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  1. #1

    Turrets

    Currently all I ever see are assault turrets and the occasional fire turret. No one is using the mortar or sniper turret so I have a couple of ideas to fix that.

    The sniper turrett turret needs a rework to be like the assault variant in that it can targeted and autonomous just as it is now.

    Increased ammo count as a mod plus increased damage as a mod with; and this is the big change, armour destruction capabilities or head shots only
    It then becomes the go to turret against heavily armoured targets or named enemies. Single target specialisation


    The mortar turrett again needs both autonomous and manual targeting.

    Increased ammo count mod and again increased damage mod with; and this is it's change, it fires fragmentation rounds that cause bleeding damage/status effect. This then becomes the turret of choice for larger groups of npcs. AOE specialisation.

    Put them both on a fixed minimum cool down but still allow players to affect he overall CD with CDR on gear.

    Just my random thoughts on opening up some skill variation/utilisation.
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  2. #2
    i started with the sniper turret on my first char and was shocked on how tedious it was to control it.
    *shooting someone with primary*
    *setting down turret*
    *enemy gets behind cover*
    *waiting until enemy pops up again to tell sniper to shoot*
    *tell sniper to shoot... shoot... shoot... shoot...*
    *change target because of kill*
    *tell sniper to shoot... shoot...*
    *turret ammo empty*
    *wonder how minor the damage is compared to actual sniper*
    *equip dragunov*
    *shoot... shoot... change target because of kill*
    *2 shot every other red enemy with dragunov until 15 shot mag is empty... rinse and repeat*

    seriously, targeting enemies is a nice addition to an ai controlles turret. this is no valid single option.
    this is also true for all other skills.
    Every skill should be fast deployable and have a basic uncontroled performance. Get more out of them by controling.
    say using the firefly:
    double tap sends it away and selects targets at random until it is used up.
    aim and designate the targets to attack manually.
    drone: if no target is designated hover near Operator and behave like close defense drone which attacks enemies within 15-20m without moving from your side.
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  3. #3
    Could not agree more with you guys. In regard to skills, the lack of automatic targeting is irritating. The manual targeting options for skills is so tedious, do-able, but extremely tedious.
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  4. #4
    Originally Posted by Catsuperhighway Go to original post
    Currently all I ever see are assault turrets and the occasional fire turret. No one is using the mortar or sniper turret so I have a couple of ideas to fix that.

    The sniper turrett turret needs a rework to be like the assault variant in that it can targeted and autonomous just as it is now.

    Increased ammo count as a mod plus increased damage as a mod with; and this is the big change, armour destruction capabilities or head shots only
    It then becomes the go to turret against heavily armoured targets or named enemies. Single target specialisation


    The mortar turrett again needs both autonomous and manual targeting.

    Increased ammo count mod and again increased damage mod with; and this is it's change, it fires fragmentation rounds that cause bleeding damage/status effect. This then becomes the turret of choice for larger groups of npcs. AOE specialisation.

    Put them both on a fixed minimum cool down but still allow players to affect he overall CD with CDR on gear.

    Just my random thoughts on opening up some skill variation/utilisation.
    I'd have sniper penetrate cover too. There are plus ammo mods for it, I have a +5 somewhere but I've never used that turret myself. The mortar turret isn't all that bad. It does take some getting used to but it isn't as hard to use as the Bombardier drone. Solid idea about frag and bleed, but I wonder how fast it would burn through ammo if it was automated. It does a lot of damage and having no ammo left when a heavy enters the field might be a bit annoying. Cooldowns aside for now. If they really wanted to get creative with turrets then I'd suggest putting them on tracks and allow them to roam the battlefield or allow the player to mark out a route. It'd make a great flanker that way.
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  5. #5
    Main thing I don't like about the mortar turret is half the enemies have moved by the time the shell actually reaches the targeted destination after firing.
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  6. #6
    After further thoughts and running scenarios through mind I would scrap ammo count entirely and go with duration or AOE size dependant on the variant for the turrets. Also a fixed fire rate for both.

    Rename the mortar turret "grenade" to emphasize it's change of role. Think 20mm or 30 mm type grenades

    Damaged values adjusted to bring them in line with the assault turret [after it has been buffed somewhat ].

    For example-Cp4 Bank vault with a turret sat on the wall up high either pumping out sniper rounds or fragmentation grenades.

    The damage values don't have to be high but they do need to competitive
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  7. #7
    being able to stick a turret to any surface would be a nice addition. throw it up to the ceiling and have better angle of attack ^^*
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  8. #8
    Originally Posted by Akogooth Go to original post
    being able to stick a turret to any surface would be a nice addition. throw it up to the ceiling and have better angle of attack ^^*
    Turret placement does indeed require some thought and dare I say it skill to get the most out of it. Put it high with good good sight lines where it cannot be reached by heavies intent on kicking it

    I have specific spots in Heroic missions where I've learnt it does the most good
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  9. #9
    While I find the mortar fun to use, I don't find it as effective as bomber drone. Mortar is hard to use effectively indoors, or anywhere with vertical clutter.
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