Why does it need to be independently controlled? It takes attention away from shooting and other things you need to do. Just make it a toss and forget weapon like the MG turret.
In fact, make it like the TD1 flame turret. Higher damage but lower range than the MG turret.
Originally Posted by MELANCHOL1A Go to original post
yeah, the only reason the current flame turret has any usability as it stands is because everyone knows where the spawn points are...its pretty useless beyond a spawn point. Way too cumbersome getting it set up once the fight has started making it pretty pointless tbh. My favorite thing ive been using it for is finishing off the rogues who hunt me, i love when they keep crawling around instead of just offing themselves so i can toss it down and watch them burn.
The Flame Turret runs out its timer far faster when actively firing (pun intended) so it has that toggle-option to allow a more strategic placement and only have it on when needed. Also, it defaults to being active if it is deployed with an enemy in range!Originally Posted by MELANCHOL1A Go to original post
I have on several occasions used the Flame Turret to cover my escape from a narrow path or singular doorway in the DZ... It is admittedly niche, but there's nothing else that covers that niche better.Originally Posted by moesuvious Go to original post
RealDude, If anyone was chasing you and you stopped to set up a flame turret you are dead...... If you did manage to set it up the only people not just running through it like nothing are very bad at the game. The only skill that even bothers me is the sniper turret, but even that is not really responsive in a fight. If I see someone using a mortar turret in conflict I sit there and let them waste their ammo on me so they don't hit my team with it. Status Effects in this series are a joke, even in the first game too. Highest status effect damage going to a stamina gun build..... right..... Shock of the same duration regardless of the skill power.... right..... In this one all you do is put on a single mask and get 100% immunity, which ruins half of the skills and talents in this game.
The Incinerator is not niche, it is a self imposed debuff.
Not to change the subject,
but I think skill mods should have a completely different purpose.
Rather than giving stats they should change how skills work.
I.e. default flame turret doesn't have 360 degrees rotation; but with an appropriate skill mod locked with high enough skill power (or a different threshold) it becomes 360.
And this opens up a lot of options to help skill power users distinguish their utility over gun/armor builds without making skill power just about stats and degrading to a DPS discussion where "every skill needs to be matched to it's counterpart gun / armor build".
You could add stuff like
- Sticky turrets
- self-foam chem launcher that negates damage until it's destroyed or runs out of time but prevents you from moving
- hand-held recon pulse so that it lets you almost toggle pulse
- etc, there is lots that can be done to expand skills and offer skill builds a strong QoL option to reinforce their role that isn't just a DPS comparison...
So many gamers conplain in TD1 for the fire turret you think to sees that in TD2?Originally Posted by MELANCHOL1A Go to original post
im guessing this was a pre-planned escape as you really cant do this while running away since the turret only points one direction and has to be aimed. I mean, i guess you could just drop it and wait a few seconds and then set it off and they would have to run through it but you couldnt instantly set it off or you would just catch yourself on fire. I lived in my Firecrest in TD1 and used it exclusively for stuff like you mention and it was great but in his game, the limited directional range just hampers it and makes it pretty lame. Im sure yall could look at the active number of players using this turret and realize its basically just taking up space.Originally Posted by Ubi-RealDude Go to original post