curious to see what other forumers' opinions are on this matter. Here is my take (format inspired by another forumer):

Are the Turrets placed based on just their regular mechanics?

Or are Augments also used?

 

I think all Turrets are effective if the enemy doesn't have Protections.

In terms of easy use, I think you have pretty true placements.

Nice job!

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On 6/8/2021 at 12:12 PM, Maf said:

First of all, "most effective" doesn't feel like a reliable way to judge a turret, since all turrets should ideally be equally effective (i.e. balanced), so if some are more or less powerful than others, it means that a future balance update is likely to change that.

 

If u want to balance things out, remove EMP gauss splash damage and make it that it only removes supplies of snipped tank.

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On 6/8/2021 at 12:12 PM, Maf said:

 

Striker and Magnum are both very effective and difficult to use due to the long projectile travel time, and things like lock-on mechanics and ballistic trajectory.

 

Mobile campers with magnum are worst. U should remove projectile travel line from mobile, beacuse what is then point of playing with magnum then, when it requires 0 skills?

I don't know how they manage to play hours on mobile phone, probably coz everything is auto aimed and 100% easier. Literally ZERO skills is  requird to play on mobile, but most mobile players got no skills, so that is why.

Edited by fire_shoter
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6 hours ago, fire_shoter said:

Mobile campers with magnum are worst. U should remove projectile travel line from mobile, beacuse what is then point of playing with magnum then?

I don't know how they manage to play hours on mobile phone, probably coz everything is auto aimed and 100% easier. Literally ZERO skills is  requird to play on mobile, but most mobile players got no skills, so that is why.

I just found out about the trajectory assist in mobile for magnum.  That is just a silly advantage.

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